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path: root/src/core/hle/service/nvdrv/devices/nvdisp_disp0.cpp (follow)
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* Remove memory allocations in some hot pathsKelebek12023-06-221-3/+3
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* nvdisp: Fix SingleCore frametime reportingMorph2023-06-081-1/+1
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* Revert "Merge pull request #9718 from yuzu-emu/revert-9508-hle-ipc-buffer-span"ameerj2023-02-031-4/+4
| | | | | This reverts commit 25fc5c0e1158cb8e81cbc769b24ad84032a1fbfd, reversing changes made to af20e25081f97d55b451606c87922e2b49f0d363.
* Revert "hle_ipc: Use std::span to avoid heap allocations/copies when calling ReadBuffer"liamwhite2023-02-021-4/+4
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* nvdrv: Use std::span for inputsameerj2022-12-291-4/+4
| | | | Allows the use of HLERequestContext::ReadBufferSpan
* nvdisp: End system frame after requesting to swap buffersMorph2022-10-061-1/+1
| | | | Fixes frametime reporting
* VideoCore: Refactor fencing system.Fernando Sahmkow2022-10-061-2/+3
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* VideoCore: Refactor syncing.Fernando Sahmkow2022-10-061-1/+1
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* NVDRV: Implement new NvMapFernando Sahmkow2022-10-061-4/+10
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* general: Convert source file copyright comments over to SPDXMorph2022-04-231-3/+2
| | | | | This formats all copyright comments according to SPDX formatting guidelines. Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
* hle: nvflinger: Move PixelFormat to its own header.bunnei2022-03-251-6/+4
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* core: Remove unused includesameerj2021-11-041-1/+0
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* gpu: Migrate implementation to the cpp fileameerj2021-10-031-2/+3
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* style: Remove extra space preceding the :: operatorMorph2021-09-291-1/+1
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* nvflinger: Use external surface format for framebuffer creationameerj2021-09-071-5/+4
| | | | | | The format member the IGBPBuffer may not always specify the correct desired format. Using the external format member ensures a valid format is provided when creating the framebuffer. Fixes homebrew using the wrong framebuffer format.
* general: Rename "Frame Limit" references to "Speed Limit"ameerj2021-07-241-1/+1
| | | | | This setting is best referred to as a speed limit, as it involves the limits of all timing based aspects of the emulator, not only framerate. This allows us to differentiate it from the fps unlocker setting.
* perf_stats: Rework FPS counter to be more accurateameerj2021-05-161-1/+0
| | | | | | | | | The FPS counter was based on metrics in the nvdisp swapbuffers call. This metric would be accurate if the gpu thread/renderer were synchronous with the nvdisp service, but that's no longer the case. This commit moves the frame counting responsibility onto the concrete renderers after their frame draw calls. Resulting in more meaningful metrics. The displayed FPS is now made up of the average framerate between the previous and most recent update, in order to avoid distracting FPS counter updates when framerate is oscillating between close values. The status bar update frequency was also changed from 2 seconds to 500ms.
* service: Resolve cases of member field shadowingLioncash2021-05-041-2/+2
| | | | | Now all that remains is for kernel code to be 'shadow-free' and then -Wshadow can be turned into an error.
* nvdrv: Pass device fd and handle device create methods for device opening and closingChloe Marcec2021-03-251-4/+7
| | | | We pass the fd to the ioctl as well as alert the device when it's opened or closed to allow for fd unique actions to take place
* hle: service: nvdrv: Revert #4981 to remove usage of SleepClientThread.bunnei2020-12-291-5/+4
| | | | - Note, this always processes the ioctl right away, which fixes BotW 1.0.0 issues.
* nvservices: Reintroducee IoctlCtrlChloe Marcec2020-11-241-4/+5
| | | | Fixes regression caused by #4907 which caused games like Breath of the Wild 1.0.0 not to boot.
* core: Make nvservices more standardizedChloe Marcec2020-11-101-5/+16
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* Nvdrv: Do framelimiting only in the CPU ThreadFernando Sahmkow2019-10-051-0/+4
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* Initial implementation of Ioctl2 & Ioctl3David Marcec2019-09-191-2/+3
| | | | Purpose of Ioctl2 and Ioctl3 is to prevent the passing of raw pointers through ioctls
* gpu: Change optional<reference_wrapper<T>> to T* for FramebufferConfigReinUsesLisp2019-08-211-1/+1
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* NVServices: Address FeedbackFernando Sahmkow2019-07-051-3/+2
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* NVServices: Correct CtrlEventWaitSync to block the ipc until timeout.Fernando Sahmkow2019-07-051-1/+2
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* nv_services: Deglobalize NvServicesFernando Sahmkow2019-07-051-2/+3
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* gpu: Refactor command and swap buffers interface for asynch.bunnei2019-03-071-1/+1
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* common/math_util: Move contents into the Common namespaceLioncash2019-02-271-1/+1
| | | | | These types are within the common library, so they should be within the Common namespace.
