// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project // SPDX-License-Identifier: GPL-3.0-or-later #include #include "common/microprofile.h" #include "core/hle/service/nvdrv/devices/nvdisp_disp0.h" #include "core/hle/service/nvnflinger/buffer_item.h" #include "core/hle/service/nvnflinger/buffer_item_consumer.h" #include "core/hle/service/nvnflinger/hardware_composer.h" #include "core/hle/service/nvnflinger/hwc_layer.h" #include "core/hle/service/nvnflinger/ui/graphic_buffer.h" #include "core/hle/service/vi/display/vi_display.h" #include "core/hle/service/vi/layer/vi_layer.h" namespace Service::Nvnflinger { namespace { s32 NormalizeSwapInterval(f32* out_speed_scale, s32 swap_interval) { if (swap_interval <= 0) { // As an extension, treat nonpositive swap interval as speed multiplier. if (out_speed_scale) { *out_speed_scale = 2.f * static_cast(1 - swap_interval); } swap_interval = 1; } if (swap_interval >= 5) { // As an extension, treat high swap interval as precise speed control. if (out_speed_scale) { *out_speed_scale = static_cast(swap_interval) / 100.f; } swap_interval = 1; } return swap_interval; } } // namespace HardwareComposer::HardwareComposer() = default; HardwareComposer::~HardwareComposer() = default; u32 HardwareComposer::ComposeLocked(f32* out_speed_scale, VI::Display& display, Nvidia::Devices::nvdisp_disp0& nvdisp) { boost::container::small_vector composition_stack; // Set default speed limit to 100%. *out_speed_scale = 1.0f; // Determine the number of vsync periods to wait before composing again. std::optional swap_interval{}; bool has_acquired_buffer{}; // Acquire all necessary framebuffers. for (size_t i = 0; i < display.GetNumLayers(); i++) { auto& layer = display.GetLayer(i); auto layer_id = layer.GetLayerId(); // Try to fetch the framebuffer (either new or stale). const auto result = this->CacheFramebufferLocked(layer, layer_id); // If we failed, skip this layer. if (result == CacheStatus::NoBufferAvailable) { continue; } // If we acquired a new buffer, we need to present. if (result == CacheStatus::BufferAcquired) { has_acquired_buffer = true; } const auto& buffer = m_framebuffers[layer_id]; const auto& item = buffer.item; const auto& igbp_buffer = *item.graphic_buffer; // TODO: get proper Z-index from layer composition_stack.emplace_back(HwcLayer{ .buffer_handle = igbp_buffer.BufferId(), .offset = igbp_buffer.Offset(), .format = igbp_buffer.ExternalFormat(), .width = igbp_buffer.Width(), .height = igbp_buffer.Height(), .stride = igbp_buffer.Stride(), .z_index = 0, .transform = static_cast(item.transform), .crop_rect = item.crop, .acquire_fence = item.fence, }); // We need to compose again either before this frame is supposed to // be released, or exactly on the vsync period it should be released. const s32 item_swap_interval = NormalizeSwapInterval(out_speed_scale, item.swap_interval); // TODO: handle cases where swap intervals are relatively prime. So far, // only swap intervals of 0, 1 and 2 have been observed, but if 3 were // to be introduced, this would cause an issue. if (swap_interval) { swap_interval = std::min(*swap_interval, item_swap_interval); } else { swap_interval = item_swap_interval; } } // If any new buffers were acquired, we can present. if (has_acquired_buffer) { // Sort by Z-index. std::stable_sort(composition_stack.begin(), composition_stack.end(), [&](auto& l, auto& r) { return l.z_index < r.z_index; }); // Composite. nvdisp.Composite(composition_stack); } // Render MicroProfile. MicroProfileFlip(); // Advance by at least one frame. const u32 frame_advance = swap_interval.value_or(1); m_frame_number += frame_advance; // Release any necessary framebuffers. for (auto& [layer_id, framebuffer] : m_framebuffers) { if (framebuffer.release_frame_number > m_frame_number) { // Not yet ready to release this framebuffer. continue; } if (!framebuffer.is_acquired) { // Already released. continue; } if (auto* layer = display.FindLayer(layer_id); layer != nullptr) { // TODO: support release fence // This is needed to prevent screen tearing layer->GetConsumer().ReleaseBuffer(framebuffer.item, android::Fence::NoFence()); framebuffer.is_acquired = false; } } return frame_advance; } void HardwareComposer::RemoveLayerLocked(VI::Display& display, LayerId layer_id) { // Check if we are tracking a slot with this layer_id. const auto it = m_framebuffers.find(layer_id); if (it == m_framebuffers.end()) { return; } // Try to release the buffer item. auto* const layer = display.FindLayer(layer_id); if (layer && it->second.is_acquired) { layer->GetConsumer().ReleaseBuffer(it->second.item, android::Fence::NoFence()); } // Erase the slot. m_framebuffers.erase(it); } bool HardwareComposer::TryAcquireFramebufferLocked(VI::Layer& layer, Framebuffer& framebuffer) { // Attempt the update. const auto status = layer.GetConsumer().AcquireBuffer(&framebuffer.item, {}, false); if (status != android::Status::NoError) { return false; } // We succeeded, so set the new release frame info. framebuffer.release_frame_number = NormalizeSwapInterval(nullptr, framebuffer.item.swap_interval); framebuffer.is_acquired = true; return true; } HardwareComposer::CacheStatus HardwareComposer::CacheFramebufferLocked(VI::Layer& layer, LayerId layer_id) { // Check if this framebuffer is already present. const auto it = m_framebuffers.find(layer_id); if (it != m_framebuffers.end()) { // If it's currently still acquired, we are done. if (it->second.is_acquired) { return CacheStatus::CachedBufferReused; } // Try to acquire a new item. if (this->TryAcquireFramebufferLocked(layer, it->second)) { // We got a new item. return CacheStatus::BufferAcquired; } else { // We didn't acquire a new item, but we can reuse the slot. return CacheStatus::CachedBufferReused; } } // Framebuffer is not present, so try to create it. Framebuffer framebuffer{}; if (this->TryAcquireFramebufferLocked(layer, framebuffer)) { // Move the buffer item into a new slot. m_framebuffers.emplace(layer_id, std::move(framebuffer)); // We succeeded. return CacheStatus::BufferAcquired; } // We couldn't acquire the buffer item, so don't create a slot. return CacheStatus::NoBufferAvailable; } } // namespace Service::Nvnflinger