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https://github.com/Ryujinx/Ryujinx.git
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* Use separate NVDEC contexts per channel (for FFMPEG) * Remove NVDEC -> VIC frame override hack * Add missing bottom_field_pic_order_in_frame_present_flag * Make FFMPEG logging static * nit: Remove empty lines * New FFMPEG decoding approach -- call h264_decode_frame directly, trim surface cache to reduce memory usage * Fix case * Silence warnings * PR feedback * Per-decoder rather than per-codec ownership of surfaces on the cache
175 lines
6 KiB
C#
175 lines
6 KiB
C#
using Ryujinx.Graphics.Gpu.Memory;
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using Ryujinx.Graphics.Video;
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using System;
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using System.Diagnostics;
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namespace Ryujinx.Graphics.Nvdec.Image
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{
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class SurfaceCache
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{
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// Must be equal to at least the maximum number of surfaces
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// that can be in use simultaneously (which is 17, since H264
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// can have up to 16 reference frames, and we need another one
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// for the current frame).
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// Realistically, most codecs won't ever use more than 4 simultaneously.
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private const int MaxItems = 17;
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private struct CacheItem
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{
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public int ReferenceCount;
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public uint LumaOffset;
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public uint ChromaOffset;
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public int Width;
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public int Height;
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public IDecoder Owner;
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public ISurface Surface;
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}
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private readonly CacheItem[] _pool = new CacheItem[MaxItems];
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private readonly MemoryManager _gmm;
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public SurfaceCache(MemoryManager gmm)
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{
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_gmm = gmm;
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}
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public ISurface Get(IDecoder decoder, uint lumaOffset, uint chromaOffset, int width, int height)
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{
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lock (_pool)
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{
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ISurface surface = null;
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// Try to find a compatible surface with same parameters, and same offsets.
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for (int i = 0; i < MaxItems; i++)
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{
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ref CacheItem item = ref _pool[i];
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if (item.LumaOffset == lumaOffset &&
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item.ChromaOffset == chromaOffset &&
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item.Owner == decoder &&
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item.Width == width &&
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item.Height == height)
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{
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item.ReferenceCount++;
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surface = item.Surface;
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MoveToFront(i);
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break;
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}
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}
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// If we failed to find a perfect match, now ignore the offsets.
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// Search backwards to replace the oldest compatible surface,
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// this avoids thrashing frequently used surfaces.
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// Now we need to ensure that the surface is not in use, as we'll change the data.
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if (surface == null)
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{
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for (int i = MaxItems - 1; i >= 0; i--)
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{
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ref CacheItem item = ref _pool[i];
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if (item.ReferenceCount == 0 && item.Owner == decoder && item.Width == width && item.Height == height)
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{
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item.ReferenceCount = 1;
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item.LumaOffset = lumaOffset;
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item.ChromaOffset = chromaOffset;
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surface = item.Surface;
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if ((lumaOffset | chromaOffset) != 0)
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{
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SurfaceReader.Read(_gmm, surface, lumaOffset, chromaOffset);
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}
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MoveToFront(i);
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break;
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}
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}
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}
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// If everything else failed, we try to create a new surface,
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// and insert it on the pool. We replace the oldest item on the
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// pool to avoid thrashing frequently used surfaces.
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// If even the oldest item is in use, that means that the entire pool
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// is in use, in that case we throw as there's no place to insert
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// the new surface.
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if (surface == null)
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{
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if (_pool[MaxItems - 1].ReferenceCount == 0)
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{
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surface = decoder.CreateSurface(width, height);
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if ((lumaOffset | chromaOffset) != 0)
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{
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SurfaceReader.Read(_gmm, surface, lumaOffset, chromaOffset);
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}
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MoveToFront(MaxItems - 1);
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ref CacheItem item = ref _pool[0];
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item.Surface?.Dispose();
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item.ReferenceCount = 1;
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item.LumaOffset = lumaOffset;
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item.ChromaOffset = chromaOffset;
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item.Width = width;
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item.Height = height;
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item.Owner = decoder;
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item.Surface = surface;
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}
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else
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{
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throw new InvalidOperationException("No free slot on the surface pool.");
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}
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}
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return surface;
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}
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}
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public void Put(ISurface surface)
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{
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lock (_pool)
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{
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for (int i = 0; i < MaxItems; i++)
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{
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ref CacheItem item = ref _pool[i];
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if (item.Surface == surface)
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{
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item.ReferenceCount--;
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Debug.Assert(item.ReferenceCount >= 0);
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break;
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}
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}
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}
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}
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private void MoveToFront(int index)
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{
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// If index is 0 we don't need to do anything,
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// as it's already on the front.
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if (index != 0)
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{
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CacheItem temp = _pool[index];
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Array.Copy(_pool, 0, _pool, 1, index);
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_pool[0] = temp;
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}
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}
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public void Trim()
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{
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lock (_pool)
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{
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for (int i = 0; i < MaxItems; i++)
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{
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ref CacheItem item = ref _pool[i];
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if (item.ReferenceCount == 0)
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{
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item.Surface?.Dispose();
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item = default;
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}
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}
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}
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}
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}
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}
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