Fixes to H264 processing#1894
Conversation
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Wow, this also resolves crashes on game mode select in Wii Party U. Great work! |
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Just to check because this is a large change... but I'm having a hard time understanding what your changes do. Can you tell me what was exactly the thing that Cemu was doing but wasn't accurate. I also see that you disabled some intentional error catching to catch an invalid input. Is that just causing the game to continue playing instead of crashing intentionally due to this error catching. Does the game show the video properly? Can you run the game without disabling the assert? |
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Will update the PR with more comments and a bit of a clean up. |
…m/platform/external/libavc/+/23247c81421129686df32536ed9a15b0508acd39 . Changed H264DecBackendAVC to handle partial consumptions of buffers. Added debug functions to determine the type of nal unit. Always use IVD_DECODE_FRAME_OUT regardless of m_isBufferedMode
This fixes the NAL processing of h264 parser / decoder to consider 3 or 4 bytes.
I also commented a cemu_assert and change other into a log.
I used LLM in indentifying the underlying issue on NAL.
This allows Cod:Ghosts to go into the main menu.