NVDEC (H264): Use separate contexts per channel and decode frames in DTS order (#2671)
* Use separate NVDEC contexts per channel (for FFMPEG) * Remove NVDEC -> VIC frame override hack * Add missing bottom_field_pic_order_in_frame_present_flag * Make FFMPEG logging static * nit: Remove empty lines * New FFMPEG decoding approach -- call h264_decode_frame directly, trim surface cache to reduce memory usage * Fix case * Silence warnings * PR feedback * Per-decoder rather than per-codec ownership of surfaces on the cache
This commit is contained in:
parent
0d23504e30
commit
f4f496cb48
18 changed files with 358 additions and 200 deletions
|
@ -15,14 +15,14 @@ namespace Ryujinx.Graphics.Nvdec
|
|||
{
|
||||
private static Decoder _decoder = new Decoder();
|
||||
|
||||
public unsafe static void Decode(NvdecDevice device, ResourceManager rm, ref NvdecRegisters state)
|
||||
public unsafe static void Decode(ResourceManager rm, ref NvdecRegisters state)
|
||||
{
|
||||
PictureInfo pictureInfo = rm.Gmm.DeviceRead<PictureInfo>(state.SetPictureInfoOffset);
|
||||
EntropyProbs entropy = rm.Gmm.DeviceRead<EntropyProbs>(state.SetVp9EntropyProbsOffset);
|
||||
|
||||
ISurface Rent(uint lumaOffset, uint chromaOffset, FrameSize size)
|
||||
{
|
||||
return rm.Cache.Get(_decoder, CodecId.Vp9, lumaOffset, chromaOffset, size.Width, size.Height);
|
||||
return rm.Cache.Get(_decoder, lumaOffset, chromaOffset, size.Width, size.Height);
|
||||
}
|
||||
|
||||
ISurface lastSurface = Rent(state.SetSurfaceLumaOffset[0], state.SetSurfaceChromaOffset[0], pictureInfo.LastFrameSize);
|
||||
|
@ -60,8 +60,6 @@ namespace Ryujinx.Graphics.Nvdec
|
|||
if (_decoder.Decode(ref info, currentSurface, bitstream, mvsIn, mvsOut))
|
||||
{
|
||||
SurfaceWriter.Write(rm.Gmm, currentSurface, lumaOffset, chromaOffset);
|
||||
|
||||
device.OnFrameDecoded(CodecId.Vp9, lumaOffset, chromaOffset);
|
||||
}
|
||||
|
||||
WriteBackwardUpdates(rm.Gmm, state.SetVp9BackwardUpdatesOffset, ref info.BackwardUpdateCounts);
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue