nvnflinger/gpu: implement layer stack composition

This commit is contained in:
Liam
2024-01-22 12:40:50 -05:00
parent 10cf058518
commit a595e9e8a7
28 changed files with 470 additions and 253 deletions

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@ -775,6 +775,9 @@ add_library(core STATIC
hle/service/nvnflinger/graphic_buffer_producer.h
hle/service/nvnflinger/hos_binder_driver_server.cpp
hle/service/nvnflinger/hos_binder_driver_server.h
hle/service/nvnflinger/hardware_composer.cpp
hle/service/nvnflinger/hardware_composer.h
hle/service/nvnflinger/hwc_layer.h
hle/service/nvnflinger/nvnflinger.cpp
hle/service/nvnflinger/nvnflinger.h
hle/service/nvnflinger/parcel.h

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@ -1,6 +1,8 @@
// SPDX-FileCopyrightText: Copyright 2018 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include <boost/container/small_vector.hpp>
#include "common/assert.h"
#include "common/logging/log.h"
#include "core/core.h"
@ -38,19 +40,30 @@ NvResult nvdisp_disp0::Ioctl3(DeviceFD fd, Ioctl command, std::span<const u8> in
void nvdisp_disp0::OnOpen(NvCore::SessionId session_id, DeviceFD fd) {}
void nvdisp_disp0::OnClose(DeviceFD fd) {}
void nvdisp_disp0::flip(u32 buffer_handle, u32 offset, android::PixelFormat format, u32 width,
u32 height, u32 stride, android::BufferTransformFlags transform,
const Common::Rectangle<int>& crop_rect,
std::array<Service::Nvidia::NvFence, 4>& fences, u32 num_fences) {
const DAddr addr = nvmap.GetHandleAddress(buffer_handle);
LOG_TRACE(Service,
"Drawing from address {:X} offset {:08X} Width {} Height {} Stride {} Format {}",
addr, offset, width, height, stride, format);
void nvdisp_disp0::Composite(std::span<const Nvnflinger::HwcLayer> sorted_layers) {
std::vector<Tegra::FramebufferConfig> output_layers;
std::vector<Service::Nvidia::NvFence> output_fences;
output_layers.reserve(sorted_layers.size());
output_fences.reserve(sorted_layers.size());
const Tegra::FramebufferConfig framebuffer{addr, offset, width, height,
stride, format, transform, crop_rect};
for (auto& layer : sorted_layers) {
output_layers.emplace_back(Tegra::FramebufferConfig{
.address = nvmap.GetHandleAddress(layer.buffer_handle),
.offset = layer.offset,
.width = layer.width,
.height = layer.height,
.stride = layer.stride,
.pixel_format = layer.format,
.transform_flags = layer.transform,
.crop_rect = layer.crop_rect,
});
system.GPU().RequestSwapBuffers(&framebuffer, fences, num_fences);
for (size_t i = 0; i < layer.acquire_fence.num_fences; i++) {
output_fences.push_back(layer.acquire_fence.fences[i]);
}
}
system.GPU().RequestComposite(std::move(output_layers), std::move(output_fences));
system.SpeedLimiter().DoSpeedLimiting(system.CoreTiming().GetGlobalTimeUs());
system.GetPerfStats().EndSystemFrame();
system.GetPerfStats().BeginSystemFrame();

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@ -8,8 +8,7 @@
#include "common/common_types.h"
#include "common/math_util.h"
#include "core/hle/service/nvdrv/devices/nvdevice.h"
#include "core/hle/service/nvnflinger/buffer_transform_flags.h"
#include "core/hle/service/nvnflinger/pixel_format.h"
#include "core/hle/service/nvnflinger/hwc_layer.h"
namespace Service::Nvidia::NvCore {
class Container;
@ -35,11 +34,8 @@ public:
void OnOpen(NvCore::SessionId session_id, DeviceFD fd) override;
void OnClose(DeviceFD fd) override;
/// Performs a screen flip, drawing the buffer pointed to by the handle.
void flip(u32 buffer_handle, u32 offset, android::PixelFormat format, u32 width, u32 height,
u32 stride, android::BufferTransformFlags transform,
const Common::Rectangle<int>& crop_rect,
std::array<Service::Nvidia::NvFence, 4>& fences, u32 num_fences);
/// Performs a screen flip, compositing each buffer.
void Composite(std::span<const Nvnflinger::HwcLayer> sorted_layers);
Kernel::KEvent* QueryEvent(u32 event_id) override;

