Ryujinx/src/Ryujinx.Graphics.Nvdec.Vp9/Dsp/InvTxfm.cs

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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
using Ryujinx.Graphics.Nvdec.Vp9.Common;
2023-03-04 10:43:08 -03:00
using System;
using System.Diagnostics;
using System.Runtime.CompilerServices;
using static Ryujinx.Graphics.Nvdec.Vp9.Dsp.TxfmCommon;
namespace Ryujinx.Graphics.Nvdec.Vp9.Dsp
{
internal static class InvTxfm
{
// 12 signal input bits + 7 2D forward transform amplify bits + 5 1D inverse
// transform amplify bits + 1 bit for contingency in rounding and quantizing
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
private const int HighbdValidTxfmMagnitudeRange = 1 << 25;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static int DetectInvalidHighbdInput(ReadOnlySpan<int> input, int size)
{
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
for (int i = 0; i < size; ++i)
{
if (Math.Abs(input[i]) >= HighbdValidTxfmMagnitudeRange)
{
return 1;
}
}
return 0;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static long CheckRange(long input)
{
// For valid VP9 input streams, intermediate stage coefficients should always
// stay within the range of a signed 16 bit integer. Coefficients can go out
// of this range for invalid/corrupt VP9 streams.
Debug.Assert(short.MinValue <= input);
Debug.Assert(input <= short.MaxValue);
return input;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static long HighbdCheckRange(long input, int bd)
{
// For valid highbitdepth VP9 streams, intermediate stage coefficients will
// stay within the ranges:
// - 8 bit: signed 16 bit integer
// - 10 bit: signed 18 bit integer
// - 12 bit: signed 20 bit integer
int intMax = (1 << (7 + bd)) - 1;
int intMin = -intMax - 1;
Debug.Assert(intMin <= input);
Debug.Assert(input <= intMax);
return input;
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static int WrapLow(long x)
{
return (short)CheckRange(x);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static int HighbdWrapLow(long x, int bd)
{
return ((int)HighbdCheckRange(x, bd) << (24 - bd)) >> (24 - bd);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static byte ClipPixelAdd(byte dest, long trans)
{
trans = WrapLow(trans);
return BitUtils.ClipPixel(dest + (int)trans);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
public static ushort HighbdClipPixelAdd(ushort dest, long trans, int bd)
{
trans = HighbdWrapLow(trans, bd);
return BitUtils.ClipPixelHighbd(dest + (int)trans, bd);
}
[MethodImpl(MethodImplOptions.AggressiveInlining)]
private static long DctConstRoundShift(long input)
{
long rv = BitUtils.RoundPowerOfTwo(input, DctConstBits);
return rv;
}
[SkipLocalsInit]
public static void Iwht4X416Add(ReadOnlySpan<int> input, Span<byte> dest, int stride)
{
/* 4-point reversible, orthonormal inverse Walsh-Hadamard in 3.5 adds,
0.5 shifts per pixel. */
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
Span<int> output = stackalloc int[16];
long a1, b1, c1, d1, e1;
ReadOnlySpan<int> ip = input;
Span<int> op = output;
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
for (int i = 0; i < 4; i++)
{
a1 = ip[0] >> UnitQuantShift;
c1 = ip[1] >> UnitQuantShift;
d1 = ip[2] >> UnitQuantShift;
b1 = ip[3] >> UnitQuantShift;
a1 += c1;
d1 -= b1;
e1 = (a1 - d1) >> 1;
b1 = e1 - b1;
c1 = e1 - c1;
a1 -= b1;
d1 += c1;
op[0] = WrapLow(a1);
op[1] = WrapLow(b1);
op[2] = WrapLow(c1);
op[3] = WrapLow(d1);
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
ip = ip.Slice(4);
op = op.Slice(4);
}
Span<int> ip2 = output;
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
for (int i = 0; i < 4; i++)
{
a1 = ip2[4 * 0];
c1 = ip2[4 * 1];
d1 = ip2[4 * 2];
b1 = ip2[4 * 3];
a1 += c1;
d1 -= b1;
e1 = (a1 - d1) >> 1;
b1 = e1 - b1;
c1 = e1 - c1;
a1 -= b1;
d1 += c1;
dest[stride * 0] = ClipPixelAdd(dest[stride * 0], WrapLow(a1));
dest[stride * 1] = ClipPixelAdd(dest[stride * 1], WrapLow(b1));
dest[stride * 2] = ClipPixelAdd(dest[stride * 2], WrapLow(c1));
dest[stride * 3] = ClipPixelAdd(dest[stride * 3], WrapLow(d1));
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
ip2 = ip2.Slice(1);
dest = dest.Slice(1);
}
}
[SkipLocalsInit]
public static void Iwht4X41Add(ReadOnlySpan<int> input, Span<byte> dest, int stride)
{
long a1, e1;
Span<int> tmp = stackalloc int[4];
ReadOnlySpan<int> ip = input;
Span<int> op = tmp;
a1 = ip[0] >> UnitQuantShift;
e1 = a1 >> 1;
a1 -= e1;
op[0] = WrapLow(a1);
op[1] = op[2] = op[3] = WrapLow(e1);
Span<int> ip2 = tmp;
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
for (int i = 0; i < 4; i++)
{
e1 = ip2[0] >> 1;
a1 = ip2[0] - e1;
dest[stride * 0] = ClipPixelAdd(dest[stride * 0], a1);
dest[stride * 1] = ClipPixelAdd(dest[stride * 1], e1);
dest[stride * 2] = ClipPixelAdd(dest[stride * 2], e1);
dest[stride * 3] = ClipPixelAdd(dest[stride * 3], e1);
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
ip2 = ip2.Slice(1);
dest = dest.Slice(1);
}
}
public static void Iadst4(ReadOnlySpan<int> input, Span<int> output)
{
long s0, s1, s2, s3, s4, s5, s6, s7;
int x0 = input[0];
int x1 = input[1];
int x2 = input[2];
int x3 = input[3];
if ((x0 | x1 | x2 | x3) == 0)
{
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
output.Slice(0, 4).Clear();
return;
}
// 32-bit result is enough for the following multiplications.
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
s0 = SinPi19 * x0;
s1 = SinPi29 * x0;
s2 = SinPi39 * x1;
s3 = SinPi49 * x2;
s4 = SinPi19 * x2;
s5 = SinPi29 * x3;
s6 = SinPi49 * x3;
s7 = WrapLow(x0 - x2 + x3);
s0 = s0 + s3 + s5;
s1 = s1 - s4 - s6;
s3 = s2;
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
s2 = SinPi39 * s7;
// 1-D transform scaling factor is sqrt(2).
// The overall dynamic range is 14b (input) + 14b (multiplication scaling)
// + 1b (addition) = 29b.
// Hence the output bit depth is 15b.
output[0] = WrapLow(DctConstRoundShift(s0 + s3));
output[1] = WrapLow(DctConstRoundShift(s1 + s3));
output[2] = WrapLow(DctConstRoundShift(s2));
output[3] = WrapLow(DctConstRoundShift(s0 + s1 - s3));
}
[SkipLocalsInit]
public static void Idct4(ReadOnlySpan<int> input, Span<int> output)
{
Span<short> step = stackalloc short[4];
long temp1, temp2;
// stage 1
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
temp1 = ((short)input[0] + (short)input[2]) * CosPi1664;
temp2 = ((short)input[0] - (short)input[2]) * CosPi1664;
step[0] = (short)WrapLow(DctConstRoundShift(temp1));
step[1] = (short)WrapLow(DctConstRoundShift(temp2));
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
temp1 = ((short)input[1] * CosPi2464) - ((short)input[3] * CosPi864);
temp2 = ((short)input[1] * CosPi864) + ((short)input[3] * CosPi2464);
step[2] = (short)WrapLow(DctConstRoundShift(temp1));
step[3] = (short)WrapLow(DctConstRoundShift(temp2));
// stage 2
output[0] = WrapLow(step[0] + step[3]);
output[1] = WrapLow(step[1] + step[2]);
output[2] = WrapLow(step[1] - step[2]);
output[3] = WrapLow(step[0] - step[3]);
}
[SkipLocalsInit]
public static void Idct4X416Add(ReadOnlySpan<int> input, Span<byte> dest, int stride)
{
Span<int> output = stackalloc int[4 * 4];
Span<int> outptr = output;
Span<int> tempIn = stackalloc int[4];
Span<int> tempOut = stackalloc int[4];
// Rows
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
for (int i = 0; i < 4; ++i)
{
Idct4(input, outptr);
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
input = input.Slice(4);
outptr = outptr.Slice(4);
}
// Columns
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
for (int i = 0; i < 4; ++i)
{
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
for (int j = 0; j < 4; ++j)
{
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
tempIn[j] = output[(j * 4) + i];
}
Idct4(tempIn, tempOut);
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
for (int j = 0; j < 4; ++j)
{
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
dest[(j * stride) + i] =
ClipPixelAdd(dest[(j * stride) + i], BitUtils.RoundPowerOfTwo(tempOut[j], 4));
}
}
}
public static void Idct4X41Add(ReadOnlySpan<int> input, Span<byte> dest, int stride)
{
long a1;
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
int output = WrapLow(DctConstRoundShift((short)input[0] * CosPi1664));
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
output = WrapLow(DctConstRoundShift(output * CosPi1664));
a1 = BitUtils.RoundPowerOfTwo(output, 4);
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
for (int i = 0; i < 4; i++)
{
dest[0] = ClipPixelAdd(dest[0], a1);
dest[1] = ClipPixelAdd(dest[1], a1);
dest[2] = ClipPixelAdd(dest[2], a1);
dest[3] = ClipPixelAdd(dest[3], a1);
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
dest = dest.Slice(stride);
}
}
public static void Iadst8(ReadOnlySpan<int> input, Span<int> output)
{
int s0, s1, s2, s3, s4, s5, s6, s7;
long x0 = input[7];
long x1 = input[0];
long x2 = input[5];
long x3 = input[2];
long x4 = input[3];
long x5 = input[4];
long x6 = input[1];
long x7 = input[6];
if ((x0 | x1 | x2 | x3 | x4 | x5 | x6 | x7) == 0)
{
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
output.Slice(0, 8).Clear();
return;
}
// stage 1
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
s0 = (int)((CosPi264 * x0) + (CosPi3064 * x1));
s1 = (int)((CosPi3064 * x0) - (CosPi264 * x1));
s2 = (int)((CosPi1064 * x2) + (CosPi2264 * x3));
s3 = (int)((CosPi2264 * x2) - (CosPi1064 * x3));
s4 = (int)((CosPi1864 * x4) + (CosPi1464 * x5));
s5 = (int)((CosPi1464 * x4) - (CosPi1864 * x5));
s6 = (int)((CosPi2664 * x6) + (CosPi664 * x7));
s7 = (int)((CosPi664 * x6) - (CosPi2664 * x7));
x0 = WrapLow(DctConstRoundShift(s0 + s4));
x1 = WrapLow(DctConstRoundShift(s1 + s5));
x2 = WrapLow(DctConstRoundShift(s2 + s6));
x3 = WrapLow(DctConstRoundShift(s3 + s7));
x4 = WrapLow(DctConstRoundShift(s0 - s4));
x5 = WrapLow(DctConstRoundShift(s1 - s5));
x6 = WrapLow(DctConstRoundShift(s2 - s6));
x7 = WrapLow(DctConstRoundShift(s3 - s7));
// stage 2
s0 = (int)x0;
s1 = (int)x1;
s2 = (int)x2;
s3 = (int)x3;
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
s4 = (int)((CosPi864 * x4) + (CosPi2464 * x5));
s5 = (int)((CosPi2464 * x4) - (CosPi864 * x5));
s6 = (int)((-CosPi2464 * x6) + (CosPi864 * x7));
s7 = (int)((CosPi864 * x6) + (CosPi2464 * x7));
x0 = WrapLow(s0 + s2);
x1 = WrapLow(s1 + s3);
x2 = WrapLow(s0 - s2);
x3 = WrapLow(s1 - s3);
x4 = WrapLow(DctConstRoundShift(s4 + s6));
x5 = WrapLow(DctConstRoundShift(s5 + s7));
x6 = WrapLow(DctConstRoundShift(s4 - s6));
x7 = WrapLow(DctConstRoundShift(s5 - s7));
// stage 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
s2 = (int)(CosPi1664 * (x2 + x3));
s3 = (int)(CosPi1664 * (x2 - x3));
s6 = (int)(CosPi1664 * (x6 + x7));
s7 = (int)(CosPi1664 * (x6 - x7));
x2 = WrapLow(DctConstRoundShift(s2));
x3 = WrapLow(DctConstRoundShift(s3));
x6 = WrapLow(DctConstRoundShift(s6));
x7 = WrapLow(DctConstRoundShift(s7));
output[0] = WrapLow(x0);
output[1] = WrapLow(-x4);
output[2] = WrapLow(x6);
output[3] = WrapLow(-x2);
output[4] = WrapLow(x3);
output[5] = WrapLow(-x7);
output[6] = WrapLow(x5);
output[7] = WrapLow(-x1);
}
[SkipLocalsInit]
public static void Idct8(ReadOnlySpan<int> input, Span<int> output)
{
Span<short> step1 = stackalloc short[8];
Span<short> step2 = stackalloc short[8];
long temp1, temp2;
// stage 1
step1[0] = (short)input[0];
step1[2] = (short)input[4];
step1[1] = (short)input[2];
step1[3] = (short)input[6];
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
temp1 = ((short)input[1] * CosPi2864) - ((short)input[7] * CosPi464);
temp2 = ((short)input[1] * CosPi464) + ((short)input[7] * CosPi2864);
step1[4] = (short)WrapLow(DctConstRoundShift(temp1));
step1[7] = (short)WrapLow(DctConstRoundShift(temp2));
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
temp1 = ((short)input[5] * CosPi1264) - ((short)input[3] * CosPi2064);
temp2 = ((short)input[5] * CosPi2064) + ((short)input[3] * CosPi1264);
step1[5] = (short)WrapLow(DctConstRoundShift(temp1));
step1[6] = (short)WrapLow(DctConstRoundShift(temp2));
// stage 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
temp1 = (step1[0] + step1[2]) * CosPi1664;
temp2 = (step1[0] - step1[2]) * CosPi1664;
step2[0] = (short)WrapLow(DctConstRoundShift(temp1));
step2[1] = (short)WrapLow(DctConstRoundShift(temp2));
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
temp1 = (step1[1] * CosPi2464) - (step1[3] * CosPi864);
temp2 = (step1[1] * CosPi864) + (step1[3] * CosPi2464);
step2[2] = (short)WrapLow(DctConstRoundShift(temp1));
step2[3] = (short)WrapLow(DctConstRoundShift(temp2));
step2[4] = (short)WrapLow(step1[4] + step1[5]);
step2[5] = (short)WrapLow(step1[4] - step1[5]);
step2[6] = (short)WrapLow(-step1[6] + step1[7]);
step2[7] = (short)WrapLow(step1[6] + step1[7]);
// stage 3
step1[0] = (short)WrapLow(step2[0] + step2[3]);
step1[1] = (short)WrapLow(step2[1] + step2[2]);
step1[2] = (short)WrapLow(step2[1] - step2[2]);
step1[3] = (short)WrapLow(step2[0] - step2[3]);
step1[4] = step2[4];
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
temp1 = (step2[6] - step2[5]) * CosPi1664;
temp2 = (step2[5] + step2[6]) * CosPi1664;
step1[5] = (short)WrapLow(DctConstRoundShift(temp1));
step1[6] = (short)WrapLow(DctConstRoundShift(temp2));
step1[7] = step2[7];
// stage 4
output[0] = WrapLow(step1[0] + step1[7]);
output[1] = WrapLow(step1[1] + step1[6]);
output[2] = WrapLow(step1[2] + step1[5]);
output[3] = WrapLow(step1[3] + step1[4]);
output[4] = WrapLow(step1[3] - step1[4]);
output[5] = WrapLow(step1[2] - step1[5]);
output[6] = WrapLow(step1[1] - step1[6]);
output[7] = WrapLow(step1[0] - step1[7]);
}
[SkipLocalsInit]
public static void Idct8X864Add(ReadOnlySpan<int> input, Span<byte> dest, int stride)
{
Span<int> output = stackalloc int[8 * 8];
Span<int> outptr = output;
Span<int> tempIn = stackalloc int[8];
Span<int> tempOut = stackalloc int[8];
// First transform rows
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
for (int i = 0; i < 8; ++i)
{
Idct8(input, outptr);
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
input = input.Slice(8);
outptr = outptr.Slice(8);
}
