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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.Vic/Image/BufferPool.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.Vic/Image/BufferPool.cs')
-rw-r--r--Ryujinx.Graphics.Vic/Image/BufferPool.cs103
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
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+++ 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;
+ }
+ }
+}