mirror of
https://github.com/Ryujinx/Ryujinx.git
synced 2024-12-27 09:59:33 +01:00
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>
36 lines
1.4 KiB
C#
36 lines
1.4 KiB
C#
using Ryujinx.Common.Memory;
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namespace Ryujinx.Graphics.Video
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{
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public struct Vp9EntropyProbs
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{
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public Array10<Array10<Array9<byte>>> KfYModeProb;
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public Array7<byte> SegTreeProb;
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public Array3<byte> SegPredProb;
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public Array10<Array9<byte>> KfUvModeProb;
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public Array4<Array9<byte>> YModeProb;
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public Array10<Array9<byte>> UvModeProb;
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public Array16<Array3<byte>> KfPartitionProb;
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public Array16<Array3<byte>> PartitionProb;
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public Array4<Array2<Array2<Array6<Array6<Array3<byte>>>>>> CoefProbs;
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public Array4<Array2<byte>> SwitchableInterpProb;
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public Array7<Array3<byte>> InterModeProb;
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public Array4<byte> IntraInterProb;
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public Array5<byte> CompInterProb;
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public Array5<Array2<byte>> SingleRefProb;
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public Array5<byte> CompRefProb;
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public Array2<Array3<byte>> Tx32x32Prob;
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public Array2<Array2<byte>> Tx16x16Prob;
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public Array2<Array1<byte>> Tx8x8Prob;
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public Array3<byte> SkipProb;
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public Array3<byte> Joints;
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public Array2<byte> Sign;
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public Array2<Array10<byte>> Classes;
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public Array2<Array1<byte>> Class0;
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public Array2<Array10<byte>> Bits;
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public Array2<Array2<Array3<byte>>> Class0Fp;
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public Array2<Array3<byte>> Fp;
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public Array2<byte> Class0Hp;
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public Array2<byte> Hp;
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}
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}
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