// Then transform columns
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
for (int i = 0; i < 8; ++i)
{
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
for (int j = 0; j < 8; ++j)
{
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
tempIn[j] = output[(j * 8) + i];
}
Idct8(tempIn, tempOut);
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
for (int j = 0; j < 8; ++j)
{
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
dest[(j * stride) + i] = ClipPixelAdd(dest[(j * stride) + i],
BitUtils.RoundPowerOfTwo(tempOut[j], 5));
}
}
}
[SkipLocalsInit]
public static void Idct8X812Add(ReadOnlySpan<int> input, Span<byte> dest, int stride)
{
Span<int> output = stackalloc int[8 * 8];
Span<int> outptr = output;
Span<int> tempIn = stackalloc int[8];
Span<int> tempOut = stackalloc int[8];
[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
output.Clear();
// First transform rows
// Only first 4 row has non-zero coefs
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
for (int i = 0; i < 4; ++i)
{
Idct8(input, outptr);
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
input = input.Slice(8);
outptr = outptr.Slice(8);
}
// Then transform columns
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
for (int i = 0; i < 8; ++i)
{
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
for (int j = 0; j < 8; ++j)
{
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
tempIn[j] = output[(j * 8) + i];
}
Idct8(tempIn, tempOut);
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
for (int j = 0; j < 8; ++j)
{
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
dest[(j * stride) + i] =
ClipPixelAdd(dest[(j * stride) + i], BitUtils.RoundPowerOfTwo(tempOut[j], 5));
}
}
}
public static void Idct8X81Add(ReadOnlySpan<int> input, Span<byte> dest, int stride)
{
long a1;
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
int output = WrapLow(DctConstRoundShift((short)input[0] * CosPi1664));
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
output = WrapLow(DctConstRoundShift(output * CosPi1664));
a1 = BitUtils.RoundPowerOfTwo(output, 5);
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
for (int j = 0; j < 8; ++j)
{
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
for (int i = 0; i < 8; ++i)
{
dest[i] = ClipPixelAdd(dest[i], a1);
}
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
dest = dest.Slice(stride);
}
}
public static void Iadst16(ReadOnlySpan<int> input, Span<int> output)
{
long s0, s1, s2, s3, s4, s5, s6, s7, s8;
long s9, s10, s11, s12, s13, s14, s15;
long x0 = input[15];
long x1 = input[0];
long x2 = input[13];
long x3 = input[2];
long x4 = input[11];
long x5 = input[4];
long x6 = input[9];
long x7 = input[6];
long x8 = input[7];
long x9 = input[8];
long x10 = input[5];
long x11 = input[10];
long x12 = input[3];
long x13 = input[12];
long x14 = input[1];
long x15 = input[14];
if ((x0 | x1 | x2 | x3 | x4 | x5 | x6 | x7 | x8 | x9 | x10 | x11 | x12 | x13 | x14 | x15) == 0)
{
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
output.Slice(0, 16).Clear();
return;
}
// stage 1
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
s0 = (x0 * CosPi164) + (x1 * CosPi3164);
s1 = (x0 * CosPi3164) - (x1 * CosPi164);
s2 = (x2 * CosPi564) + (x3 * CosPi2764);
s3 = (x2 * CosPi2764) - (x3 * CosPi564);
s4 = (x4 * CosPi964) + (x5 * CosPi2364);
s5 = (x4 * CosPi2364) - (x5 * CosPi964);
s6 = (x6 * CosPi1364) + (x7 * CosPi1964);
s7 = (x6 * CosPi1964) - (x7 * CosPi1364);
s8 = (x8 * CosPi1764) + (x9 * CosPi1564);
s9 = (x8 * CosPi1564) - (x9 * CosPi1764);
s10 = (x10 * CosPi2164) + (x11 * CosPi1164);
s11 = (x10 * CosPi1164) - (x11 * CosPi2164);
s12 = (x12 * CosPi2564) + (x13 * CosPi764);
s13 = (x12 * CosPi764) - (x13 * CosPi2564);
s14 = (x14 * CosPi2964) + (x15 * CosPi364);
s15 = (x14 * CosPi364) - (x15 * CosPi2964);
x0 = WrapLow(DctConstRoundShift(s0 + s8));
x1 = WrapLow(DctConstRoundShift(s1 + s9));
x2 = WrapLow(DctConstRoundShift(s2 + s10));
x3 = WrapLow(DctConstRoundShift(s3 + s11));
x4 = WrapLow(DctConstRoundShift(s4 + s12));
x5 = WrapLow(DctConstRoundShift(s5 + s13));
x6 = WrapLow(DctConstRoundShift(s6 + s14));
x7 = WrapLow(DctConstRoundShift(s7 + s15));
x8 = WrapLow(DctConstRoundShift(s0 - s8));
x9 = WrapLow(DctConstRoundShift(s1 - s9));
x10 = WrapLow(DctConstRoundShift(s2 - s10));
x11 = WrapLow(DctConstRoundShift(s3 - s11));
x12 = WrapLow(DctConstRoundShift(s4 - s12));
x13 = WrapLow(DctConstRoundShift(s5 - s13));
x14 = WrapLow(DctConstRoundShift(s6 - s14));
x15 = WrapLow(DctConstRoundShift(s7 - s15));
// stage 2
s0 = x0;
s1 = x1;
s2 = x2;
s3 = x3;
s4 = x4;
s5 = x5;
s6 = x6;
s7 = x7;
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
s8 = (x8 * CosPi464) + (x9 * CosPi2864);
s9 = (x8 * CosPi2864) - (x9 * CosPi464);
s10 = (x10 * CosPi2064) + (x11 * CosPi1264);
s11 = (x10 * CosPi1264) - (x11 * CosPi2064);
s12 = (-x12 * CosPi2864) + (x13 * CosPi464);
s13 = (x12 * CosPi464) + (x13 * CosPi2864);
s14 = (-x14 * CosPi1264) + (x15 * CosPi2064);
s15 = (x14 * CosPi2064) + (x15 * CosPi1264);
x0 = WrapLow(s0 + s4);
x1 = WrapLow(s1 + s5);
x2 = WrapLow(s2 + s6);
x3 = WrapLow(s3 + s7);
x4 = WrapLow(s0 - s4);
x5 = WrapLow(s1 - s5);
x6 = WrapLow(s2 - s6);
x7 = WrapLow(s3 - s7);
x8 = WrapLow(DctConstRoundShift(s8 + s12));
x9 = WrapLow(DctConstRoundShift(s9 + s13));
x10 = WrapLow(DctConstRoundShift(s10 + s14));
x11 = WrapLow(DctConstRoundShift(s11 + s15));
x12 = WrapLow(DctConstRoundShift(s8 - s12));
x13 = WrapLow(DctConstRoundShift(s9 - s13));
x14 = WrapLow(DctConstRoundShift(s10 - s14));
x15 = WrapLow(DctConstRoundShift(s11 - s15));
// stage 3
s0 = x0;
s1 = x1;
s2 = x2;
s3 = x3;
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
s4 = (x4 * CosPi864) + (x5 * CosPi2464);
s5 = (x4 * CosPi2464) - (x5 * CosPi864);
s6 = (-x6 * CosPi2464) + (x7 * CosPi864);
s7 = (x6 * CosPi864) + (x7 * CosPi2464);
s8 = x8;
s9 = x9;
s10 = x10;
s11 = x11;
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
s12 = (x12 * CosPi864) + (x13 * CosPi2464);
s13 = (x12 * CosPi2464) - (x13 * CosPi864);
s14 = (-x14 * CosPi2464) + (x15 * CosPi864);
s15 = (x14 * CosPi864) + (x15 * CosPi2464);
x0 = WrapLow(s0 + s2);
x1 = WrapLow(s1 + s3);
x2 = WrapLow(s0 - s2);
x3 = WrapLow(s1 - s3);
x4 = WrapLow(DctConstRoundShift(s4 + s6));
x5 = WrapLow(DctConstRoundShift(s5 + s7));
x6 = WrapLow(DctConstRoundShift(s4 - s6));
x7 = WrapLow(DctConstRoundShift(s5 - s7));
x8 = WrapLow(s8 + s10);
x9 = WrapLow(s9 + s11);
x10 = WrapLow(s8 - s10);
x11 = WrapLow(s9 - s11);
x12 = WrapLow(DctConstRoundShift(s12 + s14));
x13 = WrapLow(DctConstRoundShift(s13 + s15));
x14 = WrapLow(DctConstRoundShift(s12 - s14));
x15 = WrapLow(DctConstRoundShift(s13 - s15));
// stage 4
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
s2 = -CosPi1664 * (x2 + x3);
s3 = CosPi1664 * (x2 - x3);
s6 = CosPi1664 * (x6 + x7);
s7 = CosPi1664 * (-x6 + x7);
s10 = CosPi1664 * (x10 + x11);
s11 = CosPi1664 * (-x10 + x11);
s14 = -CosPi1664 * (x14 + x15);
s15 = CosPi1664 * (x14 - x15);
x2 = WrapLow(DctConstRoundShift(s2));
x3 = WrapLow(DctConstRoundShift(s3));
x6 = WrapLow(DctConstRoundShift(s6));
x7 = WrapLow(DctConstRoundShift(s7));
x10 = WrapLow(DctConstRoundShift(s10));
x11 = WrapLow(DctConstRoundShift(s11));
x14 = WrapLow(DctConstRoundShift(s14));
x15 = WrapLow(DctConstRoundShift(s15));
output[0] = WrapLow(x0);
output[1] = WrapLow(-x8);
output[2] = WrapLow(x12);
output[3] = WrapLow(-x4);
output[4] = WrapLow(x6);
output[5] = WrapLow(x14);
output[6] = WrapLow(x10);
output[7] = WrapLow(x2);
output[8] = WrapLow(x3);
output[9] = WrapLow(x11);
output[10] = WrapLow(x15);
output[11] = WrapLow(x7);
output[12] = WrapLow(x5);
output[13] = WrapLow(-x13);
output[14] = WrapLow(x9);
output[15] = WrapLow(-x1);
}
[SkipLocalsInit]
public static void Idct16(ReadOnlySpan<int> input, Span<int> output)
{
Span<short> step1 = stackalloc short[16];
Span<short> step2 = stackalloc short[16];
long temp1, temp2;
// stage 1
step1[0] = (short)input[0 / 2];
step1[1] = (short)input[16 / 2];
step1[2] = (short)input[8 / 2];
step1[3] = (short)input[24 / 2];
step1[4] = (short)input[4 / 2];
step1[5] = (short)input[20 / 2];
step1[6] = (short)input[12 / 2];
step1[7] = (short)input[28 / 2];
step1[8] = (short)input[2 / 2];
step1[9] = (short)input[18 / 2];
step1[10] = (short)input[10 / 2];
step1[11] = (short)input[26 / 2];
step1[12] = (short)input[6 / 2];
step1[13] = (short)input[22 / 2];
step1[14] = (short)input[14 / 2];
step1[15] = (short)input[30 / 2];
// stage 2
step2[0] = step1[0];
step2[1] = step1[1];
step2[2] = step1[2];
step2[3] = step1[3];
step2[4] = step1[4];
step2[5] = step1[5];
step2[6] = step1[6];
step2[7] = step1[7];
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
temp1 = (step1[8] * CosPi3064) - (step1[15] * CosPi264);
temp2 = (step1[8] * CosPi264) + (step1[15] * CosPi3064);
step2[8] = (short)WrapLow(DctConstRoundShift(temp1));
step2[15] = (short)WrapLow(DctConstRoundShift(temp2));
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
temp1 = (step1[9] * CosPi1464) - (step1[14] * CosPi1864);
temp2 = (step1[9] * CosPi1864) + (step1[14] * CosPi1464);
step2[9] = (short)WrapLow(DctConstRoundShift(temp1));
step2[14] = (short)WrapLow(DctConstRoundShift(temp2));
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
temp1 = (step1[10] * CosPi2264) - (step1[13] * CosPi1064);
temp2 = (step1[10] * CosPi1064) + (step1[13] * CosPi2264);
step2[10] = (short)WrapLow(DctConstRoundShift(temp1));
step2[13] = (short)WrapLow(DctConstRoundShift(temp2));
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
temp1 = (step1[11] * CosPi664) - (step1[12] * CosPi2664);
temp2 = (step1[11] * CosPi2664) + (step1[12] * CosPi664);
step2[11] = (short)WrapLow(DctConstRoundShift(temp1));
step2[12] = (short)WrapLow(DctConstRoundShift(temp2));
// stage 3
step1[0] = step2[0];
step1[1] = step2[1];
step1[2] = step2[2];
step1[3] = step2[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
temp1 = (step2[4] * CosPi2864) - (step2[7] * CosPi464);
temp2 = (step2[4] * CosPi464) + (step2[7] * CosPi2864);
step1[4] = (short)WrapLow(DctConstRoundShift(temp1));
step1[7] = (short)WrapLow(DctConstRoundShift(temp2));
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
temp1 = (step2[5] * CosPi1264) - (step2[6] * CosPi2064);
temp2 = (step2[5] * CosPi2064) + (step2[6] * CosPi1264);
step1[5] = (short)WrapLow(DctConstRoundShift(temp1));
step1[6] = (short)WrapLow(DctConstRoundShift(temp2));
step1[8] = (short)WrapLow(step2[8] + step2[9]);
step1[9] = (short)WrapLow(step2[8] - step2[9]);
step1[10] = (short)WrapLow(-step2[10] + step2[11]);
step1[11] = (short)WrapLow(step2[10] + step2[11]);
step1[12] = (short)WrapLow(step2[12] + step2[13]);
step1[13] = (short)WrapLow(step2[12] - step2[13]);
step1[14] = (short)WrapLow(-step2[14] + step2[15]);
step1[15] = (short)WrapLow(step2[14] + step2[15]);
// stage 4
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
temp1 = (step1[0] + step1[1]) * CosPi1664;
temp2 = (step1[0] - step1[1]) * CosPi1664;
step2[0] = (short)WrapLow(DctConstRoundShift(temp1));
step2[1] = (short)WrapLow(DctConstRoundShift(temp2));
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
temp1 = (step1[2] * CosPi2464) - (step1[3] * CosPi864);
temp2 = (step1[2] * CosPi864) + (step1[3] * CosPi2464);
step2[2] = (short)WrapLow(DctConstRoundShift(temp1));
step2[3] = (short)WrapLow(DctConstRoundShift(temp2));
step2[4] = (short)WrapLow(step1[4] + step1[5]);
step2[5] = (short)WrapLow(step1[4] - step1[5]);
step2[6] = (short)WrapLow(-step1[6] + step1[7]);
step2[7] = (short)WrapLow(step1[6] + step1[7]);
step2[8] = step1[8];
step2[15] = step1[15];
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
temp1 = (-step1[9] * CosPi864) + (step1[14] * CosPi2464);
temp2 = (step1[9] * CosPi2464) + (step1[14] * CosPi864);
step2[9] = (short)WrapLow(DctConstRoundShift(temp1));
step2[14] = (short)WrapLow(DctConstRoundShift(temp2));
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
temp1 = (-step1[10] * CosPi2464) - (step1[13] * CosPi864);
temp2 = (-step1[10] * CosPi864) + (step1[13] * CosPi2464);
step2[10] = (short)WrapLow(DctConstRoundShift(temp1));
step2[13] = (short)WrapLow(DctConstRoundShift(temp2));
step2[11] = step1[11];
step2[12] = step1[12];
// stage 5
step1[0] = (short)WrapLow(step2[0] + step2[3]);
step1[1] = (short)WrapLow(step2[1] + step2[2]);
step1[2] = (short)WrapLow(step2[1] - step2[2]);
step1[3] = (short)WrapLow(step2[0] - step2[3]);
step1[4] = step2[4];
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
temp1 = (step2[6] - step2[5]) * CosPi1664;
temp2 = (step2[5] + step2[6]) * CosPi1664;
step1[5] = (short)WrapLow(DctConstRoundShift(temp1));
step1[6] = (short)WrapLow(DctConstRoundShift(temp2));
step1[7] = step2[7];
step1[8] = (short)WrapLow(step2[8] + step2[11]);
step1[9] = (short)WrapLow(step2[9] + step2[10]);
step1[10] = (short)WrapLow(step2[9] - step2[10]);
step1[11] = (short)WrapLow(step2[8] - step2[11]);
step1[12] = (short)WrapLow(-step2[12] + step2[15]);
step1[13] = (short)WrapLow(-step2[13] + step2[14]);
step1[14] = (short)WrapLow(step2[13] + step2[14]);
step1[15] = (short)WrapLow(step2[12] + step2[15]);
// stage 6
step2[0] = (short)WrapLow(step1[0] + step1[7]);
step2[1] = (short)WrapLow(step1[1] + step1[6]);
step2[2] = (short)WrapLow(step1[2] + step1[5]);
step2[3] = (short)WrapLow(step1[3] + step1[4]);
step2[4] = (short)WrapLow(step1[3] - step1[4]);
step2[5] = (short)WrapLow(step1[2] - step1[5]);
step2[6] = (short)WrapLow(step1[1] - step1[6]);
step2[7] = (short)WrapLow(step1[0] - step1[7]);
step2[8] = step1[8];
step2[9] = step1[9];
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
temp1 = (-step1[10] + step1[13]) * CosPi1664;
temp2 = (step1[10] + step1[13]) * CosPi1664;
step2[10] = (short)WrapLow(DctConstRoundShift(temp1));
step2[13] = (short)WrapLow(DctConstRoundShift(temp2));
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
temp1 = (-step1[11] + step1[12]) * CosPi1664;
temp2 = (step1[11] + step1[12]) * CosPi1664;
step2[11] = (short)WrapLow(DctConstRoundShift(temp1));
step2[12] = (short)WrapLow(DctConstRoundShift(temp2));
