// Copyright 2018 yuzu emulator team // Licensed under GPLv2 or any later version // Refer to the license.txt file included. #include #include #include "common/alignment.h" #include "common/assert.h" #include "common/logging/log.h" #include "common/microprofile.h" #include "common/scope_exit.h" #include "core/core.h" #include "core/core_timing.h" #include "core/core_timing_util.h" #include "core/hle/service/nvdrv/devices/nvdisp_disp0.h" #include "core/hle/service/nvdrv/nvdrv.h" #include "core/hle/service/nvflinger/buffer_queue.h" #include "core/hle/service/nvflinger/nvflinger.h" #include "core/perf_stats.h" #include "video_core/renderer_base.h" #include "video_core/video_core.h" namespace Service::NVFlinger { constexpr std::size_t SCREEN_REFRESH_RATE = 60; constexpr u64 frame_ticks = static_cast(CoreTiming::BASE_CLOCK_RATE / SCREEN_REFRESH_RATE); NVFlinger::NVFlinger() { // Add the different displays to the list of displays. displays.emplace_back(0, "Default"); displays.emplace_back(1, "External"); displays.emplace_back(2, "Edid"); displays.emplace_back(3, "Internal"); // Schedule the screen composition events composition_event = CoreTiming::RegisterEvent("ScreenComposition", [this](u64 userdata, int cycles_late) { Compose(); CoreTiming::ScheduleEvent(frame_ticks - cycles_late, composition_event); }); CoreTiming::ScheduleEvent(frame_ticks, composition_event); } NVFlinger::~NVFlinger() { CoreTiming::UnscheduleEvent(composition_event, 0); } void NVFlinger::SetNVDrvInstance(std::shared_ptr instance) { nvdrv = std::move(instance); } u64 NVFlinger::OpenDisplay(std::string_view name) { LOG_WARNING(Service, "Opening display {}", name); // TODO(Subv): Currently we only support the Default display. ASSERT(name == "Default"); auto itr = std::find_if(displays.begin(), displays.end(), [&](const Display& display) { return display.name == name; }); ASSERT(itr != displays.end()); return itr->id; } u64 NVFlinger::CreateLayer(u64 display_id) { auto& display = GetDisplay(display_id); ASSERT_MSG(display.layers.empty(), "Only one layer is supported per display at the moment"); u64 layer_id = next_layer_id++; u32 buffer_queue_id = next_buffer_queue_id++; auto buffer_queue = std::make_shared(buffer_queue_id, layer_id); display.layers.emplace_back(layer_id, buffer_queue); buffer_queues.emplace_back(std::move(buffer_queue)); return layer_id; } u32 NVFlinger::GetBufferQueueId(u64 display_id, u64 layer_id) { const auto& layer = GetLayer(display_id, layer_id); return layer.buffer_queue->GetId(); } Kernel::SharedPtr NVFlinger::GetVsyncEvent(u64 display_id) { const auto& display = GetDisplay(display_id); return display.vsync_event; } std::shared_ptr NVFlinger::GetBufferQueue(u32 id) const { auto itr = std::find_if(buffer_queues.begin(), buffer_queues.end(), [&](const auto& queue) { return queue->GetId() == id; }); ASSERT(itr != buffer_queues.end()); return *itr; } Display& NVFlinger::GetDisplay(u64 display_id) { auto itr = std::find_if(displays.begin(), displays.end(), [&](const Display& display) { return display.id == display_id; }); ASSERT(itr != displays.end()); return *itr; } Layer& NVFlinger::GetLayer(u64 display_id, u64 layer_id) { auto& display = GetDisplay(display_id); auto itr = std::find_if(display.layers.begin(), display.layers.end(), [&](const Layer& layer) { return layer.id == layer_id; }); ASSERT(itr != display.layers.end()); return *itr; } void NVFlinger::Compose() { for (auto& display : displays) { // Trigger vsync for this display at the end of drawing SCOPE_EXIT({ display.vsync_event->Signal(); }); // Don't do anything for displays without layers. if (display.layers.empty()) continue; // TODO(Subv): Support more than 1 layer. ASSERT_MSG(display.layers.size() == 1, "Max 1 layer per display is supported"); Layer& layer = display.layers[0]; auto& buffer_queue = layer.buffer_queue; // Search for a queued buffer and acquire it auto buffer = buffer_queue->AcquireBuffer(); MicroProfileFlip(); if (buffer == boost::none) { auto& system_instance = Core::System::GetInstance(); // There was no queued buffer to draw, render previous frame system_instance.GetPerfStats().EndGameFrame(); system_instance.Renderer().SwapBuffers({}); continue; } auto& igbp_buffer = buffer->igbp_buffer; // Now send the buffer to the GPU for drawing. // TODO(Subv): Support more than just disp0. The display device selection is probably based // on which display we're drawing (Default, Internal, External, etc) auto nvdisp = nvdrv->GetDevice("/dev/nvdisp_disp0"); ASSERT(nvdisp); nvdisp->flip(igbp_buffer.gpu_buffer_id, igbp_buffer.offset, igbp_buffer.format, igbp_buffer.width, igbp_buffer.height, igbp_buffer.stride, buffer->transform, buffer->crop_rect); buffer_queue->ReleaseBuffer(buffer->slot); } } Layer::Layer(u64 id, std::shared_ptr queue) : id(id), buffer_queue(std::move(queue)) {} Layer::~Layer() = default; Display::Display(u64 id, std::string name) : id(id), name(std::move(name)) { auto& kernel = Core::System::GetInstance().Kernel(); vsync_event = Kernel::Event::Create(kernel, Kernel::ResetType::Pulse, "Display VSync Event"); } Display::~Display() = default; } // namespace Service::NVFlinger