video_core: Eliminate the g_renderer global variable
We move the initialization of the renderer to the core class, while keeping the creation of it and any other specifics in video_core. This way we can ensure that the renderer is initialized and doesn't give unfettered access to the renderer. This also makes dependencies on types more explicit. For example, the GPU class doesn't need to depend on the existence of a renderer, it only needs to care about whether or not it has a rasterizer, but since it was accessing the global variable, it was also making the renderer a part of its dependency chain. By adjusting the interface, we can get rid of this dependency.
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6030c5ce41
19 changed files with 101 additions and 75 deletions
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@ -18,6 +18,7 @@
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#include "core/loader/loader.h"
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#include "core/settings.h"
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#include "file_sys/vfs_real.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 Core {
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@ -174,7 +175,6 @@ System::ResultStatus System::Init(EmuWindow& emu_window) {
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cpu_cores[index] = std::make_shared<Cpu>(cpu_exclusive_monitor, cpu_barrier, index);
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}
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gpu_core = std::make_unique<Tegra::GPU>();
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telemetry_session = std::make_unique<Core::TelemetrySession>();
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service_manager = std::make_shared<Service::SM::ServiceManager>();
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@ -182,10 +182,13 @@ System::ResultStatus System::Init(EmuWindow& emu_window) {
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Service::Init(service_manager);
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GDBStub::Init();
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if (!VideoCore::Init(emu_window)) {
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renderer = VideoCore::CreateRenderer(emu_window);
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if (!renderer->Init()) {
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return ResultStatus::ErrorVideoCore;
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}
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gpu_core = std::make_unique<Tegra::GPU>(*renderer->Rasterizer());
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// Create threads for CPU cores 1-3, and build thread_to_cpu map
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// CPU core 0 is run on the main thread
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thread_to_cpu[std::this_thread::get_id()] = cpu_cores[0];
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@ -217,7 +220,7 @@ void System::Shutdown() {
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perf_results.frametime * 1000.0);
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// Shutdown emulation session
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VideoCore::Shutdown();
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renderer.reset();
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GDBStub::Shutdown();
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Service::Shutdown();
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Kernel::Shutdown();
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@ -27,6 +27,10 @@ namespace Service::SM {
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class ServiceManager;
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}
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namespace VideoCore {
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class RendererBase;
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}
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namespace Core {
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class System {
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@ -127,11 +131,26 @@ public:
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/// Gets a CPU interface to the CPU core with the specified index
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Cpu& CpuCore(size_t core_index);
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/// Gets the GPU interface
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/// Gets a mutable reference to the GPU interface
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Tegra::GPU& GPU() {
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return *gpu_core;
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}
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/// Gets an immutable reference to the GPU interface.
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const Tegra::GPU& GPU() const {
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return *gpu_core;
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}
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/// Gets a mutable reference to the renderer.
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VideoCore::RendererBase& Renderer() {
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return *renderer;
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}
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/// Gets an immutable reference to the renderer.
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const VideoCore::RendererBase& Renderer() const {
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return *renderer;
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}
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/// Gets the scheduler for the CPU core that is currently running
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Kernel::Scheduler& CurrentScheduler() {
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return *CurrentCpuCore().Scheduler();
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@ -195,6 +214,7 @@ private:
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/// AppLoader used to load the current executing application
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std::unique_ptr<Loader::AppLoader> app_loader;
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std::unique_ptr<VideoCore::RendererBase> renderer;
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std::unique_ptr<Tegra::GPU> gpu_core;
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std::shared_ptr<Tegra::DebugContext> debug_context;
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Kernel::SharedPtr<Kernel::Process> current_process;
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@ -30,9 +30,9 @@ void nvdisp_disp0::flip(u32 buffer_handle, u32 offset, u32 format, u32 width, u3
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addr, offset, width, height, stride, static_cast<PixelFormat>(format),
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transform, crop_rect};
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Core::System::GetInstance().perf_stats.EndGameFrame();
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VideoCore::g_renderer->SwapBuffers(framebuffer);
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auto& instance = Core::System::GetInstance();
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instance.perf_stats.EndGameFrame();
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instance.Renderer().SwapBuffers(framebuffer);
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}
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} // namespace Service::Nvidia::Devices
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@ -150,15 +150,16 @@ u32 nvhost_as_gpu::UnmapBuffer(const std::vector<u8>& input, std::vector<u8>& ou
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LOG_DEBUG(Service_NVDRV, "called, offset=0x{:X}", params.offset);
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auto& gpu = Core::System::GetInstance().GPU();
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auto itr = buffer_mappings.find(params.offset);
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const auto itr = buffer_mappings.find(params.offset);
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ASSERT_MSG(itr != buffer_mappings.end(), "Tried to unmap invalid mapping");
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// Remove this memory region from the rasterizer cache.
