Commit graph

39 commits

Author SHA1 Message Date
Lioncash 677a8b208d video_core: Resolve more variable shadowing scenarios
Resolves variable shadowing scenarios up to the end of the OpenGL code
to make it nicer to review. The rest will be resolved in a following
commit.
2020-12-04 16:19:09 -05:00
ameerj eb67a45ca8 video_core: NVDEC Implementation
This commit aims to implement the NVDEC (Nvidia Decoder) functionality, with video frame decoding being handled by the FFmpeg library.

The process begins with Ioctl commands being sent to the NVDEC and VIC (Video Image Composer) emulated devices. These allocate the necessary GPU buffers for the frame data, along with providing information on the incoming video data. A Submit command then signals the GPU to process and decode the frame data.

To decode the frame, the respective codec's header must be manually composed from the information provided by NVDEC, then sent with the raw frame data to the ffmpeg library.

Currently, H264 and VP9 are supported, with VP9 having some minor artifacting issues related mainly to the reference frame composition in its uncompressed header.

Async GPU is not properly implemented at the moment.

Co-Authored-By: David <25727384+ogniK5377@users.noreply.github.com>
2020-10-26 23:07:36 -04:00
Lioncash e17fb5ee97 video_core: Remove unused variables
Silences several compiler warnings about unused variables.
2020-07-21 00:57:25 -04:00
Fernando Sahmkow 528b19a842 General: Tune the priority of main emulation threads so they have higher priority than less important helper threads. 2020-06-27 11:36:09 -04:00
Fernando Sahmkow dc58058203 General: Setup yuzu threads' microprofile, naming and registry. 2020-06-27 11:35:09 -04:00
Fernando Sahmkow 39e5b72948 Async GPU: Correct flushing behavior to be similar to old async GPU behavior. 2020-04-22 11:36:26 -04:00
Fernando Sahmkow f4ab223ef0 Async GPU: Only do reactive flushing on Extreme Level. 2020-04-22 11:36:20 -04:00
Fernando Sahmkow 1fb516cd97 GPU: Implement Flush Requests for Async mode. 2020-04-22 11:36:17 -04:00
Fernando Sahmkow b10db7e4a5 FenceManager: Implement async buffer cache flushes on High settings 2020-04-22 11:36:15 -04:00
Fernando Sahmkow 4adfc9bb08 Rasterizer: Document SignalFence & ReleaseFences and setup skeletons on Vulkan. 2020-04-22 11:36:14 -04:00
Fernando Sahmkow 165ae823f5 ThreadManager: Sync async reads on accurate gpu. 2020-04-22 11:36:12 -04:00
Fernando Sahmkow 487379c593 OpenGL: Implement Fencing backend. 2020-04-22 11:36:10 -04:00
Fernando Sahmkow 339d0d9d6c GPU: Delay Fences. 2020-04-22 11:36:08 -04:00
Fernando Sahmkow 8b1eb44b3e BufferCache: Implement OnCPUWrite and SyncGuestHost 2020-04-22 11:36:07 -04:00
Fernando Sahmkow da8f17715d GPU: Refactor synchronization on Async GPU 2020-04-22 11:36:06 -04:00
Fernando Sahmkow 9c0f40a1f5 GPU: Setup Flush/Invalidate to use VAddr instead of CacheAddr 2020-04-06 09:21:46 -04:00
James Rowe 282adfc70b Frontend/GPU: Refactor context management
Changes the GraphicsContext to be managed by the GPU core. This
eliminates the need for the frontends to fool around with tricky
MakeCurrent/DoneCurrent calls that are dependent on the settings (such
as async gpu option).

This also refactors out the need to use QWidget::fromWindowContainer as
that caused issues with focus and input handling. Now we use a regular
QWidget and just access the native windowHandle() directly.

