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