bunnei
9d08a11c1d
vi: Implement GetDisplayResolution.
2018-04-02 23:50:59 -04:00
mailwl
6673ed1274
Service/vi: convert services to module
2018-03-21 13:09:40 +03:00
mailwl
335096e19a
Service: stub some functions in am, audio, time, vi services
2018-02-07 15:11:17 +03:00
Subv
42859461f3
Services: Vi shouldn't be responsible for creating nvflinger.
...
It is now created during Service initialization and passed to all the services that need it.
2018-01-22 13:40:02 -05:00
Subv
8d7686ff8e
VI: Move BufferQueue and NVFlinger to their own folder/namespace.
2018-01-22 11:54:58 -05:00
Subv
749043c809
VI: Implement the Query transaction of IHOSBinderDriver, and stubbed some results.
2018-01-21 11:13:47 -05:00
Subv
f827b17dd4
VI: Stubbed GetNativeHandle, Create/DestroyStrayLayer and CloseDisplay
2018-01-16 19:01:03 -05:00
bunnei
1247c53786
yuzu: Update license text to be consistent across project.
2018-01-13 16:22:39 -05:00
bunnei
7e0ff43da0
vi: Use new CoreTiming::EventType
2018-01-10 23:28:33 -05:00
Subv
34ae2ec644
NV: Expose the nvdisp_disp0 device and a weak reference to the nvdrv:a service.
...
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.
2018-01-10 23:28:29 -05:00
Subv
e21fbd9ae5
NV: Determine what buffer to draw for each layer of each display.
...
Don't try to draw buffers that the guest application is using, only queued buffers are eligible for drawing.
Drawing actual pixels is still not implemented.
2018-01-10 23:28:25 -05:00
Subv
404149e475
NV: Signal all display's vsync event 60 times per second.
2018-01-10 23:28:22 -05:00
Subv
d205dee0a6
NV: Give each display its own vsync event.
2018-01-10 23:28:19 -05:00
Subv
927569bed8
NV: Keep track of Displays, Layers and BufferQueues in nvflinger.
2018-01-10 23:28:16 -05:00
Subv
25f29c2f4f
NV: Implemented (with stubs) the vi:m service and some of its subservices.
...
The homebrew display test application now properly writes graphics data to the graphics buffer but we still don't have a way to compose the display layers.
2018-01-10 23:28:09 -05:00