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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.Vic/Blender.cs
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.Vic/Blender.cs')
-rw-r--r--Ryujinx.Graphics.Vic/Blender.cs157
1 files changed, 157 insertions, 0 deletions
diff --git a/Ryujinx.Graphics.Vic/Blender.cs b/Ryujinx.Graphics.Vic/Blender.cs
new file mode 100644
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+++ b/Ryujinx.Graphics.Vic/Blender.cs
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+using Ryujinx.Graphics.Vic.Image;
+using Ryujinx.Graphics.Vic.Types;
+using System;
+using System.Diagnostics;
+using System.Runtime.CompilerServices;
+using System.Runtime.Intrinsics;
+using System.Runtime.Intrinsics.X86;
+
+namespace Ryujinx.Graphics.Vic
+{
+ static class Blender
+ {
+ public static void BlendOne(Surface dst, Surface src, ref SlotStruct slot)
+ {
+ if (Sse41.IsSupported && (dst.Width & 3) == 0)
+ {
+ BlendOneSse41(dst, src, ref slot);
+ return;
+ }
+
+ for (int y = 0; y < dst.Height; y++)
+ {
+ for (int x = 0; x < dst.Width; x++)
+ {
+ int inR = src.GetR(x, y);
+ int inG = src.GetG(x, y);
+ int inB = src.GetB(x, y);
+
+ MatrixMultiply(ref slot.ColorMatrixStruct, inR, inG, inB, out int r, out int g, out int b);
+
+ r = Math.Clamp(r, slot.SlotConfig.SoftClampLow, slot.SlotConfig.SoftClampHigh);
+ g = Math.Clamp(g, slot.SlotConfig.SoftClampLow, slot.SlotConfig.SoftClampHigh);
+ b = Math.Clamp(b, slot.SlotConfig.SoftClampLow, slot.SlotConfig.SoftClampHigh);
+
+ dst.SetR(x, y, (ushort)r);
+ dst.SetG(x, y, (ushort)g);
+ dst.SetB(x, y, (ushort)b);
+ dst.SetA(x, y, src.GetA(x, y));
+ }
+ }
+ }
+
+ private unsafe static void BlendOneSse41(Surface dst, Surface src, ref SlotStruct slot)
+ {
+ Debug.Assert((dst.Width & 3) == 0);
+
+ ref MatrixStruct mtx = ref slot.ColorMatrixStruct;
+
+ int one = 1 << (mtx.MatrixRShift + 8);
+
+ Vector128<int> col1 = Vector128.Create(mtx.MatrixCoeff00, mtx.MatrixCoeff10, mtx.MatrixCoeff20, 0);
+ Vector128<int> col2 = Vector128.Create(mtx.MatrixCoeff01, mtx.MatrixCoeff11, mtx.MatrixCoeff21, 0);
+ Vector128<int> col3 = Vector128.Create(mtx.MatrixCoeff02, mtx.MatrixCoeff12, mtx.MatrixCoeff22, one);
+ Vector128<int> col4 = Vector128.Create(mtx.MatrixCoeff03, mtx.MatrixCoeff13, mtx.MatrixCoeff23, 0);
+ Vector128<int> rShift = Vector128.CreateScalar(mtx.MatrixRShift);
+ Vector128<ushort> clMin = Vector128.Create((ushort)slot.SlotConfig.SoftClampLow);
+ Vector128<ushort> clMax = Vector128.Create((ushort)slot.SlotConfig.SoftClampHigh);
+
+ fixed (Pixel* srcPtr = src.Data, dstPtr = dst.Data)
+ {
+ Pixel* ip = srcPtr;
+ Pixel* op = dstPtr;
+
