Ryujinx-uplift/Ryujinx.Graphics.Gpu/GpuContext.cs
gdkchan 4d02a2d2c0
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>
2020-07-12 05:07:01 +02:00

130 lines
3.8 KiB
C#

using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.Gpu.Engine;
using Ryujinx.Graphics.Gpu.Memory;
using Ryujinx.Graphics.Gpu.Synchronization;
using System;
namespace Ryujinx.Graphics.Gpu
{
/// <summary>
/// GPU emulation context.
/// </summary>
public sealed class GpuContext : IDisposable
{
/// <summary>
/// Host renderer.
/// </summary>
public IRenderer Renderer { get; }
/// <summary>
/// Physical memory access (it actually accesses the process memory, not actual physical memory).
/// </summary>
internal PhysicalMemory PhysicalMemory { get; private set; }
/// <summary>
/// GPU memory manager.
/// </summary>
public MemoryManager MemoryManager { get; }
/// <summary>
/// GPU memory accessor.
/// </summary>
public MemoryAccessor MemoryAccessor { get; }
/// <summary>
/// GPU engine methods processing.
/// </summary>
internal Methods Methods { get; }
/// <summary>
/// GPU commands FIFO.
/// </summary>
internal NvGpuFifo Fifo { get; }
/// <summary>
/// DMA pusher.
/// </summary>
public DmaPusher DmaPusher { get; }
/// <summary>
/// GPU synchronization manager.
/// </summary>
public SynchronizationManager Synchronization { get; }
/// <summary>
/// Presentation window.
/// </summary>
public Window Window { get; }
/// <summary>
/// Internal sequence number, used to avoid needless resource data updates
/// in the middle of a command buffer before synchronizations.
/// </summary>
internal int SequenceNumber { get; private set; }
private readonly Lazy<Capabilities> _caps;
/// <summary>
/// Host hardware capabilities.
/// </summary>
internal Capabilities Capabilities => _caps.Value;
/// <summary>
/// Creates a new instance of the GPU emulation context.
/// </summary>
/// <param name="renderer">Host renderer</param>
public GpuContext(IRenderer renderer)
{
Renderer = renderer;
MemoryManager = new MemoryManager(this);
MemoryAccessor = new MemoryAccessor(this);
Methods = new Methods(this);
Fifo = new NvGpuFifo(this);
DmaPusher = new DmaPusher(this);
Synchronization = new SynchronizationManager();
Window = new Window(this);
_caps = new Lazy<Capabilities>(Renderer.GetCapabilities);
}
/// <summary>
/// Advances internal sequence number.
/// This forces the update of any modified GPU resource.
/// </summary>
internal void AdvanceSequence()
{
SequenceNumber++;
}
/// <summary>
/// Sets the process memory manager, after the application process is initialized.
/// This is required for any GPU memory access.
/// </summary>
/// <param name="cpuMemory">CPU memory manager</param>
public void SetVmm(Cpu.MemoryManager cpuMemory)
{
PhysicalMemory = new PhysicalMemory(cpuMemory);
}
/// <summary>
/// Disposes all GPU resources currently cached.
/// It's an error to push any GPU commands after disposal.
/// Additionally, the GPU commands FIFO must be empty for disposal,
/// and processing of all commands must have finished.
/// </summary>
public void Dispose()
{
Methods.ShaderCache.Dispose();
Methods.BufferManager.Dispose();
Methods.TextureManager.Dispose();
Renderer.Dispose();
}
}
}