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>
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202 changed files with 20563 additions and 2567 deletions
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@ -63,7 +63,7 @@ namespace Ryujinx.Graphics.Gpu.Engine
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else
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{
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evt.Flush();
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return (_context.MemoryAccessor.ReadUInt64(gpuVa) != 0) ? ConditionalRenderEnabled.True : ConditionalRenderEnabled.False;
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return (_context.MemoryAccessor.Read<ulong>(gpuVa) != 0) ? ConditionalRenderEnabled.True : ConditionalRenderEnabled.False;
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}
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}
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@ -87,11 +87,11 @@ namespace Ryujinx.Graphics.Gpu.Engine
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if (evt != null && evt2 == null)
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{
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useHost = _context.Renderer.Pipeline.TryHostConditionalRendering(evt, _context.MemoryAccessor.ReadUInt64(gpuVa + 16), isEqual);
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useHost = _context.Renderer.Pipeline.TryHostConditionalRendering(evt, _context.MemoryAccessor.Read<ulong>(gpuVa + 16), isEqual);
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}
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else if (evt == null && evt2 != null)
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{
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useHost = _context.Renderer.Pipeline.TryHostConditionalRendering(evt2, _context.MemoryAccessor.ReadUInt64(gpuVa), isEqual);
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useHost = _context.Renderer.Pipeline.TryHostConditionalRendering(evt2, _context.MemoryAccessor.Read<ulong>(gpuVa), isEqual);
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}
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else
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{
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@ -107,8 +107,8 @@ namespace Ryujinx.Graphics.Gpu.Engine
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evt?.Flush();
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evt2?.Flush();
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ulong x = _context.MemoryAccessor.ReadUInt64(gpuVa);
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ulong y = _context.MemoryAccessor.ReadUInt64(gpuVa + 16);
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ulong x = _context.MemoryAccessor.Read<ulong>(gpuVa);
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ulong y = _context.MemoryAccessor.Read<ulong>(gpuVa + 16);
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return (isEqual ? x == y : x != y) ? ConditionalRenderEnabled.True : ConditionalRenderEnabled.False;
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}
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