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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>
25 lines
1,019 B
C#
25 lines
1,019 B
C#
using Ryujinx.Common.Memory;
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namespace Ryujinx.Graphics.Nvdec.Vp9.Types
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{
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// This structure holds bit masks for all 8x8 blocks in a 64x64 region.
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// Each 1 bit represents a position in which we want to apply the loop filter.
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// Left_ entries refer to whether we apply a filter on the border to the
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// left of the block. Above_ entries refer to whether or not to apply a
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// filter on the above border. Int_ entries refer to whether or not to
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// apply borders on the 4x4 edges within the 8x8 block that each bit
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// represents.
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// Since each transform is accompanied by a potentially different type of
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// loop filter there is a different entry in the array for each transform size.
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internal struct LoopFilterMask
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{
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public Array4<ulong> LeftY;
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public Array4<ulong> AboveY;
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public ulong Int4x4Y;
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public Array4<ushort> LeftUv;
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public Array4<ushort> AboveUv;
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public ushort Int4x4Uv;
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public Array64<byte> LflY;
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}
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}
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