Ryujinx/src/Ryujinx.Graphics.Nvdec.Vp9/Constants.cs

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using Ryujinx.Graphics.Nvdec.Vp9.Types;
Implement VP9 loop filtering (#550) Unmerged PR from OG Ryujinx (#4367). From @gdkchan: > The main goal of this change is porting the loop filtering from libvpx, which should fix the block artifacts on some VP9 videos on games using NVDEC to decode them. In addition to that, there are two other changes: > > - The remaining decoder code required to decode a VP9 video (with headers included) has been added. That was done because it's much better to test the decoder standalone with a video file. I decided to keep that code on the emulator, even if some of it is unused, since it makes standalone testing easier in the future too, and we can include unit tests with video files. > - Large refactoring of both new and existing code to conform with our conding [sic] styles, done by @TSRBerry (thanks!) Some of it has been automated. > > Since we had no loop filtering before, this change will make video decoding slower. That may cause frame drop etc if the decoder is not fast enough in some games. I plan to optimize the decoder more in the future to make up for that, but if possible I'd prefer to not do it as part of this PR, but if the perf loss is too severe I might consider. > > This will need to be tested on games that had the block artifacts, it would be nice to confirm if they match hardware now, and get some before/after screenshots etc. Comment from @Bjorn29512: > Significantly improves the block artifacts in FE: Engage. > > Before: > ![](https://user-images.githubusercontent.com/110204265/216882414-ec88dbda-7544-4490-8a47-37f074056ae3.png) > > After: > ![](https://user-images.githubusercontent.com/110204265/216882478-4e81fead-1033-4877-b282-f9cac6d6aa3b.png) --------- Co-authored-by: gdkchan <gab.dark.100@gmail.com> Co-authored-by: TSR Berry <20988865+TSRBerry@users.noreply.github.com>
2025-02-18 20:59:36 -06:00
namespace Ryujinx.Graphics.Nvdec.Vp9
{
internal static class Constants
{
Implement VP9 loop filtering (#550) Unmerged PR from OG Ryujinx (#4367). From @gdkchan: > The main goal of this change is porting the loop filtering from libvpx, which should fix the block artifacts on some VP9 videos on games using NVDEC to decode them. In addition to that, there are two other changes: > > - The remaining decoder code required to decode a VP9 video (with headers included) has been added. That was done because it's much better to test the decoder standalone with a video file. I decided to keep that code on the emulator, even if some of it is unused, since it makes standalone testing easier in the future too, and we can include unit tests with video files. > - Large refactoring of both new and existing code to conform with our conding [sic] styles, done by @TSRBerry (thanks!) Some of it has been automated. > > Since we had no loop filtering before, this change will make video decoding slower. That may cause frame drop etc if the decoder is not fast enough in some games. I plan to optimize the decoder more in the future to make up for that, but if possible I'd prefer to not do it as part of this PR, but if the perf loss is too severe I might consider. > > This will need to be tested on games that had the block artifacts, it would be nice to confirm if they match hardware now, and get some before/after screenshots etc. Comment from @Bjorn29512: > Significantly improves the block artifacts in FE: Engage. > > Before: > ![](https://user-images.githubusercontent.com/110204265/216882414-ec88dbda-7544-4490-8a47-37f074056ae3.png) > > After: > ![](https://user-images.githubusercontent.com/110204265/216882478-4e81fead-1033-4877-b282-f9cac6d6aa3b.png) --------- Co-authored-by: gdkchan <gab.dark.100@gmail.com> Co-authored-by: TSR Berry <20988865+TSRBerry@users.noreply.github.com>
2025-02-18 20:59:36 -06:00
public const int InterpExtend = 4;
public const int MaxMbPlane = 3;
public const int None = -1;
public const int IntraFrame = 0;
public const int LastFrame = 1;
public const int GoldenFrame = 2;
public const int AltRefFrame = 3;
public const int MaxRefFrames = 4;
public const int MiSizeLog2 = 3;
