mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-12-04 22:37:57 +01:00
4d02a2d2c0
* 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>
187 lines
5.2 KiB
C#
187 lines
5.2 KiB
C#
using LibHac.FsSystem;
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using Ryujinx.Audio;
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using Ryujinx.Configuration;
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using Ryujinx.Graphics.GAL;
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using Ryujinx.Graphics.Gpu;
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using Ryujinx.Graphics.Host1x;
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using Ryujinx.Graphics.Nvdec;
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using Ryujinx.Graphics.Vic;
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using Ryujinx.HLE.FileSystem;
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using Ryujinx.HLE.FileSystem.Content;
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using Ryujinx.HLE.HOS;
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using Ryujinx.HLE.HOS.Services;
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using Ryujinx.HLE.HOS.Services.Hid;
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using Ryujinx.HLE.HOS.SystemState;
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using Ryujinx.Memory;
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using System;
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namespace Ryujinx.HLE
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{
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public class Switch : IDisposable
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{
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public IAalOutput AudioOut { get; private set; }
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internal MemoryBlock Memory { get; private set; }
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public GpuContext Gpu { get; private set; }
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internal Host1xDevice Host1x { get; }
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public VirtualFileSystem FileSystem { get; private set; }
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public Horizon System { get; private set; }
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public ApplicationLoader Application { get; }
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public PerformanceStatistics Statistics { get; private set; }
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public Hid Hid { get; private set; }
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public bool EnableDeviceVsync { get; set; } = true;
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public Switch(VirtualFileSystem fileSystem, ContentManager contentManager, IRenderer renderer, IAalOutput audioOut)
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{
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if (renderer == null)
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{
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throw new ArgumentNullException(nameof(renderer));
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}
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if (audioOut == null)
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{
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throw new ArgumentNullException(nameof(audioOut));
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}
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AudioOut = audioOut;
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Memory = new MemoryBlock(1UL << 32);
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Gpu = new GpuContext(renderer);
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Host1x = new Host1xDevice(Gpu.Synchronization);
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var nvdec = new NvdecDevice(Gpu.MemoryManager);
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var vic = new VicDevice(Gpu.MemoryManager);
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Host1x.RegisterDevice(ClassId.Nvdec, nvdec);
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Host1x.RegisterDevice(ClassId.Vic, vic);
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nvdec.FrameDecoded += (FrameDecodedEventArgs e) =>
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{
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// FIXME:
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// Figure out what is causing frame ordering issues on H264.
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// For now this is needed as workaround.
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if (e.CodecId == CodecId.H264)
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{
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vic.SetSurfaceOverride(e.LumaOffset, e.ChromaOffset, 0);
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}
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else
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{
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vic.DisableSurfaceOverride();
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}
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};
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FileSystem = fileSystem;
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System = new Horizon(this, contentManager);
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Statistics = new PerformanceStatistics();
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Hid = new Hid(this, System.HidBaseAddress);
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Hid.InitDevices();
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Application = new ApplicationLoader(this, fileSystem, contentManager);
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}
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public void Initialize()
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{
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System.State.SetLanguage((SystemLanguage)ConfigurationState.Instance.System.Language.Value);
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System.State.SetRegion((RegionCode)ConfigurationState.Instance.System.Region.Value);
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EnableDeviceVsync = ConfigurationState.Instance.Graphics.EnableVsync;
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System.State.DockedMode = ConfigurationState.Instance.System.EnableDockedMode;
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if (ConfigurationState.Instance.System.EnableMulticoreScheduling)
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{
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System.EnableMultiCoreScheduling();
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}
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System.EnablePtc = ConfigurationState.Instance.System.EnablePtc;
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System.FsIntegrityCheckLevel = GetIntegrityCheckLevel();
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System.GlobalAccessLogMode = ConfigurationState.Instance.System.FsGlobalAccessLogMode;
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ServiceConfiguration.IgnoreMissingServices = ConfigurationState.Instance.System.IgnoreMissingServices;
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}
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public static IntegrityCheckLevel GetIntegrityCheckLevel()
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{
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return ConfigurationState.Instance.System.EnableFsIntegrityChecks
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? IntegrityCheckLevel.ErrorOnInvalid
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: IntegrityCheckLevel.None;
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}
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public void LoadCart(string exeFsDir, string romFsFile = null)
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{
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Application.LoadCart(exeFsDir, romFsFile);
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}
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public void LoadXci(string xciFile)
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{
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Application.LoadXci(xciFile);
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}
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public void LoadNca(string ncaFile)
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{
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Application.LoadNca(ncaFile);
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}
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public void LoadNsp(string nspFile)
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{
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Application.LoadNsp(nspFile);
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}
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public void LoadProgram(string fileName)
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{
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Application.LoadProgram(fileName);
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}
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public bool WaitFifo()
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{
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return Gpu.DmaPusher.WaitForCommands();
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}
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public void ProcessFrame()
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{
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Gpu.DmaPusher.DispatchCalls();
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}
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public void PresentFrame(Action swapBuffersCallback)
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{
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Gpu.Window.Present(swapBuffersCallback);
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}
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public void DisposeGpu()
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{
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Gpu.Dispose();
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}
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public void Dispose()
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{
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Dispose(true);
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}
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protected virtual void Dispose(bool disposing)
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{
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if (disposing)
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{
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System.Dispose();
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Host1x.Dispose();
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AudioOut.Dispose();
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FileSystem.Unload();
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Memory.Dispose();
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}
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}
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}
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}
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