New NVDEC and VIC implementation (#1384)
* Initial NVDEC and VIC implementation * Update FFmpeg.AutoGen to 4.3.0 * Add nvdec dependencies for Windows * Unify some VP9 structures * Rename VP9 structure fields * Improvements to Video API * XML docs for Common.Memory * Remove now unused or redundant overloads from MemoryAccessor * NVDEC UV surface read/write scalar paths * Add FIXME comments about hacky things/stuff that will need to be fixed in the future * Cleaned up VP9 memory allocation * Remove some debug logs * Rename some VP9 structs * Remove unused struct * No need to compile Ryujinx.Graphics.Host1x with unsafe anymore * Name AsyncWorkQueue threads to make debugging easier * Make Vp9PictureInfo a ref struct * LayoutConverter no longer needs the depth argument (broken by rebase) * Pooling of VP9 buffers, plus fix a memory leak on VP9 * Really wish VS could rename projects properly... * Address feedback * Remove using * Catch OperationCanceledException * Add licensing informations * Add THIRDPARTY.md to release too Co-authored-by: Thog <me@thog.eu>
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202 changed files with 20563 additions and 2567 deletions
157
Ryujinx.Graphics.Vic/Blender.cs
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157
Ryujinx.Graphics.Vic/Blender.cs
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using Ryujinx.Graphics.Vic.Image;
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using Ryujinx.Graphics.Vic.Types;
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using System;
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using System.Diagnostics;
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using System.Runtime.CompilerServices;
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using System.Runtime.Intrinsics;
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using System.Runtime.Intrinsics.X86;
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namespace Ryujinx.Graphics.Vic
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{
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static class Blender
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{
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public static void BlendOne(Surface dst, Surface src, ref SlotStruct slot)
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{
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if (Sse41.IsSupported && (dst.Width & 3) == 0)
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{
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BlendOneSse41(dst, src, ref slot);
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return;
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}
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for (int y = 0; y < dst.Height; y++)
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{
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for (int x = 0; x < dst.Width; x++)
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{
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int inR = src.GetR(x, y);
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int inG = src.GetG(x, y);
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int inB = src.GetB(x, y);
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MatrixMultiply(ref slot.ColorMatrixStruct, inR, inG, inB, out int r, out int g, out int b);
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r = Math.Clamp(r, slot.SlotConfig.SoftClampLow, slot.SlotConfig.SoftClampHigh);
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g = Math.Clamp(g, slot.SlotConfig.SoftClampLow, slot.SlotConfig.SoftClampHigh);
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b = Math.Clamp(b, slot.SlotConfig.SoftClampLow, slot.SlotConfig.SoftClampHigh);
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dst.SetR(x, y, (ushort)r);
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dst.SetG(x, y, (ushort)g);
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dst.SetB(x, y, (ushort)b);
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dst.SetA(x, y, src.GetA(x, y));
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}
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}
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}
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private unsafe static void BlendOneSse41(Surface dst, Surface src, ref SlotStruct slot)
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{
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Debug.Assert((dst.Width & 3) == 0);
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ref MatrixStruct mtx = ref slot.ColorMatrixStruct;
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int one = 1 << (mtx.MatrixRShift + 8);
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Vector128<int> col1 = Vector128.Create(mtx.MatrixCoeff00, mtx.MatrixCoeff10, mtx.MatrixCoeff20, 0);
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Vector128<int> col2 = Vector128.Create(mtx.MatrixCoeff01, mtx.MatrixCoeff11, mtx.MatrixCoeff21, 0);
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Vector128<int> col3 = Vector128.Create(mtx.MatrixCoeff02, mtx.MatrixCoeff12, mtx.MatrixCoeff22, one);
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Vector128<int> col4 = Vector128.Create(mtx.MatrixCoeff03, mtx.MatrixCoeff13, mtx.MatrixCoeff23, 0);
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Vector128<int> rShift = Vector128.CreateScalar(mtx.MatrixRShift);
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Vector128<ushort> clMin = Vector128.Create((ushort)slot.SlotConfig.SoftClampLow);
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Vector128<ushort> clMax = Vector128.Create((ushort)slot.SlotConfig.SoftClampHigh);
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fixed (Pixel* srcPtr = src.Data, dstPtr = dst.Data)
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{
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Pixel* ip = srcPtr;
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Pixel* op = dstPtr;
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for (int y = 0; y < dst.Height; y++, ip += src.Width, op += dst.Width)
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{
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for (int x = 0; x < dst.Width; x += 4)
