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authorgdkchan <gab.dark.100@gmail.com>2020-07-12 00:07:01 -0300
committerGitHub <noreply@github.com>2020-07-12 05:07:01 +0200
commit4d02a2d2c0451b4de1f6de3bbce54c457cacebe2 (patch)
tree120fe4fb8cfa1ac1c6ef4c97d92be47e955e8c0f /Ryujinx.Graphics.Texture
parent38b26cf4242999fa7d8c550993ac0940cd03d55f (diff)
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>
Diffstat (limited to 'Ryujinx.Graphics.Texture')
-rw-r--r--Ryujinx.Graphics.Texture/LayoutConverter.cs168
-rw-r--r--Ryujinx.Graphics.Texture/OffsetCalculator.cs13
2 files changed, 181 insertions, 0 deletions
diff --git a/Ryujinx.Graphics.Texture/LayoutConverter.cs b/Ryujinx.Graphics.Texture/LayoutConverter.cs
index 2ad57d59..ed046fb5 100644
--- a/Ryujinx.Graphics.Texture/LayoutConverter.cs
+++ b/Ryujinx.Graphics.Texture/LayoutConverter.cs
@@ -9,6 +9,90 @@ namespace Ryujinx.Graphics.Texture
{
private const int HostStrideAlignment = 4;
+ public static void ConvertBlockLinearToLinear(
+ Span<byte> dst,
+ int width,
+ int height,
+ int stride,
+ int bytesPerPixel,
+ int gobBlocksInY,
+ ReadOnlySpan<byte> data)
+ {
+ int gobHeight = gobBlocksInY * GobHeight;
+
+ int strideTrunc = BitUtils.AlignDown(width * bytesPerPixel, 16);
+ int strideTrunc64 = BitUtils.AlignDown(width * bytesPerPixel, 64);
+
+ int xStart = strideTrunc / bytesPerPixel;
+
+ int outStrideGap = stride - width * bytesPerPixel;
+
+ int alignment = GobStride / bytesPerPixel;
+
+ int wAligned = BitUtils.AlignUp(width, alignment);
+
+ BlockLinearLayout layoutConverter = new BlockLinearLayout(wAligned, height, gobBlocksInY, 1, bytesPerPixel);
+
+ unsafe bool Convert<T>(Span<byte> output, ReadOnlySpan<byte> data) where T : unmanaged
+ {
+ fixed (byte* outputPtr = output, dataPtr = data)
+ {
+ byte* outPtr = outputPtr;
+
+ for (int y = 0; y < height; y++)
+ {
+ layoutConverter.SetY(y);
+
+ for (int x = 0; x < strideTrunc64; x += 64, outPtr += 64)
+ {
+ byte* offset = dataPtr + layoutConverter.GetOffsetWithLineOffset64(x);
+ byte* offset2 = offset + 0x20;
+ byte* offset3 = offset + 0x100;
+ byte* offset4 = offset + 0x120;
+
+ Vector128<byte> value = *(Vector128<byte>*)offset;
+ Vector128<byte> value2 = *(Vector128<byte>*)offset2;
+ Vector128<byte> value3 = *(Vector128<byte>*)offset3;
+ Vector128<byte> value4 = *(Vector128<byte>*)offset4;
+
+ *(Vector128<byte>*)outPtr = value;
+ *(Vector128<byte>*)(outPtr + 16) = value2;
+ *(Vector128<byte>*)(outPtr + 32) = value3;
+ *(Vector128<byte>*)(outPtr + 48) = value4;
+ }
+
+ for (int x = strideTrunc64; x < strideTrunc; x += 16, outPtr += 16)
+ {
+ byte* offset = dataPtr + layoutConverter.GetOffsetWithLineOffset16(x);
+
+ *(Vector128<byte>*)outPtr = *(Vector128<byte>*)offset;
+ }
+
+ for (int x = xStart; x < width; x++, outPtr += bytesPerPixel)
+ {
+ byte* offset = dataPtr + layoutConverter.GetOffset(x);
+
+ *(T*)outPtr = *(T*)offset;
+ }
+
+ outPtr += outStrideGap;
+ }
+ }
+ return true;
+ }
+
+ bool _ = bytesPerPixel switch
+ {
+ 1 => Convert<byte>(dst, data),
+ 2 => Convert<ushort>(dst, data),
+ 4 => Convert<uint>(dst, data),
+ 8 => Convert<ulong>(dst, data),
+ 12 => Convert<Bpp12Pixel>(dst, data),
+ 16 => Convert<Vector128<byte>>(dst, data),
+ _ => throw new NotSupportedException($"Unable to convert ${bytesPerPixel} bpp pixel format.")
