Ryujinx/Ryujinx.Graphics.Nvdec/Types/Vp9/BackwardUpdates.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

73 lines
2.9 KiB
C#

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