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Ryujinx/Ryujinx.HLE/HOS/Services/Nv/Host1xContext.cs
gdkchan 40b21cc3c4
Separate GPU engines (part 2/2) (#2440)
* 3D engine now uses DeviceState too, plus new state modification tracking

* Remove old methods code

* Remove GpuState and friends

* Optimize DeviceState, force inline some functions

* This change was not supposed to go in

* Proper channel initialization

* Optimize state read/write methods even more

* Fix debug build

* Do not dirty state if the write is redundant

* The YControl register should dirty either the viewport or front face state too, to update the host origin

* Avoid redundant vertex buffer updates

* Move state and get rid of the Ryujinx.Graphics.Gpu.State namespace

* Comments and nits

* Fix rebase

* PR feedback

* Move changed = false to improve codegen

* PR feedback

* Carry RyuJIT a bit more
2021-07-11 17:20:40 -03:00

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1.4 KiB
C#

using Ryujinx.Graphics.Gpu.Memory;
using Ryujinx.Graphics.Host1x;
using Ryujinx.Graphics.Nvdec;
using Ryujinx.Graphics.Vic;
using System;
using GpuContext = Ryujinx.Graphics.Gpu.GpuContext;
namespace Ryujinx.HLE.HOS.Services.Nv
{
class Host1xContext : IDisposable
{
public MemoryManager Smmu { get; }
public NvMemoryAllocator MemoryAllocator { get; }
public Host1xDevice Host1x { get;}
public Host1xContext(GpuContext gpu, long pid)
{
MemoryAllocator = new NvMemoryAllocator();
Host1x = new Host1xDevice(gpu.Synchronization);
Smmu = gpu.CreateMemoryManager(pid);
var nvdec = new NvdecDevice(Smmu);
var vic = new VicDevice(Smmu);
Host1x.RegisterDevice(ClassId.Nvdec, nvdec);
Host1x.RegisterDevice(ClassId.Vic, vic);
nvdec.FrameDecoded += (FrameDecodedEventArgs e) =>
{
// FIXME:
// Figure out what is causing frame ordering issues on H264.
// For now this is needed as workaround.
if (e.CodecId == CodecId.H264)
{
vic.SetSurfaceOverride(e.LumaOffset, e.ChromaOffset, 0);
}
else
{
vic.DisableSurfaceOverride();
}
};
}
public void Dispose()
{
Host1x.Dispose();
}
}
}