R/Ryujinx.Graphics.Nvdec.Vp9/Types/Segmentation.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

71 lines
2.3 KiB
C#

using Ryujinx.Common.Memory;
using System.Diagnostics;
using System.Runtime.InteropServices;
namespace Ryujinx.Graphics.Nvdec.Vp9.Types
{
internal struct Segmentation
{
private static readonly int[] SegFeatureDataSigned = new int[] { 1, 1, 0, 0 };
private static readonly int[] SegFeatureDataMax = new int[] { QuantCommon.MaxQ, Vp9.LoopFilter.MaxLoopFilter, 3, 0 };
public bool Enabled;
public bool UpdateMap;
public byte UpdateData;
public byte AbsDelta;
public bool TemporalUpdate;
public Array8<Array4<short>> FeatureData;
public Array8<uint> FeatureMask;
public int AqAvOffset;
public static byte GetPredProbSegId(ref Array3<byte> segPredProbs, ref MacroBlockD xd)
{
return segPredProbs[xd.GetPredContextSegId()];
}
public void ClearAllSegFeatures()
{
MemoryMarshal.CreateSpan(ref FeatureData[0][0], 8 * 4).Fill(0);
MemoryMarshal.CreateSpan(ref FeatureMask[0], 8).Fill(0);
AqAvOffset = 0;
}
internal void EnableSegFeature(int segmentId, SegLvlFeatures featureId)
{
FeatureMask[segmentId] |= 1u << (int)featureId;
}
internal static int FeatureDataMax(SegLvlFeatures featureId)
{
return SegFeatureDataMax[(int)featureId];
}
internal static int IsSegFeatureSigned(SegLvlFeatures featureId)
{
return SegFeatureDataSigned[(int)featureId];
}
internal void SetSegData(int segmentId, SegLvlFeatures featureId, int segData)
{
Debug.Assert(segData <= SegFeatureDataMax[(int)featureId]);
if (segData < 0)
{
Debug.Assert(SegFeatureDataSigned[(int)featureId] != 0);
Debug.Assert(-segData <= SegFeatureDataMax[(int)featureId]);
}
FeatureData[segmentId][(int)featureId] = (short)segData;
}
internal int IsSegFeatureActive(int segmentId, SegLvlFeatures featureId)
{
return Enabled && (FeatureMask[segmentId] & (1 << (int)featureId)) != 0 ? 1 : 0;
}
internal short GetSegData(int segmentId, SegLvlFeatures featureId)
{
return FeatureData[segmentId][(int)featureId];
}
}
}