It's deprecated in the language to autogenerate these if the destructor
for a type is specified, so we can explicitly specify how we want these
to be generated.
The API of VP9 exposes a WasFrameHidden() function which accesses this
member. Given the constructor previously didn't initialize this member,
it's a potential vector for an uninitialized read.
Instead, we can initialize this to a deterministic value to prevent that
from occurring.
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>
These compiler flags aren't shared with clang, so specifying these flags
unconditionally can lead to a bit of warning spam.
While we're in the area, we can also enable -Wunused-but-set-parameter
given this is almost always a bug.
This emulates the behavior we get on GLSL with regular SSBOs with a
pointer + length pair. It aims to be consistent with the crashes we
might get.
Out of bounds stores are ignored. Atomics are ignored and return zero.
Reads return zero.
Vulkan has requirements for primitive topologies that don't play nicely
with yuzu's. Since it's only 4 bits, we can move it to fixed state
without changing the size of the pipeline key.
- Fixes a regression on recent Nvidia drivers on Fire Emblem: Three
Houses.
RDNA devices seem to crash when using VK_EXT_extended_dynamic_state in
the latest 20.9.2 proprietary Windows drivers. As a workaround, for now
we block device names corresponding to current RDNA released products.
TMML takes an array argument that has no known meaning, this one appears
as the first component in gpr8 followed by s, t and r. Skip this
component when arrays are being used. Also implement CUBE texture types.
- Used by Pikmin 3: Deluxe Demo.
The old code had a sort function that was invalid and it didn't work as
expected when the base vector had a different order (e.g. renderdoc was
attached).
This sorts devices as expected and fixes a debug assert on MSVC.
The previous fix only partially solved the issue, as only certain GPUs that needed 9 or less MiB subtracted would work (i.e. GTX 980 Ti, GT 730). This takes from DXVK's example to divide `heap_size` by 2 to determine `allocable_size`. Additionally tested on my Quadro K4200, which previously required setting it to 12 to boot.
When HEADER_GENERATOR was included in the DEPENDS section of custom
commands, msbuild assumed this was always modified. Changing this file
is not common so we can remove it from there.
Allows some implementations to avoid completely zeroing out the internal
buffer of the optional, and instead only set the validity byte within
the structure.
This also makes it consistent how we return empty optionals.