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* CopyFFmpegDeps: Update variable namelat9nq2023-05-311-1/+1
| | | | | | | | FFmpeg_DLL_DIR does not exist anywhere else in the repository. Evidently, the variable name was antiquated at some point, but it continued to work here as a zombie. Update the name and avoid copy issues.
* Use TARGET_FILE_DIR generator expressionDanila Malyutin2023-05-131-1/+1
| | | | Use $<TARGET_FILE_DIR:...> where appropriate instead of trying to guess where the binary will end up.
* chore: make yuzu REUSE compliantAndrea Pappacoda2022-07-271-0/+3
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | [REUSE] is a specification that aims at making file copyright information consistent, so that it can be both human and machine readable. It basically requires that all files have a header containing copyright and licensing information. When this isn't possible, like when dealing with binary assets, generated files or embedded third-party dependencies, it is permitted to insert copyright information in the `.reuse/dep5` file. Oh, and it also requires that all the licenses used in the project are present in the `LICENSES` folder, that's why the diff is so huge. This can be done automatically with `reuse download --all`. The `reuse` tool also contains a handy subcommand that analyzes the project and tells whether or not the project is (still) compliant, `reuse lint`. Following REUSE has a few advantages over the current approach: - Copyright information is easy to access for users / downstream - Files like `dist/license.md` do not need to exist anymore, as `.reuse/dep5` is used instead - `reuse lint` makes it easy to ensure that copyright information of files like binary assets / images is always accurate and up to date To add copyright information of files that didn't have it I looked up who committed what and when, for each file. As yuzu contributors do not have to sign a CLA or similar I couldn't assume that copyright ownership was of the "yuzu Emulator Project", so I used the name and/or email of the commit author instead. [REUSE]: https://reuse.software Follow-up to 01cf05bc75b1e47beb08937439f3ed9339e7b254
* CI: fix cachingliushuyu2022-07-051-0/+1
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* cmake: Update FFmpeg to 4.3.1lat9nq2021-02-101-6/+2
| | | | | | | Download FFmpeg package version 4.3.1. Uses a file defined within the package to determine with DLLs to copy. Also corrects a submodule name.
* cmake: Revert FFmpeg 4.3.1 update for Windows buildsameerj2021-02-091-1/+1
| | | | The new 4.3.1 externals build seems to not be compatible with yuzu. This also fixes an oversight when renaming CMake variables.
* video_core: NVDEC Implementationameerj2020-10-271-0/+10
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>