mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-11-09 08:48:44 +00:00
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>
152 lines
5.2 KiB
C#
152 lines
5.2 KiB
C#
using Ryujinx.Graphics.Gpu.Memory;
|
|
using Ryujinx.Graphics.Video;
|
|
using System;
|
|
using System.Diagnostics;
|
|
|
|
namespace Ryujinx.Graphics.Nvdec.Image
|
|
{
|
|
class SurfaceCache
|
|
{
|
|
// Must be equal to at least the maximum number of surfaces
|
|
// that can be in use simultaneously (which is 17, since H264
|
|
// can have up to 16 reference frames, and we need another one
|
|
// for the current frame).
|
|
// Realistically, most codecs won't ever use more than 4 simultaneously.
|
|
private const int MaxItems = 17;
|
|
|
|
private struct CacheItem
|
|
{
|
|
public int ReferenceCount;
|
|
public uint LumaOffset;
|
|
public uint ChromaOffset;
|
|
public int Width;
|
|
public int Height;
|
|
public CodecId CodecId;
|
|
public ISurface Surface;
|
|
}
|
|
|
|
private readonly CacheItem[] _pool = new CacheItem[MaxItems];
|
|
|
|
private readonly MemoryManager _gmm;
|
|
|
|
public SurfaceCache(MemoryManager gmm)
|
|
{
|
|
_gmm = gmm;
|
|
}
|
|
|
|
public ISurface Get(IDecoder decoder, CodecId codecId, uint lumaOffset, uint chromaOffset, int width, int height)
|
|
{
|
|
ISurface surface = null;
|
|
|
|
// Try to find a compatible surface with same parameters, and same offsets.
|
|
for (int i = 0; i < MaxItems; i++)
|
|
{
|
|
ref CacheItem item = ref _pool[i];
|
|
|
|
if (item.LumaOffset == lumaOffset &&
|
|
item.ChromaOffset == chromaOffset &&
|
|
item.CodecId == codecId &&
|
|
item.Width == width &&
|
|
item.Height == height)
|
|
{
|
|
item.ReferenceCount++;
|
|
surface = item.Surface;
|
|
MoveToFront(i);
|
|
break;
|
|
}
|
|
}
|
|
|
|
// If we failed to find a perfect match, now ignore the offsets.
|
|
// Search backwards to replace the oldest compatible surface,
|
|
// this avoids thrashing frquently used surfaces.
|
|
// Now we need to ensure that the surface is not in use, as we'll change the data.
|
|
if (surface == null)
|
|
{
|
|
for (int i = MaxItems - 1; i >= 0; i--)
|
|
{
|
|
ref CacheItem item = ref _pool[i];
|
|
|
|
if (item.ReferenceCount == 0 && item.CodecId == codecId && item.Width == width && item.Height == height)
|
|
{
|
|
item.ReferenceCount = 1;
|
|
item.LumaOffset = lumaOffset;
|
|
item.ChromaOffset = chromaOffset;
|
|
surface = item.Surface;
|
|
|
|
if ((lumaOffset | chromaOffset) != 0)
|
|
{
|
|
SurfaceReader.Read(_gmm, surface, lumaOffset, chromaOffset);
|
|
}
|
|
|
|
MoveToFront(i);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// If everything else failed, we try to create a new surface,
|
|
// and insert it on the pool. We replace the oldest item on the
|
|
// pool to avoid thrashing frequently used surfaces.
|
|
// If even the oldest item is in use, that means that the entire pool
|
|
// is in use, in that case we throw as there's no place to insert
|
|
// the new surface.
|
|
if (surface == null)
|
|
{
|
|
if (_pool[MaxItems - 1].ReferenceCount == 0)
|
|
{
|
|
surface = decoder.CreateSurface(width, height);
|
|
|
|
if ((lumaOffset | chromaOffset) != 0)
|
|
{
|
|
SurfaceReader.Read(_gmm, surface, lumaOffset, chromaOffset);
|
|
}
|
|
|
|
MoveToFront(MaxItems - 1);
|
|
ref CacheItem item = ref _pool[0];
|
|
item.Surface?.Dispose();
|
|
item.ReferenceCount = 1;
|
|
item.LumaOffset = lumaOffset;
|
|
item.ChromaOffset = chromaOffset;
|
|
item.Width = width;
|
|
item.Height = height;
|
|
item.CodecId = codecId;
|
|
item.Surface = surface;
|
|
}
|
|
else
|
|
{
|
|
throw new InvalidOperationException("No free slot on the surface pool.");
|
|
}
|
|
}
|
|
|
|
return surface;
|
|
}
|
|
|
|
public void Put(ISurface surface)
|
|
{
|
|
for (int i = 0; i < MaxItems; i++)
|
|
{
|
|
ref CacheItem item = ref _pool[i];
|
|
|
|
if (item.Surface == surface)
|
|
{
|
|
item.ReferenceCount--;
|
|
Debug.Assert(item.ReferenceCount >= 0);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
private void MoveToFront(int index)
|
|
{
|
|
// If index is 0 we don't need to do anything,
|
|
// as it's already on the front.
|
|
if (index != 0)
|
|
{
|
|
CacheItem temp = _pool[index];
|
|
Array.Copy(_pool, 0, _pool, 1, index);
|
|
_pool[0] = temp;
|
|
}
|
|
}
|
|
}
|
|
}
|