Ryujinx/Ryujinx.Graphics.Nvdec.Vp9/Types/LoopFilterMask.cs
gdkchan 4d02a2d2c0
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>
2020-07-12 05:07:01 +02:00

25 lines
1,019 B
C#

using Ryujinx.Common.Memory;
namespace Ryujinx.Graphics.Nvdec.Vp9.Types
{
// This structure holds bit masks for all 8x8 blocks in a 64x64 region.
// Each 1 bit represents a position in which we want to apply the loop filter.
// Left_ entries refer to whether we apply a filter on the border to the
// left of the block. Above_ entries refer to whether or not to apply a
// filter on the above border. Int_ entries refer to whether or not to
// apply borders on the 4x4 edges within the 8x8 block that each bit
// represents.
// Since each transform is accompanied by a potentially different type of
// loop filter there is a different entry in the array for each transform size.
internal struct LoopFilterMask
{
public Array4<ulong> LeftY;
public Array4<ulong> AboveY;
public ulong Int4x4Y;
public Array4<ushort> LeftUv;
public Array4<ushort> AboveUv;
public ushort Int4x4Uv;
public Array64<byte> LflY;
}
}