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Ryujinx/Ryujinx.Graphics.Vic/Blender.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

157 lines
6.3 KiB
C#

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;
}
}
}