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// Copyright 2018 yuzu emulator team
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#pragma once
#include <memory>
#include <string>
#include <string_view>
#include <vector>
#include "common/common_types.h"
#include "core/hle/kernel/event.h"
namespace CoreTiming {
struct EventType;
}
namespace Service::Nvidia {
class Module;
}
namespace Service::NVFlinger {
class BufferQueue;
struct Layer {
Layer(u64 id, std::shared_ptr<BufferQueue> queue);
~Layer();
u64 id;
std::shared_ptr<BufferQueue> buffer_queue;
};
struct Display {
Display(u64 id, std::string name);
~Display();
u64 id;
std::string name;
std::vector<Layer> layers;
Kernel::SharedPtr<Kernel::Event> vsync_event;
};
class NVFlinger final {
public:
NVFlinger();
~NVFlinger();
/// Sets the NVDrv module instance to use to send buffers to the GPU.
void SetNVDrvInstance(std::shared_ptr<Nvidia::Module> instance);
/// Opens the specified display and returns the id.
u64 OpenDisplay(std::string_view name);
/// Creates a layer on the specified display and returns the layer id.
u64 CreateLayer(u64 display_id);
/// Gets the buffer queue id of the specified layer in the specified display.
u32 GetBufferQueueId(u64 display_id, u64 layer_id);
/// Gets the vsync event for the specified display.
Kernel::SharedPtr<Kernel::Event> GetVsyncEvent(u64 display_id);
/// Obtains a buffer queue identified by the id.
std::shared_ptr<BufferQueue> GetBufferQueue(u32 id) const;
/// Performs a composition request to the emulated nvidia GPU and triggers the vsync events when
/// finished.
void Compose();
private:
/// Returns the display identified by the specified id.
Display& GetDisplay(u64 display_id);
/// Returns the layer identified by the specified id in the desired display.
Layer& GetLayer(u64 display_id, u64 layer_id);
std::shared_ptr<Nvidia::Module> nvdrv;
std::vector<Display> displays;
std::vector<std::shared_ptr<BufferQueue>> buffer_queues;
/// Id to use for the next layer that is created, this counter is shared among all displays.
u64 next_layer_id = 1;
/// Id to use for the next buffer queue that is created, this counter is shared among all
/// layers.
u32 next_buffer_queue_id = 1;
/// CoreTiming event that handles screen composition.
CoreTiming::EventType* composition_event;
};
} // namespace Service::NVFlinger
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