mirror of
https://github.com/GreemDev/Ryujinx
synced 2024-11-22 09:53:35 +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>
63 lines
3.1 KiB
C#
63 lines
3.1 KiB
C#
namespace Ryujinx.Graphics.Vic.Types
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{
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struct SlotConfig
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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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private long _word4;
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private long _word5;
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private long _word6;
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private long _word7;
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public bool SlotEnable => _word0.Extract(0);
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public bool DeNoise => _word0.Extract(1);
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public bool AdvancedDenoise => _word0.Extract(2);
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public bool CadenceDetect => _word0.Extract(3);
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public bool MotionMap => _word0.Extract(4);
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public bool MMapCombine => _word0.Extract(5);
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public bool IsEven => _word0.Extract(6);
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public bool ChromaEven => _word0.Extract(7);
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public bool CurrentFieldEnable => _word0.Extract(8);
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public bool PrevFieldEnable => _word0.Extract(9);
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public bool NextFieldEnable => _word0.Extract(10);
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public bool NextNrFieldEnable => _word0.Extract(11);
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public bool CurMotionFieldEnable => _word0.Extract(12);
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public bool PrevMotionFieldEnable => _word0.Extract(13);
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public bool PpMotionFieldEnable => _word0.Extract(14);
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public bool CombMotionFieldEnable => _word0.Extract(15);
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public int FrameFormat => _word0.Extract(16, 4);
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public int FilterLengthY => _word0.Extract(20, 2);
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public int FilterLengthX => _word0.Extract(22, 2);
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public int Panoramic => _word0.Extract(24, 12);
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public int DetailFltClamp => _word0.Extract(58, 6);
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public int FilterNoise => _word1.Extract(64, 10);
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public int FilterDetail => _word1.Extract(74, 10);
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public int ChromaNoise => _word1.Extract(84, 10);
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public int ChromaDetail => _word1.Extract(94, 10);
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public int DeinterlaceMode => _word1.Extract(104, 4);
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public int MotionAccumWeight => _word1.Extract(108, 3);
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public int NoiseIir => _word1.Extract(111, 11);
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public int LightLevel => _word1.Extract(122, 4);
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public int SoftClampLow => _word2.Extract(128, 10);
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public int SoftClampHigh => _word2.Extract(138, 10);
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public int PlanarAlpha => _word2.Extract(160, 10);
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public bool ConstantAlpha => _word2.Extract(170);
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public int StereoInterleave => _word2.Extract(171, 3);
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public bool ClipEnabled => _word2.Extract(174);
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public int ClearRectMask => _word2.Extract(175, 8);
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public int DegammaMode => _word2.Extract(183, 2);
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public bool DecompressEnable => _word2.Extract(186);
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public int DecompressCtbCount => _word3.Extract(192, 8);
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public int DecompressZbcColor => _word3.Extract(200, 32);
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public int SourceRectLeft => _word4.Extract(256, 30);
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public int SourceRectRight => _word4.Extract(288, 30);
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public int SourceRectTop => _word5.Extract(320, 30);
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public int SourceRectBottom => _word5.Extract(352, 30);
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public int DstRectLeft => _word6.Extract(384, 14);
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public int DstRectRight => _word6.Extract(400, 14);
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public int DstRectTop => _word6.Extract(416, 14);
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public int DstRectBottom => _word6.Extract(432, 14);
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}
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}
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