[Ryujinx.Graphics.Nvdec.Vp9] Address dotnet-format issues (#5371) * dotnet format style --severity info Some changes were manually reverted. * dotnet format analyzers --serverity info Some changes have been minimally adapted. * Restore a few unused methods and variables * Silence dotnet format IDE0060 warnings * Address or silence dotnet format IDE1006 warnings * Address most dotnet format whitespace warnings * Apply dotnet format whitespace formatting A few of them have been manually reverted and the corresponding warning was silenced * Add comments to disabled warnings * Simplify properties and array initialization, Use const when possible, Remove trailing commas * Address IDE0251 warnings * Address a few disabled IDE0060 warnings * Silence IDE0060 in .editorconfig * Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas" This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e. * dotnet format whitespace after rebase * Fix empty lines before return Co-authored-by: Ac_K <Acoustik666@gmail.com> * Add trailing commas, remove redundant code and remove static modifier from Surface.HighBd * Fix naming rule violations * Fix naming rule violations * Fix empty line before return * Fix comment style Co-authored-by: Ac_K <Acoustik666@gmail.com> * Remove comment alignment * Address review feedback * Separate comments by 2 spaces and fix other formatting issues * Make HighBd an auto-property * Replace if-chain with if-else-chain * Fix new naming rule violations --------- Co-authored-by: Ac_K <Acoustik666@gmail.com>
2023-06-28 09:26:39 +02:00
public const int MiBlockSizeLog2 = 6 - MiSizeLog2; // 64 = 2^6
[Ryujinx.Graphics.Nvdec.Vp9] Address dotnet-format issues (#5371) * dotnet format style --severity info Some changes were manually reverted. * dotnet format analyzers --serverity info Some changes have been minimally adapted. * Restore a few unused methods and variables * Silence dotnet format IDE0060 warnings * Address or silence dotnet format IDE1006 warnings * Address most dotnet format whitespace warnings * Apply dotnet format whitespace formatting A few of them have been manually reverted and the corresponding warning was silenced * Add comments to disabled warnings * Simplify properties and array initialization, Use const when possible, Remove trailing commas * Address IDE0251 warnings * Address a few disabled IDE0060 warnings * Silence IDE0060 in .editorconfig * Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas" This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e. * dotnet format whitespace after rebase * Fix empty lines before return Co-authored-by: Ac_K <Acoustik666@gmail.com> * Add trailing commas, remove redundant code and remove static modifier from Surface.HighBd * Fix naming rule violations * Fix naming rule violations * Fix empty line before return * Fix comment style Co-authored-by: Ac_K <Acoustik666@gmail.com> * Remove comment alignment * Address review feedback * Separate comments by 2 spaces and fix other formatting issues * Make HighBd an auto-property * Replace if-chain with if-else-chain * Fix new naming rule violations --------- Co-authored-by: Ac_K <Acoustik666@gmail.com>
2023-06-28 09:26:39 +02:00
public const int MiSize = 1 << MiSizeLog2; // pixels per mi-unit
public const int MiBlockSize = 1 << MiBlockSizeLog2; // mi-units per max block
public const int MiMask = MiBlockSize - 1;
[Ryujinx.Graphics.Nvdec.Vp9] Address dotnet-format issues (#5371) * dotnet format style --severity info Some changes were manually reverted. * dotnet format analyzers --serverity info Some changes have been minimally adapted. * Restore a few unused methods and variables * Silence dotnet format IDE0060 warnings * Address or silence dotnet format IDE1006 warnings * Address most dotnet format whitespace warnings * Apply dotnet format whitespace formatting A few of them have been manually reverted and the corresponding warning was silenced * Add comments to disabled warnings * Simplify properties and array initialization, Use const when possible, Remove trailing commas * Address IDE0251 warnings * Address a few disabled IDE0060 warnings * Silence IDE0060 in .editorconfig * Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas" This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e. * dotnet format whitespace after rebase * Fix empty lines before return Co-authored-by: Ac_K <Acoustik666@gmail.com> * Add trailing commas, remove redundant code and remove static modifier from Surface.HighBd * Fix naming rule violations * Fix naming rule violations * Fix empty line before return * Fix comment style Co-authored-by: Ac_K <Acoustik666@gmail.com> * Remove comment alignment * Address review feedback * Separate comments by 2 spaces and fix other formatting issues * Make HighBd an auto-property * Replace if-chain with if-else-chain * Fix new naming rule violations --------- Co-authored-by: Ac_K <Acoustik666@gmail.com>
