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();