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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
2.9 KiB
C#
72 lines
2.9 KiB
C#
using Ryujinx.Common.Memory;
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using Ryujinx.Graphics.Video;
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namespace Ryujinx.Graphics.Nvdec.Types.Vp9
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{
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struct BackwardUpdates
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{
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public Array7<Array3<Array2<uint>>> InterModeCounts;
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public Array4<Array10<uint>> YModeCounts;
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public Array10<Array10<uint>> UvModeCounts;
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public Array16<Array4<uint>> PartitionCounts;
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public Array4<Array3<uint>> SwitchableInterpsCount;
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public Array4<Array2<uint>> IntraInterCount;
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public Array5<Array2<uint>> CompInterCount;
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public Array5<Array2<Array2<uint>>> SingleRefCount;
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public Array5<Array2<uint>> CompRefCount;
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public Array2<Array4<uint>> Tx32x32;
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public Array2<Array3<uint>> Tx16x16;
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public Array2<Array2<uint>> Tx8x8;
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public Array3<Array2<uint>> MbSkipCount;
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public Array4<uint> Joints;
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public Array2<Array2<uint>> Sign;
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public Array2<Array11<uint>> Classes;
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public Array2<Array2<uint>> Class0;
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public Array2<Array10<Array2<uint>>> Bits;
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public Array2<Array2<Array4<uint>>> Class0Fp;
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public Array2<Array4<uint>> Fp;
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public Array2<Array2<uint>> Class0Hp;
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public Array2<Array2<uint>> Hp;
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public Array4<Array2<Array2<Array6<Array6<Array4<uint>>>>>> CoefCounts;
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public Array4<Array2<Array2<Array6<Array6<uint>>>>> EobCounts;
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public BackwardUpdates(ref Vp9BackwardUpdates counts)
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{
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InterModeCounts = new Array7<Array3<Array2<uint>>>();
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for (int i = 0; i < 7; i++)
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{
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InterModeCounts[i][0][0] = counts.InterMode[i][2];
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InterModeCounts[i][0][1] = counts.InterMode[i][0] + counts.InterMode[i][1] + counts.InterMode[i][3];
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InterModeCounts[i][1][0] = counts.InterMode[i][0];
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InterModeCounts[i][1][1] = counts.InterMode[i][1] + counts.InterMode[i][3];
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InterModeCounts[i][2][0] = counts.InterMode[i][1];
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InterModeCounts[i][2][1] = counts.InterMode[i][3];
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}
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YModeCounts = counts.YMode;
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UvModeCounts = counts.UvMode;
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PartitionCounts = counts.Partition;
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SwitchableInterpsCount = counts.SwitchableInterp;
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IntraInterCount = counts.IntraInter;
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CompInterCount = counts.CompInter;
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SingleRefCount = counts.SingleRef;
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CompRefCount = counts.CompRef;
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Tx32x32 = counts.Tx32x32;
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Tx16x16 = counts.Tx16x16;
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Tx8x8 = counts.Tx8x8;
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MbSkipCount = counts.Skip;
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Joints = counts.Joints;
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Sign = counts.Sign;
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Classes = counts.Classes;
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Class0 = counts.Class0;
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Bits = counts.Bits;
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Class0Fp = counts.Class0Fp;
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Fp = counts.Fp;
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Class0Hp = counts.Class0Hp;
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Hp = counts.Hp;
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CoefCounts = counts.Coef;
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EobCounts = counts.EobBranch;
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}
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}
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}
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