+ for (int y = 0; y < dst.Height; y++, ip += src.Width, op += dst.Width)
+ {
+ for (int x = 0; x < dst.Width; x += 4)
+ {
+ Vector128<int> pixel1 = Sse41.ConvertToVector128Int32((ushort*)(ip + (uint)x));
+ Vector128<int> pixel2 = Sse41.ConvertToVector128Int32((ushort*)(ip + (uint)x + 1));
+ Vector128<int> pixel3 = Sse41.ConvertToVector128Int32((ushort*)(ip + (uint)x + 2));
+ Vector128<int> pixel4 = Sse41.ConvertToVector128Int32((ushort*)(ip + (uint)x + 3));
+
+ Vector128<ushort> pixel12, pixel34;
+
+ if (mtx.MatrixEnable)
+ {
+ pixel12 = Sse41.PackUnsignedSaturate(
+ MatrixMultiplySse41(pixel1, col1, col2, col3, col4, rShift),
+ MatrixMultiplySse41(pixel2, col1, col2, col3, col4, rShift));
+ pixel34 = Sse41.PackUnsignedSaturate(
+ MatrixMultiplySse41(pixel3, col1, col2, col3, col4, rShift),
+ MatrixMultiplySse41(pixel4, col1, col2, col3, col4, rShift));
+ }
+ else
+ {
+ pixel12 = Sse41.PackUnsignedSaturate(pixel1, pixel2);
+ pixel34 = Sse41.PackUnsignedSaturate(pixel3, pixel4);
+ }
+
+ pixel12 = Sse41.Min(pixel12, clMax);
+ pixel34 = Sse41.Min(pixel34, clMax);
+ pixel12 = Sse41.Max(pixel12, clMin);
+ pixel34 = Sse41.Max(pixel34, clMin);
+
+ Sse2.Store((ushort*)(op + (uint)x + 0), pixel12);
+ Sse2.Store((ushort*)(op + (uint)x + 2), pixel34);
+ }
+ }
+ }
+ }
+
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ private static void MatrixMultiply(ref MatrixStruct mtx, int x, int y, int z, out int r, out int g, out int b)
+ {
+ if (mtx.MatrixEnable)
+ {
+ r = x * mtx.MatrixCoeff00 + y * mtx.MatrixCoeff01 + z * mtx.MatrixCoeff02;
+ g = x * mtx.MatrixCoeff10 + y * mtx.MatrixCoeff11 + z * mtx.MatrixCoeff12;
+ b = x * mtx.MatrixCoeff20 + y * mtx.MatrixCoeff21 + z * mtx.MatrixCoeff22;
+
+ r >>= mtx.MatrixRShift;
+ g >>= mtx.MatrixRShift;
+ b >>= mtx.MatrixRShift;
+
+ r += mtx.MatrixCoeff03;
+ g += mtx.MatrixCoeff13;
+ b += mtx.MatrixCoeff23;
+
+ r >>= 8;
+ g >>= 8;
+ b >>= 8;
+ }
+ else
+ {
+ r = x;
+ g = y;
+ b = z;
+ }
+ }
+
+ [MethodImpl(MethodImplOptions.AggressiveInlining)]
+ private static Vector128<int> MatrixMultiplySse41(
+ Vector128<int> pixel,
+ Vector128<int> col1,
+ Vector128<int> col2,
+ Vector128<int> col3,
+ Vector128<int> col4,
+ Vector128<int> rShift)
+ {
+ Vector128<int> x = Sse2.Shuffle(pixel, 0);
+ Vector128<int> y = Sse2.Shuffle(pixel, 0x55);
+ Vector128<int> z = Sse2.Shuffle(pixel, 0xea);
+
+ col1 = Sse41.MultiplyLow(col1, x);
+ col2 = Sse41.MultiplyLow(col2, y);
+ col3 = Sse41.MultiplyLow(col3, z);
+
+ Vector128<int> res = Sse2.Add(col3, Sse2.Add(col1, col2));
+
+ res = Sse2.ShiftRightArithmetic(res, rShift);
+ res = Sse2.Add(res, col4);
+ res = Sse2.ShiftRightArithmetic(res, 8);
+
+ return res;
+ }
+ }
+}