// Copyright 2018 yuzu emulator team
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <algorithm>
#include "common/alignment.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 "video_core/renderer_base.h"
#include "video_core/video_core.h"
namespace Service::NVFlinger {
constexpr size_t SCREEN_REFRESH_RATE = 60;
constexpr u64 frame_ticks = static_cast<u64>(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("ScreenCompositioin", [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);
}
u64 NVFlinger::OpenDisplay(const std::string& 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<BufferQueue>(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<Kernel::Event> NVFlinger::GetVsyncEvent(u64 display_id) {
const auto& display = GetDisplay(display_id);
return display.vsync_event;
}
std::shared_ptr<BufferQueue> 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) {
// There was no queued buffer to draw, render previous frame
Core::System::GetInstance().perf_stats.EndGameFrame();
VideoCore::g_renderer->SwapBuffers({});
continue;
}
auto& igbp_buffer = buffer->igbp_buffer;
// Now send the buffer to the GPU for drawing.
auto nvdrv = Nvidia::nvdrv.lock();
ASSERT(nvdrv);
// 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->transform,
buffer->crop_rect);
buffer_queue->ReleaseBuffer(buffer->slot);
}
}
Layer::Layer(u64 id, std::shared_ptr<BufferQueue> queue) : id(id), buffer_queue(std::move(queue)) {}
Display::Display(u64 id, std::string name) : id(id), name(std::move(name)) {
vsync_event = Kernel::Event::Create(Kernel::ResetType::Pulse, "Display VSync Event");
}
} // namespace Service::NVFlinger