2023-06-28 09:26:39 +02:00
public const int PartitionPloffset = 4; // number of probability models per block size
/* Segment Feature Masks */
public const int MaxMvRefCandidates = 2;
Implement VP9 loop filtering (#550) Unmerged PR from OG Ryujinx (#4367). From @gdkchan: > The main goal of this change is porting the loop filtering from libvpx, which should fix the block artifacts on some VP9 videos on games using NVDEC to decode them. In addition to that, there are two other changes: > > - The remaining decoder code required to decode a VP9 video (with headers included) has been added. That was done because it's much better to test the decoder standalone with a video file. I decided to keep that code on the emulator, even if some of it is unused, since it makes standalone testing easier in the future too, and we can include unit tests with video files. > - Large refactoring of both new and existing code to conform with our conding [sic] styles, done by @TSRBerry (thanks!) Some of it has been automated. > > Since we had no loop filtering before, this change will make video decoding slower. That may cause frame drop etc if the decoder is not fast enough in some games. I plan to optimize the decoder more in the future to make up for that, but if possible I'd prefer to not do it as part of this PR, but if the perf loss is too severe I might consider. > > This will need to be tested on games that had the block artifacts, it would be nice to confirm if they match hardware now, and get some before/after screenshots etc. Comment from @Bjorn29512: > Significantly improves the block artifacts in FE: Engage. > > Before: > ![](https://user-images.githubusercontent.com/110204265/216882414-ec88dbda-7544-4490-8a47-37f074056ae3.png) > > After: > ![](https://user-images.githubusercontent.com/110204265/216882478-4e81fead-1033-4877-b282-f9cac6d6aa3b.png) --------- Co-authored-by: gdkchan <gab.dark.100@gmail.com> Co-authored-by: TSR Berry <20988865+TSRBerry@users.noreply.github.com>
2025-02-18 20:59:36 -06:00
public const int IntraInterContexts = 4;
public const int CompInterContexts = 5;
public const int RefContexts = 5;
public const int EightTap = 0;
public const int EightTapSmooth = 1;
public const int EightTapSharp = 2;
public const int SwitchableFilters = 3; /* Number of switchable filters */
Implement VP9 loop filtering (#550) Unmerged PR from OG Ryujinx (#4367). From @gdkchan: > The main goal of this change is porting the loop filtering from libvpx, which should fix the block artifacts on some VP9 videos on games using NVDEC to decode them. In addition to that, there are two other changes: > > - The remaining decoder code required to decode a VP9 video (with headers included) has been added. That was done because it's much better to test the decoder standalone with a video file. I decided to keep that code on the emulator, even if some of it is unused, since it makes standalone testing easier in the future too, and we can include unit tests with video files. > - Large refactoring of both new and existing code to conform with our conding [sic] styles, done by @TSRBerry (thanks!) Some of it has been automated. > > Since we had no loop filtering before, this change will make video decoding slower. That may cause frame drop etc if the decoder is not fast enough in some games. I plan to optimize the decoder more in the future to make up for that, but if possible I'd prefer to not do it as part of this PR, but if the perf loss is too severe I might consider. > > This will need to be tested on games that had the block artifacts, it would be nice to confirm if they match hardware now, and get some before/after screenshots etc. Comment from @Bjorn29512: > Significantly improves the block artifacts in FE: Engage. > > Before: > ![](https://user-images.githubusercontent.com/110204265/216882414-ec88dbda-7544-4490-8a47-37f074056ae3.png) > > After: > ![](https://user-images.githubusercontent.com/110204265/216882478-4e81fead-1033-4877-b282-f9cac6d6aa3b.png) --------- Co-authored-by: gdkchan <gab.dark.100@gmail.com> Co-authored-by: TSR Berry <20988865+TSRBerry@users.noreply.github.com>
