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ryujinx-final/src/Ryujinx.Graphics.Nvdec/NvdecDevice.cs
TSRBerry eb528ae0f0
Add workflow to automatically check code style issues for PRs (#4670)
* Add workflow to perform automated checks for PRs

* Downgrade Microsoft.CodeAnalysis to 4.4.0

This is a workaround to fix issues with dotnet-format.
See:
- https://github.com/dotnet/format/issues/1805
- https://github.com/dotnet/format/issues/1800

* Adjust editorconfig to be more compatible with Ryujinx code-style

* Adjust .editorconfig line endings to match .gitattributes

* Disable 'prefer switch expression' rule

* Remove naming styles

These are the default rules, so we don't need to override them.

* Silence IDE0060 in .editorconfig

* Slightly adjust .editorconfig

* Add lost workflow changes

* Move .editorconfig comment to the top

* .editorconfig: private static readonly fields should be _lowerCamelCase

* .editorconfig: Remove alignment for declarations as well

* editorconfig: Add rule for local constants

* Disable CA1822 for HLE services

* Disable CA1822 for ViewModels

Bindings won't work with static members, but this issue is silently ignored.

* Run dotnet format for the whole solution

* Check result code of SDL_GetDisplayBounds

* Fix dotnet format style issues

* Add missing trailing commas

* Update Microsoft.CodeAnalysis.CSharp to 4.6.0

Skipping 4.5.0 since it breaks dotnet format

* Restore old default naming rules for dotnet format

* Add naming rule exception for CPU tests

* checks: Include all files before excluding paths

* Fix dotnet format issues

* Check dotnet format version

* checks: Run dotnet format with severity info again

* checks: Disable naming style rules until they won't crash the process anymore

* Remove unread private member

* checks: Attempt to run analyzers 3 times before giving up

* checks: Enable naming style rules again with the new retry logic
2023-07-24 18:35:04 +02:00

83 lines
2.6 KiB
C#

using Ryujinx.Common.Logging;
using Ryujinx.Graphics.Device;
using Ryujinx.Graphics.Gpu.Memory;
using Ryujinx.Graphics.Nvdec.Image;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Threading;
namespace Ryujinx.Graphics.Nvdec
{
public class NvdecDevice : IDeviceStateWithContext
{
private readonly ResourceManager _rm;
private readonly DeviceState<NvdecRegisters> _state;
private long _currentId;
private readonly ConcurrentDictionary<long, NvdecDecoderContext> _contexts;
private NvdecDecoderContext _currentContext;
public NvdecDevice(MemoryManager gmm)
{
_rm = new ResourceManager(gmm, new SurfaceCache(gmm));
_state = new DeviceState<NvdecRegisters>(new Dictionary<string, RwCallback>
{
{ nameof(NvdecRegisters.Execute), new RwCallback(Execute, null) },
});
_contexts = new ConcurrentDictionary<long, NvdecDecoderContext>();
}
public long CreateContext()
{
long id = Interlocked.Increment(ref _currentId);
_contexts.TryAdd(id, new NvdecDecoderContext());
return id;
}
public void DestroyContext(long id)
{
if (_contexts.TryRemove(id, out var context))
{
context.Dispose();
}
_rm.Cache.Trim();
}
public void BindContext(long id)
{
if (_contexts.TryGetValue(id, out var context))
{
_currentContext = context;
}
}
public int Read(int offset) => _state.Read(offset);
public void Write(int offset, int data) => _state.Write(offset, data);
private void Execute(int data)
{
Decode((ApplicationId)_state.State.SetApplicationId);
}
private void Decode(ApplicationId applicationId)
{
switch (applicationId)
{
case ApplicationId.H264:
H264Decoder.Decode(_currentContext, _rm, ref _state.State);
break;
case ApplicationId.Vp8:
Vp8Decoder.Decode(_currentContext, _rm, ref _state.State);
break;
case ApplicationId.Vp9:
Vp9Decoder.Decode(_rm, ref _state.State);
break;
default:
Logger.Error?.Print(LogClass.Nvdec, $"Unsupported codec \"{applicationId}\".");
break;
}
}
}
}