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VideoCore::g_renderer->Rasterizer()->FlushAndInvalidateRegion(params.offset, itr->second.size);
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auto& system_instance = Core::System::GetInstance();
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// Remove this memory region from the rasterizer cache.
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system_instance.Renderer().Rasterizer()->FlushAndInvalidateRegion(params.offset,
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itr->second.size);
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auto& gpu = system_instance.GPU();
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params.offset = gpu.memory_manager->UnmapBuffer(params.offset, itr->second.size);
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buffer_mappings.erase(itr->second.offset);
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@ -127,9 +127,11 @@ void NVFlinger::Compose() {
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MicroProfileFlip();
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if (buffer == boost::none) {
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auto& system_instance = Core::System::GetInstance();
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// There was no queued buffer to draw, render previous frame
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Core::System::GetInstance().perf_stats.EndGameFrame();
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VideoCore::g_renderer->SwapBuffers({});
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system_instance.perf_stats.EndGameFrame();
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system_instance.Renderer().SwapBuffers({});
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continue;
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}
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@ -326,34 +326,36 @@ void RasterizerMarkRegionCached(Tegra::GPUVAddr gpu_addr, u64 size, bool cached)
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}
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void RasterizerFlushVirtualRegion(VAddr start, u64 size, FlushMode mode) {
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auto& system_instance = Core::System::GetInstance();
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// Since pages are unmapped on shutdown after video core is shutdown, the renderer may be
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// null here
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if (VideoCore::g_renderer == nullptr) {
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if (!system_instance.IsPoweredOn()) {
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return;
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}
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VAddr end = start + size;
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auto CheckRegion = [&](VAddr region_start, VAddr region_end) {
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const auto CheckRegion = [&](VAddr region_start, VAddr region_end) {
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if (start >= region_end || end <= region_start) {
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// No overlap with region
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return;
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}
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VAddr overlap_start = std::max(start, region_start);
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VAddr overlap_end = std::min(end, region_end);
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const VAddr overlap_start = std::max(start, region_start);
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const VAddr overlap_end = std::min(end, region_end);
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std::vector<Tegra::GPUVAddr> gpu_addresses =
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Core::System::GetInstance().GPU().memory_manager->CpuToGpuAddress(overlap_start);
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const std::vector<Tegra::GPUVAddr> gpu_addresses =
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system_instance.GPU().memory_manager->CpuToGpuAddress(overlap_start);
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if (gpu_addresses.empty()) {
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return;
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}
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u64 overlap_size = overlap_end - overlap_start;
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const u64 overlap_size = overlap_end - overlap_start;
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for (const auto& gpu_address : gpu_addresses) {
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auto* rasterizer = VideoCore::g_renderer->Rasterizer();
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auto* rasterizer = system_instance.Renderer().Rasterizer();
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switch (mode) {
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case FlushMode::Flush:
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rasterizer->FlushRegion(gpu_address, overlap_size);
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@ -2,6 +2,7 @@
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#include "core/core.h"
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#include "core/gdbstub/gdbstub.h"
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#include "core/hle/service/hid/hid.h"
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#include "core/settings.h"
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@ -19,8 +20,9 @@ void Apply() {
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VideoCore::g_toggle_framelimit_enabled = values.toggle_framelimit;
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if (VideoCore::g_renderer) {
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VideoCore::g_renderer->UpdateCurrentFramebufferLayout();
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auto& system_instance = Core::System::GetInstance();
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if (system_instance.IsPoweredOn()) {
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system_instance.Renderer().UpdateCurrentFramebufferLayout();
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}
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Service::HID::ReloadInputDevices();
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