2025-02-18 20:59:36 -06:00
public const int Bilinear = 3;
Implement VP9 loop filtering (#550) Unmerged PR from OG Ryujinx (#4367). From @gdkchan: > The main goal of this change is porting the loop filtering from libvpx, which should fix the block artifacts on some VP9 videos on games using NVDEC to decode them. In addition to that, there are two other changes: > > - The remaining decoder code required to decode a VP9 video (with headers included) has been added. That was done because it's much better to test the decoder standalone with a video file. I decided to keep that code on the emulator, even if some of it is unused, since it makes standalone testing easier in the future too, and we can include unit tests with video files. > - Large refactoring of both new and existing code to conform with our conding [sic] styles, done by @TSRBerry (thanks!) Some of it has been automated. > > Since we had no loop filtering before, this change will make video decoding slower. That may cause frame drop etc if the decoder is not fast enough in some games. I plan to optimize the decoder more in the future to make up for that, but if possible I'd prefer to not do it as part of this PR, but if the perf loss is too severe I might consider. > > This will need to be tested on games that had the block artifacts, it would be nice to confirm if they match hardware now, and get some before/after screenshots etc. Comment from @Bjorn29512: > Significantly improves the block artifacts in FE: Engage. > > Before: > ![](https://user-images.githubusercontent.com/110204265/216882414-ec88dbda-7544-4490-8a47-37f074056ae3.png) > > After: > ![](https://user-images.githubusercontent.com/110204265/216882478-4e81fead-1033-4877-b282-f9cac6d6aa3b.png) --------- Co-authored-by: gdkchan <gab.dark.100@gmail.com> Co-authored-by: TSR Berry <20988865+TSRBerry@users.noreply.github.com>
2025-02-18 20:59:36 -06:00
// The codec can operate in four possible inter prediction filter mode:
// 8-tap, 8-tap-smooth, 8-tap-sharp, and switching between the three.
public const int SwitchableFilterContexts = SwitchableFilters + 1;
public const int Switchable = 4; /* Should be the last one */
// Frame
public const int RefsPerFrame = 3;
Implement VP9 loop filtering (#550) Unmerged PR from OG Ryujinx (#4367). From @gdkchan: > The main goal of this change is porting the loop filtering from libvpx, which should fix the block artifacts on some VP9 videos on games using NVDEC to decode them. In addition to that, there are two other changes: > > - The remaining decoder code required to decode a VP9 video (with headers included) has been added. That was done because it's much better to test the decoder standalone with a video file. I decided to keep that code on the emulator, even if some of it is unused, since it makes standalone testing easier in the future too, and we can include unit tests with video files. > - Large refactoring of both new and existing code to conform with our conding [sic] styles, done by @TSRBerry (thanks!) Some of it has been automated. > > Since we had no loop filtering before, this change will make video decoding slower. That may cause frame drop etc if the decoder is not fast enough in some games. I plan to optimize the decoder more in the future to make up for that, but if possible I'd prefer to not do it as part of this PR, but if the perf loss is too severe I might consider. > > This will need to be tested on games that had the block artifacts, it would be nice to confirm if they match hardware now, and get some before/after screenshots etc. Comment from @Bjorn29512: > Significantly improves the block artifacts in FE: Engage. > > Before: > ![](https://user-images.githubusercontent.com/110204265/216882414-ec88dbda-7544-4490-8a47-37f074056ae3.png) > > After: > ![](https://user-images.githubusercontent.com/110204265/216882478-4e81fead-1033-4877-b282-f9cac6d6aa3b.png) --------- Co-authored-by: gdkchan <gab.dark.100@gmail.com> Co-authored-by: TSR Berry <20988865+TSRBerry@users.noreply.github.com>
2025-02-18 20:59:36 -06:00
public const int RefFramesLog2 = 3;
public const int RefFrames = 1 << RefFramesLog2;
// 1 scratch frame for the new frame, 3 for scaled references on the encoder.
