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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@ -58,42 +58,6 @@ namespace Ryujinx.Graphics.Gpu.Memory
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return MemoryMarshal.Cast<byte, T>(_context.PhysicalMemory.GetSpan(processVa, Unsafe.SizeOf<T>()))[0];
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}
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/// <summary>
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/// Reads a 32-bits signed integer from GPU mapped memory.
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/// </summary>
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/// <param name="gpuVa">GPU virtual address where the value is located</param>
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/// <returns>The value at the specified memory location</returns>
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public int ReadInt32(ulong gpuVa)
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{
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ulong processVa = _context.MemoryManager.Translate(gpuVa);
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return _context.PhysicalMemory.Read<int>(processVa);
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}
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/// <summary>
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/// Reads a 64-bits unsigned integer from GPU mapped memory.
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/// </summary>
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/// <param name="gpuVa">GPU virtual address where the value is located</param>
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/// <returns>The value at the specified memory location</returns>
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public ulong ReadUInt64(ulong gpuVa)
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{
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ulong processVa = _context.MemoryManager.Translate(gpuVa);
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return _context.PhysicalMemory.Read<ulong>(processVa);
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}
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/// <summary>
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/// Reads a 8-bits unsigned integer from GPU mapped memory.
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/// </summary>
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/// <param name="gpuVa">GPU virtual address where the value is located</param>
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/// <param name="value">The value to be written</param>
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public void WriteByte(ulong gpuVa, byte value)
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{
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ulong processVa = _context.MemoryManager.Translate(gpuVa);
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_context.PhysicalMemory.Write(processVa, MemoryMarshal.CreateSpan(ref value, 1));
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}
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/// <summary>
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/// Writes a 32-bits signed integer to GPU mapped memory.
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/// </summary>
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