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22 Commits

Author SHA1 Message Date
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
Fernando Sahmkow 1fb516cd97 GPU: Implement Flush Requests for Async mode. 2020-04-22 11:36:17 -04:00
Fernando Sahmkow 487379c593 OpenGL: Implement Fencing backend. 2020-04-22 11:36:10 -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 b5c13ee0eb gpu_thread: Use MPSCQueue for GPU commands.
- Necessary for multiple service threads.
2020-02-07 23:01:23 -05:00
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 f2e026a1d8 gpu_asynch: Simplify synchronization to a simpler consumer->producer scheme. 2019-07-05 15:49:20 -04:00
Hexagon12 18cdbdafa2
Merge pull request #2467 from lioncash/move
video_core/gpu_thread: Remove redundant copy constructor for CommandDataContainer
2019-05-19 15:20:37 +01:00
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 c5129a3a58 video_core/gpu_thread: Remove redundant copy constructor for CommandDataContainer
std::move within a copy constructor (on a data member that isn't
mutable) will always result in a copy. Because of that, the behavior of
this copy constructor is identical to the one that would be generated
automatically by the compiler, so we can remove it.
2019-05-14 08:09:17 -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
bunnei 4555b63750 gpu_thread: Improve synchronization by using CoreTiming. 2019-04-01 21:32:39 -04:00
Lioncash 781ab8407b general: Use deducation guides for std::lock_guard and std::unique_lock
Since C++17, the introduction of deduction guides for locking facilities
means that we no longer need to hardcode the mutex type into the locks
themselves, making it easier to switch mutex types, should it ever be
necessary in the future.
2019-04-01 12:53:47 -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
Lioncash c2d4c8b95e video_core/gpu_thread: Remove unimplemented WaitForIdle function prototype
This function didn't have a definition, so we can remove it to prevent
accidentally attempting to use it.
2019-03-07 16:08:52 -05:00
Lioncash 48a461a629 video_core/gpu_thread: Amend constructor initializer list order
Moves the data members to satisfy the order they're declared as in the
constructor initializer list.

Silences a -Wreorder warning.
2019-03-07 16:05:49 -05:00
bunnei 84ad81ee67 gpu_thread: Fix deadlock with threading idle state check. 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