mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-12-26 13:56:41 +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>
25 lines
1 KiB
C#
25 lines
1 KiB
C#
namespace Ryujinx.Graphics.Vic.Types
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{
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struct MatrixStruct
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{
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private long _word0;
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private long _word1;
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private long _word2;
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private long _word3;
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public int MatrixCoeff00 => _word0.ExtractSx(0, 20);
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public int MatrixCoeff10 => _word0.ExtractSx(20, 20);
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public int MatrixCoeff20 => _word0.ExtractSx(40, 20);
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public int MatrixRShift => _word0.Extract(60, 4);
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public int MatrixCoeff01 => _word1.ExtractSx(64, 20);
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public int MatrixCoeff11 => _word1.ExtractSx(84, 20);
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public int MatrixCoeff21 => _word1.ExtractSx(104, 20);
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public bool MatrixEnable => _word1.Extract(127);
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public int MatrixCoeff02 => _word2.ExtractSx(128, 20);
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public int MatrixCoeff12 => _word2.ExtractSx(148, 20);
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public int MatrixCoeff22 => _word2.ExtractSx(168, 20);
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public int MatrixCoeff03 => _word3.ExtractSx(192, 20);
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public int MatrixCoeff13 => _word3.ExtractSx(212, 20);
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public int MatrixCoeff23 => _word3.ExtractSx(232, 20);
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}
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}
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