Initial support for separate GPU address spaces (#2394)
* Make GPU memory manager a member of GPU channel * Move physical memory instance to the memory manager, and the caches to the physical memory * PR feedback
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@ -1,14 +1,10 @@
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using Ryujinx.Audio.Backends.CompatLayer;
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using Ryujinx.Audio.Integration;
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using Ryujinx.Graphics.Gpu;
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using Ryujinx.Graphics.Host1x;
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using Ryujinx.Graphics.Nvdec;
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using Ryujinx.Graphics.Vic;
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using Ryujinx.HLE.FileSystem;
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using Ryujinx.HLE.HOS;
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using Ryujinx.HLE.HOS.Services.Apm;
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using Ryujinx.HLE.HOS.Services.Hid;
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using Ryujinx.HLE.HOS.Services.Nv.NvDrvServices;
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using Ryujinx.Memory;
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using System;
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@ -24,10 +20,6 @@ namespace Ryujinx.HLE
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public GpuContext Gpu { get; }
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internal NvMemoryAllocator MemoryAllocator { get; }
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internal Host1xDevice Host1x { get; }
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public VirtualFileSystem FileSystem => Configuration.VirtualFileSystem;
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public Horizon System { get; }
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@ -71,29 +63,6 @@ namespace Ryujinx.HLE
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Gpu = new GpuContext(configuration.GpuRenderer);
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MemoryAllocator = new NvMemoryAllocator();
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Host1x = new Host1xDevice(Gpu.Synchronization);
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var nvdec = new NvdecDevice(Gpu.MemoryManager);
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var vic = new VicDevice(Gpu.MemoryManager);
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Host1x.RegisterDevice(ClassId.Nvdec, nvdec);
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Host1x.RegisterDevice(ClassId.Vic, vic);
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nvdec.FrameDecoded += (FrameDecodedEventArgs e) =>
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{
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// FIXME:
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// Figure out what is causing frame ordering issues on H264.
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// For now this is needed as workaround.
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if (e.CodecId == CodecId.H264)
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{
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vic.SetSurfaceOverride(e.LumaOffset, e.ChromaOffset, 0);
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}
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else
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{
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vic.DisableSurfaceOverride();
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}
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};
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System = new Horizon(this);
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System.InitializeServices();
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@ -190,7 +159,6 @@ namespace Ryujinx.HLE
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if (disposing)
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{
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System.Dispose();
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Host1x.Dispose();
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AudioDeviceDriver.Dispose();
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FileSystem.Unload();
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Memory.Dispose();
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