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// Copyright 2018 yuzu emulator team
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <algorithm>
#include <optional>
#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/kernel/kernel.h"
#include "core/hle/kernel/readable_event.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/hle/service/vi/display/vi_display.h"
#include "core/hle/service/vi/layer/vi_layer.h"
#include "core/perf_stats.h"
#include "core/settings.h"
#include "video_core/renderer_base.h"
namespace Service::NVFlinger {
constexpr s64 frame_ticks = static_cast<s64>(Core::Timing::BASE_CLOCK_RATE / 60);
constexpr s64 frame_ticks_30fps = static_cast<s64>(Core::Timing::BASE_CLOCK_RATE / 30);
NVFlinger::NVFlinger(Core::System& system) : system(system) {
displays.emplace_back(0, "Default", system);
displays.emplace_back(1, "External", system);
displays.emplace_back(2, "Edid", system);
displays.emplace_back(3, "Internal", system);
displays.emplace_back(4, "Null", system);
for (auto& display : displays) {
display.SignalVSyncEvent();
}
// Schedule the screen composition events
composition_event = system.CoreTiming().RegisterEvent(
"ScreenComposition", [this](u64 userdata, s64 cycles_late) {
Compose();
const auto ticks =
Settings::values.force_30fps_mode ? frame_ticks_30fps : GetNextTicks();
this->system.CoreTiming().ScheduleEvent(std::max<s64>(0LL, ticks - cycles_late),
composition_event);
});
system.CoreTiming().ScheduleEvent(frame_ticks, composition_event);
}
NVFlinger::~NVFlinger() {
system.CoreTiming().UnscheduleEvent(composition_event, 0);
}
void NVFlinger::SetNVDrvInstance(std::shared_ptr<Nvidia::Module> instance) {
nvdrv = std::move(instance);
}
std::optional<u64> NVFlinger::OpenDisplay(std::string_view name) {
LOG_DEBUG(Service, "Opening \"{}\" display", name);
// TODO(Subv): Currently we only support the Default display.
ASSERT(name == "Default");
const auto itr =
std::find_if(displays.begin(), displays.end(),
[&](const VI::Display& display) { return display.GetName() == name; });
if (itr == displays.end()) {
return {};
}
return itr->GetID();
}
std::optional<u64> NVFlinger::CreateLayer(u64 display_id) {
auto* const display = FindDisplay(display_id);
if (display == nullptr) {
return {};
}
const u64 layer_id = next_layer_id++;
const u32 buffer_queue_id = next_buffer_queue_id++;
buffer_queues.emplace_back(buffer_queue_id, layer_id);
display->CreateLayer(layer_id, buffer_queues.back());
return layer_id;
}
std::optional<u32> NVFlinger::FindBufferQueueId(u64 display_id, u64 layer_id) const {
const auto* const layer = FindLayer(display_id, layer_id);
if (layer == nullptr) {
return {};
}
return layer->GetBufferQueue().GetId();
}
Kernel::SharedPtr<Kernel::ReadableEvent> NVFlinger::FindVsyncEvent(u64 display_id) const {
auto* const display = FindDisplay(display_id);
if (display == nullptr) {
return nullptr;
}
return display->GetVSyncEvent();
}
BufferQueue& NVFlinger::FindBufferQueue(u32 id) {
const auto itr = std::find_if(buffer_queues.begin(), buffer_queues.end(),
[id](const auto& queue) { return queue.GetId() == id; });
ASSERT(itr != buffer_queues.end());
return *itr;
}
const BufferQueue& NVFlinger::FindBufferQueue(u32 id) const {
const auto itr = std::find_if(buffer_queues.begin(), buffer_queues.end(),
[id](const auto& queue) { return queue.GetId() == id; });
ASSERT(itr != buffer_queues.end());
return *itr;
}
VI::Display* NVFlinger::FindDisplay(u64 display_id) {
const auto itr =
std::find_if(displays.begin(), displays.end(),
[&](const VI::Display& display) { return display.GetID() == display_id; });
if (itr == displays.end()) {
return nullptr;
}
return &*itr;
}
const VI::Display* NVFlinger::FindDisplay(u64 display_id) const {
const auto itr =
std::find_if(displays.begin(), displays.end(),
[&](const VI::Display& display) { return display.GetID() == display_id; });
if (itr == displays.end()) {
return nullptr;
}
return &*itr;
}
VI::Layer* NVFlinger::FindLayer(u64 display_id, u64 layer_id) {
auto* const display = FindDisplay(display_id);
if (display == nullptr) {
return nullptr;
}
return display->FindLayer(layer_id);
}
const VI::Layer* NVFlinger::FindLayer(u64 display_id, u64 layer_id) const {
const auto* const display = FindDisplay(display_id);
if (display == nullptr) {
return nullptr;
}
return display->FindLayer(layer_id);
}
void NVFlinger::Compose() {
for (auto& display : displays) {
bool trigger_event = false;
// Trigger vsync for this display at the end of drawing
SCOPE_EXIT({
// TODO(Blinkhawk): Correctly send buffers through nvflinger while
// loading the game thorugh the OS.
// During loading, the OS takes care of sending buffers to vsync,
// thus it triggers, since this is not properly emulated due to
// HLE complications, we allow it to signal until the game enqueues
// it's first buffer.
if (trigger_event || !first_buffer_enqueued) {
display.SignalVSyncEvent();
}
});
// Don't do anything for displays without layers.
if (!display.HasLayers())
continue;
// TODO(Subv): Support more than 1 layer.
VI::Layer& layer = display.GetLayer(0);
auto& buffer_queue = layer.GetBufferQueue();
// Search for a queued buffer and acquire it
auto buffer = buffer_queue.AcquireBuffer();
MicroProfileFlip();
if (!buffer) {
// There was no queued buffer to draw, render previous frame
auto& gpu = system.GPU();
// Always trigger on sync GPU.
trigger_event = !gpu.IsAsync();
continue;
}
const auto& igbp_buffer = buffer->get().igbp_buffer;
trigger_event = true;
first_buffer_enqueued = true;
const auto& gpu = system.GPU();
const auto& multi_fence = buffer->get().multi_fence;
for (u32 fence_id = 0; fence_id < multi_fence.num_fences; fence_id++) {
const auto& fence = multi_fence.fences[fence_id];
gpu.WaitFence(fence.id, fence.value);
}
// 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<Nvidia::Devices::nvdisp_disp0>("/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->get().transform, buffer->get().crop_rect);
swap_interval = buffer->get().swap_interval;
buffer_queue.ReleaseBuffer(buffer->get().slot);
}
}
s64 NVFlinger::GetNextTicks() const {
constexpr s64 max_hertz = 120LL;
return (Core::Timing::BASE_CLOCK_RATE * (1LL << swap_interval)) / max_hertz;
}
} // namespace Service::NVFlinger
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