Implement VP9 loop filtering
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@@ -1,8 +1,10 @@
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using Ryujinx.Graphics.Nvdec.Vp9.Types;
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namespace Ryujinx.Graphics.Nvdec.Vp9
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{
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internal static class Constants
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{
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public const int Vp9InterpExtend = 4;
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public const int InterpExtend = 4;
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public const int MaxMbPlane = 3;
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@@ -25,6 +27,7 @@ namespace Ryujinx.Graphics.Nvdec.Vp9
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/* Segment Feature Masks */
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public const int MaxMvRefCandidates = 2;
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public const int IntraInterContexts = 4;
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public const int CompInterContexts = 5;
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public const int RefContexts = 5;
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@@ -32,12 +35,26 @@ namespace Ryujinx.Graphics.Nvdec.Vp9
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public const int EightTapSmooth = 1;
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public const int EightTapSharp = 2;
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public const int SwitchableFilters = 3; /* Number of switchable filters */
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public const int Bilinear = 3;
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public const int Switchable = 4; /* should be the last one */
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// The codec can operate in four possible inter prediction filter mode:
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// 8-tap, 8-tap-smooth, 8-tap-sharp, and switching between the three.
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public const int SwitchableFilterContexts = SwitchableFilters + 1;
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public const int Switchable = 4; /* Should be the last one */
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// Frame
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public const int RefsPerFrame = 3;
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public const int RefFramesLog2 = 3;
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public const int RefFrames = 1 << RefFramesLog2;
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// 1 scratch frame for the new frame, 3 for scaled references on the encoder.
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public const int FrameBuffers = RefFrames + 4;
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public const int FrameContextsLog2 = 2;
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public const int FrameContexts = 1 << FrameContextsLog2;
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public const int NumPingPongBuffers = 2;
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public const int Class0Bits = 1; /* bits at integer precision for class 0 */
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@@ -48,9 +65,9 @@ namespace Ryujinx.Graphics.Nvdec.Vp9
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public const int MvLow = -(1 << MvInUseBits);
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// Coefficient token alphabet
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public const int ZeroToken = 0; // 0 Extra Bits 0+0
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public const int OneToken = 1; // 1 Extra Bits 0+1
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public const int TwoToken = 2; // 2 Extra Bits 0+1
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public const int ZeroToken = 0; // 0 Extra Bits 0+0
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public const int OneToken = 1; // 1 Extra Bits 0+1
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public const int TwoToken = 2; // 2 Extra Bits 0+1
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public const int PivotNode = 2;
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@@ -65,5 +82,19 @@ namespace Ryujinx.Graphics.Nvdec.Vp9
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public const int SegmentAbsData = 1;
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public const int MaxSegments = 8;
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public const int PartitionTypes = (int)PartitionType.PartitionTypes;
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public const int PartitionPlOffset = 4; // Number of probability models per block size
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public const int PartitionContexts = 4 * PartitionPlOffset;
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public const int PlaneTypes = (int)PlaneType.PlaneTypes;
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public const int IntraModes = (int)PredictionMode.TmPred + 1;
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public const int InterModes = 1 + (int)PredictionMode.NewMv - (int)PredictionMode.NearestMv;
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public const int SkipContexts = 3;
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public const int InterModeContexts = 7;
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}
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}
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}
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