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ryujinx-final/Ryujinx.Common/Memory/Ptr.cs
gdkchan 4d02a2d2c0
New NVDEC and VIC implementation (#1384)
* 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>
2020-07-12 05:07:01 +02:00

68 lines
1.9 KiB
C#

using System;
using System.Diagnostics.CodeAnalysis;
using System.Runtime.CompilerServices;
namespace Ryujinx.Common.Memory
{
/// <summary>
/// Represents a pointer to an unmanaged resource.
/// </summary>
/// <typeparam name="T">Type of the unmanaged resource</typeparam>
public unsafe struct Ptr<T> : IEquatable<Ptr<T>> where T : unmanaged
{
private IntPtr _ptr;
/// <summary>
/// Null pointer.
/// </summary>
public static Ptr<T> Null => new Ptr<T>() { _ptr = IntPtr.Zero };
/// <summary>
/// True if the pointer is null, false otherwise.
/// </summary>
public bool IsNull => _ptr == IntPtr.Zero;
/// <summary>
/// Gets a reference to the value.
/// </summary>
public ref T Value => ref Unsafe.AsRef<T>((void*)_ptr);
/// <summary>
/// Creates a new pointer to an unmanaged resource.
/// </summary>
/// <remarks>
/// For data on the heap, proper pinning is necessary during
/// use. Failure to do so will result in memory corruption and crashes.
/// </remarks>
/// <param name="value">Reference to the unmanaged resource</param>
public Ptr(ref T value)
{
_ptr = (IntPtr)Unsafe.AsPointer(ref value);
}
public override bool Equals(object obj)
{
return obj is Ptr<T> other && Equals(other);
}
public bool Equals([AllowNull] Ptr<T> other)
{
return _ptr == other._ptr;
}
public override int GetHashCode()
{
return _ptr.GetHashCode();
}
public static bool operator ==(Ptr<T> left, Ptr<T> right)
{
return left.Equals(right);
}
public static bool operator !=(Ptr<T> left, Ptr<T> right)
{
return !(left == right);
}
}
}