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jinx/Ryujinx.Graphics.Vic/Types/SlotConfig.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

63 lines
3.1 KiB
C#

namespace Ryujinx.Graphics.Vic.Types
{
struct SlotConfig
{
private long _word0;
private long _word1;
private long _word2;
private long _word3;
private long _word4;
private long _word5;
private long _word6;
private long _word7;
public bool SlotEnable => _word0.Extract(0);
public bool DeNoise => _word0.Extract(1);
public bool AdvancedDenoise => _word0.Extract(2);
public bool CadenceDetect => _word0.Extract(3);
public bool MotionMap => _word0.Extract(4);
public bool MMapCombine => _word0.Extract(5);
public bool IsEven => _word0.Extract(6);
public bool ChromaEven => _word0.Extract(7);
public bool CurrentFieldEnable => _word0.Extract(8);
public bool PrevFieldEnable => _word0.Extract(9);
public bool NextFieldEnable => _word0.Extract(10);
public bool NextNrFieldEnable => _word0.Extract(11);
public bool CurMotionFieldEnable => _word0.Extract(12);
public bool PrevMotionFieldEnable => _word0.Extract(13);
public bool PpMotionFieldEnable => _word0.Extract(14);
public bool CombMotionFieldEnable => _word0.Extract(15);
public int FrameFormat => _word0.Extract(16, 4);
public int FilterLengthY => _word0.Extract(20, 2);
public int FilterLengthX => _word0.Extract(22, 2);
public int Panoramic => _word0.Extract(24, 12);
public int DetailFltClamp => _word0.Extract(58, 6);
public int FilterNoise => _word1.Extract(64, 10);
public int FilterDetail => _word1.Extract(74, 10);
public int ChromaNoise => _word1.Extract(84, 10);
public int ChromaDetail => _word1.Extract(94, 10);
public int DeinterlaceMode => _word1.Extract(104, 4);
public int MotionAccumWeight => _word1.Extract(108, 3);
public int NoiseIir => _word1.Extract(111, 11);
public int LightLevel => _word1.Extract(122, 4);
public int SoftClampLow => _word2.Extract(128, 10);
public int SoftClampHigh => _word2.Extract(138, 10);
public int PlanarAlpha => _word2.Extract(160, 10);
public bool ConstantAlpha => _word2.Extract(170);
public int StereoInterleave => _word2.Extract(171, 3);
public bool ClipEnabled => _word2.Extract(174);
public int ClearRectMask => _word2.Extract(175, 8);
public int DegammaMode => _word2.Extract(183, 2);
public bool DecompressEnable => _word2.Extract(186);
public int DecompressCtbCount => _word3.Extract(192, 8);
public int DecompressZbcColor => _word3.Extract(200, 32);
public int SourceRectLeft => _word4.Extract(256, 30);
public int SourceRectRight => _word4.Extract(288, 30);
public int SourceRectTop => _word5.Extract(320, 30);
public int SourceRectBottom => _word5.Extract(352, 30);
public int DstRectLeft => _word6.Extract(384, 14);
public int DstRectRight => _word6.Extract(400, 14);
public int DstRectTop => _word6.Extract(416, 14);
public int DstRectBottom => _word6.Extract(432, 14);
}
}