mirror of
https://github.com/Ryujinx/Ryujinx.git
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* 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>
71 lines
2.4 KiB
C#
71 lines
2.4 KiB
C#
using Ryujinx.Graphics.Nvdec.Vp9.Types;
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namespace Ryujinx.Graphics.Nvdec.Vp9
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{
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internal static class Constants
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{
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public const int Vp9InterpExtend = 4;
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public const int MaxMbPlane = 3;
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public const int None = -1;
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public const int IntraFrame = 0;
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public const int LastFrame = 1;
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public const int GoldenFrame = 2;
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public const int AltRefFrame = 3;
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public const int MaxRefFrames = 4;
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public const int MiSizeLog2 = 3;
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public const int MiBlockSizeLog2 = 6 - MiSizeLog2; // 64 = 2^6
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public const int MiSize = 1 << MiSizeLog2; // pixels per mi-unit
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public const int MiBlockSize = 1 << MiBlockSizeLog2; // mi-units per max block
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public const int MiMask = MiBlockSize - 1;
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public const int PartitionPloffset = 4; // number of probability models per block size
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/* Segment Feature Masks */
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public const int MaxMvRefCandidates = 2;
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public const int CompInterContexts = 5;
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public const int RefContexts = 5;
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public const int EightTap = 0;
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public const int EightTapSmooth = 1;
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public const int EightTapSharp = 2;
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public const int SwitchableFilters = 3; /* Number of switchable filters */
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public const int Bilinear = 3;
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public const int Switchable = 4; /* should be the last one */
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// Frame
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public const int RefsPerFrame = 3;
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public const int NumPingPongBuffers = 2;
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public const int Class0Bits = 1; /* bits at integer precision for class 0 */
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public const int Class0Size = 1 << Class0Bits;
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public const int MvInUseBits = 14;
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public const int MvUpp = (1 << MvInUseBits) - 1;
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public const int MvLow = -(1 << MvInUseBits);
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// Coefficient token alphabet
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public const int ZeroToken = 0; // 0 Extra Bits 0+0
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public const int OneToken = 1; // 1 Extra Bits 0+1
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public const int TwoToken = 2; // 2 Extra Bits 0+1
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public const int PivotNode = 2;
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public const int Cat1MinVal = 5;
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public const int Cat2MinVal = 7;
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public const int Cat3MinVal = 11;
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public const int Cat4MinVal = 19;
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public const int Cat5MinVal = 35;
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public const int Cat6MinVal = 67;
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public const int EobModelToken = 3;
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public const int SegmentAbsData = 1;
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public const int MaxSegments = 8;
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}
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}
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