mirror of
https://github.com/starr-dusT/yuzu-mainline
synced 2024-03-05 21:12:25 -08:00
eb67a45ca8
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>
220 lines
4.9 KiB
C++
220 lines
4.9 KiB
C++
// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <array>
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#include <atomic>
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#include <chrono>
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#include <map>
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#include <optional>
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#include <string>
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#include <vector>
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#include "common/common_types.h"
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#include "input_common/settings.h"
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namespace Settings {
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enum class RendererBackend {
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OpenGL = 0,
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Vulkan = 1,
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};
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enum class GPUAccuracy : u32 {
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Normal = 0,
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High = 1,
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Extreme = 2,
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};
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enum class CPUAccuracy {
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Accurate = 0,
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Unsafe = 1,
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DebugMode = 2,
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};
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extern bool configuring_global;
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template <typename Type>
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class Setting final {
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public:
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Setting() = default;
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explicit Setting(Type val) : global{val} {}
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~Setting() = default;
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void SetGlobal(bool to_global) {
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use_global = to_global;
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}
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bool UsingGlobal() const {
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return use_global;
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}
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Type GetValue(bool need_global = false) const {
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if (use_global || need_global) {
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return global;
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}
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return local;
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}
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void SetValue(const Type& value) {
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if (use_global) {
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global = value;
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} else {
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local = value;
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}
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}
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private:
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bool use_global = true;
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Type global{};
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Type local{};
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};
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struct TouchFromButtonMap {
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std::string name;
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std::vector<std::string> buttons;
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};
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struct Values {
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// Audio
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std::string audio_device_id;
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std::string sink_id;
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bool audio_muted;
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Setting<bool> enable_audio_stretching;
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Setting<float> volume;
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// Core
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Setting<bool> use_multi_core;
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// Cpu
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CPUAccuracy cpu_accuracy;
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bool cpuopt_page_tables;
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bool cpuopt_block_linking;
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bool cpuopt_return_stack_buffer;
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bool cpuopt_fast_dispatcher;
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bool cpuopt_context_elimination;
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bool cpuopt_const_prop;
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bool cpuopt_misc_ir;
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bool cpuopt_reduce_misalign_checks;
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bool cpuopt_unsafe_unfuse_fma;
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bool cpuopt_unsafe_reduce_fp_error;
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// Renderer
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Setting<RendererBackend> renderer_backend;
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bool renderer_debug;
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Setting<int> vulkan_device;
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Setting<u16> resolution_factor = Setting(static_cast<u16>(1));
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Setting<int> aspect_ratio;
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Setting<int> max_anisotropy;
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Setting<bool> use_frame_limit;
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Setting<u16> frame_limit;
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Setting<bool> use_disk_shader_cache;
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Setting<GPUAccuracy> gpu_accuracy;
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Setting<bool> use_asynchronous_gpu_emulation;
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Setting<bool> use_nvdec_emulation;
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Setting<bool> use_vsync;
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Setting<bool> use_assembly_shaders;
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Setting<bool> use_asynchronous_shaders;
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Setting<bool> use_fast_gpu_time;
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Setting<float> bg_red;
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Setting<float> bg_green;
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Setting<float> bg_blue;
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// System
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Setting<std::optional<u32>> rng_seed;
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// Measured in seconds since epoch
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Setting<std::optional<std::chrono::seconds>> custom_rtc;
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// Set on game boot, reset on stop. Seconds difference between current time and `custom_rtc`
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std::chrono::seconds custom_rtc_differential;
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s32 current_user;
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Setting<s32> language_index;
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Setting<s32> region_index;
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Setting<s32> time_zone_index;
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Setting<s32> sound_index;
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// Controls
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std::array<PlayerInput, 10> players;
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bool use_docked_mode;
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bool mouse_enabled;
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std::string mouse_device;
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MouseButtonsRaw mouse_buttons;
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bool keyboard_enabled;
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KeyboardKeysRaw keyboard_keys;
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KeyboardModsRaw keyboard_mods;
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bool debug_pad_enabled;
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ButtonsRaw debug_pad_buttons;
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AnalogsRaw debug_pad_analogs;
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bool vibration_enabled;
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bool motion_enabled;
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std::string motion_device;
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std::string touch_device;
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TouchscreenInput touchscreen;
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std::atomic_bool is_device_reload_pending{true};
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bool use_touch_from_button;
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int touch_from_button_map_index;
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std::string udp_input_address;
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u16 udp_input_port;
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u8 udp_pad_index;
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std::vector<TouchFromButtonMap> touch_from_button_maps;
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// Data Storage
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bool use_virtual_sd;
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bool gamecard_inserted;
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bool gamecard_current_game;
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std::string gamecard_path;
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// Debugging
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bool record_frame_times;
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bool use_gdbstub;
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u16 gdbstub_port;
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std::string program_args;
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bool dump_exefs;
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bool dump_nso;
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bool reporting_services;
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bool quest_flag;
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bool disable_macro_jit;
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// Misceallaneous
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std::string log_filter;
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bool use_dev_keys;
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// Services
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std::string bcat_backend;
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bool bcat_boxcat_local;
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// WebService
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bool enable_telemetry;
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std::string web_api_url;
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std::string yuzu_username;
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std::string yuzu_token;
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// Add-Ons
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std::map<u64, std::vector<std::string>> disabled_addons;
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} extern values;
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float Volume();
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bool IsGPULevelExtreme();
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bool IsGPULevelHigh();
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std::string GetTimeZoneString();
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void Apply();
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void LogSettings();
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// Restore the global state of all applicable settings in the Values struct
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void RestoreGlobalState();
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// Fixes settings that are known to cause issues with the emulator
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void Sanitize();
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} // namespace Settings
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