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* NVDRV: Implement new NvMapFernando Sahmkow2022-10-061-30/+25
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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.
* service: Resolve cases of member field shadowingLioncash2021-05-041-1/+1
| | | | | 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/+8
| | | | 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/+3
| | | | - Note, this always processes the ioctl right away, which fixes BotW 1.0.0 issues.
* nvservices: Reintroducee IoctlCtrlChloe Marcec2020-11-241-3/+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 Marcec2020-11-101-37/+31
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* video_core: NVDEC Implementationameerj2020-10-271-0/+1
| | | | | | | | | | | | | | This commit aims to implement the NVDEC (Nvidia Decoder) functionality, with video frame decoding being handled by the FFmpeg library. The process begins with Ioctl commands being sent to the NVDEC and VIC (Video Image Composer) emulated devices. These allocate the necessary GPU buffers for the frame data, along with providing information on the incoming video data. A Submit command then signals the GPU to process and decode the frame data. To decode the frame, the respective codec's header must be manually composed from the information provided by NVDEC, then sent with the raw frame data to the ffmpeg library. Currently, H264 and VP9 are supported, with VP9 having some minor artifacting issues related mainly to the reference frame composition in its uncompressed header. Async GPU is not properly implemented at the moment. Co-Authored-By: David <25727384+ogniK5377@users.noreply.github.com>
* hle: nvdrv: Rewrite of GPU memory management.bunnei2020-07-261-2/+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
* NVServices: Styling, define constructors as explicit and correctionsFernando Sahmkow2019-07-051-1/+1
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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 Sahmkow2019-07-051-1/+1
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* hle/service: Default constructors and destructors in the cpp file where applicableLioncash2018-09-111-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | 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.
* nvmap: Return the address of the nvmap object when Freeing it for the last time.Subv2018-07-011-1/+1
| | | | This behavior is confirmed by reverse engineering.
* correct placement and add size checkgreggameplayer2018-05-231-21/+25
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* GPU: Implemented the nvmap Free ioctl.Subv2018-05-201-1/+13
| | | | It releases a reference to an nvmap object
* service: Use nested namespace specifiers where applicableLioncash2018-04-201-6/+2
| | | | Tidies up namespace declarations
* nvmap: Refactor to expose nvmap objects.bunnei2018-02-081-3/+11
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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
* nvmap: Make IoctlCommands an enum classLioncash2018-01-211-6/+6
| | | | Prevents the enum values from polluting the surrounding scope
* 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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* NV: Move the nv device nodes to their own directory and namespace.Subv2018-01-111-0/+108