Another change is removing the debug tool setting in FrameMailbox.
Instead of trying to block the frontend until a new frame is ready, the
core will now take over presentation and draw directly to the window if
the renderer detects that its hooked by NSight or RenderDoc

Lastly, since it was in the way, I removed ScopeAcquireWindowContext and
replaced it with a simple subclass in GraphicsContext that achieves the
same result
2020-03-24 21:03:42 -06:00
bunnei 667f026c95 core: frontend: Refactor scope_acquire_window_context to scope_acquire_context. 2020-02-25 21:23:00 -05:00
Lioncash aed6d8bef5 video_core/gpu_thread: Tidy up SwapBuffers()
We can just use std::nullopt and std::make_optional to make this a
little bit less noisy.
2019-11-27 17:46:11 -05:00
bunnei 9ec84fc592 gpu_thread: Don't spin wait if there are no GPU commands. 2019-11-23 15:17:28 -05:00
Fernando Sahmkow cfc2f30dc4 AsyncGpu: Address Feedback 2019-10-11 13:41:15 -04:00
Fernando Sahmkow 3f104464de Core: Wait for GPU to be idle before shutting down. 2019-10-04 19:59:53 -04:00
Fernando Sahmkow 5b5e60ffec GPU_Async: Correct fences, display events and more.
This commit uses guest fences on vSync event instead of an articial fake 
fence we had.
It also corrects to keep signaling display events while loading the game 
as the OS is suppose to send buffers to vSync during that time.
2019-10-04 19:59:48 -04:00
ReinUsesLisp 9a76e94b3d gpu: Change optional<reference_wrapper<T>> to T* for FramebufferConfig 2019-08-21 01:55:25 -03:00
Fernando Sahmkow b391e5f638 NVFlinger: Correct GCC compile error 2019-07-05 15:49:31 -04:00
Fernando Sahmkow f2e026a1d8 gpu_asynch: Simplify synchronization to a simpler consumer->producer scheme. 2019-07-05 15:49:20 -04:00
Fernando Sahmkow 600dddf88d Async GPU: do invalidate as synced operation
Async GPU: Always invalidate synced.
2019-07-05 15:49:19 -04:00
Lioncash 42f5fd0ab3 core/core_timing_util: Use std::chrono types for specifying time units
Makes the interface more type-safe and consistent in terms of return
values.
2019-06-04 20:31:24 -04:00
Lioncash d6d809db87 yuzu: Remove explicit types from locks where applicable
With C++17's deduction guides, the type doesn't need to be explicitly
specified within locking primitives anymore.
2019-05-14 08:18:48 -04:00
Lioncash ba165b1092 video_core/gpu_thread: Remove unused local variable
Instead of retrieving the data from the std::variant instance, we can
just check if the variant contains that type of data.

This is essentially the same behavior, only it returns a bool indicating
whether or not the type in the variant is currently active, instead of
actually retrieving the data.
2019-05-09 18:39:21 -04:00
Lioncash 6d0551196d video_core/gpu: Create threads separately from initialization
Like with CPU emulation, we generally don't want to fire off the threads
immediately after the relevant classes are initialized, we want to do
this after all necessary data is done loading first.

This splits the thread creation into its own interface member function
to allow controlling when these threads in particular get created.
2019-04-11 22:11:40 -04:00
Lioncash 30ce9b2b5c video_core/gpu_thread: Silence truncation warning in ThreadManager's constructor
Since c5d41fd812 callback parameters were
changed to use an s64 to represent late cycles instead of an int, so
this was causing a truncation warning to occur here. Changing it to s64
is sufficient to silence the warning.
2019-04-05 18:37:37 -04:00
bunnei 4555b63750 gpu_thread: Improve synchronization by using CoreTiming. 2019-04-01 21:32:39 -04:00
Lioncash 947d364dba gpu_thread: Remove unused dma_pusher class member variable from ThreadManager
The pusher instance is only ever used in the constructor of the
ThreadManager for creating the thread that the ThreadManager instance
contains. Aside from that, the member is unused, so it can be removed.
2019-03-27 12:51:21 -04:00
bunnei 2eaf6c41a4 gpu: Use host address for caching instead of guest address. 2019-03-14 22:34:42 -04:00
bunnei 84ad81ee67 gpu_thread: Fix deadlock with threading idle state check. 2019-03-06 21:48:57 -05:00
bunnei 63aa08acbe gpu_thread: (HACK) Ignore flush on FlushAndInvalidateRegion. 2019-03-06 21:48:57 -05:00
bunnei 3f1b4fb23a gpu: Always flush. 2019-03-06 21:48:57 -05:00
bunnei 7b574f406b gpu: Move command processing to another thread. 2019-03-06 21:48:57 -05:00