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@ -40,7 +40,7 @@ public:
bool is_droppable{};
bool acquire_called{};
bool transform_to_display_inverse{};
s32 swap_interval{};
u32 swap_interval{};
};
} // namespace Service::android

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@ -0,0 +1,190 @@
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
#include <boost/container/small_vector.hpp>
#include "common/microprofile.h"
#include "core/hle/service/nvdrv/devices/nvdisp_disp0.h"
#include "core/hle/service/nvnflinger/buffer_item.h"
#include "core/hle/service/nvnflinger/buffer_item_consumer.h"
#include "core/hle/service/nvnflinger/buffer_queue_producer.h"
#include "core/hle/service/nvnflinger/hardware_composer.h"
#include "core/hle/service/nvnflinger/hwc_layer.h"
#include "core/hle/service/nvnflinger/ui/graphic_buffer.h"
#include "core/hle/service/vi/display/vi_display.h"
#include "core/hle/service/vi/layer/vi_layer.h"
namespace Service::Nvnflinger {
HardwareComposer::HardwareComposer() = default;
HardwareComposer::~HardwareComposer() = default;
u32 HardwareComposer::ComposeLocked(VI::Display& display, Nvidia::Devices::nvdisp_disp0& nvdisp,
u32 frame_advance) {
boost::container::small_vector<HwcLayer, 2> composition_stack;
m_frame_number += frame_advance;
// Release any necessary framebuffers.
for (auto& [layer_id, framebuffer] : m_framebuffers) {
if (framebuffer.release_frame_number > m_frame_number) {
// Not yet ready to release this framebuffer.
continue;
}
if (!framebuffer.is_acquired) {
// Already released.
continue;
}
if (auto* layer = display.FindLayer(layer_id); layer != nullptr) {
// TODO: support release fence
// This is needed to prevent screen tearing
layer->GetConsumer().ReleaseBuffer(framebuffer.item, android::Fence::NoFence());
framebuffer.is_acquired = false;
}
}
// Determine the number of vsync periods to wait before composing again.
std::optional<u32> swap_interval{};
bool has_acquired_buffer{};
// Acquire all necessary framebuffers.
for (size_t i = 0; i < display.GetNumLayers(); i++) {
auto& layer = display.GetLayer(i);
auto layer_id = layer.GetLayerId();
// Try to fetch the framebuffer (either new or stale).
const auto result = this->CacheFramebufferLocked(layer, layer_id);
// If we failed, skip this layer.
if (result == CacheStatus::NoBufferAvailable) {
continue;
}
// If we acquired a new buffer, we need to present.
if (result == CacheStatus::BufferAcquired) {
has_acquired_buffer = true;
}
const auto& buffer = m_framebuffers[layer_id];
const auto& item = buffer.item;
const auto& igbp_buffer = *item.graphic_buffer;
// TODO: get proper Z-index from layer
composition_stack.emplace_back(HwcLayer{
.buffer_handle = igbp_buffer.BufferId(),
.offset = igbp_buffer.Offset(),
.format = igbp_buffer.ExternalFormat(),
.width = igbp_buffer.Width(),
.height = igbp_buffer.Height(),
.stride = igbp_buffer.Stride(),
.z_index = 0,
.transform = static_cast<android::BufferTransformFlags>(item.transform),
.crop_rect = item.crop,
