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ffmpeg: Attempt to fix RootPath on some linux distributions (#2292)

* fix ffmpeg lib path

* Check if ffmpeg isn't found

* Move code to FFmpegContext

* Call it in static constructor

* revert static instance

* rollback

* lazy initialization

* Revert "lazy initialization"

This reverts commit f675d26a5d15ade72e41a5ba899ba80aed3c396d.
This commit is contained in:
Ac_K 2021-05-20 18:28:18 +02:00 committed by GitHub
parent c316c059ef
commit 7b8ad1c36c
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GPG key ID: 4AEE18F83AFDEB23
2 changed files with 36 additions and 4 deletions

View file

@ -1,6 +1,8 @@
using FFmpeg.AutoGen;
using Ryujinx.Common.Logging;
using System;
using System.Diagnostics;
using System.IO;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Nvdec.H264
@ -28,6 +30,40 @@ namespace Ryujinx.Graphics.Nvdec.H264
_packet = ffmpeg.av_packet_alloc();
}
static FFmpegContext()
{
SetRootPath();
}
private static void SetRootPath()
{
if (OperatingSystem.IsLinux())
{
// Configure FFmpeg search path
Process lddProcess = Process.Start(new ProcessStartInfo
{
FileName = "/bin/sh",
Arguments = "-c \"ldd $(which ffmpeg 2>/dev/null) | grep libavfilter\" 2>/dev/null",
UseShellExecute = false,
RedirectStandardOutput = true
});
string lddOutput = lddProcess.StandardOutput.ReadToEnd();
lddProcess.WaitForExit();
lddProcess.Close();
if (lddOutput.Contains(" => "))
{
ffmpeg.RootPath = Path.GetDirectoryName(lddOutput.Split(" => ")[1]);
}
else
{
Logger.Error?.PrintMsg(LogClass.FFmpeg, "FFmpeg wasn't found. Make sure that you have it installed and up to date.");
}
}
}
private void Log(void* p0, int level, string format, byte* vl)
{
if (level > ffmpeg.av_log_get_level())

View file

@ -1,5 +1,4 @@
using ARMeilleure.Translation.PTC;
using FFmpeg.AutoGen;
using Gtk;
using Ryujinx.Common.Configuration;
using Ryujinx.Common.GraphicsDriver;
@ -78,9 +77,6 @@ namespace Ryujinx
if (OperatingSystem.IsLinux())
{
XInitThreads();
// Configure FFmpeg search path
ffmpeg.RootPath = "/lib";
}
string systemPath = Environment.GetEnvironmentVariable("Path", EnvironmentVariableTarget.Machine);