step2[14] = step1[14];
step2[15] = step1[15];
// stage 7
output[0] = WrapLow(step2[0] + step2[15]);
output[1] = WrapLow(step2[1] + step2[14]);
output[2] = WrapLow(step2[2] + step2[13]);
output[3] = WrapLow(step2[3] + step2[12]);
output[4] = WrapLow(step2[4] + step2[11]);
output[5] = WrapLow(step2[5] + step2[10]);
output[6] = WrapLow(step2[6] + step2[9]);
output[7] = WrapLow(step2[7] + step2[8]);
output[8] = WrapLow(step2[7] - step2[8]);
output[9] = WrapLow(step2[6] - step2[9]);
output[10] = WrapLow(step2[5] - step2[10]);
output[11] = WrapLow(step2[4] - step2[11]);
output[12] = WrapLow(step2[3] - step2[12]);
output[13] = WrapLow(step2[2] - step2[13]);
output[14] = WrapLow(step2[1] - step2[14]);
output[15] = WrapLow(step2[0] - step2[15]);
}
[SkipLocalsInit]
public static void Idct16X16256Add(ReadOnlySpan<int> input, Span<byte> dest, int stride)
{
Span<int> output = stackalloc int[16 * 16];
Span<int> outptr = output;
Span<int> tempIn = stackalloc int[16];
Span<int> tempOut = stackalloc int[16];
// First transform rows
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
for (int i = 0; i < 16; ++i)
{
Idct16(input, outptr);
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
input = input.Slice(16);
outptr = outptr.Slice(16);
}
// Then transform columns
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
for (int i = 0; i < 16; ++i)
{
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
for (int j = 0; j < 16; ++j)
{
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
tempIn[j] = output[(j * 16) + i];
}
Idct16(tempIn, tempOut);
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
for (int j = 0; j < 16; ++j)
{
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
dest[(j * stride) + i] =
ClipPixelAdd(dest[(j * stride) + i], BitUtils.RoundPowerOfTwo(tempOut[j], 6));
}
}
}
[SkipLocalsInit]
public static void Idct16X1638Add(ReadOnlySpan<int> input, Span<byte> dest, int stride)
{
Span<int> output = stackalloc int[16 * 16];
Span<int> outptr = output;
Span<int> tempIn = stackalloc int[16];
Span<int> tempOut = stackalloc int[16];
[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
output.Clear();
// First transform rows. Since all non-zero dct coefficients are in
// upper-left 8x8 area, we only need to calculate first 8 rows here.
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
for (int i = 0; i < 8; ++i)
{
Idct16(input, outptr);
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
input = input.Slice(16);
outptr = outptr.Slice(16);
}
// Then transform columns
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
for (int i = 0; i < 16; ++i)
{
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
for (int j = 0; j < 16; ++j)
{
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
tempIn[j] = output[(j * 16) + i];
}
Idct16(tempIn, tempOut);
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
for (int j = 0; j < 16; ++j)
{
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
dest[(j * stride) + i] =
ClipPixelAdd(dest[(j * stride) + i], BitUtils.RoundPowerOfTwo(tempOut[j], 6));
}
}
}
[SkipLocalsInit]
public static void Idct16X1610Add(ReadOnlySpan<int> input, Span<byte> dest, int stride)
{
Span<int> output = stackalloc int[16 * 16];
Span<int> outptr = output;
Span<int> tempIn = stackalloc int[16];
Span<int> tempOut = stackalloc int[16];
[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
output.Clear();
// First transform rows. Since all non-zero dct coefficients are in
// upper-left 4x4 area, we only need to calculate first 4 rows here.
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
for (int i = 0; i < 4; ++i)
{
Idct16(input, outptr);
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
input = input.Slice(16);
outptr = outptr.Slice(16);
}
// Then transform columns
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
for (int i = 0; i < 16; ++i)
{
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
for (int j = 0; j < 16; ++j)
{
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
tempIn[j] = output[(j * 16) + i];
}
Idct16(tempIn, tempOut);
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
for (int j = 0; j < 16; ++j)
{
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
dest[(j * stride) + i] =
ClipPixelAdd(dest[(j * stride) + i], BitUtils.RoundPowerOfTwo(tempOut[j], 6));
}
}
}
public static void Idct16X161Add(ReadOnlySpan<int> input, Span<byte> dest, int stride)
{
long a1;
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
int output = WrapLow(DctConstRoundShift((short)input[0] * CosPi1664));
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
output = WrapLow(DctConstRoundShift(output * CosPi1664));
a1 = BitUtils.RoundPowerOfTwo(output, 6);
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
for (int j = 0; j < 16; ++j)
{
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
for (int i = 0; i < 16; ++i)
{
dest[i] = ClipPixelAdd(dest[i], a1);
}
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
dest = dest.Slice(stride);
}
}
[SkipLocalsInit]
public static void Idct32(ReadOnlySpan<int> input, Span<int> output)
{
Span<short> step1 = stackalloc short[32];
Span<short> step2 = stackalloc short[32];
long temp1, temp2;
// stage 1
step1[0] = (short)input[0];
step1[1] = (short)input[16];
step1[2] = (short)input[8];
step1[3] = (short)input[24];
step1[4] = (short)input[4];
step1[5] = (short)input[20];
step1[6] = (short)input[12];
step1[7] = (short)input[28];
step1[8] = (short)input[2];
step1[9] = (short)input[18];
step1[10] = (short)input[10];
step1[11] = (short)input[26];
step1[12] = (short)input[6];
step1[13] = (short)input[22];
step1[14] = (short)input[14];
step1[15] = (short)input[30];
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
temp1 = ((short)input[1] * CosPi3164) - ((short)input[31] * CosPi164);
temp2 = ((short)input[1] * CosPi164) + ((short)input[31] * CosPi3164);
step1[16] = (short)WrapLow(DctConstRoundShift(temp1));
step1[31] = (short)WrapLow(DctConstRoundShift(temp2));
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
temp1 = ((short)input[17] * CosPi1564) - ((short)input[15] * CosPi1764);
temp2 = ((short)input[17] * CosPi1764) + ((short)input[15] * CosPi1564);
step1[17] = (short)WrapLow(DctConstRoundShift(temp1));
step1[30] = (short)WrapLow(DctConstRoundShift(temp2));
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
temp1 = ((short)input[9] * CosPi2364) - ((short)input[23] * CosPi964);
temp2 = ((short)input[9] * CosPi964) + ((short)input[23] * CosPi2364);
step1[18] = (short)WrapLow(DctConstRoundShift(temp1));
step1[29] = (short)WrapLow(DctConstRoundShift(temp2));
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
temp1 = ((short)input[25] * CosPi764) - ((short)input[7] * CosPi2564);
temp2 = ((short)input[25] * CosPi2564) + ((short)input[7] * CosPi764);
step1[19] = (short)WrapLow(DctConstRoundShift(temp1));
step1[28] = (short)WrapLow(DctConstRoundShift(temp2));
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
temp1 = ((short)input[5] * CosPi2764) - ((short)input[27] * CosPi564);
temp2 = ((short)input[5] * CosPi564) + ((short)input[27] * CosPi2764);
step1[20] = (short)WrapLow(DctConstRoundShift(temp1));
step1[27] = (short)WrapLow(DctConstRoundShift(temp2));
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
temp1 = ((short)input[21] * CosPi1164) - ((short)input[11] * CosPi2164);
temp2 = ((short)input[21] * CosPi2164) + ((short)input[11] * CosPi1164);
step1[21] = (short)WrapLow(DctConstRoundShift(temp1));
step1[26] = (short)WrapLow(DctConstRoundShift(temp2));
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
temp1 = ((short)input[13] * CosPi1964) - ((short)input[19] * CosPi1364);
temp2 = ((short)input[13] * CosPi1364) + ((short)input[19] * CosPi1964);
step1[22] = (short)WrapLow(DctConstRoundShift(temp1));
step1[25] = (short)WrapLow(DctConstRoundShift(temp2));
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
temp1 = ((short)input[29] * CosPi364) - ((short)input[3] * CosPi2964);
temp2 = ((short)input[29] * CosPi2964) + ((short)input[3] * CosPi364);
step1[23] = (short)WrapLow(DctConstRoundShift(temp1));
step1[24] = (short)WrapLow(DctConstRoundShift(temp2));
// stage 2
step2[0] = step1[0];
step2[1] = step1[1];
step2[2] = step1[2];
step2[3] = step1[3];
step2[4] = step1[4];
step2[5] = step1[5];
step2[6] = step1[6];
step2[7] = step1[7];
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
temp1 = (step1[8] * CosPi3064) - (step1[15] * CosPi264);
temp2 = (step1[8] * CosPi264) + (step1[15] * CosPi3064);
step2[8] = (short)WrapLow(DctConstRoundShift(temp1));
step2[15] = (short)WrapLow(DctConstRoundShift(temp2));
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
temp1 = (step1[9] * CosPi1464) - (step1[14] * CosPi1864);
temp2 = (step1[9] * CosPi1864) + (step1[14] * CosPi1464);
step2[9] = (short)WrapLow(DctConstRoundShift(temp1));
step2[14] = (short)WrapLow(DctConstRoundShift(temp2));
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
temp1 = (step1[10] * CosPi2264) - (step1[13] * CosPi1064);
temp2 = (step1[10] * CosPi1064) + (step1[13] * CosPi2264);
step2[10] = (short)WrapLow(DctConstRoundShift(temp1));
step2[13] = (short)WrapLow(DctConstRoundShift(temp2));
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
temp1 = (step1[11] * CosPi664) - (step1[12] * CosPi2664);
temp2 = (step1[11] * CosPi2664) + (step1[12] * CosPi664);
step2[11] = (short)WrapLow(DctConstRoundShift(temp1));
step2[12] = (short)WrapLow(DctConstRoundShift(temp2));
step2[16] = (short)WrapLow(step1[16] + step1[17]);
step2[17] = (short)WrapLow(step1[16] - step1[17]);
step2[18] = (short)WrapLow(-step1[18] + step1[19]);
step2[19] = (short)WrapLow(step1[18] + step1[19]);
step2[20] = (short)WrapLow(step1[20] + step1[21]);
step2[21] = (short)WrapLow(step1[20] - step1[21]);
step2[22] = (short)WrapLow(-step1[22] + step1[23]);
step2[23] = (short)WrapLow(step1[22] + step1[23]);
step2[24] = (short)WrapLow(step1[24] + step1[25]);
step2[25] = (short)WrapLow(step1[24] - step1[25]);
step2[26] = (short)WrapLow(-step1[26] + step1[27]);
step2[27] = (short)WrapLow(step1[26] + step1[27]);
step2[28] = (short)WrapLow(step1[28] + step1[29]);
step2[29] = (short)WrapLow(step1[28] - step1[29]);
step2[30] = (short)WrapLow(-step1[30] + step1[31]);
step2[31] = (short)WrapLow(step1[30] + step1[31]);
// stage 3
step1[0] = step2[0];
step1[1] = step2[1];
step1[2] = step2[2];
step1[3] = step2[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
temp1 = (step2[4] * CosPi2864) - (step2[7] * CosPi464);
temp2 = (step2[4] * CosPi464) + (step2[7] * CosPi2864);
step1[4] = (short)WrapLow(DctConstRoundShift(temp1));
step1[7] = (short)WrapLow(DctConstRoundShift(temp2));
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
temp1 = (step2[5] * CosPi1264) - (step2[6] * CosPi2064);
temp2 = (step2[5] * CosPi2064) + (step2[6] * CosPi1264);
step1[5] = (short)WrapLow(DctConstRoundShift(temp1));
step1[6] = (short)WrapLow(DctConstRoundShift(temp2));
step1[8] = (short)WrapLow(step2[8] + step2[9]);
step1[9] = (short)WrapLow(step2[8] - step2[9]);
step1[10] = (short)WrapLow(-step2[10] + step2[11]);
step1[11] = (short)WrapLow(step2[10] + step2[11]);
step1[12] = (short)WrapLow(step2[12] + step2[13]);
step1[13] = (short)WrapLow(step2[12] - step2[13]);
step1[14] = (short)WrapLow(-step2[14] + step2[15]);
step1[15] = (short)WrapLow(step2[14] + step2[15]);
step1[16] = step2[16];
step1[31] = step2[31];
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
temp1 = (-step2[17] * CosPi464) + (step2[30] * CosPi2864);
temp2 = (step2[17] * CosPi2864) + (step2[30] * CosPi464);
step1[17] = (short)WrapLow(DctConstRoundShift(temp1));
step1[30] = (short)WrapLow(DctConstRoundShift(temp2));
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
temp1 = (-step2[18] * CosPi2864) - (step2[29] * CosPi464);
temp2 = (-step2[18] * CosPi464) + (step2[29] * CosPi2864);
step1[18] = (short)WrapLow(DctConstRoundShift(temp1));
step1[29] = (short)WrapLow(DctConstRoundShift(temp2));
step1[19] = step2[19];
step1[20] = step2[20];
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
temp1 = (-step2[21] * CosPi2064) + (step2[26] * CosPi1264);
temp2 = (step2[21] * CosPi1264) + (step2[26] * CosPi2064);
step1[21] = (short)WrapLow(DctConstRoundShift(temp1));
step1[26] = (short)WrapLow(DctConstRoundShift(temp2));
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
temp1 = (-step2[22] * CosPi1264) - (step2[25] * CosPi2064);
temp2 = (-step2[22] * CosPi2064) + (step2[25] * CosPi1264);
step1[22] = (short)WrapLow(DctConstRoundShift(temp1));
step1[25] = (short)WrapLow(DctConstRoundShift(temp2));
step1[23] = step2[23];
step1[24] = step2[24];
step1[27] = step2[27];
step1[28] = step2[28];
// stage 4
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
temp1 = (step1[0] + step1[1]) * CosPi1664;
temp2 = (step1[0] - step1[1]) * CosPi1664;
step2[0] = (short)WrapLow(DctConstRoundShift(temp1));
step2[1] = (short)WrapLow(DctConstRoundShift(temp2));
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
temp1 = (step1[2] * CosPi2464) - (step1[3] * CosPi864);
temp2 = (step1[2] * CosPi864) + (step1[3] * CosPi2464);
step2[2] = (short)WrapLow(DctConstRoundShift(temp1));
step2[3] = (short)WrapLow(DctConstRoundShift(temp2));
step2[4] = (short)WrapLow(step1[4] + step1[5]);
step2[5] = (short)WrapLow(step1[4] - step1[5]);
step2[6] = (short)WrapLow(-step1[6] + step1[7]);
step2[7] = (short)WrapLow(step1[6] + step1[7]);
step2[8] = step1[8];
step2[15] = step1[15];
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
temp1 = (-step1[9] * CosPi864) + (step1[14] * CosPi2464);
temp2 = (step1[9] * CosPi2464) + (step1[14] * CosPi864);
step2[9] = (short)WrapLow(DctConstRoundShift(temp1));
step2[14] = (short)WrapLow(DctConstRoundShift(temp2));
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
temp1 = (-step1[10] * CosPi2464) - (step1[13] * CosPi864);
temp2 = (-step1[10] * CosPi864) + (step1[13] * CosPi2464);
step2[10] = (short)WrapLow(DctConstRoundShift(temp1));
step2[13] = (short)WrapLow(DctConstRoundShift(temp2));
step2[11] = step1[11];
