forked from Mirror/Ryujinx
40b21cc3c4
* 3D engine now uses DeviceState too, plus new state modification tracking * Remove old methods code * Remove GpuState and friends * Optimize DeviceState, force inline some functions * This change was not supposed to go in * Proper channel initialization * Optimize state read/write methods even more * Fix debug build * Do not dirty state if the write is redundant * The YControl register should dirty either the viewport or front face state too, to update the host origin * Avoid redundant vertex buffer updates * Move state and get rid of the Ryujinx.Graphics.Gpu.State namespace * Comments and nits * Fix rebase * PR feedback * Move changed = false to improve codegen * PR feedback * Carry RyuJIT a bit more
47 lines
No EOL
1.4 KiB
C#
47 lines
No EOL
1.4 KiB
C#
using Ryujinx.Graphics.Gpu.Memory;
|
|
using Ryujinx.Graphics.Host1x;
|
|
using Ryujinx.Graphics.Nvdec;
|
|
using Ryujinx.Graphics.Vic;
|
|
using System;
|
|
using GpuContext = Ryujinx.Graphics.Gpu.GpuContext;
|
|
|
|
namespace Ryujinx.HLE.HOS.Services.Nv
|
|
{
|
|
class Host1xContext : IDisposable
|
|
{
|
|
public MemoryManager Smmu { get; }
|
|
public NvMemoryAllocator MemoryAllocator { get; }
|
|
public Host1xDevice Host1x { get;}
|
|
|
|
public Host1xContext(GpuContext gpu, long pid)
|
|
{
|
|
MemoryAllocator = new NvMemoryAllocator();
|
|
Host1x = new Host1xDevice(gpu.Synchronization);
|
|
Smmu = gpu.CreateMemoryManager(pid);
|
|
var nvdec = new NvdecDevice(Smmu);
|
|
var vic = new VicDevice(Smmu);
|
|
Host1x.RegisterDevice(ClassId.Nvdec, nvdec);
|
|
Host1x.RegisterDevice(ClassId.Vic, vic);
|
|
|
|
nvdec.FrameDecoded += (FrameDecodedEventArgs e) =>
|
|
{
|
|
// FIXME:
|
|
// Figure out what is causing frame ordering issues on H264.
|
|
// For now this is needed as workaround.
|
|
if (e.CodecId == CodecId.H264)
|
|
{
|
|
vic.SetSurfaceOverride(e.LumaOffset, e.ChromaOffset, 0);
|
|
}
|
|
else
|
|
{
|
|
vic.DisableSurfaceOverride();
|
|
}
|
|
};
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
Host1x.Dispose();
|
|
}
|
|
}
|
|
} |