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authorgdkchan <gab.dark.100@gmail.com>2020-07-12 00:07:01 -0300
committerGitHub <noreply@github.com>2020-07-12 05:07:01 +0200
commit4d02a2d2c0451b4de1f6de3bbce54c457cacebe2 (patch)
tree120fe4fb8cfa1ac1c6ef4c97d92be47e955e8c0f /Ryujinx.HLE/Switch.cs
parent38b26cf4242999fa7d8c550993ac0940cd03d55f (diff)
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>
Diffstat (limited to 'Ryujinx.HLE/Switch.cs')
-rw-r--r--Ryujinx.HLE/Switch.cs37
1 files changed, 29 insertions, 8 deletions
diff --git a/Ryujinx.HLE/Switch.cs b/Ryujinx.HLE/Switch.cs
index 5713bd9e..9defe25d 100644
--- a/Ryujinx.HLE/Switch.cs
+++ b/Ryujinx.HLE/Switch.cs
@@ -3,6 +3,9 @@ using Ryujinx.Audio;
using Ryujinx.Configuration;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu;
+using Ryujinx.Graphics.Host1x;
+using Ryujinx.Graphics.Nvdec;
+using Ryujinx.Graphics.Vic;
using Ryujinx.HLE.FileSystem;
using Ryujinx.HLE.FileSystem.Content;
using Ryujinx.HLE.HOS;
@@ -11,7 +14,6 @@ using Ryujinx.HLE.HOS.Services.Hid;
using Ryujinx.HLE.HOS.SystemState;
using Ryujinx.Memory;
using System;
-using System.Threading;
namespace Ryujinx.HLE
{
@@ -23,6 +25,8 @@ namespace Ryujinx.HLE
public GpuContext Gpu { get; private set; }
+ internal Host1xDevice Host1x { get; }
+
public VirtualFileSystem FileSystem { get; private set; }
public Horizon System { get; private set; }
@@ -53,6 +57,27 @@ namespace Ryujinx.HLE
Gpu = new GpuContext(renderer);
+ Host1x = new Host1xDevice(Gpu.Synchronization);
+ var nvdec = new NvdecDevice(Gpu.MemoryManager);
+ var vic = new VicDevice(Gpu.MemoryManager);
+ Host1x.RegisterDevice(ClassId.Nvdec, nvdec);
+ Host1x.RegisterDevice(ClassId.Vic, vic);
+
+ nvdec.FrameDecoded += (FrameDecodedEventArgs e) =>
+ {
+ // FIXME:
+ // Figure out what is causing frame ordering issues on H264.
+ // For now this is needed as workaround.
+ if (e.CodecId == CodecId.H264)
+ {
+ vic.SetSurfaceOverride(e.LumaOffset, e.ChromaOffset, 0);
+ }
+ else
+ {
+ vic.DisableSurfaceOverride();
+ }
+ };
+
FileSystem = fileSystem;
System = new Horizon(this, contentManager);
@@ -136,13 +161,6 @@ namespace Ryujinx.HLE
Gpu.Window.Present(swapBuffersCallback);
}
- internal void Unload()
- {
- FileSystem.Unload();
-
- Memory.Dispose();
- }
-
public void DisposeGpu()
{
Gpu.Dispose();
@@ -158,7 +176,10 @@ namespace Ryujinx.HLE
if (disposing)
{
System.Dispose();
+ Host1x.Dispose();
AudioOut.Dispose();
+ FileSystem.Unload();
+ Memory.Dispose();
}
}
}