mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-08-20 15:48:43 +02:00
* 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>
41 lines
1.1 KiB
C#
41 lines
1.1 KiB
C#
using Ryujinx.Graphics.Video;
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using System;
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namespace Ryujinx.Graphics.Nvdec.H264
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{
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public class Decoder : IH264Decoder
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{
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public bool IsHardwareAccelerated => false;
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private const int WorkBufferSize = 0x200;
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private readonly byte[] _workBuffer = new byte[WorkBufferSize];
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private readonly FFmpegContext _context = new FFmpegContext();
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public ISurface CreateSurface(int width, int height)
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{
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return new Surface();
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}
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public bool Decode(ref H264PictureInfo pictureInfo, ISurface output, ReadOnlySpan<byte> bitstream)
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{
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Span<byte> bs = Prepend(bitstream, SpsAndPpsReconstruction.Reconstruct(ref pictureInfo, _workBuffer));
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return _context.DecodeFrame((Surface)output, bs) == 0;
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}
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private static byte[] Prepend(ReadOnlySpan<byte> data, ReadOnlySpan<byte> prep)
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{
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byte[] output = new byte[data.Length + prep.Length];
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prep.CopyTo(output);
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data.CopyTo(new Span<byte>(output).Slice(prep.Length));
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return output;
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}
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public void Dispose() => _context.Dispose();
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}
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}
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