summaryrefslogtreecommitdiffstats
path: root/src/core/hle/service/nvdrv/devices/nvhost_nvdec_common.h (unfollow)
Commit message (Collapse)AuthorFilesLines
2023-06-22Remove memory allocations in some hot pathsKelebek11-6/+6
2023-02-03Revert "Merge pull request #9718 from yuzu-emu/revert-9508-hle-ipc-buffer-span"ameerj1-7/+7
This reverts commit 25fc5c0e1158cb8e81cbc769b24ad84032a1fbfd, reversing changes made to af20e25081f97d55b451606c87922e2b49f0d363.
2023-02-02Revert "hle_ipc: Use std::span to avoid heap allocations/copies when calling ReadBuffer"liamwhite1-7/+7
2022-12-29nvdrv: Use std::span for inputsameerj1-7/+7
Allows the use of HLERequestContext::ReadBufferSpan
2022-10-06General: address feedbackFernando Sahmkow1-5/+0
2022-10-06NvHostChannels: improve hack for supporting multiple channels.Fernando Sahmkow1-0/+3
2022-10-06NvDec: Fix regressions.Fernando Sahmkow1-0/+3
2022-10-06NVDRV: Further improvements.Fernando Sahmkow1-2/+4
2022-10-06NVDRV: Fix Open/Close and make sure each device is correctly created.Fernando Sahmkow1-1/+1
2022-10-06NVDRV: Implement new NvMapFernando Sahmkow1-5/+6
2022-10-06NVDRV: Refactor and add new NvMap.Fernando Sahmkow1-2/+7
2022-04-23general: Convert source file copyright comments over to SPDXMorph1-3/+2
This formats all copyright comments according to SPDX formatting guidelines. Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
2021-12-02Support multiple videos playingFeng Chen1-1/+2
2021-11-04core: Remove unused includesameerj1-1/+0
2021-10-24Fixup channel submit IOCTL syncpoint parametersBilly Laws1-8/+5
The current arguments worked by happenstance as games only ever submit one syncpoint and request one fence back, if a game were to do something other than this then the arguments would've been parsed entirely wrong.
2021-08-07nvhost_nvdec_common: Remove BufferMapameerj1-45/+0
This was mainly used to keep track of mapped buffers for later unmapping. Since unmap is no longer implemented, this no longer seves a valuable purpose.
2021-05-16core: Make variable shadowing a compile-time errorLioncash1-6/+6
Now that we have most of core free of shadowing, we can enable the warning as an error to catch anything that may be remaining and also eliminate this class of logic bug entirely.
2021-05-04service: Resolve cases of member field shadowingLioncash1-2/+2
Now all that remains is for kernel code to be 'shadow-free' and then -Wshadow can be turned into an error.
2021-01-07nvdec syncpt incorporationameerj1-4/+10
laying the groundwork for async gpu, although this does not fully implement async nvdec operations
2020-12-07nvdrv: Remove useless re-declaration of pure virtual methods that were already declared in the superclasscomex1-33/+0
2020-11-24nvservices: Reintroducee IoctlCtrlChloe Marcec1-4/+5
Fixes regression caused by #4907 which caused games like Breath of the Wild 1.0.0 not to boot.
2020-11-10Addressed issuesChloe Marcec1-0/+25
2020-11-10core: Make nvservices more standardizedChloe Marcec1-41/+44
2020-10-27video_core: NVDEC Implementationameerj1-0/+168
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>