step2[12] = step1[12];
step2[16] = (short)WrapLow(step1[16] + step1[19]);
step2[17] = (short)WrapLow(step1[17] + step1[18]);
step2[18] = (short)WrapLow(step1[17] - step1[18]);
step2[19] = (short)WrapLow(step1[16] - step1[19]);
step2[20] = (short)WrapLow(-step1[20] + step1[23]);
step2[21] = (short)WrapLow(-step1[21] + step1[22]);
step2[22] = (short)WrapLow(step1[21] + step1[22]);
step2[23] = (short)WrapLow(step1[20] + step1[23]);
step2[24] = (short)WrapLow(step1[24] + step1[27]);
step2[25] = (short)WrapLow(step1[25] + step1[26]);
step2[26] = (short)WrapLow(step1[25] - step1[26]);
step2[27] = (short)WrapLow(step1[24] - step1[27]);
step2[28] = (short)WrapLow(-step1[28] + step1[31]);
step2[29] = (short)WrapLow(-step1[29] + step1[30]);
step2[30] = (short)WrapLow(step1[29] + step1[30]);
step2[31] = (short)WrapLow(step1[28] + step1[31]);
// stage 5
step1[0] = (short)WrapLow(step2[0] + step2[3]);
step1[1] = (short)WrapLow(step2[1] + step2[2]);
step1[2] = (short)WrapLow(step2[1] - step2[2]);
step1[3] = (short)WrapLow(step2[0] - step2[3]);
step1[4] = step2[4];
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
temp1 = (step2[6] - step2[5]) * CosPi1664;
temp2 = (step2[5] + step2[6]) * CosPi1664;
step1[5] = (short)WrapLow(DctConstRoundShift(temp1));
step1[6] = (short)WrapLow(DctConstRoundShift(temp2));
step1[7] = step2[7];
step1[8] = (short)WrapLow(step2[8] + step2[11]);
step1[9] = (short)WrapLow(step2[9] + step2[10]);
step1[10] = (short)WrapLow(step2[9] - step2[10]);
step1[11] = (short)WrapLow(step2[8] - step2[11]);
step1[12] = (short)WrapLow(-step2[12] + step2[15]);
step1[13] = (short)WrapLow(-step2[13] + step2[14]);
step1[14] = (short)WrapLow(step2[13] + step2[14]);
step1[15] = (short)WrapLow(step2[12] + step2[15]);
step1[16] = step2[16];
step1[17] = step2[17];
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
temp1 = (-step2[18] * CosPi864) + (step2[29] * CosPi2464);
temp2 = (step2[18] * CosPi2464) + (step2[29] * CosPi864);
step1[18] = (short)WrapLow(DctConstRoundShift(temp1));
step1[29] = (short)WrapLow(DctConstRoundShift(temp2));
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
temp1 = (-step2[19] * CosPi864) + (step2[28] * CosPi2464);
temp2 = (step2[19] * CosPi2464) + (step2[28] * CosPi864);
step1[19] = (short)WrapLow(DctConstRoundShift(temp1));
step1[28] = (short)WrapLow(DctConstRoundShift(temp2));
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
temp1 = (-step2[20] * CosPi2464) - (step2[27] * CosPi864);
temp2 = (-step2[20] * CosPi864) + (step2[27] * CosPi2464);
step1[20] = (short)WrapLow(DctConstRoundShift(temp1));
step1[27] = (short)WrapLow(DctConstRoundShift(temp2));
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
temp1 = (-step2[21] * CosPi2464) - (step2[26] * CosPi864);
temp2 = (-step2[21] * CosPi864) + (step2[26] * CosPi2464);
step1[21] = (short)WrapLow(DctConstRoundShift(temp1));
step1[26] = (short)WrapLow(DctConstRoundShift(temp2));
step1[22] = step2[22];
step1[23] = step2[23];
step1[24] = step2[24];
step1[25] = step2[25];
step1[30] = step2[30];
step1[31] = step2[31];
// stage 6
step2[0] = (short)WrapLow(step1[0] + step1[7]);
step2[1] = (short)WrapLow(step1[1] + step1[6]);
step2[2] = (short)WrapLow(step1[2] + step1[5]);
step2[3] = (short)WrapLow(step1[3] + step1[4]);
step2[4] = (short)WrapLow(step1[3] - step1[4]);
step2[5] = (short)WrapLow(step1[2] - step1[5]);
step2[6] = (short)WrapLow(step1[1] - step1[6]);
step2[7] = (short)WrapLow(step1[0] - step1[7]);
step2[8] = step1[8];
step2[9] = step1[9];
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
temp1 = (-step1[10] + step1[13]) * CosPi1664;
temp2 = (step1[10] + step1[13]) * CosPi1664;
step2[10] = (short)WrapLow(DctConstRoundShift(temp1));
step2[13] = (short)WrapLow(DctConstRoundShift(temp2));
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
temp1 = (-step1[11] + step1[12]) * CosPi1664;
temp2 = (step1[11] + step1[12]) * CosPi1664;
step2[11] = (short)WrapLow(DctConstRoundShift(temp1));
step2[12] = (short)WrapLow(DctConstRoundShift(temp2));
step2[14] = step1[14];
step2[15] = step1[15];
step2[16] = (short)WrapLow(step1[16] + step1[23]);
step2[17] = (short)WrapLow(step1[17] + step1[22]);
step2[18] = (short)WrapLow(step1[18] + step1[21]);
step2[19] = (short)WrapLow(step1[19] + step1[20]);
step2[20] = (short)WrapLow(step1[19] - step1[20]);
step2[21] = (short)WrapLow(step1[18] - step1[21]);
step2[22] = (short)WrapLow(step1[17] - step1[22]);
step2[23] = (short)WrapLow(step1[16] - step1[23]);
step2[24] = (short)WrapLow(-step1[24] + step1[31]);
step2[25] = (short)WrapLow(-step1[25] + step1[30]);
step2[26] = (short)WrapLow(-step1[26] + step1[29]);
step2[27] = (short)WrapLow(-step1[27] + step1[28]);
step2[28] = (short)WrapLow(step1[27] + step1[28]);
step2[29] = (short)WrapLow(step1[26] + step1[29]);
step2[30] = (short)WrapLow(step1[25] + step1[30]);
step2[31] = (short)WrapLow(step1[24] + step1[31]);
// stage 7
step1[0] = (short)WrapLow(step2[0] + step2[15]);
step1[1] = (short)WrapLow(step2[1] + step2[14]);
step1[2] = (short)WrapLow(step2[2] + step2[13]);
step1[3] = (short)WrapLow(step2[3] + step2[12]);
step1[4] = (short)WrapLow(step2[4] + step2[11]);
step1[5] = (short)WrapLow(step2[5] + step2[10]);
step1[6] = (short)WrapLow(step2[6] + step2[9]);
step1[7] = (short)WrapLow(step2[7] + step2[8]);
step1[8] = (short)WrapLow(step2[7] - step2[8]);
step1[9] = (short)WrapLow(step2[6] - step2[9]);
step1[10] = (short)WrapLow(step2[5] - step2[10]);
step1[11] = (short)WrapLow(step2[4] - step2[11]);
step1[12] = (short)WrapLow(step2[3] - step2[12]);
step1[13] = (short)WrapLow(step2[2] - step2[13]);
step1[14] = (short)WrapLow(step2[1] - step2[14]);
step1[15] = (short)WrapLow(step2[0] - step2[15]);
step1[16] = step2[16];
step1[17] = step2[17];
step1[18] = step2[18];
step1[19] = step2[19];
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
temp1 = (-step2[20] + step2[27]) * CosPi1664;
temp2 = (step2[20] + step2[27]) * CosPi1664;
step1[20] = (short)WrapLow(DctConstRoundShift(temp1));
step1[27] = (short)WrapLow(DctConstRoundShift(temp2));
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
temp1 = (-step2[21] + step2[26]) * CosPi1664;
temp2 = (step2[21] + step2[26]) * CosPi1664;
step1[21] = (short)WrapLow(DctConstRoundShift(temp1));
step1[26] = (short)WrapLow(DctConstRoundShift(temp2));
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
temp1 = (-step2[22] + step2[25]) * CosPi1664;
temp2 = (step2[22] + step2[25]) * CosPi1664;
step1[22] = (short)WrapLow(DctConstRoundShift(temp1));
step1[25] = (short)WrapLow(DctConstRoundShift(temp2));
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
temp1 = (-step2[23] + step2[24]) * CosPi1664;
temp2 = (step2[23] + step2[24]) * CosPi1664;
step1[23] = (short)WrapLow(DctConstRoundShift(temp1));
step1[24] = (short)WrapLow(DctConstRoundShift(temp2));
step1[28] = step2[28];
step1[29] = step2[29];
step1[30] = step2[30];
step1[31] = step2[31];
// final stage
output[0] = WrapLow(step1[0] + step1[31]);
output[1] = WrapLow(step1[1] + step1[30]);
output[2] = WrapLow(step1[2] + step1[29]);
output[3] = WrapLow(step1[3] + step1[28]);
output[4] = WrapLow(step1[4] + step1[27]);
output[5] = WrapLow(step1[5] + step1[26]);
output[6] = WrapLow(step1[6] + step1[25]);
output[7] = WrapLow(step1[7] + step1[24]);
output[8] = WrapLow(step1[8] + step1[23]);
output[9] = WrapLow(step1[9] + step1[22]);
output[10] = WrapLow(step1[10] + step1[21]);
output[11] = WrapLow(step1[11] + step1[20]);
output[12] = WrapLow(step1[12] + step1[19]);
output[13] = WrapLow(step1[13] + step1[18]);
output[14] = WrapLow(step1[14] + step1[17]);
output[15] = WrapLow(step1[15] + step1[16]);
output[16] = WrapLow(step1[15] - step1[16]);
output[17] = WrapLow(step1[14] - step1[17]);
output[18] = WrapLow(step1[13] - step1[18]);
output[19] = WrapLow(step1[12] - step1[19]);
output[20] = WrapLow(step1[11] - step1[20]);
output[21] = WrapLow(step1[10] - step1[21]);
output[22] = WrapLow(step1[9] - step1[22]);
output[23] = WrapLow(step1[8] - step1[23]);
output[24] = WrapLow(step1[7] - step1[24]);
output[25] = WrapLow(step1[6] - step1[25]);
output[26] = WrapLow(step1[5] - step1[26]);
output[27] = WrapLow(step1[4] - step1[27]);
output[28] = WrapLow(step1[3] - step1[28]);
output[29] = WrapLow(step1[2] - step1[29]);
output[30] = WrapLow(step1[1] - step1[30]);
output[31] = WrapLow(step1[0] - step1[31]);
}
[SkipLocalsInit]
public static void Idct32X321024Add(ReadOnlySpan<int> input, Span<byte> dest, int stride)
{
Span<int> output = stackalloc int[32 * 32];
Span<int> outptr = output;
Span<int> tempIn = stackalloc int[32];
Span<int> tempOut = stackalloc int[32];
// Rows
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
for (int i = 0; i < 32; ++i)
{
short zeroCoeff = 0;
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
for (int j = 0; j < 32; ++j)
{
zeroCoeff |= (short)input[j];
}
if (zeroCoeff != 0)
{
Idct32(input, outptr);
}
else
{
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
outptr.Slice(0, 32).Clear();
}
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
input = input.Slice(32);
outptr = outptr.Slice(32);
}
// Columns
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
for (int i = 0; i < 32; ++i)
{
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
for (int j = 0; j < 32; ++j)
{
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
tempIn[j] = output[(j * 32) + i];
}
Idct32(tempIn, tempOut);
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
for (int j = 0; j < 32; ++j)
{
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
dest[(j * stride) + i] =
ClipPixelAdd(dest[(j * stride) + i], BitUtils.RoundPowerOfTwo(tempOut[j], 6));
}
}
}
[SkipLocalsInit]
public static void Idct32X32135Add(ReadOnlySpan<int> input, Span<byte> dest, int stride)
{
Span<int> output = stackalloc int[32 * 32];
Span<int> outptr = output;
Span<int> tempIn = stackalloc int[32];
Span<int> tempOut = stackalloc int[32];
[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
output.Clear();
// Rows
// Only upper-left 16x16 has non-zero coeff
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
for (int i = 0; i < 16; ++i)
{
Idct32(input, outptr);
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
input = input.Slice(32);
outptr = outptr.Slice(32);
}
// Columns
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
for (int i = 0; i < 32; ++i)
{
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
for (int j = 0; j < 32; ++j)
{
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
tempIn[j] = output[(j * 32) + i];
}
Idct32(tempIn, tempOut);
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
for (int j = 0; j < 32; ++j)
{
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
dest[(j * stride) + i] =
ClipPixelAdd(dest[(j * stride) + i], BitUtils.RoundPowerOfTwo(tempOut[j], 6));
}
}
}
[SkipLocalsInit]
public static void Idct32X3234Add(ReadOnlySpan<int> input, Span<byte> dest, int stride)
{
Span<int> output = stackalloc int[32 * 32];
Span<int> outptr = output;
Span<int> tempIn = stackalloc int[32];
Span<int> tempOut = stackalloc int[32];
[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
output.Clear();
// Rows
// Only upper-left 8x8 has non-zero coeff
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
for (int i = 0; i < 8; ++i)
{
Idct32(input, outptr);
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
input = input.Slice(32);
outptr = outptr.Slice(32);
}
// Columns
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
for (int i = 0; i < 32; ++i)
{
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
for (int j = 0; j < 32; ++j)
{
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
tempIn[j] = output[(j * 32) + i];
}
Idct32(tempIn, tempOut);
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
for (int j = 0; j < 32; ++j)
{
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
dest[(j * stride) + i] =
ClipPixelAdd(dest[(j * stride) + i], BitUtils.RoundPowerOfTwo(tempOut[j], 6));
}
}
}
public static void Idct32X321Add(ReadOnlySpan<int> input, Span<byte> dest, int stride)
{
long a1;
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
int output = WrapLow(DctConstRoundShift((short)input[0] * CosPi1664));
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
output = WrapLow(DctConstRoundShift(output * CosPi1664));
a1 = BitUtils.RoundPowerOfTwo(output, 6);
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
for (int j = 0; j < 32; ++j)
{
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
for (int i = 0; i < 32; ++i)
{
dest[i] = ClipPixelAdd(dest[i], a1);
}
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
dest = dest.Slice(stride);
}
}
[SkipLocalsInit]
public static void HighbdIwht4X416Add(ReadOnlySpan<int> input, Span<ushort> dest, int stride, int bd)
{
/* 4-point reversible, orthonormal inverse Walsh-Hadamard in 3.5 adds,
0.5 shifts per pixel. */
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
Span<int> output = stackalloc int[16];
long a1, b1, c1, d1, e1;
ReadOnlySpan<int> ip = input;
Span<int> op = output;
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
for (int i = 0; i < 4; i++)
{
a1 = ip[0] >> UnitQuantShift;
c1 = ip[1] >> UnitQuantShift;
d1 = ip[2] >> UnitQuantShift;
b1 = ip[3] >> UnitQuantShift;
a1 += c1;
d1 -= b1;
e1 = (a1 - d1) >> 1;
b1 = e1 - b1;
c1 = e1 - c1;
a1 -= b1;
d1 += c1;
op[0] = HighbdWrapLow(a1, bd);
op[1] = HighbdWrapLow(b1, bd);
op[2] = HighbdWrapLow(c1, bd);
op[3] = HighbdWrapLow(d1, bd);
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
ip = ip.Slice(4);
op = op.Slice(4);
}
ReadOnlySpan<int> ip2 = output;
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
for (int i = 0; i < 4; i++)
{
a1 = ip2[4 * 0];
c1 = ip2[4 * 1];
d1 = ip2[4 * 2];
b1 = ip2[4 * 3];
a1 += c1;
d1 -= b1;
e1 = (a1 - d1) >> 1;
b1 = e1 - b1;
c1 = e1 - c1;
a1 -= b1;
d1 += c1;
dest[stride * 0] = HighbdClipPixelAdd(dest[stride * 0], HighbdWrapLow(a1, bd), bd);
dest[stride * 1] = HighbdClipPixelAdd(dest[stride * 1], HighbdWrapLow(b1, bd), bd);
dest[stride * 2] = HighbdClipPixelAdd(dest[stride * 2], HighbdWrapLow(c1, bd), bd);
