Merge pull request #2069 from lioncash/vi
service/nvflinger: Add the null display type
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commit
69884d8a8f
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@ -5,7 +5,6 @@
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#include <algorithm>
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#include <optional>
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#include "common/alignment.h"
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#include "common/assert.h"
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#include "common/logging/log.h"
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#include "common/microprofile.h"
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@ -22,7 +21,6 @@
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#include "core/hle/service/nvflinger/nvflinger.h"
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#include "core/perf_stats.h"
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#include "video_core/renderer_base.h"
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#include "video_core/video_core.h"
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namespace Service::NVFlinger {
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@ -30,12 +28,6 @@ constexpr std::size_t SCREEN_REFRESH_RATE = 60;
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constexpr u64 frame_ticks = static_cast<u64>(CoreTiming::BASE_CLOCK_RATE / SCREEN_REFRESH_RATE);
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NVFlinger::NVFlinger() {
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// Add the different displays to the list of displays.
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displays.emplace_back(0, "Default");
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displays.emplace_back(1, "External");
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displays.emplace_back(2, "Edid");
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displays.emplace_back(3, "Internal");
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// Schedule the screen composition events
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composition_event =
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CoreTiming::RegisterEvent("ScreenComposition", [this](u64 userdata, int cycles_late) {
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@ -55,13 +47,13 @@ void NVFlinger::SetNVDrvInstance(std::shared_ptr<Nvidia::Module> instance) {
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}
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u64 NVFlinger::OpenDisplay(std::string_view name) {
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LOG_WARNING(Service, "Opening display {}", name);
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LOG_DEBUG(Service, "Opening \"{}\" display", name);
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// TODO(Subv): Currently we only support the Default display.
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ASSERT(name == "Default");
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auto itr = std::find_if(displays.begin(), displays.end(),
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[&](const Display& display) { return display.name == name; });
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const auto itr = std::find_if(displays.begin(), displays.end(),
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[&](const Display& display) { return display.name == name; });
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ASSERT(itr != displays.end());
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@ -73,8 +65,8 @@ u64 NVFlinger::CreateLayer(u64 display_id) {
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ASSERT_MSG(display.layers.empty(), "Only one layer is supported per display at the moment");
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u64 layer_id = next_layer_id++;
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u32 buffer_queue_id = next_buffer_queue_id++;
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const u64 layer_id = next_layer_id++;
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const u32 buffer_queue_id = next_buffer_queue_id++;
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auto buffer_queue = std::make_shared<BufferQueue>(buffer_queue_id, layer_id);
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display.layers.emplace_back(layer_id, buffer_queue);
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buffer_queues.emplace_back(std::move(buffer_queue));
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@ -91,16 +83,16 @@ Kernel::SharedPtr<Kernel::ReadableEvent> NVFlinger::GetVsyncEvent(u64 display_id
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}
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std::shared_ptr<BufferQueue> NVFlinger::GetBufferQueue(u32 id) const {
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auto itr = std::find_if(buffer_queues.begin(), buffer_queues.end(),
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[&](const auto& queue) { return queue->GetId() == id; });
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const auto itr = std::find_if(buffer_queues.begin(), buffer_queues.end(),
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[&](const auto& queue) { return queue->GetId() == id; });
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ASSERT(itr != buffer_queues.end());
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return *itr;
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}
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Display& NVFlinger::GetDisplay(u64 display_id) {
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auto itr = std::find_if(displays.begin(), displays.end(),
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[&](const Display& display) { return display.id == display_id; });
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const auto itr = std::find_if(displays.begin(), displays.end(),
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[&](const Display& display) { return display.id == display_id; });
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ASSERT(itr != displays.end());
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return *itr;
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@ -109,8 +101,8 @@ Display& NVFlinger::GetDisplay(u64 display_id) {
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Layer& NVFlinger::GetLayer(u64 display_id, u64 layer_id) {
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auto& display = GetDisplay(display_id);
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auto itr = std::find_if(display.layers.begin(), display.layers.end(),
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[&](const Layer& layer) { return layer.id == layer_id; });
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const auto itr = std::find_if(display.layers.begin(), display.layers.end(),
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[&](const Layer& layer) { return layer.id == layer_id; });
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ASSERT(itr != display.layers.end());
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return *itr;
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@ -145,7 +137,7 @@ void NVFlinger::Compose() {
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continue;
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}
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auto& igbp_buffer = buffer->get().igbp_buffer;
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const auto& igbp_buffer = buffer->get().igbp_buffer;
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// Now send the buffer to the GPU for drawing.
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// TODO(Subv): Support more than just disp0. The display device selection is probably based
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@ -4,6 +4,7 @@
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#pragma once
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#include <array>
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#include <memory>
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#include <string>
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#include <string_view>
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@ -84,7 +85,13 @@ private:
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std::shared_ptr<Nvidia::Module> nvdrv;
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std::vector<Display> displays;
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std::array<Display, 5> displays{{
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{0, "Default"},
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{1, "External"},
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{2, "Edid"},
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{3, "Internal"},
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{4, "Null"},
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}};
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std::vector<std::shared_ptr<BufferQueue>> buffer_queues;
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/// Id to use for the next layer that is created, this counter is shared among all displays.
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