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* kernel/thread: Include thread-related enums within the kernel namespaceLioncash2018-09-131-1/+1
| | | | | | Previously, these were sitting outside of the Kernel namespace, which doesn't really make sense, given they're related to the Thread class which is within the Kernel namespace.
* hle/service: Default constructors and destructors in the cpp file where applicableLioncash2018-09-118-0/+12
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | When a destructor isn't defaulted into a cpp file, it can cause the use of forward declarations to seemingly fail to compile for non-obvious reasons. It also allows inlining of the construction/destruction logic all over the place where a constructor or destructor is invoked, which can lead to code bloat. This isn't so much a worry here, given the services won't be created and destroyed frequently. The cause of the above mentioned non-obvious errors can be demonstrated as follows: ------- Demonstrative example, if you know how the described error happens, skip forwards ------- Assume we have the following in the header, which we'll call "thing.h": \#include <memory> // Forward declaration. For example purposes, assume the definition // of Object is in some header named "object.h" class Object; class Thing { public: // assume no constructors or destructors are specified here, // or the constructors/destructors are defined as: // // Thing() = default; // ~Thing() = default; // // ... Some interface member functions would be defined here private: std::shared_ptr<Object> obj; }; If this header is included in a cpp file, (which we'll call "main.cpp"), this will result in a compilation error, because even though no destructor is specified, the destructor will still need to be generated by the compiler because std::shared_ptr's destructor is *not* trivial (in other words, it does something other than nothing), as std::shared_ptr's destructor needs to do two things: 1. Decrement the shared reference count of the object being pointed to, and if the reference count decrements to zero, 2. Free the Object instance's memory (aka deallocate the memory it's pointing to). And so the compiler generates the code for the destructor doing this inside main.cpp. Now, keep in mind, the Object forward declaration is not a complete type. All it does is tell the compiler "a type named Object exists" and allows us to use the name in certain situations to avoid a header dependency. So the compiler needs to generate destruction code for Object, but the compiler doesn't know *how* to destruct it. A forward declaration doesn't tell the compiler anything about Object's constructor or destructor. So, the compiler will issue an error in this case because it's undefined behavior to try and deallocate (or construct) an incomplete type and std::shared_ptr and std::unique_ptr make sure this isn't the case internally. Now, if we had defaulted the destructor in "thing.cpp", where we also include "object.h", this would never be an issue, as the destructor would only have its code generated in one place, and it would be in a place where the full class definition of Object would be visible to the compiler. ---------------------- End example ---------------------------- Given these service classes are more than certainly going to change in the future, this defaults the constructors and destructors into the relevant cpp files to make the construction and destruction of all of the services consistent and unlikely to run into cases where forward declarations are indirectly causing compilation errors. It also has the plus of avoiding the need to rebuild several services if destruction logic changes, since it would only be necessary to recompile the single cpp file.
* vi: Add std::is_trivially_copyable checks to Read and Write functionsLioncash2018-07-231-2/+13
| | | | | | It's undefined behavior to memcpy an object that isn't considered trivially copyable, so put a compile-time check in to make sure this doesn't occur.
* vi: std::move std::vector in constructors where applicableLioncash2018-07-231-9/+9
| | | | | | | Allows avoiding unnecessary copies of the vector depending on the calling code. While we're at it, remove a redundant no-parameter base constructor call
* hle/service: Make constructors explicit where applicableLioncash2018-07-192-4/+4
| | | | | Prevents implicit construction and makes these lingering non-explicit constructors consistent with the rest of the other classes in services.
* vi: Change TransactionId::CancelBuffer to LOG_CRITICAL.bunnei2018-07-181-1/+1
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* vi: Fix size for ListDisplays default display.bunnei2018-07-181-2/+2
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* vi: Partially implement buffer crop parameters.bunnei2018-07-181-4/+10
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* nvflinger: Fix for BufferQueue event handling.bunnei2018-07-171-4/+4
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* Update clang formatJames Rowe2018-07-031-3/+3
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* Rename logging macro back to LOG_*James Rowe2018-07-031-24/+24
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* general: Make formatting of logged hex values more straightforwardLioncash2018-05-021-2/+2
| | | | | | This makes the formatting expectations more obvious (e.g. any zero padding specified is padding that's entirely dedicated to the value being printed, not any pretty-printing that also gets tacked on).