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{
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Vector128<int> pixel1 = Sse41.ConvertToVector128Int32((ushort*)(ip + (uint)x));
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Vector128<int> pixel2 = Sse41.ConvertToVector128Int32((ushort*)(ip + (uint)x + 1));
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Vector128<int> pixel3 = Sse41.ConvertToVector128Int32((ushort*)(ip + (uint)x + 2));
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Vector128<int> pixel4 = Sse41.ConvertToVector128Int32((ushort*)(ip + (uint)x + 3));
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Vector128<ushort> pixel12, pixel34;
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if (mtx.MatrixEnable)
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{
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pixel12 = Sse41.PackUnsignedSaturate(
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MatrixMultiplySse41(pixel1, col1, col2, col3, col4, rShift),
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MatrixMultiplySse41(pixel2, col1, col2, col3, col4, rShift));
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pixel34 = Sse41.PackUnsignedSaturate(
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MatrixMultiplySse41(pixel3, col1, col2, col3, col4, rShift),
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MatrixMultiplySse41(pixel4, col1, col2, col3, col4, rShift));
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}
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else
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{
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pixel12 = Sse41.PackUnsignedSaturate(pixel1, pixel2);
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pixel34 = Sse41.PackUnsignedSaturate(pixel3, pixel4);
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}
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pixel12 = Sse41.Min(pixel12, clMax);
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pixel34 = Sse41.Min(pixel34, clMax);
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pixel12 = Sse41.Max(pixel12, clMin);
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pixel34 = Sse41.Max(pixel34, clMin);
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Sse2.Store((ushort*)(op + (uint)x + 0), pixel12);
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Sse2.Store((ushort*)(op + (uint)x + 2), pixel34);
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}
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}
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static void MatrixMultiply(ref MatrixStruct mtx, int x, int y, int z, out int r, out int g, out int b)
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{
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if (mtx.MatrixEnable)
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{
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r = x * mtx.MatrixCoeff00 + y * mtx.MatrixCoeff01 + z * mtx.MatrixCoeff02;
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g = x * mtx.MatrixCoeff10 + y * mtx.MatrixCoeff11 + z * mtx.MatrixCoeff12;
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b = x * mtx.MatrixCoeff20 + y * mtx.MatrixCoeff21 + z * mtx.MatrixCoeff22;
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r >>= mtx.MatrixRShift;
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g >>= mtx.MatrixRShift;
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b >>= mtx.MatrixRShift;
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r += mtx.MatrixCoeff03;
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g += mtx.MatrixCoeff13;
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b += mtx.MatrixCoeff23;
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r >>= 8;
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g >>= 8;
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b >>= 8;
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}
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else
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{
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r = x;
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g = y;
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b = z;
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}
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}
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private static Vector128<int> MatrixMultiplySse41(
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Vector128<int> pixel,
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Vector128<int> col1,
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Vector128<int> col2,
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Vector128<int> col3,
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Vector128<int> col4,
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Vector128<int> rShift)
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{
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Vector128<int> x = Sse2.Shuffle(pixel, 0);
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Vector128<int> y = Sse2.Shuffle(pixel, 0x55);
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Vector128<int> z = Sse2.Shuffle(pixel, 0xea);
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col1 = Sse41.MultiplyLow(col1, x);
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col2 = Sse41.MultiplyLow(col2, y);
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col3 = Sse41.MultiplyLow(col3, z);
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Vector128<int> res = Sse2.Add(col3, Sse2.Add(col1, col2));
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res = Sse2.ShiftRightArithmetic(res, rShift);
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res = Sse2.Add(res, col4);
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res = Sse2.ShiftRightArithmetic(res, 8);
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return res;
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}
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}
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}
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