mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-11-22 09:53:35 +01:00
4d02a2d2c0
* 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>
103 lines
3.2 KiB
C#
103 lines
3.2 KiB
C#
using System;
|
|
|
|
namespace Ryujinx.Graphics.Vic.Image
|
|
{
|
|
class BufferPool<T>
|
|
{
|
|
/// <summary>
|
|
/// Maximum number of buffers on the pool.
|
|
/// </summary>
|
|
private const int MaxBuffers = 4;
|
|
|
|
/// <summary>
|
|
/// Maximum size of a buffer that can be added on the pool.
|
|
/// If the required buffer is larger than this, it won't be
|
|
/// added to the pool to avoid long term high memory usage.
|
|
/// </summary>
|
|
private const int MaxBufferSize = 2048 * 1280;
|
|
|
|
private struct PoolItem
|
|
{
|
|
public bool InUse;
|
|
public T[] Buffer;
|
|
}
|
|
|
|
private readonly PoolItem[] _pool = new PoolItem[MaxBuffers];
|
|
|
|
/// <summary>
|
|
/// Rents a buffer with the exact size requested.
|
|
/// </summary>
|
|
/// <param name="length">Size of the buffer</param>
|
|
/// <param name="buffer">Span of the requested size</param>
|
|
/// <returns>The index of the buffer on the pool</returns>
|
|
public int Rent(int length, out Span<T> buffer)
|
|
{
|
|
int index = RentMinimum(length, out T[] bufferArray);
|
|
|
|
buffer = new Span<T>(bufferArray).Slice(0, length);
|
|
|
|
return index;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Rents a buffer with a size greater than or equal to the requested size.
|
|
/// </summary>
|
|
/// <param name="length">Size of the buffer</param>
|
|
/// <param name="buffer">Array with a length greater than or equal to the requested length</param>
|
|
/// <returns>The index of the buffer on the pool</returns>
|
|
public int RentMinimum(int length, out T[] buffer)
|
|
{
|
|
if ((uint)length > MaxBufferSize)
|
|
{
|
|
buffer = new T[length];
|
|
return -1;
|
|
}
|
|
|
|
// Try to find a buffer that is larger or the same size of the requested one.
|
|
// This will avoid an allocation.
|
|
for (int i = 0; i < MaxBuffers; i++)
|
|
{
|
|
ref PoolItem item = ref _pool[i];
|
|
|
|
if (!item.InUse && item.Buffer != null && item.Buffer.Length >= length)
|
|
{
|
|
buffer = item.Buffer;
|
|
item.InUse = true;
|
|
return i;
|
|
}
|
|
}
|
|
|
|
buffer = new T[length];
|
|
|
|
// Try to add the new buffer to the pool.
|
|
// We try to find a slot that is not in use, and replace the buffer in it.
|
|
for (int i = 0; i < MaxBuffers; i++)
|
|
{
|
|
ref PoolItem item = ref _pool[i];
|
|
|
|
if (!item.InUse)
|
|
{
|
|
item.Buffer = buffer;
|
|
item.InUse = true;
|
|
return i;
|
|
}
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns a buffer returned from <see cref="Rent(int)"/> to the pool.
|
|
/// </summary>
|
|
/// <param name="index">Index of the buffer on the pool</param>
|
|
public void Return(int index)
|
|
{
|
|
if (index < 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
_pool[index].InUse = false;
|
|
}
|
|
}
|
|
}
|