Commit Graph

22 Commits

Author SHA1 Message Date
ameerj
f346b04d12 vic: Use the minimum of surface/frame dimensions when writing the final frame to the GPU
Addresses possible buffer overflow behavior.
2021-10-10 18:44:16 -04:00
Valeri
0394e4bb8e
vic: Allow surface to be higher than frame
Touhou Genso Wanderer Lotus Labyrinth R decodes 1920x1080 videos into 1920x1088 surface.
Only allow mismatch for height, since larger width would result in increasingly offset rows and somewhat defeat entire purpose of this check.
2021-10-09 20:22:09 +03:00
ameerj
403fc86c11 vic: Avoid memory corruption when multiple streams with different dimensions are decoded
This is a work around to avoid buffer overflow errors until multi channel/multi stream decoding is supported.
2021-10-08 01:22:38 -04:00
ameerj
5aae61775f vic: Refactor frame writing methods 2021-10-07 14:56:44 -04:00
ameerj
899fdb9c44 vic: Implement RGBX frame format 2021-10-07 11:06:57 -04:00
ameerj
a779cede7c vic: Specify sws_scale height stride.
Silences a sws_scale runtime warning about unaligned strides.
2021-08-09 23:24:16 -04:00
yzct12345
2868d4ba84
nvdec: Implement VA-API hardware video acceleration (#6713)
* nvdec: VA-API

* Verify formatting

* Forgot a semicolon for Windows

* Clarify comment about AV_PIX_FMT_NV12

* Fix assert log spam from missing negation

* vic: Remove forgotten debug code

* Address lioncash's review

* Mention VA-API is Intel/AMD

* Address v1993's review

* Hopefully fix CMakeLists style this time

* vic: Improve cache locality

* vic: Fix off-by-one error

* codec: Async

* codec: Forgot the GetValue()

* nvdec: Address ameerj's review

* codec: Fallback to CPU without VA-API support

* cmake: Address lat9nq's review

* cmake: Make VA-API optional

* vaapi: Multiple GPU

* Apply suggestions from code review

Co-authored-by: Ameer J <52414509+ameerj@users.noreply.github.com>

* nvdec: Address ameerj's review

* codec: Use anonymous instead of static

* nvdec: Remove enum and fix memory leak

* nvdec: Address ameerj's review

* codec: Remove preparation for threading

Co-authored-by: Ameer J <52414509+ameerj@users.noreply.github.com>
2021-08-03 23:43:11 -04:00
Fernando S
da4ca4f2f9
Merge pull request #6525 from ameerj/nvdec-fixes
nvdec: Fix Submit Ioctl data source, vic frame dimension computations
2021-07-15 15:17:50 +02:00
ameerj
b7fa264749 vic: Fix dimension compuation of YUV frames
Fixes out of bound memory crashes in Mario Golf
2021-07-15 00:51:50 -04:00
Morph
22d7b89c15 video_core: Remove #pragma warning directives for external headers 2021-06-28 14:21:40 -04:00
ReinUsesLisp
05bd50a1cf codec,vic: Disable warnings in ffmpeg headers 2021-06-26 03:29:31 -03:00
ameerj
b675c44e49 rebase, fix name shadowing, more const 2021-02-13 13:07:56 -05:00
ameerj
09722cb4a7 streamline cdma_pusher/command_classes 2021-02-13 13:07:56 -05:00
ameerj
ac265a72ce nvdec cleanup 2021-02-13 13:07:31 -05:00
ReinUsesLisp
82c2601555 video_core: Reimplement the buffer cache
Reimplement the buffer cache using cached bindings and page level
granularity for modification tracking. This also drops the usage of
shared pointers and virtual functions from the cache.

- Bindings are cached, allowing to skip work when the game changes few
  bits between draws.
- OpenGL Assembly shaders no longer copy when a region has been modified
  from the GPU to emulate constant buffers, instead GL_EXT_memory_object
  is used to alias sub-buffers within the same allocation.
- OpenGL Assembly shaders stream constant buffer data using
  glProgramBufferParametersIuivNV, from NV_parameter_buffer_object. In
  theory this should save one hash table resolve inside the driver
  compared to glBufferSubData.
- A new OpenGL stream buffer is implemented based on fences for drivers
  that are not Nvidia's proprietary, due to their low performance on
  partial glBufferSubData calls synchronized with 3D rendering (that
  some games use a lot).
- Most optimizations are shared between APIs now, allowing Vulkan to
  cache more bindings than before, skipping unnecesarry work.

This commit adds the necessary infrastructure to use Vulkan object from
OpenGL. Overall, it improves performance and fixes some bugs present on
the old cache. There are still some edge cases hit by some games that
harm performance on some vendors, this are planned to be fixed in later
commits.
2021-02-13 02:17:22 -03:00
Morph
a745d87971 general: Fix various spelling errors 2021-01-02 10:23:41 -05:00
ReinUsesLisp
9764c13d6d video_core: Rewrite the texture cache
The current texture cache has several points that hurt maintainability
and performance. It's easy to break unrelated parts of the cache
when doing minor changes. The cache can easily forget valuable
information about the cached textures by CPU writes or simply by its
normal usage.The current texture cache has several points that hurt
maintainability and performance. It's easy to break unrelated parts
of the cache when doing minor changes. The cache can easily forget
valuable information about the cached textures by CPU writes or simply
by its normal usage.

This commit aims to address those issues.
2020-12-30 03:38:50 -03:00
Lioncash
4c5f5c9bf3 video_core: Remove unnecessary enum class casting in logging messages
fmt now automatically prints the numeric value of an enum class member
by default, so we don't need to use casts any more.

Reduces the line noise a bit.
2020-12-07 00:41:50 -05:00
Lioncash
cf9767c608 vp9/vic: Resolve pessimizing moves
Removes the usage of moves that don't result in behavior different from
a copy, or otherwise would prevent copy elision from occurring.
2020-12-03 12:33:07 -05:00
ameerj
eab041866b Queue decoded frames, cleanup decoders 2020-11-25 17:10:44 -05:00
Lioncash
c04203b786 nvdec: Tidy up header includes
Prevents a few unnecessary inclusions.
2020-10-27 02:16:42 -04:00
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