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// Copyright 2018 yuzu emulator team
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <atomic>
#include <memory>
#include <mutex>
#include <optional>
#include <string>
#include <string_view>
#include <thread>
#include <vector>
#include "common/common_types.h"
#include "core/hle/kernel/object.h"
namespace Common {
class Event;
} // namespace Common
namespace Core::Timing {
class CoreTiming;
struct EventType;
} // namespace Core::Timing
namespace Kernel {
class ReadableEvent;
class WritableEvent;
} // namespace Kernel
namespace Service::Nvidia {
class Module;
} // namespace Service::Nvidia
namespace Service::VI {
class Display;
class Layer;
} // namespace Service::VI
namespace Service::NVFlinger {
class BufferQueue;
class NVFlinger final {
public:
explicit NVFlinger(Core::System& system);
~NVFlinger();
/// Sets the NVDrv module instance to use to send buffers to the GPU.
void SetNVDrvInstance(std::shared_ptr<Nvidia::Module> instance);
/// Opens the specified display and returns the ID.
///
/// If an invalid display name is provided, then an empty optional is returned.
[[nodiscard]] std::optional<u64> OpenDisplay(std::string_view name);
/// Creates a layer on the specified display and returns the layer ID.
///
/// If an invalid display ID is specified, then an empty optional is returned.
[[nodiscard]] std::optional<u64> CreateLayer(u64 display_id);
/// Closes a layer on all displays for the given layer ID.
void CloseLayer(u64 layer_id);
/// Finds the buffer queue ID of the specified layer in the specified display.
///
/// If an invalid display ID or layer ID is provided, then an empty optional is returned.
[[nodiscard]] std::optional<u32> FindBufferQueueId(u64 display_id, u64 layer_id) const;
/// Gets the vsync event for the specified display.
///
/// If an invalid display ID is provided, then nullptr is returned.
[[nodiscard]] std::shared_ptr<Kernel::ReadableEvent> FindVsyncEvent(u64 display_id) const;
/// Obtains a buffer queue identified by the ID.
[[nodiscard]] BufferQueue* FindBufferQueue(u32 id);
/// Performs a composition request to the emulated nvidia GPU and triggers the vsync events when
/// finished.
void Compose();
[[nodiscard]] s64 GetNextTicks() const;
private:
[[nodiscard]] std::unique_lock<std::mutex> Lock() const {
return std::unique_lock{*guard};
}
/// Finds the display identified by the specified ID.
[[nodiscard]] VI::Display* FindDisplay(u64 display_id);
/// Finds the display identified by the specified ID.
[[nodiscard]] const VI::Display* FindDisplay(u64 display_id) const;
/// Finds the layer identified by the specified ID in the desired display.
[[nodiscard]] VI::Layer* FindLayer(u64 display_id, u64 layer_id);
/// Finds the layer identified by the specified ID in the desired display.
[[nodiscard]] const VI::Layer* FindLayer(u64 display_id, u64 layer_id) const;
static void VSyncThread(NVFlinger& nv_flinger);
void SplitVSync();
std::shared_ptr<Nvidia::Module> nvdrv;
std::vector<VI::Display> displays;
std::vector<BufferQueue> buffer_queues;
/// Id to use for the next layer that is created, this counter is shared among all displays.
u64 next_layer_id = 1;
/// Id to use for the next buffer queue that is created, this counter is shared among all
/// layers.
u32 next_buffer_queue_id = 1;
u32 swap_interval = 1;
/// Event that handles screen composition.
std::shared_ptr<Core::Timing::EventType> composition_event;
std::shared_ptr<std::mutex> guard;
Core::System& system;
std::unique_ptr<std::thread> vsync_thread;
std::unique_ptr<Common::Event> wait_event;
std::atomic<bool> is_running{};
};
} // namespace Service::NVFlinger
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