dest[stride * 3] = HighbdClipPixelAdd(dest[stride * 3], HighbdWrapLow(d1, bd), bd);
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
ip2 = ip2.Slice(1);
dest = dest.Slice(1);
}
}
[SkipLocalsInit]
public static void HighbdIwht4X41Add(ReadOnlySpan<int> input, Span<ushort> dest, int stride, int bd)
{
long a1, e1;
Span<int> tmp = stackalloc int[4];
ReadOnlySpan<int> ip = input;
Span<int> op = tmp;
a1 = ip[0] >> UnitQuantShift;
e1 = a1 >> 1;
a1 -= e1;
op[0] = HighbdWrapLow(a1, bd);
op[1] = op[2] = op[3] = HighbdWrapLow(e1, bd);
ReadOnlySpan<int> ip2 = tmp;
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
for (int i = 0; i < 4; i++)
{
e1 = ip2[0] >> 1;
a1 = ip2[0] - e1;
dest[stride * 0] = HighbdClipPixelAdd(dest[stride * 0], a1, bd);
dest[stride * 1] = HighbdClipPixelAdd(dest[stride * 1], e1, bd);
dest[stride * 2] = HighbdClipPixelAdd(dest[stride * 2], e1, bd);
dest[stride * 3] = HighbdClipPixelAdd(dest[stride * 3], e1, bd);
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
ip2 = ip2.Slice(1);
dest = dest.Slice(1);
}
}
public static void HighbdIadst4(ReadOnlySpan<int> input, Span<int> output, int bd)
{
long s0, s1, s2, s3, s4, s5, s6, s7;
int x0 = input[0];
int x1 = input[1];
int x2 = input[2];
int x3 = input[3];
if (DetectInvalidHighbdInput(input, 4) != 0)
{
Debug.Assert(false, "invalid highbd txfm input");
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
output.Slice(0, 4).Clear();
return;
}
if ((x0 | x1 | x2 | x3) == 0)
{
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
output.Slice(0, 4).Clear();
return;
}
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
s0 = (long)SinPi19 * x0;
s1 = (long)SinPi29 * x0;
s2 = (long)SinPi39 * x1;
s3 = (long)SinPi49 * x2;
s4 = (long)SinPi19 * x2;
s5 = (long)SinPi29 * x3;
s6 = (long)SinPi49 * x3;
s7 = HighbdWrapLow(x0 - x2 + x3, bd);
s0 = s0 + s3 + s5;
s1 = s1 - s4 - s6;
s3 = s2;
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
s2 = SinPi39 * s7;
// 1-D transform scaling factor is sqrt(2).
// The overall dynamic range is 14b (input) + 14b (multiplication scaling)
// + 1b (addition) = 29b.
// Hence the output bit depth is 15b.
output[0] = HighbdWrapLow(DctConstRoundShift(s0 + s3), bd);
output[1] = HighbdWrapLow(DctConstRoundShift(s1 + s3), bd);
output[2] = HighbdWrapLow(DctConstRoundShift(s2), bd);
output[3] = HighbdWrapLow(DctConstRoundShift(s0 + s1 - s3), bd);
}
[SkipLocalsInit]
public static void HighbdIdct4(ReadOnlySpan<int> input, Span<int> output, int bd)
{
Span<int> step = stackalloc int[4];
long temp1, temp2;
if (DetectInvalidHighbdInput(input, 4) != 0)
{
Debug.Assert(false, "invalid highbd txfm input");
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
output.Slice(0, 4).Clear();
return;
}
// stage 1
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
temp1 = (input[0] + input[2]) * (long)CosPi1664;
temp2 = (input[0] - input[2]) * (long)CosPi1664;
step[0] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step[1] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
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
temp1 = (input[1] * (long)CosPi2464) - (input[3] * (long)CosPi864);
temp2 = (input[1] * (long)CosPi864) + (input[3] * (long)CosPi2464);
step[2] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step[3] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
// stage 2
output[0] = HighbdWrapLow(step[0] + step[3], bd);
output[1] = HighbdWrapLow(step[1] + step[2], bd);
output[2] = HighbdWrapLow(step[1] - step[2], bd);
output[3] = HighbdWrapLow(step[0] - step[3], bd);
}
[SkipLocalsInit]
public static void HighbdIdct4X416Add(ReadOnlySpan<int> input, Span<ushort> dest, int stride, int bd)
{
Span<int> output = stackalloc int[4 * 4];
Span<int> outptr = output;
Span<int> tempIn = stackalloc int[4];
Span<int> tempOut = stackalloc int[4];
// Rows
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
for (int i = 0; i < 4; ++i)
{
HighbdIdct4(input, outptr, bd);
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
input = input.Slice(4);
outptr = outptr.Slice(4);
}
// Columns
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
for (int i = 0; i < 4; ++i)
{
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
for (int j = 0; j < 4; ++j)
{
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
tempIn[j] = output[(j * 4) + i];
}
HighbdIdct4(tempIn, tempOut, bd);
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
for (int j = 0; j < 4; ++j)
{
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
dest[(j * stride) + i] = HighbdClipPixelAdd(dest[(j * stride) + i],
BitUtils.RoundPowerOfTwo(tempOut[j], 4), bd);
}
}
}
public static void HighbdIdct4X41Add(ReadOnlySpan<int> input, Span<ushort> dest, int stride, int bd)
{
long a1;
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
int output = HighbdWrapLow(DctConstRoundShift(input[0] * (long)CosPi1664), bd);
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
output = HighbdWrapLow(DctConstRoundShift(output * (long)CosPi1664), bd);
a1 = BitUtils.RoundPowerOfTwo(output, 4);
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
for (int i = 0; i < 4; i++)
{
dest[0] = HighbdClipPixelAdd(dest[0], a1, bd);
dest[1] = HighbdClipPixelAdd(dest[1], a1, bd);
dest[2] = HighbdClipPixelAdd(dest[2], a1, bd);
dest[3] = HighbdClipPixelAdd(dest[3], a1, bd);
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
dest = dest.Slice(stride);
}
}
public static void HighbdIadst8(ReadOnlySpan<int> input, Span<int> output, int bd)
{
long s0, s1, s2, s3, s4, s5, s6, s7;
int x0 = input[7];
int x1 = input[0];
int x2 = input[5];
int x3 = input[2];
int x4 = input[3];
int x5 = input[4];
int x6 = input[1];
int x7 = input[6];
if (DetectInvalidHighbdInput(input, 8) != 0)
{
Debug.Assert(false, "invalid highbd txfm input");
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
output.Slice(0, 8).Clear();
return;
}
if ((x0 | x1 | x2 | x3 | x4 | x5 | x6 | x7) == 0)
{
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
output.Slice(0, 8).Clear();
return;
}
// stage 1
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
s0 = ((long)CosPi264 * x0) + ((long)CosPi3064 * x1);
s1 = ((long)CosPi3064 * x0) - ((long)CosPi264 * x1);
s2 = ((long)CosPi1064 * x2) + ((long)CosPi2264 * x3);
s3 = ((long)CosPi2264 * x2) - ((long)CosPi1064 * x3);
s4 = ((long)CosPi1864 * x4) + ((long)CosPi1464 * x5);
s5 = ((long)CosPi1464 * x4) - ((long)CosPi1864 * x5);
s6 = ((long)CosPi2664 * x6) + ((long)CosPi664 * x7);
s7 = ((long)CosPi664 * x6) - ((long)CosPi2664 * x7);
x0 = HighbdWrapLow(DctConstRoundShift(s0 + s4), bd);
x1 = HighbdWrapLow(DctConstRoundShift(s1 + s5), bd);
x2 = HighbdWrapLow(DctConstRoundShift(s2 + s6), bd);
x3 = HighbdWrapLow(DctConstRoundShift(s3 + s7), bd);
x4 = HighbdWrapLow(DctConstRoundShift(s0 - s4), bd);
x5 = HighbdWrapLow(DctConstRoundShift(s1 - s5), bd);
x6 = HighbdWrapLow(DctConstRoundShift(s2 - s6), bd);
x7 = HighbdWrapLow(DctConstRoundShift(s3 - s7), bd);
// stage 2
s0 = x0;
s1 = x1;
s2 = x2;
s3 = x3;
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
s4 = ((long)CosPi864 * x4) + ((long)CosPi2464 * x5);
s5 = ((long)CosPi2464 * x4) - ((long)CosPi864 * x5);
s6 = ((long)-CosPi2464 * x6) + ((long)CosPi864 * x7);
s7 = ((long)CosPi864 * x6) + ((long)CosPi2464 * x7);
x0 = HighbdWrapLow(s0 + s2, bd);
x1 = HighbdWrapLow(s1 + s3, bd);
x2 = HighbdWrapLow(s0 - s2, bd);
x3 = HighbdWrapLow(s1 - s3, bd);
x4 = HighbdWrapLow(DctConstRoundShift(s4 + s6), bd);
x5 = HighbdWrapLow(DctConstRoundShift(s5 + s7), bd);
x6 = HighbdWrapLow(DctConstRoundShift(s4 - s6), bd);
x7 = HighbdWrapLow(DctConstRoundShift(s5 - s7), bd);
// stage 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
s2 = (long)CosPi1664 * (x2 + x3);
s3 = (long)CosPi1664 * (x2 - x3);
s6 = (long)CosPi1664 * (x6 + x7);
s7 = (long)CosPi1664 * (x6 - x7);
x2 = HighbdWrapLow(DctConstRoundShift(s2), bd);
x3 = HighbdWrapLow(DctConstRoundShift(s3), bd);
x6 = HighbdWrapLow(DctConstRoundShift(s6), bd);
x7 = HighbdWrapLow(DctConstRoundShift(s7), bd);
output[0] = HighbdWrapLow(x0, bd);
output[1] = HighbdWrapLow(-x4, bd);
output[2] = HighbdWrapLow(x6, bd);
output[3] = HighbdWrapLow(-x2, bd);
output[4] = HighbdWrapLow(x3, bd);
output[5] = HighbdWrapLow(-x7, bd);
output[6] = HighbdWrapLow(x5, bd);
output[7] = HighbdWrapLow(-x1, bd);
}
[SkipLocalsInit]
public static void HighbdIdct8(ReadOnlySpan<int> input, Span<int> output, int bd)
{
Span<int> step1 = stackalloc int[8];
Span<int> step2 = stackalloc int[8];
long temp1, temp2;
if (DetectInvalidHighbdInput(input, 8) != 0)
{
Debug.Assert(false, "invalid highbd txfm input");
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
output.Slice(0, 8).Clear();
return;
}
// stage 1
step1[0] = input[0];
step1[2] = input[4];
step1[1] = input[2];
step1[3] = input[6];
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
temp1 = (input[1] * (long)CosPi2864) - (input[7] * (long)CosPi464);
temp2 = (input[1] * (long)CosPi464) + (input[7] * (long)CosPi2864);
step1[4] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step1[7] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
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
temp1 = (input[5] * (long)CosPi1264) - (input[3] * (long)CosPi2064);
temp2 = (input[5] * (long)CosPi2064) + (input[3] * (long)CosPi1264);
step1[5] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step1[6] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
// stage 2 & stage 3 - even half
HighbdIdct4(step1, step1, bd);
// stage 2 - odd half
step2[4] = HighbdWrapLow(step1[4] + step1[5], bd);
step2[5] = HighbdWrapLow(step1[4] - step1[5], bd);
step2[6] = HighbdWrapLow(-step1[6] + step1[7], bd);
step2[7] = HighbdWrapLow(step1[6] + step1[7], bd);
// stage 3 - odd half
step1[4] = step2[4];
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
temp1 = (step2[6] - step2[5]) * (long)CosPi1664;
temp2 = (step2[5] + step2[6]) * (long)CosPi1664;
step1[5] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step1[6] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
step1[7] = step2[7];
// stage 4
output[0] = HighbdWrapLow(step1[0] + step1[7], bd);
output[1] = HighbdWrapLow(step1[1] + step1[6], bd);
output[2] = HighbdWrapLow(step1[2] + step1[5], bd);
output[3] = HighbdWrapLow(step1[3] + step1[4], bd);
output[4] = HighbdWrapLow(step1[3] - step1[4], bd);
output[5] = HighbdWrapLow(step1[2] - step1[5], bd);
output[6] = HighbdWrapLow(step1[1] - step1[6], bd);
output[7] = HighbdWrapLow(step1[0] - step1[7], bd);
}
[SkipLocalsInit]
public static void HighbdIdct8X864Add(ReadOnlySpan<int> input, Span<ushort> dest, int stride, int bd)
{
Span<int> output = stackalloc int[8 * 8];
Span<int> outptr = output;
Span<int> tempIn = stackalloc int[8];
Span<int> tempOut = stackalloc int[8];
// First transform rows
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
for (int i = 0; i < 8; ++i)
{
HighbdIdct8(input, outptr, bd);
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
input = input.Slice(8);
outptr = outptr.Slice(8);
}
// Then transform columns
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
for (int i = 0; i < 8; ++i)
{
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
for (int j = 0; j < 8; ++j)
{
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
tempIn[j] = output[(j * 8) + i];
}
HighbdIdct8(tempIn, tempOut, bd);
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
for (int j = 0; j < 8; ++j)
{
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
dest[(j * stride) + i] = HighbdClipPixelAdd(dest[(j * stride) + i],
BitUtils.RoundPowerOfTwo(tempOut[j], 5), bd);
}
}
}
[SkipLocalsInit]
public static void HighbdIdct8X812Add(ReadOnlySpan<int> input, Span<ushort> dest, int stride, int bd)
{
Span<int> output = stackalloc int[8 * 8];
Span<int> outptr = output;
Span<int> tempIn = stackalloc int[8];
Span<int> tempOut = stackalloc int[8];
[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
output.Clear();
// First transform rows
// Only first 4 row has non-zero coefs
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
for (int i = 0; i < 4; ++i)
{
HighbdIdct8(input, outptr, bd);
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
input = input.Slice(8);
outptr = outptr.Slice(8);
}
// Then transform columns
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
for (int i = 0; i < 8; ++i)
{
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
for (int j = 0; j < 8; ++j)
{
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
tempIn[j] = output[(j * 8) + i];
}
HighbdIdct8(tempIn, tempOut, bd);
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
for (int j = 0; j < 8; ++j)
{
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
dest[(j * stride) + i] = HighbdClipPixelAdd(dest[(j * stride) + i],
BitUtils.RoundPowerOfTwo(tempOut[j], 5), bd);
}
}
}
public static void VpxHighbdidct8X81AddC(ReadOnlySpan<int> input, Span<ushort> dest, int stride, int bd)
{
long a1;
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
int output = HighbdWrapLow(DctConstRoundShift(input[0] * (long)CosPi1664), bd);
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
output = HighbdWrapLow(DctConstRoundShift(output * (long)CosPi1664), bd);
a1 = BitUtils.RoundPowerOfTwo(output, 5);
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
for (int j = 0; j < 8; ++j)
{
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
for (int i = 0; i < 8; ++i)
{
dest[i] = HighbdClipPixelAdd(dest[i], a1, bd);
}
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
dest = dest.Slice(stride);
}
}
public static void HighbdIadst16(ReadOnlySpan<int> input, Span<int> output, int bd)
{
long s0, s1, s2, s3, s4, s5, s6, s7, s8;
long s9, s10, s11, s12, s13, s14, s15;
int x0 = input[15];
int x1 = input[0];
int x2 = input[13];
int x3 = input[2];
int x4 = input[11];
int x5 = input[4];
int x6 = input[9];
int x7 = input[6];
int x8 = input[7];
int x9 = input[8];
int x10 = input[5];
int x11 = input[10];
int x12 = input[3];
int x13 = input[12];
int x14 = input[1];
int x15 = input[14];
if (DetectInvalidHighbdInput(input, 16) != 0)