.acquire_fence = item.fence,
});
// We need to compose again either before this frame is supposed to
// be released, or exactly on the vsync period it should be released.
//
// TODO: handle cases where swap intervals are relatively prime. So far,
// only swap intervals of 0, 1 and 2 have been observed, but if 3 were
// to be introduced, this would cause an issue.
if (swap_interval) {
swap_interval = std::min(*swap_interval, item.swap_interval);
} else {
swap_interval = item.swap_interval;
}
}
// If any new buffers were acquired, we can present.
if (has_acquired_buffer) {
// Sort by Z-index.
std::stable_sort(composition_stack.begin(), composition_stack.end(),
[&](auto& l, auto& r) { return l.z_index < r.z_index; });
// Composite.
nvdisp.Composite(composition_stack);
}
// Render MicroProfile.
MicroProfileFlip();
// If we advanced, then advance by at least 1 frame.
if (swap_interval) {
return std::max(*swap_interval, 1U);
}
// Otherwise, advance by exactly one frame.
return 1U;
}
void HardwareComposer::RemoveLayerLocked(VI::Display& display, LayerId layer_id) {
// Check if we are tracking a slot with this layer_id.
const auto it = m_framebuffers.find(layer_id);
if (it == m_framebuffers.end()) {
return;
}
// Try to release the buffer item.
auto* const layer = display.FindLayer(layer_id);
if (layer && it->second.is_acquired) {
layer->GetConsumer().ReleaseBuffer(it->second.item, android::Fence::NoFence());
}
// Erase the slot.
m_framebuffers.erase(it);
}
bool HardwareComposer::TryAcquireFramebufferLocked(VI::Layer& layer, Framebuffer& framebuffer) {
// Attempt the update.
const auto status = layer.GetConsumer().AcquireBuffer(&framebuffer.item, {}, false);
if (status != android::Status::NoError) {
return false;
}
// We succeeded, so set the new release frame info.
framebuffer.release_frame_number =
m_frame_number + std::max(1U, framebuffer.item.swap_interval);
framebuffer.is_acquired = true;
return true;
}
HardwareComposer::CacheStatus HardwareComposer::CacheFramebufferLocked(VI::Layer& layer,
LayerId layer_id) {
// Check if this framebuffer is already present.
const auto it = m_framebuffers.find(layer_id);
if (it != m_framebuffers.end()) {
// If it's currently still acquired, we are done.
if (it->second.is_acquired) {
return CacheStatus::CachedBufferReused;
}
// Try to acquire a new item.
if (this->TryAcquireFramebufferLocked(layer, it->second)) {
// We got a new item.
return CacheStatus::BufferAcquired;
} else {
// We didn't acquire a new item, but we can reuse the slot.
return CacheStatus::CachedBufferReused;
}
}
// Framebuffer is not present, so try to create it.
Framebuffer framebuffer{};
if (this->TryAcquireFramebufferLocked(layer, framebuffer)) {
// Move the buffer item into a new slot.
m_framebuffers.emplace(layer_id, std::move(framebuffer));
// We succeeded.
return CacheStatus::BufferAcquired;
}
// We couldn't acquire the buffer item, so don't create a slot.
return CacheStatus::NoBufferAvailable;
}
} // namespace Service::Nvnflinger