* nvdisp_disp0: change drawing message log level from Warning to TraceTobias2019-02-081-3/+3
| | | | | This is a leftover from the early yuzu days. We shouldn't log every time when we are drawing by default, so let's change the log level to Trace.
* hle/service: Default constructors and destructors in the cpp file where applicableLioncash2018-09-111-0/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* core: Make the main System class use the PImpl idiomLioncash2018-08-311-1/+2
| | | | | | | | | | | | | core.h is kind of a massive header in terms what it includes within itself. It includes VFS utilities, kernel headers, file_sys header, ARM-related headers, etc. This means that changing anything in the headers included by core.h essentially requires you to rebuild almost all of core. Instead, we can modify the System class to use the PImpl idiom, which allows us to move all of those headers to the cpp file and forward declare the bulk of the types that would otherwise be included, reducing compile times. This change specifically only performs the PImpl portion.
* nvdrv: Get rid of indirect inclusionsLioncash2018-08-071-1/+1
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* video_core: Eliminate the g_renderer global variableLioncash2018-08-041-3/+3
| | | | | | | | | | | | | | We move the initialization of the renderer to the core class, while keeping the creation of it and any other specifics in video_core. This way we can ensure that the renderer is initialized and doesn't give unfettered access to the renderer. This also makes dependencies on types more explicit. For example, the GPU class doesn't need to depend on the existence of a renderer, it only needs to care about whether or not it has a rasterizer, but since it was accessing the global variable, it was also making the renderer a part of its dependency chain. By adjusting the interface, we can get rid of this dependency.
* vi: Partially implement buffer crop parameters.bunnei2018-07-181-2/+4
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* Update clang formatJames Rowe2018-07-031-2/+2
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* Rename logging macro back to LOG_*James Rowe2018-07-031-1/+1
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* nvdrv: Move logging macros over to new fmt-compatible onesLioncash2018-04-241-3/+3
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* Nvdrv: Assert when receiving an unimplemented ioctl in the nv* handlers.Subv2018-04-231-1/+1
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* service: Use nested namespace specifiers where applicableLioncash2018-04-201-6/+2
| | | | Tidies up namespace declarations
* renderer_opengl: Fixes for properly flushing & rendering the framebuffer.bunnei2018-03-231-6/+0
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* renderer_opengl: Better handling of framebuffer transform flags.bunnei2018-03-231-3/+1
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* nvdisp_disp0: Always flush and invalidate framebuffer region.bunnei2018-03-231-0/+7
| | | | - Workaround for texture forwarding until we have a better place.
* video_core: Move FramebufferInfo to FramebufferConfig in GPU.bunnei2018-03-231-3/+3
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* Clang FixesN00byKing2018-03-191-2/+2
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* Clean Warnings (?)N00byKing2018-03-191-1/+1
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* vi: Parse IGBPQueueBufferRequestParcel params and expose buffer flip vertical.bunnei2018-02-121-2/+4
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* Extra nvdrv support (#162)David2018-02-061-1/+1
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * FinishInitalize needed for 3.0.1+ games * nvdrv:s and nvdrv:t both use NVDRV * Most settings return 0 on hardware, disabled NV_MEMORY_PROFILER for now. NVN_THROUGH_OPENGL & NVRM_GPU_PREVENT_USE are a few interesting settings to look at. Carefully choosing settings can help with drawing graphics later on * Initial /dev/nvhost-gpu support * ZCullBind * Stubbed SetErrorNotifier * Fixed SetErrorNotifier log, Added SetChannelPriority * Allocate GPFIFO Ex2, Allocate Obj Ctx, Submit GPFIFO * oops * Fixed up naming/structs/enums. Used vector instead of array for "gpfifo_entry" * Added missing fixes * /dev/nvhost-ctrl-gpu * unneeded struct * Forgot u32 in enum class * Automatic descriptor swapping for ioctls, fixed nvgpu_gpu_get_tpc_masks_args being incorrect size * nvdrv#QueryEvent * Renamed logs for nvdrv * Refactor ioctl so nv_result isn't needed * /dev/nvhost-as-gpu * Fixed Log service naming, CtxObjects now u32, renamed all structs, added static_asserts to structs, used INSERT_PADDING_WORDS instead of u32s * nvdevices now uses "Ioctl" union, * IoctlGpfifoEntry now uses bit field * final changes
* UI: Fix frame rate perf statsJames Rowe2018-01-171-0/+3
| | | | Adds in a missing EndGameFrame when nvdrv swaps buffers
* NV: Move the nvdrv classes into the Nvidia namespace, and move the functionality to a s single module that services call.Subv2018-01-171-2/+2
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* yuzu: Update license text to be consistent across project.bunnei2018-01-131-1/+1
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* nvdisp_disp0: Fix broken assert.bunnei2018-01-121-1/+1
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* nvdisp_disp0: Call SwapBuffers to render framebuffer.bunnei2018-01-111-0/+7
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* NV: Move the nv device nodes to their own directory and namespace.Subv2018-01-111-0/+29