{
Debug.Assert(false, "invalid highbd txfm input");
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
output.Slice(0, 16).Clear();
return;
}
if ((x0 | x1 | x2 | x3 | x4 | x5 | x6 | x7 | x8 | x9 | x10 | x11 | x12 | x13 | x14 | x15) == 0)
{
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
output.Slice(0, 16).Clear();
return;
}
// stage 1
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
s0 = (x0 * (long)CosPi164) + (x1 * (long)CosPi3164);
s1 = (x0 * (long)CosPi3164) - (x1 * (long)CosPi164);
s2 = (x2 * (long)CosPi564) + (x3 * (long)CosPi2764);
s3 = (x2 * (long)CosPi2764) - (x3 * (long)CosPi564);
s4 = (x4 * (long)CosPi964) + (x5 * (long)CosPi2364);
s5 = (x4 * (long)CosPi2364) - (x5 * (long)CosPi964);
s6 = (x6 * (long)CosPi1364) + (x7 * (long)CosPi1964);
s7 = (x6 * (long)CosPi1964) - (x7 * (long)CosPi1364);
s8 = (x8 * (long)CosPi1764) + (x9 * (long)CosPi1564);
s9 = (x8 * (long)CosPi1564) - (x9 * (long)CosPi1764);
s10 = (x10 * (long)CosPi2164) + (x11 * (long)CosPi1164);
s11 = (x10 * (long)CosPi1164) - (x11 * (long)CosPi2164);
s12 = (x12 * (long)CosPi2564) + (x13 * (long)CosPi764);
s13 = (x12 * (long)CosPi764) - (x13 * (long)CosPi2564);
s14 = (x14 * (long)CosPi2964) + (x15 * (long)CosPi364);
s15 = (x14 * (long)CosPi364) - (x15 * (long)CosPi2964);
x0 = HighbdWrapLow(DctConstRoundShift(s0 + s8), bd);
x1 = HighbdWrapLow(DctConstRoundShift(s1 + s9), bd);
x2 = HighbdWrapLow(DctConstRoundShift(s2 + s10), bd);
x3 = HighbdWrapLow(DctConstRoundShift(s3 + s11), bd);
x4 = HighbdWrapLow(DctConstRoundShift(s4 + s12), bd);
x5 = HighbdWrapLow(DctConstRoundShift(s5 + s13), bd);
x6 = HighbdWrapLow(DctConstRoundShift(s6 + s14), bd);
x7 = HighbdWrapLow(DctConstRoundShift(s7 + s15), bd);
x8 = HighbdWrapLow(DctConstRoundShift(s0 - s8), bd);
x9 = HighbdWrapLow(DctConstRoundShift(s1 - s9), bd);
x10 = HighbdWrapLow(DctConstRoundShift(s2 - s10), bd);
x11 = HighbdWrapLow(DctConstRoundShift(s3 - s11), bd);
x12 = HighbdWrapLow(DctConstRoundShift(s4 - s12), bd);
x13 = HighbdWrapLow(DctConstRoundShift(s5 - s13), bd);
x14 = HighbdWrapLow(DctConstRoundShift(s6 - s14), bd);
x15 = HighbdWrapLow(DctConstRoundShift(s7 - s15), bd);
// stage 2
s0 = x0;
s1 = x1;
s2 = x2;
s3 = x3;
s4 = x4;
s5 = x5;
s6 = x6;
s7 = x7;
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
s8 = (x8 * (long)CosPi464) + (x9 * (long)CosPi2864);
s9 = (x8 * (long)CosPi2864) - (x9 * (long)CosPi464);
s10 = (x10 * (long)CosPi2064) + (x11 * (long)CosPi1264);
s11 = (x10 * (long)CosPi1264) - (x11 * (long)CosPi2064);
s12 = (-x12 * (long)CosPi2864) + (x13 * (long)CosPi464);
s13 = (x12 * (long)CosPi464) + (x13 * (long)CosPi2864);
s14 = (-x14 * (long)CosPi1264) + (x15 * (long)CosPi2064);
s15 = (x14 * (long)CosPi2064) + (x15 * (long)CosPi1264);
x0 = HighbdWrapLow(s0 + s4, bd);
x1 = HighbdWrapLow(s1 + s5, bd);
x2 = HighbdWrapLow(s2 + s6, bd);
x3 = HighbdWrapLow(s3 + s7, bd);
x4 = HighbdWrapLow(s0 - s4, bd);
x5 = HighbdWrapLow(s1 - s5, bd);
x6 = HighbdWrapLow(s2 - s6, bd);
x7 = HighbdWrapLow(s3 - s7, bd);
x8 = HighbdWrapLow(DctConstRoundShift(s8 + s12), bd);
x9 = HighbdWrapLow(DctConstRoundShift(s9 + s13), bd);
x10 = HighbdWrapLow(DctConstRoundShift(s10 + s14), bd);
x11 = HighbdWrapLow(DctConstRoundShift(s11 + s15), bd);
x12 = HighbdWrapLow(DctConstRoundShift(s8 - s12), bd);
x13 = HighbdWrapLow(DctConstRoundShift(s9 - s13), bd);
x14 = HighbdWrapLow(DctConstRoundShift(s10 - s14), bd);
x15 = HighbdWrapLow(DctConstRoundShift(s11 - s15), bd);
// stage 3
s0 = x0;
s1 = x1;
s2 = x2;
s3 = x3;
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
s4 = (x4 * (long)CosPi864) + (x5 * (long)CosPi2464);
s5 = (x4 * (long)CosPi2464) - (x5 * (long)CosPi864);
s6 = (-x6 * (long)CosPi2464) + (x7 * (long)CosPi864);
s7 = (x6 * (long)CosPi864) + (x7 * (long)CosPi2464);
s8 = x8;
s9 = x9;
s10 = x10;
s11 = x11;
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
s12 = (x12 * (long)CosPi864) + (x13 * (long)CosPi2464);
s13 = (x12 * (long)CosPi2464) - (x13 * (long)CosPi864);
s14 = (-x14 * (long)CosPi2464) + (x15 * (long)CosPi864);
s15 = (x14 * (long)CosPi864) + (x15 * (long)CosPi2464);
x0 = HighbdWrapLow(s0 + s2, bd);
x1 = HighbdWrapLow(s1 + s3, bd);
x2 = HighbdWrapLow(s0 - s2, bd);
x3 = HighbdWrapLow(s1 - s3, bd);
x4 = HighbdWrapLow(DctConstRoundShift(s4 + s6), bd);
x5 = HighbdWrapLow(DctConstRoundShift(s5 + s7), bd);
x6 = HighbdWrapLow(DctConstRoundShift(s4 - s6), bd);
x7 = HighbdWrapLow(DctConstRoundShift(s5 - s7), bd);
x8 = HighbdWrapLow(s8 + s10, bd);
x9 = HighbdWrapLow(s9 + s11, bd);
x10 = HighbdWrapLow(s8 - s10, bd);
x11 = HighbdWrapLow(s9 - s11, bd);
x12 = HighbdWrapLow(DctConstRoundShift(s12 + s14), bd);
x13 = HighbdWrapLow(DctConstRoundShift(s13 + s15), bd);
x14 = HighbdWrapLow(DctConstRoundShift(s12 - s14), bd);
x15 = HighbdWrapLow(DctConstRoundShift(s13 - s15), bd);
// stage 4
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
s2 = (long)-CosPi1664 * (x2 + x3);
s3 = (long)CosPi1664 * (x2 - x3);
s6 = (long)CosPi1664 * (x6 + x7);
s7 = (long)CosPi1664 * (-x6 + x7);
s10 = (long)CosPi1664 * (x10 + x11);
s11 = (long)CosPi1664 * (-x10 + x11);
s14 = (long)-CosPi1664 * (x14 + x15);
s15 = (long)CosPi1664 * (x14 - x15);
x2 = HighbdWrapLow(DctConstRoundShift(s2), bd);
x3 = HighbdWrapLow(DctConstRoundShift(s3), bd);
x6 = HighbdWrapLow(DctConstRoundShift(s6), bd);
x7 = HighbdWrapLow(DctConstRoundShift(s7), bd);
x10 = HighbdWrapLow(DctConstRoundShift(s10), bd);
x11 = HighbdWrapLow(DctConstRoundShift(s11), bd);
x14 = HighbdWrapLow(DctConstRoundShift(s14), bd);
x15 = HighbdWrapLow(DctConstRoundShift(s15), bd);
output[0] = HighbdWrapLow(x0, bd);
output[1] = HighbdWrapLow(-x8, bd);
output[2] = HighbdWrapLow(x12, bd);
output[3] = HighbdWrapLow(-x4, bd);
output[4] = HighbdWrapLow(x6, bd);
output[5] = HighbdWrapLow(x14, bd);
output[6] = HighbdWrapLow(x10, bd);
output[7] = HighbdWrapLow(x2, bd);
output[8] = HighbdWrapLow(x3, bd);
output[9] = HighbdWrapLow(x11, bd);
output[10] = HighbdWrapLow(x15, bd);
output[11] = HighbdWrapLow(x7, bd);
output[12] = HighbdWrapLow(x5, bd);
output[13] = HighbdWrapLow(-x13, bd);
output[14] = HighbdWrapLow(x9, bd);
output[15] = HighbdWrapLow(-x1, bd);
}
[SkipLocalsInit]
public static void HighbdIdct16(ReadOnlySpan<int> input, Span<int> output, int bd)
{
Span<int> step1 = stackalloc int[16];
Span<int> step2 = stackalloc int[16];
long temp1, temp2;
if (DetectInvalidHighbdInput(input, 16) != 0)
{
Debug.Assert(false, "invalid highbd txfm input");
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
output.Slice(0, 16).Clear();
return;
}
// stage 1
step1[0] = input[0 / 2];
step1[1] = input[16 / 2];
step1[2] = input[8 / 2];
step1[3] = input[24 / 2];
step1[4] = input[4 / 2];
step1[5] = input[20 / 2];
step1[6] = input[12 / 2];
step1[7] = input[28 / 2];
step1[8] = input[2 / 2];
step1[9] = input[18 / 2];
step1[10] = input[10 / 2];
step1[11] = input[26 / 2];
step1[12] = input[6 / 2];
step1[13] = input[22 / 2];
step1[14] = input[14 / 2];
step1[15] = input[30 / 2];
// stage 2
step2[0] = step1[0];
step2[1] = step1[1];
step2[2] = step1[2];
step2[3] = step1[3];
step2[4] = step1[4];
step2[5] = step1[5];
step2[6] = step1[6];
step2[7] = step1[7];
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
temp1 = (step1[8] * (long)CosPi3064) - (step1[15] * (long)CosPi264);
temp2 = (step1[8] * (long)CosPi264) + (step1[15] * (long)CosPi3064);
step2[8] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step2[15] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
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
temp1 = (step1[9] * (long)CosPi1464) - (step1[14] * (long)CosPi1864);
temp2 = (step1[9] * (long)CosPi1864) + (step1[14] * (long)CosPi1464);
step2[9] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step2[14] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
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
temp1 = (step1[10] * (long)CosPi2264) - (step1[13] * (long)CosPi1064);
temp2 = (step1[10] * (long)CosPi1064) + (step1[13] * (long)CosPi2264);
step2[10] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step2[13] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
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
temp1 = (step1[11] * (long)CosPi664) - (step1[12] * (long)CosPi2664);
temp2 = (step1[11] * (long)CosPi2664) + (step1[12] * (long)CosPi664);
step2[11] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step2[12] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
// stage 3
step1[0] = step2[0];
step1[1] = step2[1];
step1[2] = step2[2];
step1[3] = step2[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
temp1 = (step2[4] * (long)CosPi2864) - (step2[7] * (long)CosPi464);
temp2 = (step2[4] * (long)CosPi464) + (step2[7] * (long)CosPi2864);
step1[4] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step1[7] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
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
temp1 = (step2[5] * (long)CosPi1264) - (step2[6] * (long)CosPi2064);
temp2 = (step2[5] * (long)CosPi2064) + (step2[6] * (long)CosPi1264);
step1[5] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step1[6] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
step1[8] = HighbdWrapLow(step2[8] + step2[9], bd);
step1[9] = HighbdWrapLow(step2[8] - step2[9], bd);
step1[10] = HighbdWrapLow(-step2[10] + step2[11], bd);
step1[11] = HighbdWrapLow(step2[10] + step2[11], bd);
step1[12] = HighbdWrapLow(step2[12] + step2[13], bd);
step1[13] = HighbdWrapLow(step2[12] - step2[13], bd);
step1[14] = HighbdWrapLow(-step2[14] + step2[15], bd);
step1[15] = HighbdWrapLow(step2[14] + step2[15], bd);
// stage 4
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
temp1 = (step1[0] + step1[1]) * (long)CosPi1664;
temp2 = (step1[0] - step1[1]) * (long)CosPi1664;
step2[0] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step2[1] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
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
temp1 = (step1[2] * (long)CosPi2464) - (step1[3] * (long)CosPi864);
temp2 = (step1[2] * (long)CosPi864) + (step1[3] * (long)CosPi2464);
step2[2] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step2[3] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
step2[4] = HighbdWrapLow(step1[4] + step1[5], bd);
step2[5] = HighbdWrapLow(step1[4] - step1[5], bd);
step2[6] = HighbdWrapLow(-step1[6] + step1[7], bd);
step2[7] = HighbdWrapLow(step1[6] + step1[7], bd);
step2[8] = step1[8];
step2[15] = step1[15];
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
temp1 = (-step1[9] * (long)CosPi864) + (step1[14] * (long)CosPi2464);
temp2 = (step1[9] * (long)CosPi2464) + (step1[14] * (long)CosPi864);
step2[9] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step2[14] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
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
temp1 = (-step1[10] * (long)CosPi2464) - (step1[13] * (long)CosPi864);
temp2 = (-step1[10] * (long)CosPi864) + (step1[13] * (long)CosPi2464);
step2[10] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step2[13] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
step2[11] = step1[11];
step2[12] = step1[12];
// stage 5
step1[0] = HighbdWrapLow(step2[0] + step2[3], bd);
step1[1] = HighbdWrapLow(step2[1] + step2[2], bd);
step1[2] = HighbdWrapLow(step2[1] - step2[2], bd);
step1[3] = HighbdWrapLow(step2[0] - step2[3], bd);
step1[4] = step2[4];
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
temp1 = (step2[6] - step2[5]) * (long)CosPi1664;
temp2 = (step2[5] + step2[6]) * (long)CosPi1664;
step1[5] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step1[6] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
step1[7] = step2[7];
step1[8] = HighbdWrapLow(step2[8] + step2[11], bd);
step1[9] = HighbdWrapLow(step2[9] + step2[10], bd);
step1[10] = HighbdWrapLow(step2[9] - step2[10], bd);
step1[11] = HighbdWrapLow(step2[8] - step2[11], bd);
step1[12] = HighbdWrapLow(-step2[12] + step2[15], bd);
step1[13] = HighbdWrapLow(-step2[13] + step2[14], bd);
step1[14] = HighbdWrapLow(step2[13] + step2[14], bd);
step1[15] = HighbdWrapLow(step2[12] + step2[15], bd);
// stage 6
step2[0] = HighbdWrapLow(step1[0] + step1[7], bd);
step2[1] = HighbdWrapLow(step1[1] + step1[6], bd);
step2[2] = HighbdWrapLow(step1[2] + step1[5], bd);
step2[3] = HighbdWrapLow(step1[3] + step1[4], bd);
step2[4] = HighbdWrapLow(step1[3] - step1[4], bd);
step2[5] = HighbdWrapLow(step1[2] - step1[5], bd);
step2[6] = HighbdWrapLow(step1[1] - step1[6], bd);
step2[7] = HighbdWrapLow(step1[0] - step1[7], bd);
step2[8] = step1[8];
step2[9] = step1[9];
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
temp1 = (-step1[10] + step1[13]) * (long)CosPi1664;
temp2 = (step1[10] + step1[13]) * (long)CosPi1664;
step2[10] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step2[13] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
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
temp1 = (-step1[11] + step1[12]) * (long)CosPi1664;
temp2 = (step1[11] + step1[12]) * (long)CosPi1664;
step2[11] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step2[12] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
step2[14] = step1[14];
step2[15] = step1[15];
// stage 7
output[0] = HighbdWrapLow(step2[0] + step2[15], bd);
output[1] = HighbdWrapLow(step2[1] + step2[14], bd);
output[2] = HighbdWrapLow(step2[2] + step2[13], bd);
output[3] = HighbdWrapLow(step2[3] + step2[12], bd);
output[4] = HighbdWrapLow(step2[4] + step2[11], bd);
output[5] = HighbdWrapLow(step2[5] + step2[10], bd);
output[6] = HighbdWrapLow(step2[6] + step2[9], bd);
output[7] = HighbdWrapLow(step2[7] + step2[8], bd);
output[8] = HighbdWrapLow(step2[7] - step2[8], bd);
output[9] = HighbdWrapLow(step2[6] - step2[9], bd);
output[10] = HighbdWrapLow(step2[5] - step2[10], bd);
output[11] = HighbdWrapLow(step2[4] - step2[11], bd);
output[12] = HighbdWrapLow(step2[3] - step2[12], bd);
output[13] = HighbdWrapLow(step2[2] - step2[13], bd);
output[14] = HighbdWrapLow(step2[1] - step2[14], bd);
output[15] = HighbdWrapLow(step2[0] - step2[15], bd);
