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>
This commit is contained in:
parent
38b26cf424
commit
4d02a2d2c0
202 changed files with 20563 additions and 2567 deletions
100
Ryujinx.Common/AsyncWorkQueue.cs
Normal file
100
Ryujinx.Common/AsyncWorkQueue.cs
Normal file
|
@ -0,0 +1,100 @@
|
|||
using System;
|
||||
using System.Collections.Concurrent;
|
||||
using System.Threading;
|
||||
|
||||
namespace Ryujinx.Common
|
||||
{
|
||||
public sealed class AsyncWorkQueue<T> : IDisposable
|
||||
{
|
||||
private readonly Thread _workerThread;
|
||||
private readonly CancellationTokenSource _cts;
|
||||
private readonly Action<T> _workerAction;
|
||||
private readonly BlockingCollection<T> _queue;
|
||||
|
||||
public bool IsCancellationRequested => _cts.IsCancellationRequested;
|
||||
|
||||
public AsyncWorkQueue(Action<T> callback, string name = null) : this(callback, name, new BlockingCollection<T>())
|
||||
{
|
||||
}
|
||||
|
||||
public AsyncWorkQueue(Action<T> callback, string name, BlockingCollection<T> collection)
|
||||
{
|
||||
_cts = new CancellationTokenSource();
|
||||
_queue = collection;
|
||||
_workerAction = callback;
|
||||
_workerThread = new Thread(DoWork) { Name = name };
|
||||
|
||||
_workerThread.IsBackground = true;
|
||||
_workerThread.Start();
|
||||
}
|
||||
|
||||
private void DoWork()
|
||||
{
|
||||
try
|
||||
{
|
||||
foreach (var item in _queue.GetConsumingEnumerable(_cts.Token))
|
||||
{
|
||||
_workerAction(item);
|
||||
}
|
||||
}
|
||||
catch (OperationCanceledException)
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
public void Cancel()
|
||||
{
|
||||
_cts.Cancel();
|
||||
}
|
||||
|
||||
public void CancelAfter(int millisecondsDelay)
|
||||
{
|
||||
_cts.CancelAfter(millisecondsDelay);
|
||||
}
|
||||
|
||||
public void CancelAfter(TimeSpan delay)
|
||||
{
|
||||
_cts.CancelAfter(delay);
|
||||
}
|
||||
|
||||
public void Add(T workItem)
|
||||
{
|
||||
_queue.Add(workItem);
|
||||
}
|
||||
|
||||
public void Add(T workItem, CancellationToken cancellationToken)
|
||||
{
|
||||
_queue.Add(workItem, cancellationToken);
|
||||
}
|
||||
|
||||
public bool TryAdd(T workItem)
|
||||
{
|
||||
return _queue.TryAdd(workItem);
|
||||
}
|
||||
|
||||
public bool TryAdd(T workItem, int millisecondsDelay)
|
||||
{
|
||||
return _queue.TryAdd(workItem, millisecondsDelay);
|
||||
}
|
||||
|
||||
public bool TryAdd(T workItem, int millisecondsDelay, CancellationToken cancellationToken)
|
||||
{
|
||||
return _queue.TryAdd(workItem, millisecondsDelay, cancellationToken);
|
||||
}
|
||||
|
||||
public bool TryAdd(T workItem, TimeSpan timeout)
|
||||
{
|
||||
return _queue.TryAdd(workItem, timeout);
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
_queue.CompleteAdding();
|
||||
_cts.Cancel();
|
||||
_workerThread.Join();
|
||||
|
||||
_queue.Dispose();
|
||||
_cts.Dispose();
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue