RyuKen/Ryujinx.Graphics.Nvdec/Image/SurfaceReader.cs
gdkchan 4d02a2d2c0
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>
2020-07-12 05:07:01 +02:00

133 lines
5.3 KiB
C#

using Ryujinx.Common;
using Ryujinx.Graphics.Gpu.Memory;
using Ryujinx.Graphics.Texture;
using Ryujinx.Graphics.Video;
using System;
using System.Runtime.Intrinsics;
using System.Runtime.Intrinsics.X86;
using static Ryujinx.Graphics.Nvdec.Image.SurfaceCommon;
namespace Ryujinx.Graphics.Nvdec.Image
{
static class SurfaceReader
{
public static void Read(MemoryManager gmm, ISurface surface, uint lumaOffset, uint chromaOffset)
{
int width = surface.Width;
int height = surface.Height;
int stride = surface.Stride;
ReadOnlySpan<byte> luma = gmm.DeviceGetSpan(lumaOffset, GetBlockLinearSize(width, height, 1));
ReadLuma(surface.YPlane.AsSpan(), luma, stride, width, height);
int uvWidth = surface.UvWidth;
int uvHeight = surface.UvHeight;
int uvStride = surface.UvStride;
ReadOnlySpan<byte> chroma = gmm.DeviceGetSpan(chromaOffset, GetBlockLinearSize(uvWidth, uvHeight, 2));
ReadChroma(surface.UPlane.AsSpan(), surface.VPlane.AsSpan(), chroma, uvStride, uvWidth, uvHeight);
}
private static void ReadLuma(Span<byte> dst, ReadOnlySpan<byte> src, int dstStride, int width, int height)
{
LayoutConverter.ConvertBlockLinearToLinear(dst, width, height, dstStride, 1, 2, src);
}
private unsafe static void ReadChroma(
Span<byte> dstU,
Span<byte> dstV,
ReadOnlySpan<byte> src,
int dstStride,
int width,
int height)
{
OffsetCalculator calc = new OffsetCalculator(width, height, 0, false, 2, 2);
if (Sse2.IsSupported)
{
int strideTrunc64 = BitUtils.AlignDown(width * 2, 64);
int outStrideGap = dstStride - width;
fixed (byte* dstUPtr = dstU, dstVPtr = dstV, dataPtr = src)
{
byte* uPtr = dstUPtr;
byte* vPtr = dstVPtr;
for (int y = 0; y < height; y++)
{
calc.SetY(y);
for (int x = 0; x < strideTrunc64; x += 64, uPtr += 32, vPtr += 32)
{
byte* offset = dataPtr + calc.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> u00 = Sse2.UnpackLow(value, value2);
Vector128<byte> v00 = Sse2.UnpackHigh(value, value2);
Vector128<byte> u01 = Sse2.UnpackLow(value3, value4);
Vector128<byte> v01 = Sse2.UnpackHigh(value3, value4);
Vector128<byte> u10 = Sse2.UnpackLow(u00, v00);
Vector128<byte> v10 = Sse2.UnpackHigh(u00, v00);
Vector128<byte> u11 = Sse2.UnpackLow(u01, v01);
Vector128<byte> v11 = Sse2.UnpackHigh(u01, v01);
Vector128<byte> u20 = Sse2.UnpackLow(u10, v10);
Vector128<byte> v20 = Sse2.UnpackHigh(u10, v10);
Vector128<byte> u21 = Sse2.UnpackLow(u11, v11);
Vector128<byte> v21 = Sse2.UnpackHigh(u11, v11);
Vector128<byte> u30 = Sse2.UnpackLow(u20, v20);
Vector128<byte> v30 = Sse2.UnpackHigh(u20, v20);
Vector128<byte> u31 = Sse2.UnpackLow(u21, v21);
Vector128<byte> v31 = Sse2.UnpackHigh(u21, v21);
*(Vector128<byte>*)uPtr = u30;
*(Vector128<byte>*)(uPtr + 16) = u31;
*(Vector128<byte>*)vPtr = v30;
*(Vector128<byte>*)(vPtr + 16) = v31;
}
for (int x = strideTrunc64 / 2; x < width; x++, uPtr++, vPtr++)
{
byte* offset = dataPtr + calc.GetOffset(x);
*uPtr = *offset;
*vPtr = *(offset + 1);
}
uPtr += outStrideGap;
vPtr += outStrideGap;
}
}
}
else
{
for (int y = 0; y < height; y++)
{
int dstBaseOffset = y * dstStride;
calc.SetY(y);
for (int x = 0; x < width; x++)
{
int srcOffset = calc.GetOffset(x);
dstU[dstBaseOffset + x] = src[srcOffset];
dstV[dstBaseOffset + x] = src[srcOffset + 1];
}
}
}
}
}
}