mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-23 11:11:22 -08:00
4d02a2d2c0
* 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>
33 lines
1.2 KiB
C#
33 lines
1.2 KiB
C#
using Ryujinx.Common.Memory;
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namespace Ryujinx.Graphics.Video
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{
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public struct Vp9BackwardUpdates
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{
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public Array4<Array10<uint>> YMode;
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public Array10<Array10<uint>> UvMode;
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public Array16<Array4<uint>> Partition;
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public Array4<Array2<Array2<Array6<Array6<Array4<uint>>>>>> Coef;
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public Array4<Array2<Array2<Array6<Array6<uint>>>>> EobBranch;
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public Array4<Array3<uint>> SwitchableInterp;
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public Array7<Array4<uint>> InterMode;
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public Array4<Array2<uint>> IntraInter;
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public Array5<Array2<uint>> CompInter;
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public Array5<Array2<Array2<uint>>> SingleRef;
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public Array5<Array2<uint>> CompRef;
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public Array2<Array4<uint>> Tx32x32;
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public Array2<Array3<uint>> Tx16x16;
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public Array2<Array2<uint>> Tx8x8;
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public Array3<Array2<uint>> Skip;
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public Array4<uint> Joints;
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public Array2<Array2<uint>> Sign;
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public Array2<Array11<uint>> Classes;
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public Array2<Array2<uint>> Class0;
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public Array2<Array10<Array2<uint>>> Bits;
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public Array2<Array2<Array4<uint>>> Class0Fp;
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public Array2<Array4<uint>> Fp;
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public Array2<Array2<uint>> Class0Hp;
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public Array2<Array2<uint>> Hp;
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}
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}
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