Commit graph

54 commits

Author SHA1 Message Date
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
N00byKing
ef875d6a35 Clean Warnings (?) 2018-03-19 17:07:08 +01:00
bunnei
c1c92c30f9 vi: Remove DequeueBuffer and wait until next available buffer. 2018-03-18 20:56:35 -04:00
Subv
d758332425 Parcel: Ensure we don't read past the end of the parcels in Vi. 2018-02-17 14:00:44 -05:00
Subv
2662de6e52 Vi: Mark all fences as NO_FENCE in the DequeueBuffer response parcel. 2018-02-17 14:00:30 -05:00
Subv
1b64160d83 Vi: Always write the IGBPBuffer in the RequestBuffer response parcel.
This may break libnx homebrew due to a bug in libnx but is required by official games since they always assume that the buffer will be there.
2018-02-17 13:59:45 -05:00
Subv
35d0d06885 Vi: Mark the fences as valid in the DequeueBuffer response parcel. 2018-02-14 22:57:56 -05:00
Subv
d18446f63a Vi: Added a missing u32 in the DequeueBuffer response parcel. 2018-02-14 22:57:56 -05:00
Subv
b78ffc4abf Vi: Don't write the IGBPBuffer in the IGBPRequestBufferResponseParcel. 2018-02-14 22:57:55 -05:00
Subv
8dee5663b3 Vi: Properly write the BufferProducerFence object in the DequeueBuffer response parcel. 2018-02-14 22:57:54 -05:00
bunnei
f16bb1dfcf vi: Eliminate direct usage of BufferDescriptorB. 2018-02-13 23:54:12 -05:00
bunnei
8f84665775 vi: Use ReadBuffer/WriteBuffer functions for TransactParcel. 2018-02-13 23:54:11 -05:00
bunnei
4f8ee5e456 vi: Fix TransactParcelAuto to support both buffer formats. 2018-02-13 23:26:01 -05:00
bunnei
91e19deb39 vi: Add FENCE_HACK, which is useful for booting BOTW. 2018-02-12 21:24:40 -05:00
bunnei
a9e4e8294a vi: Stub TransactParcel CancelBuffer. 2018-02-12 21:24:39 -05:00
bunnei
4f969e2271 TransactParcel: Move WriteBlock to narrowest scope. 2018-02-12 21:24:38 -05:00
bunnei
6fce1414c3 vi: Parse IGBPQueueBufferRequestParcel params and expose buffer flip vertical. 2018-02-11 21:00:41 -05:00
bunnei
068744db1b vi: Fix OpenLayer and CreateStrayLayer. 2018-02-11 17:28:07 -05:00
bunnei
c83a1b2320 vi: Implement TransactParcelAuto. 2018-02-09 23:33:49 -05:00
bunnei
63de56ee0f IGBPQueueBufferRequestParcel: Don't enforce buffer length.
- Another fix for libnx.
2018-02-09 23:33:49 -05:00
bunnei
309276a317 IGBPRequestBufferResponseParcel: Fix response for libnx. 2018-02-09 23:33:43 -05:00
bunnei
576f0cf027 IApplicationDisplayService::CloseDisplay: Fix response params size. 2018-02-08 23:20:23 -05:00
mailwl
335096e19a Service: stub some functions in am, audio, time, vi services 2018-02-07 15:11:17 +03:00
bunnei
8a5833f7ad logger: Add VI service logging category. 2018-02-04 22:26:44 -05:00
bunnei
5ad9b3e19d
Merge pull request #154 from mailwl/vi_create_stray_array
vi::CreateStrayLayer : add padding to request
2018-02-02 09:01:21 -08:00
mailwl
524c12a5f8 Services/vi: add vi:s and vi:u services 2018-02-02 12:59:50 +03:00
mailwl
58601abd1c vi::CreateStrayLayer : add padding to request 2018-02-02 12:03:02 +03:00
bunnei
1b1d399e5f hle: Rename RequestBuilder to ResponseBuilder. 2018-01-24 22:24:10 -05:00
bunnei
f9dae99006 service: Fix all incorrect IPC response headers. 2018-01-24 22:21:33 -05:00
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
River City Ransomware
dd62f125c3 Fixes some cast warnings, partial port of citra #3064 (#106)
* Fixes some cast warnings, partially fixes citra #3064

* Converted casts to uint32_t to u32

* Ran clang-format
2018-01-19 18:01:41 -05:00
gdkchan
8f13499bb8 Fix dispdrv typo 2018-01-18 23:21:26 -03:00
bunnei
ed788742bf
Merge pull request #90 from lioncash/vi-override
vi: Minor clean up/correctness changes
2018-01-17 23:55:07 -05:00
Lioncash
3d19102c48 vi: Make constructors explicit where applicable
Prevents implicit conversions.
2018-01-17 20:21:16 -05:00
Lioncash
14069e6ec4 vi: Add missing override specifiers 2018-01-17 20:16:48 -05:00
Lioncash
b16c89bf65 vi: Copy data directly into the std::vector within Parcel's ReadBlock function
Previously this would unnecessarily zero-initialize the vector before
copying the actual data into the vector instance.
2018-01-17 20:09:41 -05:00
Subv
30657f9ca1 NV: Move the nvdrv classes into the Nvidia namespace, and move the functionality to a s single module that services call. 2018-01-16 19:03:49 -05:00
Subv
f827b17dd4 VI: Stubbed GetNativeHandle, Create/DestroyStrayLayer and CloseDisplay 2018-01-16 19:01:03 -05:00
bsaleil
af1ca87be1 vi: Add IManagerDisplayService::CloseDisplay function 2018-01-15 01:29:00 -05:00
bunnei
ebd613c2cc renderer: Render previous frame when no new one is available. 2018-01-14 23:54:56 -05:00
bunnei
1247c53786 yuzu: Update license text to be consistent across project. 2018-01-13 16:22:39 -05:00
bunnei
056f987bcd core: Include <algorithm> where used. 2018-01-11 22:36:56 -05:00
Subv
1ca800ccee NV: Move the nv device nodes to their own directory and namespace. 2018-01-10 23:28:40 -05:00
Subv
977ce4abbc VI: Use a Pulse event instead of OneShot for the vblank events.
This prevents missing frames if the vblank fires between the DequeueBuffer and Wait(vsync) calls
2018-01-10 23:28:36 -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