mirror of
https://github.com/Ryujinx/Ryujinx.git
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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>
72 lines
2.3 KiB
C#
72 lines
2.3 KiB
C#
using Ryujinx.Common.Memory;
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using System.Diagnostics;
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using System.Runtime.InteropServices;
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namespace Ryujinx.Graphics.Nvdec.Vp9.Types
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{
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internal struct Segmentation
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{
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private static readonly int[] SegFeatureDataSigned = new int[] { 1, 1, 0, 0 };
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private static readonly int[] SegFeatureDataMax = new int[] { QuantCommon.MaxQ, Vp9.LoopFilter.MaxLoopFilter, 3, 0 };
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public bool Enabled;
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public bool UpdateMap;
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public byte UpdateData;
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public byte AbsDelta;
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public bool TemporalUpdate;
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public Array8<Array4<short>> FeatureData;
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public Array8<uint> FeatureMask;
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public int AqAvOffset;
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public static byte GetPredProbSegId(ref Array3<byte> segPredProbs, ref MacroBlockD xd)
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{
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return segPredProbs[xd.GetPredContextSegId()];
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}
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public void ClearAllSegFeatures()
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{
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MemoryMarshal.CreateSpan(ref FeatureData[0][0], 8 * 4).Fill(0);
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MemoryMarshal.CreateSpan(ref FeatureMask[0], 8).Fill(0);
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AqAvOffset = 0;
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}
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internal void EnableSegFeature(int segmentId, SegLvlFeatures featureId)
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{
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FeatureMask[segmentId] |= 1u << (int)featureId;
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}
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internal static int FeatureDataMax(SegLvlFeatures featureId)
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{
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return SegFeatureDataMax[(int)featureId];
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}
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internal static int IsSegFeatureSigned(SegLvlFeatures featureId)
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{
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return SegFeatureDataSigned[(int)featureId];
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}
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internal void SetSegData(int segmentId, SegLvlFeatures featureId, int segData)
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{
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Debug.Assert(segData <= SegFeatureDataMax[(int)featureId]);
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if (segData < 0)
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{
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Debug.Assert(SegFeatureDataSigned[(int)featureId] != 0);
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Debug.Assert(-segData <= SegFeatureDataMax[(int)featureId]);
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}
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FeatureData[segmentId][(int)featureId] = (short)segData;
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}
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internal int IsSegFeatureActive(int segmentId, SegLvlFeatures featureId)
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{
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return Enabled && (FeatureMask[segmentId] & (1 << (int)featureId)) != 0 ? 1 : 0;
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}
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internal short GetSegData(int segmentId, SegLvlFeatures featureId)
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{
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return FeatureData[segmentId][(int)featureId];
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}
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}
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}
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