}
[SkipLocalsInit]
public static void HighbdIdct16X16256Add(ReadOnlySpan<int> input, Span<ushort> dest, int stride, int bd)
{
Span<int> output = stackalloc int[16 * 16];
Span<int> outptr = output;
Span<int> tempIn = stackalloc int[16];
Span<int> tempOut = stackalloc int[16];
// First transform rows
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
for (int i = 0; i < 16; ++i)
{
HighbdIdct16(input, outptr, bd);
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
input = input.Slice(16);
outptr = outptr.Slice(16);
}
// Then transform columns
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
for (int i = 0; i < 16; ++i)
{
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
for (int j = 0; j < 16; ++j)
{
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
tempIn[j] = output[(j * 16) + i];
}
HighbdIdct16(tempIn, tempOut, bd);
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
for (int j = 0; j < 16; ++j)
{
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
dest[(j * stride) + i] = HighbdClipPixelAdd(dest[(j * stride) + i],
BitUtils.RoundPowerOfTwo(tempOut[j], 6), bd);
}
}
}
[SkipLocalsInit]
public static void HighbdIdct16X1638Add(ReadOnlySpan<int> input, Span<ushort> dest, int stride, int bd)
{
Span<int> output = stackalloc int[16 * 16];
Span<int> outptr = output;
Span<int> tempIn = stackalloc int[16];
Span<int> tempOut = stackalloc int[16];
[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
output.Clear();
// First transform rows. Since all non-zero dct coefficients are in
// upper-left 8x8 area, we only need to calculate first 8 rows here.
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
for (int i = 0; i < 8; ++i)
{
HighbdIdct16(input, outptr, bd);
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
input = input.Slice(16);
outptr = outptr.Slice(16);
}
// Then transform columns
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
for (int i = 0; i < 16; ++i)
{
Span<ushort> destT = dest;
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
for (int j = 0; j < 16; ++j)
{
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
tempIn[j] = output[(j * 16) + i];
}
HighbdIdct16(tempIn, tempOut, bd);
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
for (int j = 0; j < 16; ++j)
{
destT[i] = HighbdClipPixelAdd(destT[i], BitUtils.RoundPowerOfTwo(tempOut[j], 6), bd);
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
destT = destT.Slice(stride);
}
}
}
[SkipLocalsInit]
public static void HighbdIdct16X1610Add(ReadOnlySpan<int> input, Span<ushort> dest, int stride, int bd)
{
Span<int> output = stackalloc int[16 * 16];
Span<int> outptr = output;
Span<int> tempIn = stackalloc int[16];
Span<int> tempOut = stackalloc int[16];
[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
output.Clear();
// First transform rows. Since all non-zero dct coefficients are in
// upper-left 4x4 area, we only need to calculate first 4 rows here.
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
for (int i = 0; i < 4; ++i)
{
HighbdIdct16(input, outptr, bd);
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
input = input.Slice(16);
outptr = outptr.Slice(16);
}
// Then transform columns
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
for (int i = 0; i < 16; ++i)
{
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
for (int j = 0; j < 16; ++j)
{
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
tempIn[j] = output[(j * 16) + i];
}
HighbdIdct16(tempIn, tempOut, bd);
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
for (int j = 0; j < 16; ++j)
{
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
dest[(j * stride) + i] = HighbdClipPixelAdd(dest[(j * stride) + i],
BitUtils.RoundPowerOfTwo(tempOut[j], 6), bd);
}
}
}
public static void HighbdIdct16X161Add(ReadOnlySpan<int> input, Span<ushort> dest, int stride, int bd)
{
long a1;
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
int output = HighbdWrapLow(DctConstRoundShift(input[0] * (long)CosPi1664), bd);
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
output = HighbdWrapLow(DctConstRoundShift(output * (long)CosPi1664), bd);
a1 = BitUtils.RoundPowerOfTwo(output, 6);
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
for (int j = 0; j < 16; ++j)
{
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
for (int i = 0; i < 16; ++i)
{
dest[i] = HighbdClipPixelAdd(dest[i], a1, bd);
}
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
dest = dest.Slice(stride);
}
}
[SkipLocalsInit]
public static void HighbdIdct32(ReadOnlySpan<int> input, Span<int> output, int bd)
{
Span<int> step1 = stackalloc int[32];
Span<int> step2 = stackalloc int[32];
long temp1, temp2;
if (DetectInvalidHighbdInput(input, 32) != 0)
{
Debug.Assert(false, "invalid highbd txfm input");
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
output.Slice(0, 32).Clear();
return;
}
// stage 1
step1[0] = input[0];
step1[1] = input[16];
step1[2] = input[8];
step1[3] = input[24];
step1[4] = input[4];
step1[5] = input[20];
step1[6] = input[12];
step1[7] = input[28];
step1[8] = input[2];
step1[9] = input[18];
step1[10] = input[10];
step1[11] = input[26];
step1[12] = input[6];
step1[13] = input[22];
step1[14] = input[14];
step1[15] = input[30];
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
temp1 = (input[1] * (long)CosPi3164) - (input[31] * (long)CosPi164);
temp2 = (input[1] * (long)CosPi164) + (input[31] * (long)CosPi3164);
step1[16] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step1[31] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
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
temp1 = (input[17] * (long)CosPi1564) - (input[15] * (long)CosPi1764);
temp2 = (input[17] * (long)CosPi1764) + (input[15] * (long)CosPi1564);
step1[17] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step1[30] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
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
temp1 = (input[9] * (long)CosPi2364) - (input[23] * (long)CosPi964);
temp2 = (input[9] * (long)CosPi964) + (input[23] * (long)CosPi2364);
step1[18] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step1[29] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
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
temp1 = (input[25] * (long)CosPi764) - (input[7] * (long)CosPi2564);
temp2 = (input[25] * (long)CosPi2564) + (input[7] * (long)CosPi764);
step1[19] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step1[28] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
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
temp1 = (input[5] * (long)CosPi2764) - (input[27] * (long)CosPi564);
temp2 = (input[5] * (long)CosPi564) + (input[27] * (long)CosPi2764);
step1[20] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step1[27] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
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
temp1 = (input[21] * (long)CosPi1164) - (input[11] * (long)CosPi2164);
temp2 = (input[21] * (long)CosPi2164) + (input[11] * (long)CosPi1164);
step1[21] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step1[26] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
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
temp1 = (input[13] * (long)CosPi1964) - (input[19] * (long)CosPi1364);
temp2 = (input[13] * (long)CosPi1364) + (input[19] * (long)CosPi1964);
step1[22] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step1[25] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
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
temp1 = (input[29] * (long)CosPi364) - (input[3] * (long)CosPi2964);
temp2 = (input[29] * (long)CosPi2964) + (input[3] * (long)CosPi364);
step1[23] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step1[24] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
// stage 2
step2[0] = step1[0];
step2[1] = step1[1];
step2[2] = step1[2];
step2[3] = step1[3];
step2[4] = step1[4];
step2[5] = step1[5];
step2[6] = step1[6];
step2[7] = step1[7];
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
temp1 = (step1[8] * (long)CosPi3064) - (step1[15] * (long)CosPi264);
temp2 = (step1[8] * (long)CosPi264) + (step1[15] * (long)CosPi3064);
step2[8] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step2[15] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
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
temp1 = (step1[9] * (long)CosPi1464) - (step1[14] * (long)CosPi1864);
temp2 = (step1[9] * (long)CosPi1864) + (step1[14] * (long)CosPi1464);
step2[9] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step2[14] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
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
temp1 = (step1[10] * (long)CosPi2264) - (step1[13] * (long)CosPi1064);
temp2 = (step1[10] * (long)CosPi1064) + (step1[13] * (long)CosPi2264);
step2[10] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step2[13] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
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
temp1 = (step1[11] * (long)CosPi664) - (step1[12] * (long)CosPi2664);
temp2 = (step1[11] * (long)CosPi2664) + (step1[12] * (long)CosPi664);
step2[11] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step2[12] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
step2[16] = HighbdWrapLow(step1[16] + step1[17], bd);
step2[17] = HighbdWrapLow(step1[16] - step1[17], bd);
step2[18] = HighbdWrapLow(-step1[18] + step1[19], bd);
step2[19] = HighbdWrapLow(step1[18] + step1[19], bd);
step2[20] = HighbdWrapLow(step1[20] + step1[21], bd);
step2[21] = HighbdWrapLow(step1[20] - step1[21], bd);
step2[22] = HighbdWrapLow(-step1[22] + step1[23], bd);
step2[23] = HighbdWrapLow(step1[22] + step1[23], bd);
step2[24] = HighbdWrapLow(step1[24] + step1[25], bd);
step2[25] = HighbdWrapLow(step1[24] - step1[25], bd);
step2[26] = HighbdWrapLow(-step1[26] + step1[27], bd);
step2[27] = HighbdWrapLow(step1[26] + step1[27], bd);
step2[28] = HighbdWrapLow(step1[28] + step1[29], bd);
step2[29] = HighbdWrapLow(step1[28] - step1[29], bd);
step2[30] = HighbdWrapLow(-step1[30] + step1[31], bd);
step2[31] = HighbdWrapLow(step1[30] + step1[31], bd);
// stage 3
step1[0] = step2[0];
step1[1] = step2[1];
step1[2] = step2[2];
step1[3] = step2[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
temp1 = (step2[4] * (long)CosPi2864) - (step2[7] * (long)CosPi464);
temp2 = (step2[4] * (long)CosPi464) + (step2[7] * (long)CosPi2864);
step1[4] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step1[7] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
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
temp1 = (step2[5] * (long)CosPi1264) - (step2[6] * (long)CosPi2064);
temp2 = (step2[5] * (long)CosPi2064) + (step2[6] * (long)CosPi1264);
step1[5] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step1[6] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
step1[8] = HighbdWrapLow(step2[8] + step2[9], bd);
step1[9] = HighbdWrapLow(step2[8] - step2[9], bd);
step1[10] = HighbdWrapLow(-step2[10] + step2[11], bd);
step1[11] = HighbdWrapLow(step2[10] + step2[11], bd);
step1[12] = HighbdWrapLow(step2[12] + step2[13], bd);
step1[13] = HighbdWrapLow(step2[12] - step2[13], bd);
step1[14] = HighbdWrapLow(-step2[14] + step2[15], bd);
step1[15] = HighbdWrapLow(step2[14] + step2[15], bd);
step1[16] = step2[16];
step1[31] = step2[31];
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
temp1 = (-step2[17] * (long)CosPi464) + (step2[30] * (long)CosPi2864);
temp2 = (step2[17] * (long)CosPi2864) + (step2[30] * (long)CosPi464);
step1[17] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step1[30] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
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
temp1 = (-step2[18] * (long)CosPi2864) - (step2[29] * (long)CosPi464);
temp2 = (-step2[18] * (long)CosPi464) + (step2[29] * (long)CosPi2864);
step1[18] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step1[29] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
step1[19] = step2[19];
step1[20] = step2[20];
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
temp1 = (-step2[21] * (long)CosPi2064) + (step2[26] * (long)CosPi1264);
temp2 = (step2[21] * (long)CosPi1264) + (step2[26] * (long)CosPi2064);
step1[21] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step1[26] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
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
temp1 = (-step2[22] * (long)CosPi1264) - (step2[25] * (long)CosPi2064);
temp2 = (-step2[22] * (long)CosPi2064) + (step2[25] * (long)CosPi1264);
step1[22] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step1[25] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
step1[23] = step2[23];
step1[24] = step2[24];
step1[27] = step2[27];
step1[28] = step2[28];
// stage 4
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
temp1 = (step1[0] + step1[1]) * (long)CosPi1664;
temp2 = (step1[0] - step1[1]) * (long)CosPi1664;
step2[0] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step2[1] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
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
temp1 = (step1[2] * (long)CosPi2464) - (step1[3] * (long)CosPi864);
temp2 = (step1[2] * (long)CosPi864) + (step1[3] * (long)CosPi2464);
step2[2] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step2[3] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
step2[4] = HighbdWrapLow(step1[4] + step1[5], bd);
step2[5] = HighbdWrapLow(step1[4] - step1[5], bd);
step2[6] = HighbdWrapLow(-step1[6] + step1[7], bd);
step2[7] = HighbdWrapLow(step1[6] + step1[7], bd);
step2[8] = step1[8];
step2[15] = step1[15];
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
temp1 = (-step1[9] * (long)CosPi864) + (step1[14] * (long)CosPi2464);
temp2 = (step1[9] * (long)CosPi2464) + (step1[14] * (long)CosPi864);
step2[9] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step2[14] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
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
