New NVDEC and VIC implementation (#1384)
* Initial NVDEC and VIC implementation * Update FFmpeg.AutoGen to 4.3.0 * Add nvdec dependencies for Windows * Unify some VP9 structures * Rename VP9 structure fields * Improvements to Video API * XML docs for Common.Memory * Remove now unused or redundant overloads from MemoryAccessor * NVDEC UV surface read/write scalar paths * Add FIXME comments about hacky things/stuff that will need to be fixed in the future * Cleaned up VP9 memory allocation * Remove some debug logs * Rename some VP9 structs * Remove unused struct * No need to compile Ryujinx.Graphics.Host1x with unsafe anymore * Name AsyncWorkQueue threads to make debugging easier * Make Vp9PictureInfo a ref struct * LayoutConverter no longer needs the depth argument (broken by rebase) * Pooling of VP9 buffers, plus fix a memory leak on VP9 * Really wish VS could rename projects properly... * Address feedback * Remove using * Catch OperationCanceledException * Add licensing informations * Add THIRDPARTY.md to release too Co-authored-by: Thog <me@thog.eu>
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202 changed files with 20563 additions and 2567 deletions
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@ -3,6 +3,9 @@ using Ryujinx.Audio;
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using Ryujinx.Configuration;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu;
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using Ryujinx.Graphics.Host1x;
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using Ryujinx.Graphics.Nvdec;
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using Ryujinx.Graphics.Vic;
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using Ryujinx.HLE.FileSystem;
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using Ryujinx.HLE.FileSystem.Content;
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using Ryujinx.HLE.HOS;
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@ -11,7 +14,6 @@ using Ryujinx.HLE.HOS.Services.Hid;
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using Ryujinx.HLE.HOS.SystemState;
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using Ryujinx.Memory;
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using System;
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using System.Threading;
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namespace Ryujinx.HLE
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{
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@ -23,6 +25,8 @@ namespace Ryujinx.HLE
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public GpuContext Gpu { get; private set; }
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internal Host1xDevice Host1x { get; }
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public VirtualFileSystem FileSystem { get; private set; }
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public Horizon System { get; private set; }
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@ -53,6 +57,27 @@ namespace Ryujinx.HLE
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Gpu = new GpuContext(renderer);
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Host1x = new Host1xDevice(Gpu.Synchronization);
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var nvdec = new NvdecDevice(Gpu.MemoryManager);
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var vic = new VicDevice(Gpu.MemoryManager);
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Host1x.RegisterDevice(ClassId.Nvdec, nvdec);
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Host1x.RegisterDevice(ClassId.Vic, vic);
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nvdec.FrameDecoded += (FrameDecodedEventArgs e) =>
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{
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// FIXME:
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// Figure out what is causing frame ordering issues on H264.
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// For now this is needed as workaround.
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if (e.CodecId == CodecId.H264)
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{
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vic.SetSurfaceOverride(e.LumaOffset, e.ChromaOffset, 0);
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}
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else
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{
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vic.DisableSurfaceOverride();
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}
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};
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FileSystem = fileSystem;
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System = new Horizon(this, contentManager);
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@ -136,13 +161,6 @@ namespace Ryujinx.HLE
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Gpu.Window.Present(swapBuffersCallback);
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}
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internal void Unload()
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{
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FileSystem.Unload();
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Memory.Dispose();
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}
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public void DisposeGpu()
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{
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Gpu.Dispose();
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@ -158,7 +176,10 @@ namespace Ryujinx.HLE
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if (disposing)
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{
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System.Dispose();
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Host1x.Dispose();
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AudioOut.Dispose();
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FileSystem.Unload();
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Memory.Dispose();
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}
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}
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}
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