1
0
Fork 0
mirror of https://github.com/Ryujinx/Ryujinx.git synced 2024-12-01 10:52:02 +00:00
Ryujinx/Ryujinx.Graphics.Nvdec.H264/Decoder.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

40 lines
1.1 KiB
C#

using Ryujinx.Graphics.Video;
using System;
namespace Ryujinx.Graphics.Nvdec.H264
{
public class Decoder : IH264Decoder
{
public bool IsHardwareAccelerated => false;
private const int WorkBufferSize = 0x200;
private readonly byte[] _workBuffer = new byte[WorkBufferSize];
private readonly FFmpegContext _context = new FFmpegContext();
public ISurface CreateSurface(int width, int height)
{
return new Surface();
}
public bool Decode(ref H264PictureInfo pictureInfo, ISurface output, ReadOnlySpan<byte> bitstream)
{
Span<byte> bs = Prepend(bitstream, SpsAndPpsReconstruction.Reconstruct(ref pictureInfo, _workBuffer));
return _context.DecodeFrame((Surface)output, bs) == 0;
}
private static byte[] Prepend(ReadOnlySpan<byte> data, ReadOnlySpan<byte> prep)
{
byte[] output = new byte[data.Length + prep.Length];
prep.CopyTo(output);
data.CopyTo(new Span<byte>(output).Slice(prep.Length));
return output;
}
public void Dispose() => _context.Dispose();
}
}