mirror of
https://github.com/GreemDev/Ryujinx.git
synced 2024-12-22 18:05:46 +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>
33 lines
1.1 KiB
C#
33 lines
1.1 KiB
C#
using Ryujinx.Graphics.Device;
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using Ryujinx.Graphics.Gpu.Synchronization;
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using System.Collections.Generic;
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using System.Threading;
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namespace Ryujinx.Graphics.Host1x
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{
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public class Host1xClass : IDeviceState
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{
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private readonly SynchronizationManager _syncMgr;
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private readonly DeviceState<Host1xClassRegisters> _state;
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public Host1xClass(SynchronizationManager syncMgr)
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{
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_syncMgr = syncMgr;
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_state = new DeviceState<Host1xClassRegisters>(new Dictionary<string, RwCallback>
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{
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{ nameof(Host1xClassRegisters.WaitSyncpt32), new RwCallback(WaitSyncpt32, null) }
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});
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}
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public int Read(int offset) => _state.Read(offset);
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public void Write(int offset, int data) => _state.Write(offset, data);
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private void WaitSyncpt32(int data)
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{
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uint syncpointId = (uint)(data & 0xFF);
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uint threshold = _state.State.LoadSyncptPayload32;
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_syncMgr.WaitOnSyncpoint(syncpointId, threshold, Timeout.InfiniteTimeSpan);
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}
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}
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}
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