* vi: Move logging macros over to new fmt-compatible onesLioncash2018-04-241-26/+27
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* Merge pull request #340 from mailwl/vi-updatebunnei2018-04-201-7/+27
|\ | | | | Service/VI: stub SetLayerVisibility, fix GetDisplayResolution output
| * Service/VI: stub SetLayerVisibility, fix GetDisplayResolution outputmailwl2018-04-171-7/+27
| | | | | | | | | | both SetLayerVisibility() functions used in Lego games, GetDisplayResolution() fixed according switchbrew.org
* | Merge pull request #360 from lioncash/namespacesbunnei2018-04-208-32/+16
|\ \ | | | | | | service: Use nested namespace specifiers where applicable
| * | service: Use nested namespace specifiers where applicableLioncash2018-04-208-32/+16
| |/ | | | | | | Tidies up namespace declarations
* / vi: Remove redundant initializers in the constructorsLioncash2018-04-201-9/+5
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* Various service name fixes - part 2 (rebased) (#322)Hexagon122018-04-172-2/+112
| | | | | | | | | | | | | | | | * Updated ACC with more service names * Updated SVC with more service names * Updated set with more service names * Updated sockets with more service names * Updated SPL with more service names * Updated time with more service names * Updated vi with more service names
* Fixed normal params in GetDisplayResolutionHexagon122018-04-131-1/+1
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* vi: Implement GetDisplayResolution.bunnei2018-04-032-0/+26
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* Service/vi: convert services to modulemailwl2018-03-218-212/+160
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* Clean Warnings (?)N00byKing2018-03-191-1/+1
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* vi: Remove DequeueBuffer and wait until next available buffer.bunnei2018-03-191-6/+24
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* Parcel: Ensure we don't read past the end of the parcels in Vi.Subv2018-02-171-0/+5
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* Vi: Mark all fences as NO_FENCE in the DequeueBuffer response parcel.Subv2018-02-171-2/+2
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* Vi: Always write the IGBPBuffer in the RequestBuffer response parcel.Subv2018-02-171-1/+2
| | | | This may break libnx homebrew due to a bug in libnx but is required by official games since they always assume that the buffer will be there.
* Vi: Mark the fences as valid in the DequeueBuffer response parcel.Subv2018-02-151-0/+3
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* Vi: Added a missing u32 in the DequeueBuffer response parcel.Subv2018-02-151-0/+1
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* Vi: Don't write the IGBPBuffer in the IGBPRequestBufferResponseParcel.Subv2018-02-151-4/+2
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* Vi: Properly write the BufferProducerFence object in the DequeueBuffer response parcel.Subv2018-02-151-18/+21
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* vi: Eliminate direct usage of BufferDescriptorB.bunnei2018-02-141-14/+3
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* vi: Use ReadBuffer/WriteBuffer functions for TransactParcel.bunnei2018-02-141-44/+19
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* vi: Fix TransactParcelAuto to support both buffer formats.bunnei2018-02-141-25/+16
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* vi: Add FENCE_HACK, which is useful for booting BOTW.bunnei2018-02-131-7/+21
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* vi: Stub TransactParcel CancelBuffer.bunnei2018-02-131-0/+2
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* TransactParcel: Move WriteBlock to narrowest scope.bunnei2018-02-131-10/+13
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* vi: Parse IGBPQueueBufferRequestParcel params and expose buffer flip vertical.bunnei2018-02-121-5/+21
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* vi: Fix OpenLayer and CreateStrayLayer.bunnei2018-02-111-6/+8
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* vi: Implement TransactParcelAuto.bunnei2018-02-101-32/+46
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* IGBPQueueBufferRequestParcel: Don't enforce buffer length.bunnei2018-02-101-1/+0
| | | | - Another fix for libnx.
