mirror of
https://github.com/ryujinx-mirror/ryujinx.git
synced 2024-12-22 22:36:25 +00:00
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>
130 lines
3.8 KiB
C#
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();
|
|
}
|
|
}
|
|
} |