ec0ce96c56
* core_timing: Use better reference tracking for EventType. - Moves ownership of the event to the caller, ensuring we don't fire events for destroyed objects. - Removes need for unique names - we won't be using this for save states anyways.
30 lines
1.1 KiB
C++
30 lines
1.1 KiB
C++
// Copyright 2019 Yuzu Emulator Project
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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/core_timing.h"
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#include "core/hardware_interrupt_manager.h"
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#include "core/hle/service/nvdrv/interface.h"
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#include "core/hle/service/sm/sm.h"
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namespace Core::Hardware {
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InterruptManager::InterruptManager(Core::System& system_in) : system(system_in) {
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gpu_interrupt_event = Core::Timing::CreateEvent("GPUInterrupt", [this](u64 message, s64) {
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auto nvdrv = system.ServiceManager().GetService<Service::Nvidia::NVDRV>("nvdrv");
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const u32 syncpt = static_cast<u32>(message >> 32);
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const u32 value = static_cast<u32>(message);
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nvdrv->SignalGPUInterruptSyncpt(syncpt, value);
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});
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}
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InterruptManager::~InterruptManager() = default;
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void InterruptManager::GPUInterruptSyncpt(const u32 syncpoint_id, const u32 value) {
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const u64 msg = (static_cast<u64>(syncpoint_id) << 32ULL) | value;
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system.CoreTiming().ScheduleEvent(10, gpu_interrupt_event, msg);
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}
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} // namespace Core::Hardware
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