mirror of
https://github.com/Ryujinx/Ryujinx.git
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4d02a2d2c0
* 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>
85 lines
No EOL
3.1 KiB
C#
85 lines
No EOL
3.1 KiB
C#
using System;
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using System.Runtime.CompilerServices;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Gpu.Memory
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{
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/// <summary>
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/// GPU mapped memory accessor.
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/// </summary>
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public class MemoryAccessor
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{
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private GpuContext _context;
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/// <summary>
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/// Creates a new instance of the GPU memory accessor.
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/// </summary>
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/// <param name="context">GPU context that the memory accessor belongs to</param>
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public MemoryAccessor(GpuContext context)
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{
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_context = context;
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}
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/// <summary>
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/// Reads a byte array from GPU mapped memory.
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/// </summary>
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/// <param name="gpuVa">GPU virtual address where the data is located</param>
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/// <param name="size">Size of the data in bytes</param>
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/// <returns>Byte array with the data</returns>
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public byte[] ReadBytes(ulong gpuVa, int size)
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{
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return GetSpan(gpuVa, size).ToArray();
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}
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/// <summary>
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/// Gets a read-only span of data from GPU mapped memory.
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/// This reads as much data as possible, up to the specified maximum size.
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/// </summary>
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/// <param name="gpuVa">GPU virtual address where the data is located</param>
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/// <param name="size">Size of the data</param>
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/// <returns>The span of the data at the specified memory location</returns>
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public ReadOnlySpan<byte> GetSpan(ulong gpuVa, int size)
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{
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ulong processVa = _context.MemoryManager.Translate(gpuVa);
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return _context.PhysicalMemory.GetSpan(processVa, size);
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}
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/// <summary>
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/// Reads data from GPU mapped memory.
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/// </summary>
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/// <typeparam name="T">Type of the data</typeparam>
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/// <param name="gpuVa">GPU virtual address where the data is located</param>
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/// <returns>The data at the specified memory location</returns>
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public T Read<T>(ulong gpuVa) where T : unmanaged
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{
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ulong processVa = _context.MemoryManager.Translate(gpuVa);
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return MemoryMarshal.Cast<byte, T>(_context.PhysicalMemory.GetSpan(processVa, Unsafe.SizeOf<T>()))[0];
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}
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/// <summary>
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/// Writes a 32-bits signed integer to GPU mapped memory.
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/// </summary>
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/// <param name="gpuVa">GPU virtual address to write the value into</param>
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/// <param name="value">The value to be written</param>
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public void Write(ulong gpuVa, int value)
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{
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ulong processVa = _context.MemoryManager.Translate(gpuVa);
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_context.PhysicalMemory.Write(processVa, BitConverter.GetBytes(value));
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}
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/// <summary>
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/// Writes data to GPU mapped memory.
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/// </summary>
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/// <param name="gpuVa">GPU virtual address to write the data into</param>
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/// <param name="data">The data to be written</param>
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public void Write(ulong gpuVa, ReadOnlySpan<byte> data)
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{
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ulong processVa = _context.MemoryManager.Translate(gpuVa);
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_context.PhysicalMemory.Write(processVa, data);
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}
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}
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} |