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>
This commit is contained in:
gdkchan 2020-07-12 00:07:01 -03:00 committed by GitHub
parent 38b26cf424
commit 4d02a2d2c0
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
202 changed files with 20563 additions and 2567 deletions

View file

@ -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,

View file

@ -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)