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Deglobalize System: NvFlinger
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@ -29,7 +29,8 @@ namespace Service::NVFlinger {
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constexpr s64 frame_ticks = static_cast<s64>(Core::Timing::BASE_CLOCK_RATE / 60);
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constexpr s64 frame_ticks_30fps = static_cast<s64>(Core::Timing::BASE_CLOCK_RATE / 30);
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NVFlinger::NVFlinger(Core::Timing::CoreTiming& core_timing) : core_timing{core_timing} {
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NVFlinger::NVFlinger(Core::Timing::CoreTiming& core_timing, Core::System& system)
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: core_timing{core_timing}, system(system) {
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displays.emplace_back(0, "Default");
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displays.emplace_back(1, "External");
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displays.emplace_back(2, "Edid");
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@ -185,11 +186,9 @@ void NVFlinger::Compose() {
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MicroProfileFlip();
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if (!buffer) {
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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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system_instance.GetPerfStats().EndGameFrame();
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system_instance.GPU().SwapBuffers({});
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system.GetPerfStats().EndGameFrame();
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system.GPU().SwapBuffers({});
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continue;
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}
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@ -38,7 +38,7 @@ class BufferQueue;
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class NVFlinger final {
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public:
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explicit NVFlinger(Core::Timing::CoreTiming& core_timing);
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explicit NVFlinger(Core::Timing::CoreTiming& core_timing, Core::System& system);
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~NVFlinger();
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/// Sets the NVDrv module instance to use to send buffers to the GPU.
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@ -107,6 +107,8 @@ private:
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/// Core timing instance for registering/unregistering the composition event.
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Core::Timing::CoreTiming& core_timing;
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Core::System& system;
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};
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} // namespace Service::NVFlinger
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