Initial support for separate GPU address spaces (#2394)

* Make GPU memory manager a member of GPU channel

* Move physical memory instance to the memory manager, and the caches to the physical memory

* PR feedback
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gdkchan 2021-06-29 14:32:02 -03:00 committed by GitHub
parent 8cc872fb60
commit fbb4019ed5
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44 changed files with 780 additions and 481 deletions

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using Ryujinx.Graphics.Gpu;
using Ryujinx.Graphics.Gpu.Memory;
using Ryujinx.Graphics.Host1x;
using Ryujinx.Graphics.Nvdec;
using Ryujinx.Graphics.Vic;
using System;
namespace Ryujinx.HLE.HOS.Services.Nv
{
class Host1xContext : IDisposable
{
public MemoryManager Smmu { get; }
public NvMemoryAllocator MemoryAllocator { get; }
public Host1xDevice Host1x { get;}
public Host1xContext(GpuContext gpu, long pid)
{
MemoryAllocator = new NvMemoryAllocator();
Host1x = new Host1xDevice(gpu.Synchronization);
Smmu = gpu.CreateMemoryManager(pid);
var nvdec = new NvdecDevice(Smmu);
var vic = new VicDevice(Smmu);
Host1x.RegisterDevice(ClassId.Nvdec, nvdec);
Host1x.RegisterDevice(ClassId.Vic, vic);
nvdec.FrameDecoded += (FrameDecodedEventArgs e) =>
{
// FIXME:
// Figure out what is causing frame ordering issues on H264.
// For now this is needed as workaround.
if (e.CodecId == CodecId.H264)
{
vic.SetSurfaceOverride(e.LumaOffset, e.ChromaOffset, 0);
}
else
{
vic.DisableSurfaceOverride();
}
};
}
public void Dispose()
{
Host1x.Dispose();
}
}
}