Keaton f91cd05260
Implement VP9 loop filtering (#550)
Unmerged PR from OG Ryujinx (#4367). From @gdkchan:

> The main goal of this change is porting the loop filtering from
libvpx, which should fix the block artifacts on some VP9 videos on games
using NVDEC to decode them. In addition to that, there are two other
changes:
> 
> - The remaining decoder code required to decode a VP9 video (with
headers included) has been added. That was done because it's much better
to test the decoder standalone with a video file. I decided to keep that
code on the emulator, even if some of it is unused, since it makes
standalone testing easier in the future too, and we can include unit
tests with video files.
> - Large refactoring of both new and existing code to conform with our
conding [sic] styles, done by @TSRBerry (thanks!) Some of it has been
automated.
> 
> Since we had no loop filtering before, this change will make video
decoding slower. That may cause frame drop etc if the decoder is not
fast enough in some games. I plan to optimize the decoder more in the
future to make up for that, but if possible I'd prefer to not do it as
part of this PR, but if the perf loss is too severe I might consider.
> 
> This will need to be tested on games that had the block artifacts, it
would be nice to confirm if they match hardware now, and get some
before/after screenshots etc.

Comment from @Bjorn29512:

> Significantly improves the block artifacts in FE: Engage.
> 
> Before:
>
![](https://user-images.githubusercontent.com/110204265/216882414-ec88dbda-7544-4490-8a47-37f074056ae3.png)
> 
> After:
>
![](https://user-images.githubusercontent.com/110204265/216882478-4e81fead-1033-4877-b282-f9cac6d6aa3b.png)

---------

Co-authored-by: gdkchan <gab.dark.100@gmail.com>
Co-authored-by: TSR Berry <20988865+TSRBerry@users.noreply.github.com>
2025-02-18 20:59:36 -06:00

41 lines
1.4 KiB
C#

using Ryujinx.Common.Memory;
namespace Ryujinx.Graphics.Video
{
public ref struct Vp9PictureInfo
{
public ISurface LastReference;
public ISurface GoldenReference;
public ISurface AltReference;
public bool IsKeyFrame;
public bool IntraOnly;
public Array4<sbyte> RefFrameSignBias;
public int LoopFilterLevel;
public int LoopFilterSharpnessLevel;
public int BaseQIndex;
public int YDcDeltaQ;
public int UvDcDeltaQ;
public int UvAcDeltaQ;
public bool Lossless;
public int TransformMode;
public bool AllowHighPrecisionMv;
public int InterpFilter;
public int ReferenceMode;
public sbyte CompFixedRef;
public Array2<sbyte> CompVarRef;
public int Log2TileCols;
public int Log2TileRows;
public bool SegmentEnabled;
public bool SegmentMapUpdate;
public bool SegmentMapTemporalUpdate;
public int SegmentAbsDelta;
public Array8<uint> SegmentFeatureEnable;
public Array8<Array4<short>> SegmentFeatureData;
public bool ModeRefDeltaEnabled;
public bool UsePrevInFindMvRefs;
public Array4<sbyte> RefDeltas;
public Array2<sbyte> ModeDeltas;
public Vp9EntropyProbs Entropy;
public Vp9BackwardUpdates BackwardUpdateCounts;
}
}