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