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@ -0,0 +1,59 @@
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
#pragma once
#include <memory>
#include <boost/container/flat_map.hpp>
#include "core/hle/service/nvnflinger/buffer_item.h"
namespace Service::Nvidia::Devices {
class nvdisp_disp0;
}
namespace Service::VI {
class Display;
class Layer;
} // namespace Service::VI
namespace Service::Nvnflinger {
using LayerId = u64;
class HardwareComposer {
public:
explicit HardwareComposer();
~HardwareComposer();
u32 ComposeLocked(VI::Display& display, Nvidia::Devices::nvdisp_disp0& nvdisp,
u32 frame_advance);
void RemoveLayerLocked(VI::Display& display, LayerId layer_id);
private:
// TODO: do we want to track frame number in vi instead?
u64 m_frame_number{0};
private:
using ReleaseFrameNumber = u64;
struct Framebuffer {
android::BufferItem item{};
ReleaseFrameNumber release_frame_number{};
bool is_acquired{false};
};
enum class CacheStatus : u32 {
NoBufferAvailable,
BufferAcquired,
CachedBufferReused,
};
boost::container::flat_map<LayerId, Framebuffer> m_framebuffers{};
private:
bool TryAcquireFramebufferLocked(VI::Layer& layer, Framebuffer& framebuffer);
CacheStatus CacheFramebufferLocked(VI::Layer& layer, LayerId layer_id);
};
} // namespace Service::Nvnflinger

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@ -0,0 +1,27 @@
// SPDX-FileCopyrightText: Copyright 2024 yuzu Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
#pragma once
#include "common/math_util.h"
#include "core/hle/service/nvdrv/nvdata.h"
#include "core/hle/service/nvnflinger/buffer_transform_flags.h"
#include "core/hle/service/nvnflinger/pixel_format.h"
#include "core/hle/service/nvnflinger/ui/fence.h"
namespace Service::Nvnflinger {
struct HwcLayer {
u32 buffer_handle;
u32 offset;
android::PixelFormat format;
u32 width;
u32 height;
u32 stride;
s32 z_index;
android::BufferTransformFlags transform;
Common::Rectangle<int> crop_rect;
android::Fence acquire_fence;
};
} // namespace Service::Nvnflinger

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@ -18,6 +18,7 @@
#include "core/hle/service/nvnflinger/buffer_item_consumer.h"
#include "core/hle/service/nvnflinger/buffer_queue_core.h"
#include "core/hle/service/nvnflinger/fb_share_buffer_manager.h"
#include "core/hle/service/nvnflinger/hardware_composer.h"
#include "core/hle/service/nvnflinger/hos_binder_driver_server.h"
#include "core/hle/service/nvnflinger/nvnflinger.h"
#include "core/hle/service/nvnflinger/ui/graphic_buffer.h"
@ -279,45 +280,18 @@ void Nvnflinger::Compose() {
SCOPE_EXIT({ display.SignalVSyncEvent(); });
// Don't do anything for displays without layers.
if (!display.HasLayers())
continue;
// TODO(Subv): Support more than 1 layer.
VI::Layer& layer = display.GetLayer(0);
android::BufferItem buffer{};
const auto status = layer.GetConsumer().AcquireBuffer(&buffer, {}, false);
if (status != android::Status::NoError) {
if (!display.HasLayers()) {
continue;
}
const auto& igbp_buffer = *buffer.graphic_buffer;
if (!system.IsPoweredOn()) {
return; // We are likely shutting down
}
// Now send the buffer to the GPU for drawing.
// TODO(Subv): Support more than just disp0. The display device selection is probably based
// on which display we're drawing (Default, Internal, External, etc)
auto nvdisp = nvdrv->GetDevice<Nvidia::Devices::nvdisp_disp0>(disp_fd);
ASSERT(nvdisp);
Common::Rectangle<int> crop_rect{
static_cast<int>(buffer.crop.Left()), static_cast<int>(buffer.crop.Top()),
static_cast<int>(buffer.crop.Right()), static_cast<int>(buffer.crop.Bottom())};
nvdisp->flip(igbp_buffer.BufferId(), igbp_buffer.Offset(), igbp_buffer.ExternalFormat(),
igbp_buffer.Width(), igbp_buffer.Height(), igbp_buffer.Stride(),
static_cast<android::BufferTransformFlags>(buffer.transform), crop_rect,
buffer.fence.fences, buffer.fence.num_fences);
MicroProfileFlip();
swap_interval = buffer.swap_interval;
layer.GetConsumer().ReleaseBuffer(buffer, android::Fence::NoFence());
swap_interval = display.GetComposer().ComposeLocked(display, *nvdisp, swap_interval);
}
}

