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Ryujinx/Ryujinx.Graphics.Nvdec/NvdecDevice.cs
gdkchan 4d02a2d2c0
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>
2020-07-12 05:07:01 +02:00

55 lines
1.7 KiB
C#

using Ryujinx.Common.Logging;
using Ryujinx.Graphics.Device;
using Ryujinx.Graphics.Gpu.Memory;
using Ryujinx.Graphics.Nvdec.Image;
using System;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Nvdec
{
public class NvdecDevice : IDeviceState
{
private readonly ResourceManager _rm;
private readonly DeviceState<NvdecRegisters> _state;
public event Action<FrameDecodedEventArgs> FrameDecoded;
public NvdecDevice(MemoryManager gmm)
{
_rm = new ResourceManager(gmm, new SurfaceCache(gmm));
_state = new DeviceState<NvdecRegisters>(new Dictionary<string, RwCallback>
{
{ nameof(NvdecRegisters.Execute), new RwCallback(Execute, null) }
});
}
public int Read(int offset) => _state.Read(offset);
public void Write(int offset, int data) => _state.Write(offset, data);
private void Execute(int data)
{
Decode((CodecId)_state.State.SetCodecID);
}
private void Decode(CodecId codecId)
{
switch (codecId)
{
case CodecId.H264:
H264Decoder.Decode(this, _rm, ref _state.State);
break;
case CodecId.Vp9:
Vp9Decoder.Decode(this, _rm, ref _state.State);
break;
default:
Logger.PrintError(LogClass.Nvdec, $"Unsupported codec \"{codecId}\".");
break;
}
}
internal void OnFrameDecoded(CodecId codecId, uint lumaOffset, uint chromaOffset)
{
FrameDecoded?.Invoke(new FrameDecodedEventArgs(codecId, lumaOffset, chromaOffset));
}
}
}