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path: root/src/core/hle/service/nvdrv/nvdrv.h (follow)
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* nvdrv: Get rid of global std::weak_ptrLioncash2018-08-081-3/+5
| | | | | Rather than use global state, we can simply pass the instance into the NVFlinger instance directly.
* service/nvdrv: Take std::string in Open() by const referenceLioncash2018-07-251-1/+1
| | | | | | | | | Avoids copies from being made, since the string is only ever used for lookup, the data is never transfered anywhere. Ideally, we'd use a std::string_view here, but devices is a std::unordered_map, not a std::map, so we can't use heterogenous lookup here.
* nvdrv: Take std::string by const reference in GetDevice()Lioncash2018-07-191-1/+1
| | | | | This is only ever used as a lookup into the device map, so we don't need to take the std::string instance by value here.
* service: Use nested namespace specifiers where applicableLioncash2018-04-201-4/+2
| | | | Tidies up namespace declarations
* Vi: Properly write the BufferProducerFence object in the DequeueBuffer response parcel.Subv2018-02-151-0/+7
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* nvdrv: stubbed Close(cmd 2)Frederic Meyer2018-01-171-0/+2
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* NV: Move the nvdrv classes into the Nvidia namespace, and move the functionality to a s single module that services call.Subv2018-01-171-94/+30
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* clang-formatMerryMage2018-01-161-0/+1
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* yuzu: Update license text to be consistent across project.bunnei2018-01-131-1/+1
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* NV: Expose the nvdisp_disp0 device and a weak reference to the nvdrv:a service.Subv2018-01-111-0/+94
| | | | | | NVFlinger will call into the nvdisp_disp0 device to perform screen flips, bypassing the ioctl interface. We now have the address of the framebuffer to draw, we just need to actually put it on the screen.
* NV: Implemented the nvdrv:a service and the /dev/nvmap device.Subv2018-01-111-0/+25