diff options
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.Vic/Image/BufferPool.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.Vic/Image/BufferPool.cs')
-rw-r--r-- | Ryujinx.Graphics.Vic/Image/BufferPool.cs | 103 |
1 files changed, 103 insertions, 0 deletions
diff --git a/Ryujinx.Graphics.Vic/Image/BufferPool.cs b/Ryujinx.Graphics.Vic/Image/BufferPool.cs new file mode 100644 index 00000000..932d3dc9 --- /dev/null +++ b/Ryujinx.Graphics.Vic/Image/BufferPool.cs @@ -0,0 +1,103 @@ +using System; + +namespace Ryujinx.Graphics.Vic.Image +{ + class BufferPool<T> + { + /// <summary> + /// Maximum number of buffers on the pool. + /// </summary> + private const int MaxBuffers = 4; + + /// <summary> + /// Maximum size of a buffer that can be added on the pool. + /// If the required buffer is larger than this, it won't be + /// added to the pool to avoid long term high memory usage. + /// </summary> + private const int MaxBufferSize = 2048 * 1280; + + private struct PoolItem + { + public bool InUse; + public T[] Buffer; + } + + private readonly PoolItem[] _pool = new PoolItem[MaxBuffers]; + + /// <summary> + /// Rents a buffer with the exact size requested. + /// </summary> + /// <param name="length">Size of the buffer</param> + /// <param name="buffer">Span of the requested size</param> + /// <returns>The index of the buffer on the pool</returns> + public int Rent(int length, out Span<T> buffer) + { + int index = RentMinimum(length, out T[] bufferArray); + + buffer = new Span<T>(bufferArray).Slice(0, length); + + return index; + } + + /// <summary> + /// Rents a buffer with a size greater than or equal to the requested size. + /// </summary> + /// <param name="length">Size of the buffer</param> + /// <param name="buffer">Array with a length greater than or equal to the requested length</param> + /// <returns>The index of the buffer on the pool</returns> + public int RentMinimum(int length, out T[] buffer) + { + if ((uint)length > MaxBufferSize) + { + buffer = new T[length]; + return -1; + } + + // Try to find a buffer that is larger or the same size of the requested one. + // This will avoid an allocation. + for (int i = 0; i < MaxBuffers; i++) + { + ref PoolItem item = ref _pool[i]; + + if (!item.InUse && item.Buffer != null && item.Buffer.Length >= length) + { + buffer = item.Buffer; + item.InUse = true; + return i; + } + } + + buffer = new T[length]; + + // Try to add the new buffer to the pool. + // We try to find a slot that is not in use, and replace the buffer in it. + for (int i = 0; i < MaxBuffers; i++) + { + ref PoolItem item = ref _pool[i]; + + if (!item.InUse) + { + item.Buffer = buffer; + item.InUse = true; + return i; + } + } + + return -1; + } + + /// <summary> + /// Returns a buffer returned from <see cref="Rent(int)"/> to the pool. + /// </summary> + /// <param name="index">Index of the buffer on the pool</param> + public void Return(int index) + { + if (index < 0) + { + return; + } + + _pool[index].InUse = false; + } + } +} |