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@ -46,6 +46,7 @@ class BufferQueueProducer;
namespace Service::Nvnflinger {
class FbShareBufferManager;
class HardwareComposer;
class HosBinderDriverServer;
class Nvnflinger final {

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@ -16,6 +16,7 @@
#include "core/hle/service/nvnflinger/buffer_queue_consumer.h"
#include "core/hle/service/nvnflinger/buffer_queue_core.h"
#include "core/hle/service/nvnflinger/buffer_queue_producer.h"
#include "core/hle/service/nvnflinger/hardware_composer.h"
#include "core/hle/service/nvnflinger/hos_binder_driver_server.h"
#include "core/hle/service/vi/display/vi_display.h"
#include "core/hle/service/vi/layer/vi_layer.h"
@ -43,6 +44,7 @@ Display::Display(u64 id, std::string name_,
KernelHelpers::ServiceContext& service_context_, Core::System& system_)
: display_id{id}, name{std::move(name_)}, hos_binder_driver_server{hos_binder_driver_server_},
service_context{service_context_} {
hardware_composer = std::make_unique<Nvnflinger::HardwareComposer>();
vsync_event = service_context.CreateEvent(fmt::format("Display VSync Event {}", id));
}
@ -81,8 +83,6 @@ void Display::SignalVSyncEvent() {
void Display::CreateLayer(u64 layer_id, u32 binder_id,
Service::Nvidia::NvCore::Container& nv_core) {
ASSERT_MSG(layers.empty(), "Only one layer is supported per display at the moment");
auto [core, producer, consumer] = CreateBufferQueue(service_context, nv_core.GetNvMapFile());
auto buffer_item_consumer = std::make_shared<android::BufferItemConsumer>(std::move(consumer));

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@ -11,9 +11,14 @@
#include "common/common_types.h"
#include "core/hle/result.h"
namespace Core {
class System;
}
namespace Kernel {
class KEvent;
}
class KReadableEvent;
} // namespace Kernel
namespace Service::android {
class BufferQueueProducer;
@ -24,8 +29,9 @@ class ServiceContext;
}
namespace Service::Nvnflinger {
class HardwareComposer;
class HosBinderDriverServer;
}
} // namespace Service::Nvnflinger
namespace Service::Nvidia::NvCore {
class Container;
@ -118,6 +124,10 @@ public:
///
const Layer* FindLayer(u64 layer_id) const;
Nvnflinger::HardwareComposer& GetComposer() const {
return *hardware_composer;
}
private:
u64 display_id;
std::string name;
@ -125,6 +135,7 @@ private:
KernelHelpers::ServiceContext& service_context;
std::vector<std::unique_ptr<Layer>> layers;
std::unique_ptr<Nvnflinger::HardwareComposer> hardware_composer;
Kernel::KEvent* vsync_event{};
bool is_abandoned{};
};

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@ -195,8 +195,9 @@ private:
void GetSharedBufferMemoryHandleId(HLERequestContext& ctx) {
IPC::RequestParser rp{ctx};
const u64 buffer_id = rp.PopRaw<u64>();
const u64 aruid = ctx.GetPID();
LOG_INFO(Service_VI, "called. buffer_id={:#x}", buffer_id);
LOG_INFO(Service_VI, "called. buffer_id={:#x}, aruid={:#x}", buffer_id, aruid);
struct OutputParameters {
s32 nvmap_handle;
@ -206,7 +207,7 @@ private:
OutputParameters out{};
Nvnflinger::SharedMemoryPoolLayout layout{};
const auto result = nvnflinger.GetSystemBufferManager().GetSharedBufferMemoryHandleId(
&out.size, &out.nvmap_handle, &layout, buffer_id, 0);
&out.size, &out.nvmap_handle, &layout, buffer_id, aruid);
ctx.WriteBuffer(&layout, sizeof(layout));