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author | gdkchan <gab.dark.100@gmail.com> | 2020-07-12 00:07:01 -0300 |
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committer | GitHub <noreply@github.com> | 2020-07-12 05:07:01 +0200 |
commit | 4d02a2d2c0451b4de1f6de3bbce54c457cacebe2 (patch) | |
tree | 120fe4fb8cfa1ac1c6ef4c97d92be47e955e8c0f /Ryujinx.Graphics.Nvdec/Image/SurfaceCache.cs | |
parent | 38b26cf4242999fa7d8c550993ac0940cd03d55f (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.cs | 151 |
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 index 00000000..c362185f --- /dev/null +++ b/Ryujinx.Graphics.Nvdec/Image/SurfaceCache.cs @@ -0,0 +1,151 @@ +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; + } + } + } +} |