40b21cc3c4
* 3D engine now uses DeviceState too, plus new state modification tracking * Remove old methods code * Remove GpuState and friends * Optimize DeviceState, force inline some functions * This change was not supposed to go in * Proper channel initialization * Optimize state read/write methods even more * Fix debug build * Do not dirty state if the write is redundant * The YControl register should dirty either the viewport or front face state too, to update the host origin * Avoid redundant vertex buffer updates * Move state and get rid of the Ryujinx.Graphics.Gpu.State namespace * Comments and nits * Fix rebase * PR feedback * Move changed = false to improve codegen * PR feedback * Carry RyuJIT a bit more
47 lines
1.4 KiB
C#
47 lines
1.4 KiB
C#
using Ryujinx.Graphics.Gpu.Memory;
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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 System;
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using GpuContext = Ryujinx.Graphics.Gpu.GpuContext;
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namespace Ryujinx.HLE.HOS.Services.Nv
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{
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class Host1xContext : IDisposable
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{
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public MemoryManager Smmu { get; }
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public NvMemoryAllocator MemoryAllocator { get; }
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public Host1xDevice Host1x { get;}
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public Host1xContext(GpuContext gpu, long pid)
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{
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MemoryAllocator = new NvMemoryAllocator();
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Host1x = new Host1xDevice(gpu.Synchronization);
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Smmu = gpu.CreateMemoryManager(pid);
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var nvdec = new NvdecDevice(Smmu);
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var vic = new VicDevice(Smmu);
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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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}
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public void Dispose()
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{
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Host1x.Dispose();
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}
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}
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} |