mirror of
https://github.com/ryujinx-mirror/ryujinx.git
synced 2024-11-23 10:35:10 +00:00
4d02a2d2c0
* 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>
237 lines
7.5 KiB
C#
237 lines
7.5 KiB
C#
using System;
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using System.Buffers.Binary;
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using Ryujinx.Common.Memory;
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namespace Ryujinx.Graphics.Nvdec.Vp9.Dsp
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{
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internal struct Reader
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{
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private static readonly byte[] Norm = new byte[]
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{
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0, 7, 6, 6, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3,
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3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
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2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
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1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
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1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0
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};
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private const int BdValueSize = sizeof(ulong) * 8;
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// This is meant to be a large, positive constant that can still be efficiently
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// loaded as an immediate (on platforms like ARM, for example).
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// Even relatively modest values like 100 would work fine.
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private const int LotsOfBits = 0x40000000;
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public ulong Value;
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public uint Range;
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public int Count;
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private ArrayPtr<byte> _buffer;
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public bool Init(ArrayPtr<byte> buffer, int size)
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{
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if (size != 0 && buffer.IsNull)
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{
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return true;
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}
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else
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{
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_buffer = new ArrayPtr<byte>(ref buffer[0], size);
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Value = 0;
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Count = -8;
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Range = 255;
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Fill();
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return ReadBit() != 0; // Marker bit
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}
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}
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private void Fill()
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{
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ReadOnlySpan<byte> buffer = _buffer.ToSpan();
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ReadOnlySpan<byte> bufferStart = buffer;
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ulong value = Value;
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int count = Count;
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ulong bytesLeft = (ulong)buffer.Length;
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ulong bitsLeft = bytesLeft * 8;
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int shift = BdValueSize - 8 - (count + 8);
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if (bitsLeft > BdValueSize)
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{
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int bits = (shift & unchecked((int)0xfffffff8)) + 8;
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ulong nv;
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ulong bigEndianValues = BinaryPrimitives.ReadUInt64BigEndian(buffer);
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nv = bigEndianValues >> (BdValueSize - bits);
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count += bits;
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buffer = buffer.Slice(bits >> 3);
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value = Value | (nv << (shift & 0x7));
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}
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else
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{
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int bitsOver = shift + 8 - (int)bitsLeft;
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int loopEnd = 0;
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if (bitsOver >= 0)
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{
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count += LotsOfBits;
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loopEnd = bitsOver;
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}
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if (bitsOver < 0 || bitsLeft != 0)
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{
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while (shift >= loopEnd)
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{
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count += 8;
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value |= (ulong)buffer[0] << shift;
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buffer = buffer.Slice(1);
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shift -= 8;
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}
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}
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}
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// NOTE: Variable 'buffer' may not relate to '_buffer' after decryption,
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// so we increase '_buffer' by the amount that 'buffer' moved, rather than
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// assign 'buffer' to '_buffer'.
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_buffer = _buffer.Slice(bufferStart.Length - buffer.Length);
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Value = value;
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Count = count;
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}
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public bool HasError()
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{
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// Check if we have reached the end of the buffer.
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//
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// Variable 'count' stores the number of bits in the 'value' buffer, minus
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// 8. The top byte is part of the algorithm, and the remainder is buffered
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// to be shifted into it. So if count == 8, the top 16 bits of 'value' are
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// occupied, 8 for the algorithm and 8 in the buffer.
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//
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// When reading a byte from the user's buffer, count is filled with 8 and
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// one byte is filled into the value buffer. When we reach the end of the
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// data, count is additionally filled with LotsOfBits. So when
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// count == LotsOfBits - 1, the user's data has been exhausted.
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//
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// 1 if we have tried to decode bits after the end of stream was encountered.
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// 0 No error.
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return Count > BdValueSize && Count < LotsOfBits;
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}
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public int Read(int prob)
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{
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uint bit = 0;
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ulong value;
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ulong bigsplit;
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int count;
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uint range;
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uint split = (Range * (uint)prob + (256 - (uint)prob)) >> 8;
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if (Count < 0)
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{
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Fill();
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}
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value = Value;
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count = Count;
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bigsplit = (ulong)split << (BdValueSize - 8);
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range = split;
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if (value >= bigsplit)
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{
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range = Range - split;
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value -= bigsplit;
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bit = 1;
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}
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{
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int shift = Norm[range];
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range <<= shift;
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value <<= shift;
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count -= shift;
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}
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Value = value;
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Count = count;
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Range = range;
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return (int)bit;
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}
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public int ReadBit()
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{
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return Read(128); // vpx_prob_half
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}
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public int ReadLiteral(int bits)
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{
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int literal = 0, bit;
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for (bit = bits - 1; bit >= 0; bit--)
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{
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literal |= ReadBit() << bit;
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}
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return literal;
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}
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public int ReadTree(ReadOnlySpan<sbyte> tree, ReadOnlySpan<byte> probs)
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{
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sbyte i = 0;
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while ((i = tree[i + Read(probs[i >> 1])]) > 0)
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{
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continue;
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}
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return -i;
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}
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public int ReadBool(int prob, ref ulong value, ref int count, ref uint range)
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{
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uint split = (range * (uint)prob + (256 - (uint)prob)) >> 8;
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ulong bigsplit = (ulong)split << (BdValueSize - 8);
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if (count < 0)
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{
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Value = value;
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Count = count;
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Fill();
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value = Value;
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count = Count;
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}
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if (value >= bigsplit)
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{
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range = range - split;
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value = value - bigsplit;
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{
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int shift = Norm[range];
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range <<= shift;
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value <<= shift;
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count -= shift;
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}
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return 1;
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}
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range = split;
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{
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int shift = Norm[range];
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range <<= shift;
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value <<= shift;
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count -= shift;
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}
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return 0;
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}
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public ArrayPtr<byte> FindEnd()
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{
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// Find the end of the coded buffer
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while (Count > 8 && Count < BdValueSize)
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{
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Count -= 8;
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_buffer = _buffer.Slice(-1);
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}
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return _buffer;
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}
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}
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}
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