+ };
+ }
+
public static Span<byte> ConvertBlockLinearToLinear(
int width,
int height,
@@ -190,6 +274,90 @@ namespace Ryujinx.Graphics.Texture
return output;
}
+ public static void ConvertLinearToBlockLinear(
+ Span<byte> dst,
+ int width,
+ int height,
+ int stride,
+ int bytesPerPixel,
+ int gobBlocksInY,
+ ReadOnlySpan<byte> data)
+ {
+ int gobHeight = gobBlocksInY * GobHeight;
+
+ int strideTrunc = BitUtils.AlignDown(width * bytesPerPixel, 16);
+ int strideTrunc64 = BitUtils.AlignDown(width * bytesPerPixel, 64);
+
+ int xStart = strideTrunc / bytesPerPixel;
+
+ int inStrideGap = stride - width * bytesPerPixel;
+
+ int alignment = GobStride / bytesPerPixel;
+
+ int wAligned = BitUtils.AlignUp(width, alignment);
+
+ BlockLinearLayout layoutConverter = new BlockLinearLayout(wAligned, height, gobBlocksInY, 1, bytesPerPixel);
+
+ unsafe bool Convert<T>(Span<byte> output, ReadOnlySpan<byte> data) where T : unmanaged
+ {
+ fixed (byte* outputPtr = output, dataPtr = data)
+ {
+ byte* inPtr = dataPtr;
+
+ for (int y = 0; y < height; y++)
+ {
+ layoutConverter.SetY(y);
+
+ for (int x = 0; x < strideTrunc64; x += 64, inPtr += 64)
+ {
+ byte* offset = outputPtr + layoutConverter.GetOffsetWithLineOffset64(x);
+ byte* offset2 = offset + 0x20;
+ byte* offset3 = offset + 0x100;
+ byte* offset4 = offset + 0x120;
+
+ Vector128<byte> value = *(Vector128<byte>*)inPtr;
+ Vector128<byte> value2 = *(Vector128<byte>*)(inPtr + 16);
+ Vector128<byte> value3 = *(Vector128<byte>*)(inPtr + 32);
+ Vector128<byte> value4 = *(Vector128<byte>*)(inPtr + 48);
+
+ *(Vector128<byte>*)offset = value;
+ *(Vector128<byte>*)offset2 = value2;
+ *(Vector128<byte>*)offset3 = value3;
+ *(Vector128<byte>*)offset4 = value4;
+ }
+
+ for (int x = strideTrunc64; x < strideTrunc; x += 16, inPtr += 16)
+ {
+ byte* offset = outputPtr + layoutConverter.GetOffsetWithLineOffset16(x);
+
+ *(Vector128<byte>*)offset = *(Vector128<byte>*)inPtr;
+ }
+
+ for (int x = xStart; x < width; x++, inPtr += bytesPerPixel)
+ {
+ byte* offset = outputPtr + layoutConverter.GetOffset(x);
+
+ *(T*)offset = *(T*)inPtr;
+ }
+
+ inPtr += inStrideGap;
+ }
+ }
+ return true;
+ }
+
+ bool _ = bytesPerPixel switch
+ {
+ 1 => Convert<byte>(dst, data),
+ 2 => Convert<ushort>(dst, data),
+ 4 => Convert<uint>(dst, data),
+ 8 => Convert<ulong>(dst, data),
+ 12 => Convert<Bpp12Pixel>(dst, data),
+ 16 => Convert<Vector128<byte>>(dst, data),
+ _ => throw new NotSupportedException($"Unable to convert ${bytesPerPixel} bpp pixel format.")
+ };
+ }
+
public static Span<byte> ConvertLinearToBlockLinear(
int width,
int height,
diff --git a/Ryujinx.Graphics.Texture/OffsetCalculator.cs b/Ryujinx.Graphics.Texture/OffsetCalculator.cs
index 6d283954..dd4b6e7f 100644
--- a/Ryujinx.Graphics.Texture/OffsetCalculator.cs
+++ b/Ryujinx.Graphics.Texture/OffsetCalculator.cs
@@ -94,6 +94,19 @@ namespace Ryujinx.Graphics.Texture
}
}
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ public int GetOffsetWithLineOffset64(int x)
+ {
+ if (_isLinear)
+ {
+ return x + _yPart;
+ }
+ else
+ {
+ return _layoutConverter.GetOffsetWithLineOffset64(x);
+ }
+ }
+
public (int offset, int size) GetRectangleRange(int x, int y, int width, int height)
{
if (_isLinear)