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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103
Ryujinx.Graphics.Vic/Image/BufferPool.cs
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103
Ryujinx.Graphics.Vic/Image/BufferPool.cs
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using System;
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namespace Ryujinx.Graphics.Vic.Image
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{
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class BufferPool<T>
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{
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/// <summary>
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/// Maximum number of buffers on the pool.
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/// </summary>
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private const int MaxBuffers = 4;
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/// <summary>
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/// Maximum size of a buffer that can be added on the pool.
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/// If the required buffer is larger than this, it won't be
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/// added to the pool to avoid long term high memory usage.
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/// </summary>
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private const int MaxBufferSize = 2048 * 1280;
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private struct PoolItem
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{
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public bool InUse;
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public T[] Buffer;
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}
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private readonly PoolItem[] _pool = new PoolItem[MaxBuffers];
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/// <summary>
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/// Rents a buffer with the exact size requested.
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/// </summary>
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/// <param name="length">Size of the buffer</param>
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/// <param name="buffer">Span of the requested size</param>
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/// <returns>The index of the buffer on the pool</returns>
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public int Rent(int length, out Span<T> buffer)
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{
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int index = RentMinimum(length, out T[] bufferArray);
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buffer = new Span<T>(bufferArray).Slice(0, length);
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return index;
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}
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/// <summary>
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/// Rents a buffer with a size greater than or equal to the requested size.
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/// </summary>
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/// <param name="length">Size of the buffer</param>
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/// <param name="buffer">Array with a length greater than or equal to the requested length</param>
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/// <returns>The index of the buffer on the pool</returns>
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public int RentMinimum(int length, out T[] buffer)
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{
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if ((uint)length > MaxBufferSize)
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{
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buffer = new T[length];
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return -1;
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}
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// Try to find a buffer that is larger or the same size of the requested one.
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// This will avoid an allocation.
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for (int i = 0; i < MaxBuffers; i++)
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{
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ref PoolItem item = ref _pool[i];
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if (!item.InUse && item.Buffer != null && item.Buffer.Length >= length)
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{
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buffer = item.Buffer;
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item.InUse = true;
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return i;
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}
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}
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buffer = new T[length];
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// Try to add the new buffer to the pool.
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// We try to find a slot that is not in use, and replace the buffer in it.
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for (int i = 0; i < MaxBuffers; i++)
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{
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ref PoolItem item = ref _pool[i];
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if (!item.InUse)
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{
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item.Buffer = buffer;
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item.InUse = true;
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return i;
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}
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}
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return -1;
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}
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/// <summary>
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/// Returns a buffer returned from <see cref="Rent(int)"/> to the pool.
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/// </summary>
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/// <param name="index">Index of the buffer on the pool</param>
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public void Return(int index)
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{
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if (index < 0)
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{
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return;
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}
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_pool[index].InUse = false;
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}
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}
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}
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