temp1 = (-step1[10] * (long)CosPi2464) - (step1[13] * (long)CosPi864);
temp2 = (-step1[10] * (long)CosPi864) + (step1[13] * (long)CosPi2464);
step2[10] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step2[13] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
step2[11] = step1[11];
step2[12] = step1[12];
step2[16] = HighbdWrapLow(step1[16] + step1[19], bd);
step2[17] = HighbdWrapLow(step1[17] + step1[18], bd);
step2[18] = HighbdWrapLow(step1[17] - step1[18], bd);
step2[19] = HighbdWrapLow(step1[16] - step1[19], bd);
step2[20] = HighbdWrapLow(-step1[20] + step1[23], bd);
step2[21] = HighbdWrapLow(-step1[21] + step1[22], bd);
step2[22] = HighbdWrapLow(step1[21] + step1[22], bd);
step2[23] = HighbdWrapLow(step1[20] + step1[23], bd);
step2[24] = HighbdWrapLow(step1[24] + step1[27], bd);
step2[25] = HighbdWrapLow(step1[25] + step1[26], bd);
step2[26] = HighbdWrapLow(step1[25] - step1[26], bd);
step2[27] = HighbdWrapLow(step1[24] - step1[27], bd);
step2[28] = HighbdWrapLow(-step1[28] + step1[31], bd);
step2[29] = HighbdWrapLow(-step1[29] + step1[30], bd);
step2[30] = HighbdWrapLow(step1[29] + step1[30], bd);
step2[31] = HighbdWrapLow(step1[28] + step1[31], bd);
// stage 5
step1[0] = HighbdWrapLow(step2[0] + step2[3], bd);
step1[1] = HighbdWrapLow(step2[1] + step2[2], bd);
step1[2] = HighbdWrapLow(step2[1] - step2[2], bd);
step1[3] = HighbdWrapLow(step2[0] - step2[3], bd);
step1[4] = step2[4];
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
temp1 = (step2[6] - step2[5]) * (long)CosPi1664;
temp2 = (step2[5] + step2[6]) * (long)CosPi1664;
step1[5] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step1[6] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
step1[7] = step2[7];
step1[8] = HighbdWrapLow(step2[8] + step2[11], bd);
step1[9] = HighbdWrapLow(step2[9] + step2[10], bd);
step1[10] = HighbdWrapLow(step2[9] - step2[10], bd);
step1[11] = HighbdWrapLow(step2[8] - step2[11], bd);
step1[12] = HighbdWrapLow(-step2[12] + step2[15], bd);
step1[13] = HighbdWrapLow(-step2[13] + step2[14], bd);
step1[14] = HighbdWrapLow(step2[13] + step2[14], bd);
step1[15] = HighbdWrapLow(step2[12] + step2[15], bd);
step1[16] = step2[16];
step1[17] = step2[17];
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
temp1 = (-step2[18] * (long)CosPi864) + (step2[29] * (long)CosPi2464);
temp2 = (step2[18] * (long)CosPi2464) + (step2[29] * (long)CosPi864);
step1[18] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step1[29] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
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
temp1 = (-step2[19] * (long)CosPi864) + (step2[28] * (long)CosPi2464);
temp2 = (step2[19] * (long)CosPi2464) + (step2[28] * (long)CosPi864);
step1[19] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step1[28] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
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
temp1 = (-step2[20] * (long)CosPi2464) - (step2[27] * (long)CosPi864);
temp2 = (-step2[20] * (long)CosPi864) + (step2[27] * (long)CosPi2464);
step1[20] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step1[27] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
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
temp1 = (-step2[21] * (long)CosPi2464) - (step2[26] * (long)CosPi864);
temp2 = (-step2[21] * (long)CosPi864) + (step2[26] * (long)CosPi2464);
step1[21] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step1[26] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
step1[22] = step2[22];
step1[23] = step2[23];
step1[24] = step2[24];
step1[25] = step2[25];
step1[30] = step2[30];
step1[31] = step2[31];
// stage 6
step2[0] = HighbdWrapLow(step1[0] + step1[7], bd);
step2[1] = HighbdWrapLow(step1[1] + step1[6], bd);
step2[2] = HighbdWrapLow(step1[2] + step1[5], bd);
step2[3] = HighbdWrapLow(step1[3] + step1[4], bd);
step2[4] = HighbdWrapLow(step1[3] - step1[4], bd);
step2[5] = HighbdWrapLow(step1[2] - step1[5], bd);
step2[6] = HighbdWrapLow(step1[1] - step1[6], bd);
step2[7] = HighbdWrapLow(step1[0] - step1[7], bd);
step2[8] = step1[8];
step2[9] = step1[9];
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
temp1 = (-step1[10] + step1[13]) * (long)CosPi1664;
temp2 = (step1[10] + step1[13]) * (long)CosPi1664;
step2[10] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step2[13] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
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
temp1 = (-step1[11] + step1[12]) * (long)CosPi1664;
temp2 = (step1[11] + step1[12]) * (long)CosPi1664;
step2[11] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step2[12] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
step2[14] = step1[14];
step2[15] = step1[15];
step2[16] = HighbdWrapLow(step1[16] + step1[23], bd);
step2[17] = HighbdWrapLow(step1[17] + step1[22], bd);
step2[18] = HighbdWrapLow(step1[18] + step1[21], bd);
step2[19] = HighbdWrapLow(step1[19] + step1[20], bd);
step2[20] = HighbdWrapLow(step1[19] - step1[20], bd);
step2[21] = HighbdWrapLow(step1[18] - step1[21], bd);
step2[22] = HighbdWrapLow(step1[17] - step1[22], bd);
step2[23] = HighbdWrapLow(step1[16] - step1[23], bd);
step2[24] = HighbdWrapLow(-step1[24] + step1[31], bd);
step2[25] = HighbdWrapLow(-step1[25] + step1[30], bd);
step2[26] = HighbdWrapLow(-step1[26] + step1[29], bd);
step2[27] = HighbdWrapLow(-step1[27] + step1[28], bd);
step2[28] = HighbdWrapLow(step1[27] + step1[28], bd);
step2[29] = HighbdWrapLow(step1[26] + step1[29], bd);
step2[30] = HighbdWrapLow(step1[25] + step1[30], bd);
step2[31] = HighbdWrapLow(step1[24] + step1[31], bd);
// stage 7
step1[0] = HighbdWrapLow(step2[0] + step2[15], bd);
step1[1] = HighbdWrapLow(step2[1] + step2[14], bd);
step1[2] = HighbdWrapLow(step2[2] + step2[13], bd);
step1[3] = HighbdWrapLow(step2[3] + step2[12], bd);
step1[4] = HighbdWrapLow(step2[4] + step2[11], bd);
step1[5] = HighbdWrapLow(step2[5] + step2[10], bd);
step1[6] = HighbdWrapLow(step2[6] + step2[9], bd);
step1[7] = HighbdWrapLow(step2[7] + step2[8], bd);
step1[8] = HighbdWrapLow(step2[7] - step2[8], bd);
step1[9] = HighbdWrapLow(step2[6] - step2[9], bd);
step1[10] = HighbdWrapLow(step2[5] - step2[10], bd);
step1[11] = HighbdWrapLow(step2[4] - step2[11], bd);
step1[12] = HighbdWrapLow(step2[3] - step2[12], bd);
step1[13] = HighbdWrapLow(step2[2] - step2[13], bd);
step1[14] = HighbdWrapLow(step2[1] - step2[14], bd);
step1[15] = HighbdWrapLow(step2[0] - step2[15], bd);
step1[16] = step2[16];
step1[17] = step2[17];
step1[18] = step2[18];
step1[19] = step2[19];
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
temp1 = (-step2[20] + step2[27]) * (long)CosPi1664;
temp2 = (step2[20] + step2[27]) * (long)CosPi1664;
step1[20] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step1[27] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
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
temp1 = (-step2[21] + step2[26]) * (long)CosPi1664;
temp2 = (step2[21] + step2[26]) * (long)CosPi1664;
step1[21] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step1[26] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
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
temp1 = (-step2[22] + step2[25]) * (long)CosPi1664;
temp2 = (step2[22] + step2[25]) * (long)CosPi1664;
step1[22] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step1[25] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
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
temp1 = (-step2[23] + step2[24]) * (long)CosPi1664;
temp2 = (step2[23] + step2[24]) * (long)CosPi1664;
step1[23] = HighbdWrapLow(DctConstRoundShift(temp1), bd);
step1[24] = HighbdWrapLow(DctConstRoundShift(temp2), bd);
step1[28] = step2[28];
step1[29] = step2[29];
step1[30] = step2[30];
step1[31] = step2[31];
// final stage
output[0] = HighbdWrapLow(step1[0] + step1[31], bd);
output[1] = HighbdWrapLow(step1[1] + step1[30], bd);
output[2] = HighbdWrapLow(step1[2] + step1[29], bd);
output[3] = HighbdWrapLow(step1[3] + step1[28], bd);
output[4] = HighbdWrapLow(step1[4] + step1[27], bd);
output[5] = HighbdWrapLow(step1[5] + step1[26], bd);
output[6] = HighbdWrapLow(step1[6] + step1[25], bd);
output[7] = HighbdWrapLow(step1[7] + step1[24], bd);
output[8] = HighbdWrapLow(step1[8] + step1[23], bd);
output[9] = HighbdWrapLow(step1[9] + step1[22], bd);
output[10] = HighbdWrapLow(step1[10] + step1[21], bd);
output[11] = HighbdWrapLow(step1[11] + step1[20], bd);
output[12] = HighbdWrapLow(step1[12] + step1[19], bd);
output[13] = HighbdWrapLow(step1[13] + step1[18], bd);
output[14] = HighbdWrapLow(step1[14] + step1[17], bd);
output[15] = HighbdWrapLow(step1[15] + step1[16], bd);
output[16] = HighbdWrapLow(step1[15] - step1[16], bd);
output[17] = HighbdWrapLow(step1[14] - step1[17], bd);
output[18] = HighbdWrapLow(step1[13] - step1[18], bd);
output[19] = HighbdWrapLow(step1[12] - step1[19], bd);
output[20] = HighbdWrapLow(step1[11] - step1[20], bd);
output[21] = HighbdWrapLow(step1[10] - step1[21], bd);
output[22] = HighbdWrapLow(step1[9] - step1[22], bd);
output[23] = HighbdWrapLow(step1[8] - step1[23], bd);
output[24] = HighbdWrapLow(step1[7] - step1[24], bd);
output[25] = HighbdWrapLow(step1[6] - step1[25], bd);
output[26] = HighbdWrapLow(step1[5] - step1[26], bd);
output[27] = HighbdWrapLow(step1[4] - step1[27], bd);
output[28] = HighbdWrapLow(step1[3] - step1[28], bd);
output[29] = HighbdWrapLow(step1[2] - step1[29], bd);
output[30] = HighbdWrapLow(step1[1] - step1[30], bd);
output[31] = HighbdWrapLow(step1[0] - step1[31], bd);
}
[SkipLocalsInit]
public static void HighbdIdct32X321024Add(ReadOnlySpan<int> input, Span<ushort> dest, int stride, int bd)
{
Span<int> output = stackalloc int[32 * 32];
Span<int> outptr = output;
Span<int> tempIn = stackalloc int[32];
Span<int> tempOut = stackalloc int[32];
// Rows
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
for (int i = 0; i < 32; ++i)
{
int zeroCoeff = 0;
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
for (int j = 0; j < 32; ++j)
{
zeroCoeff |= input[j];
}
if (zeroCoeff != 0)
{
HighbdIdct32(input, outptr, bd);
}
else
{
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
outptr.Slice(0, 32).Clear();
}
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
input = input.Slice(32);
outptr = outptr.Slice(32);
}
// Columns
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
for (int i = 0; i < 32; ++i)
{
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
for (int j = 0; j < 32; ++j)
{
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
tempIn[j] = output[(j * 32) + i];
}
HighbdIdct32(tempIn, tempOut, bd);
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
for (int j = 0; j < 32; ++j)
{
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
dest[(j * stride) + i] = HighbdClipPixelAdd(dest[(j * stride) + i],
BitUtils.RoundPowerOfTwo(tempOut[j], 6), bd);
}
}
}
[SkipLocalsInit]
public static void HighbdIdct32X32135Add(ReadOnlySpan<int> input, Span<ushort> dest, int stride, int bd)
{
Span<int> output = stackalloc int[32 * 32];
Span<int> outptr = output;
Span<int> tempIn = stackalloc int[32];
Span<int> tempOut = stackalloc int[32];
[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
output.Clear();
// Rows
// Only upper-left 16x16 has non-zero coeff
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
for (int i = 0; i < 16; ++i)
{
HighbdIdct32(input, outptr, bd);
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
input = input.Slice(32);
outptr = outptr.Slice(32);
}
// Columns
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
for (int i = 0; i < 32; ++i)
{
Span<ushort> destT = dest;
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
for (int j = 0; j < 32; ++j)
{
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
tempIn[j] = output[(j * 32) + i];
}
HighbdIdct32(tempIn, tempOut, bd);
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
for (int j = 0; j < 32; ++j)
{
destT[i] = HighbdClipPixelAdd(destT[i], BitUtils.RoundPowerOfTwo(tempOut[j], 6), bd);
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
destT = destT.Slice(stride);
}
}
}
[SkipLocalsInit]
public static void HighbdIdct32X3234Add(ReadOnlySpan<int> input, Span<ushort> dest, int stride, int bd)
{
Span<int> output = stackalloc int[32 * 32];
Span<int> outptr = output;
Span<int> tempIn = stackalloc int[32];
Span<int> tempOut = stackalloc int[32];
[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
output.Clear();
// Rows
// Only upper-left 8x8 has non-zero coeff
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
for (int i = 0; i < 8; ++i)
{
HighbdIdct32(input, outptr, bd);
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
input = input.Slice(32);
outptr = outptr.Slice(32);
}
// Columns
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
for (int i = 0; i < 32; ++i)
{
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
for (int j = 0; j < 32; ++j)
{
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
tempIn[j] = output[(j * 32) + i];
}
HighbdIdct32(tempIn, tempOut, bd);
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
for (int j = 0; j < 32; ++j)
{
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
dest[(j * stride) + i] = HighbdClipPixelAdd(dest[(j * stride) + i],
BitUtils.RoundPowerOfTwo(tempOut[j], 6), bd);
}
}
}
public static void HighbdIdct32X321Add(ReadOnlySpan<int> input, Span<ushort> dest, int stride, int bd)
{
int a1;
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
int output = HighbdWrapLow(DctConstRoundShift(input[0] * (long)CosPi1664), bd);
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
output = HighbdWrapLow(DctConstRoundShift(output * (long)CosPi1664), bd);
a1 = BitUtils.RoundPowerOfTwo(output, 6);
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
for (int j = 0; j < 32; ++j)
{
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
for (int i = 0; i < 32; ++i)
{
dest[i] = HighbdClipPixelAdd(dest[i], a1, bd);
}
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
dest = dest.Slice(stride);
}
}
}
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
}