* IGBPRequestBufferResponseParcel: Fix response for libnx.bunnei2018-02-101-7/+4
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* IApplicationDisplayService::CloseDisplay: Fix response params size.bunnei2018-02-091-1/+1
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* Service: stub some functions in am, audio, time, vi servicesmailwl2018-02-072-1/+22
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* logger: Add VI service logging category.bunnei2018-02-054-21/+20
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* Merge pull request #154 from mailwl/vi_create_stray_arraybunnei2018-02-021-0/+1
|\ | | | | vi::CreateStrayLayer : add padding to request
| * vi::CreateStrayLayer : add padding to requestmailwl2018-02-021-0/+1
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* | Services/vi: add vi:s and vi:u servicesmailwl2018-02-025-0/+124
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* hle: Rename RequestBuilder to ResponseBuilder.bunnei2018-01-252-19/+19
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* service: Fix all incorrect IPC response headers.bunnei2018-01-252-5/+6
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* Services: Vi shouldn't be responsible for creating nvflinger.Subv2018-01-224-6/+8
| | | | It is now created during Service initialization and passed to all the services that need it.
* VI: Move BufferQueue and NVFlinger to their own folder/namespace.Subv2018-01-224-363/+25
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* VI: Implement the Query transaction of IHOSBinderDriver, and stubbed some results.Subv2018-01-212-0/+58
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* Fixes some cast warnings, partial port of citra #3064 (#106)River City Ransomware2018-01-201-1/+1
| | | | | | | | * Fixes some cast warnings, partially fixes citra #3064 * Converted casts to uint32_t to u32 * Ran clang-format
* Fix dispdrv typogdkchan2018-01-191-1/+1
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* Merge pull request #90 from lioncash/vi-overridebunnei2018-01-181-20/+21
|\ | | | | vi: Minor clean up/correctness changes
| * vi: Make constructors explicit where applicableLioncash2018-01-181-13/+14
| | | | | | | | Prevents implicit conversions.
| * vi: Add missing override specifiersLioncash2018-01-181-7/+7
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* | vi: Copy data directly into the std::vector within Parcel's ReadBlock functionLioncash2018-01-181-2/+3
|/ | | | | Previously this would unnecessarily zero-initialize the vector before copying the actual data into the vector instance.
* NV: Move the nvdrv classes into the Nvidia namespace, and move the functionality to a s single module that services call.Subv2018-01-171-3/+3
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* VI: Stubbed GetNativeHandle, Create/DestroyStrayLayer and CloseDisplaySubv2018-01-172-3/+85
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* vi: Add IManagerDisplayService::CloseDisplay functionbsaleil2018-01-151-0/+10
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* renderer: Render previous frame when no new one is available.bunnei2018-01-151-1/+4
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* yuzu: Update license text to be consistent across project.bunnei2018-01-134-4/+4
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* core: Include <algorithm> where used.bunnei2018-01-121-0/+2
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* NV: Move the nv device nodes to their own directory and namespace.Subv2018-01-111-1/+2
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* VI: Use a Pulse event instead of OneShot for the vblank events.Subv2018-01-111-1/+1
| | | | This prevents missing frames if the vblank fires between the DequeueBuffer and Wait(vsync) calls
* vi: Use new CoreTiming::EventTypebunnei2018-01-111-1/+5
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* NV: Expose the nvdisp_disp0 device and a weak reference to the nvdrv:a service.Subv2018-01-112-2/+16
| | | | | | NVFlinger will call into the nvdisp_disp0 device to perform screen flips, bypassing the ioctl interface. We now have the address of the framebuffer to draw, we just need to actually put it on the screen.
* NV: Determine what buffer to draw for each layer of each display.Subv2018-01-112-13/+58
| | | | | | Don't try to draw buffers that the guest application is using, only queued buffers are eligible for drawing. Drawing actual pixels is still not implemented.
* NV: Signal all display's vsync event 60 times per second.Subv2018-01-112-1/+32
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* NV: Give each display its own vsync event.Subv2018-01-112-12/+29
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* NV: Keep track of Displays, Layers and BufferQueues in nvflinger.Subv2018-01-114-41/+261
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* NV: Implemented (with stubs) the vi:m service and some of its subservices.Subv2018-01-114-0/+714
The homebrew display test application now properly writes graphics data to the graphics buffer but we still don't have a way to compose the display layers.