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authorgdkchan <gab.dark.100@gmail.com>2020-07-12 00:07:01 -0300
committerGitHub <noreply@github.com>2020-07-12 05:07:01 +0200
commit4d02a2d2c0451b4de1f6de3bbce54c457cacebe2 (patch)
tree120fe4fb8cfa1ac1c6ef4c97d92be47e955e8c0f /Ryujinx.Graphics.Nvdec/Image/SurfaceCache.cs
parent38b26cf4242999fa7d8c550993ac0940cd03d55f (diff)
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>
Diffstat (limited to 'Ryujinx.Graphics.Nvdec/Image/SurfaceCache.cs')
-rw-r--r--Ryujinx.Graphics.Nvdec/Image/SurfaceCache.cs151
1 files changed, 151 insertions, 0 deletions
diff --git a/Ryujinx.Graphics.Nvdec/Image/SurfaceCache.cs b/Ryujinx.Graphics.Nvdec/Image/SurfaceCache.cs
new file mode 100644
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+++ b/Ryujinx.Graphics.Nvdec/Image/SurfaceCache.cs
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+using Ryujinx.Graphics.Gpu.Memory;
+using Ryujinx.Graphics.Video;
+using System;
+using System.Diagnostics;
+
+namespace Ryujinx.Graphics.Nvdec.Image
+{
+ class SurfaceCache
+ {
+ // Must be equal to at least the maximum number of surfaces
+ // that can be in use simultaneously (which is 17, since H264
+ // can have up to 16 reference frames, and we need another one
+ // for the current frame).
+ // Realistically, most codecs won't ever use more than 4 simultaneously.
+ private const int MaxItems = 17;
+
+ private struct CacheItem
+ {
+ public int ReferenceCount;
+ public uint LumaOffset;
+ public uint ChromaOffset;
+ public int Width;
+ public int Height;
+ public CodecId CodecId;
+ public ISurface Surface;
+ }
+
+ private readonly CacheItem[] _pool = new CacheItem[MaxItems];
+
+ private readonly MemoryManager _gmm;
+
+ public SurfaceCache(MemoryManager gmm)
+ {
+ _gmm = gmm;
+ }
+
+ public ISurface Get(IDecoder decoder, CodecId codecId, uint lumaOffset, uint chromaOffset, int width, int height)
+ {
+ ISurface surface = null;
+
+ // Try to find a compatible surface with same parameters, and same offsets.
+ for (int i = 0; i < MaxItems; i++)
+ {
+ ref CacheItem item = ref _pool[i];
+
+ if (item.LumaOffset == lumaOffset &&
+ item.ChromaOffset == chromaOffset &&
+ item.CodecId == codecId &&
+ item.Width == width &&
+ item.Height == height)
+ {
+ item.ReferenceCount++;
+ surface = item.Surface;
+ MoveToFront(i);
+ break;
+ }
+ }
+
+ // If we failed to find a perfect match, now ignore the offsets.
+ // Search backwards to replace the oldest compatible surface,
+ // this avoids thrashing frquently used surfaces.
+ // Now we need to ensure that the surface is not in use, as we'll change the data.
+ if (surface == null)
+ {
+ for (int i = MaxItems - 1; i >= 0; i--)
+ {
+ ref CacheItem item = ref _pool[i];
+
+ if (item.ReferenceCount == 0 && item.CodecId == codecId && item.Width == width && item.Height == height)
+ {
+ item.ReferenceCount = 1;
+ item.LumaOffset = lumaOffset;
+ item.ChromaOffset = chromaOffset;
+ surface = item.Surface;
+
+ if ((lumaOffset | chromaOffset) != 0)
+ {
+ SurfaceReader.Read(_gmm, surface, lumaOffset, chromaOffset);
+ }
+
+ MoveToFront(i);
+ break;
+ }
+ }
+ }
+
+ // If everything else failed, we try to create a new surface,
+ // and insert it on the pool. We replace the oldest item on the
+ // pool to avoid thrashing frequently used surfaces.
+ // If even the oldest item is in use, that means that the entire pool
+ // is in use, in that case we throw as there's no place to insert
+ // the new surface.
+ if (surface == null)
+ {
+ if (_pool[MaxItems - 1].ReferenceCount == 0)
+ {
+ surface = decoder.CreateSurface(width, height);
+
+ if ((lumaOffset | chromaOffset) != 0)
+ {
+ SurfaceReader.Read(_gmm, surface, lumaOffset, chromaOffset);
+ }
+
+ MoveToFront(MaxItems - 1);
+ ref CacheItem item = ref _pool[0];
+ item.Surface?.Dispose();
+ item.ReferenceCount = 1;
+ item.LumaOffset = lumaOffset;
+ item.ChromaOffset = chromaOffset;
+ item.Width = width;
+ item.Height = height;
+ item.CodecId = codecId;
+ item.Surface = surface;
+ }
+ else
+ {
+ throw new InvalidOperationException("No free slot on the surface pool.");
+ }
+ }
+
+ return surface;
+ }
+
+ public void Put(ISurface surface)
+ {
+ for (int i = 0; i < MaxItems; i++)
+ {
+ ref CacheItem item = ref _pool[i];
+
+ if (item.Surface == surface)
+ {
+ item.ReferenceCount--;
+ Debug.Assert(item.ReferenceCount >= 0);
+ break;
+ }
+ }
+ }
+
+ private void MoveToFront(int index)
+ {
+ // If index is 0 we don't need to do anything,
+ // as it's already on the front.
+ if (index != 0)
+ {
+ CacheItem temp = _pool[index];
+ Array.Copy(_pool, 0, _pool, 1, index);
+ _pool[0] = temp;
+ }
+ }
+ }
+}