public const int FrameBuffers = RefFrames + 4;
public const int FrameContextsLog2 = 2;
public const int FrameContexts = 1 << FrameContextsLog2;
public const int NumPingPongBuffers = 2;
public const int Class0Bits = 1; /* bits at integer precision for class 0 */
public const int Class0Size = 1 << Class0Bits;
public const int MvInUseBits = 14;
public const int MvUpp = (1 << MvInUseBits) - 1;
public const int MvLow = -(1 << MvInUseBits);
// Coefficient token alphabet
Implement VP9 loop filtering (#550) Unmerged PR from OG Ryujinx (#4367). From @gdkchan: > The main goal of this change is porting the loop filtering from libvpx, which should fix the block artifacts on some VP9 videos on games using NVDEC to decode them. In addition to that, there are two other changes: > > - The remaining decoder code required to decode a VP9 video (with headers included) has been added. That was done because it's much better to test the decoder standalone with a video file. I decided to keep that code on the emulator, even if some of it is unused, since it makes standalone testing easier in the future too, and we can include unit tests with video files. > - Large refactoring of both new and existing code to conform with our conding [sic] styles, done by @TSRBerry (thanks!) Some of it has been automated. > > Since we had no loop filtering before, this change will make video decoding slower. That may cause frame drop etc if the decoder is not fast enough in some games. I plan to optimize the decoder more in the future to make up for that, but if possible I'd prefer to not do it as part of this PR, but if the perf loss is too severe I might consider. > > This will need to be tested on games that had the block artifacts, it would be nice to confirm if they match hardware now, and get some before/after screenshots etc. Comment from @Bjorn29512: > Significantly improves the block artifacts in FE: Engage. > > Before: > ![](https://user-images.githubusercontent.com/110204265/216882414-ec88dbda-7544-4490-8a47-37f074056ae3.png) > > After: > ![](https://user-images.githubusercontent.com/110204265/216882478-4e81fead-1033-4877-b282-f9cac6d6aa3b.png) --------- Co-authored-by: gdkchan <gab.dark.100@gmail.com> Co-authored-by: TSR Berry <20988865+TSRBerry@users.noreply.github.com>
2025-02-18 20:59:36 -06:00
public const int ZeroToken = 0; // 0 Extra Bits 0+0
public const int OneToken = 1; // 1 Extra Bits 0+1
public const int TwoToken = 2; // 2 Extra Bits 0+1
public const int PivotNode = 2;
public const int Cat1MinVal = 5;
public const int Cat2MinVal = 7;
public const int Cat3MinVal = 11;
public const int Cat4MinVal = 19;
public const int Cat5MinVal = 35;
public const int Cat6MinVal = 67;
public const int EobModelToken = 3;
public const int SegmentAbsData = 1;
public const int MaxSegments = 8;
Implement VP9 loop filtering (#550) Unmerged PR from OG Ryujinx (#4367). From @gdkchan: > The main goal of this change is porting the loop filtering from libvpx, which should fix the block artifacts on some VP9 videos on games using NVDEC to decode them. In addition to that, there are two other changes: > > - The remaining decoder code required to decode a VP9 video (with headers included) has been added. That was done because it's much better to test the decoder standalone with a video file. I decided to keep that code on the emulator, even if some of it is unused, since it makes standalone testing easier in the future too, and we can include unit tests with video files. > - Large refactoring of both new and existing code to conform with our conding [sic] styles, done by @TSRBerry (thanks!) Some of it has been automated. > > Since we had no loop filtering before, this change will make video decoding slower. That may cause frame drop etc if the decoder is not fast enough in some games. I plan to optimize the decoder more in the future to make up for that, but if possible I'd prefer to not do it as part of this PR, but if the perf loss is too severe I might consider. > > This will need to be tested on games that had the block artifacts, it would be nice to confirm if they match hardware now, and get some before/after screenshots etc. Comment from @Bjorn29512: > Significantly improves the block artifacts in FE: Engage. > > Before: > ![](https://user-images.githubusercontent.com/110204265/216882414-ec88dbda-7544-4490-8a47-37f074056ae3.png) > > After: > ![](https://user-images.githubusercontent.com/110204265/216882478-4e81fead-1033-4877-b282-f9cac6d6aa3b.png) --------- Co-authored-by: gdkchan <gab.dark.100@gmail.com> Co-authored-by: TSR Berry <20988865+TSRBerry@users.noreply.github.com>
2025-02-18 20:59:36 -06:00
public const int PartitionTypes = (int)PartitionType.PartitionTypes;
public const int PartitionPlOffset = 4; // Number of probability models per block size
public const int PartitionContexts = 4 * PartitionPlOffset;
public const int PlaneTypes = (int)PlaneType.PlaneTypes;
public const int IntraModes = (int)PredictionMode.TmPred + 1;
public const int InterModes = 1 + (int)PredictionMode.NewMv - (int)PredictionMode.NearestMv;
public const int SkipContexts = 3;
public const int InterModeContexts = 7;
}
}