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Ryujinx/Ryujinx.Graphics.Nvdec.H264/SpsAndPpsReconstruction.cs
gdkchan 4d02a2d2c0
New NVDEC and VIC implementation (#1384)
* Initial NVDEC and VIC implementation

* Update FFmpeg.AutoGen to 4.3.0

* Add nvdec dependencies for Windows

* Unify some VP9 structures

* Rename VP9 structure fields

* Improvements to Video API

* XML docs for Common.Memory

* Remove now unused or redundant overloads from MemoryAccessor

* NVDEC UV surface read/write scalar paths

* Add FIXME comments about hacky things/stuff that will need to be fixed in the future

* Cleaned up VP9 memory allocation

* Remove some debug logs

* Rename some VP9 structs

* Remove unused struct

* No need to compile Ryujinx.Graphics.Host1x with unsafe anymore

* Name AsyncWorkQueue threads to make debugging easier

* Make Vp9PictureInfo a ref struct

* LayoutConverter no longer needs the depth argument (broken by rebase)

* Pooling of VP9 buffers, plus fix a memory leak on VP9

* Really wish VS could rename projects properly...

* Address feedback

* Remove using

* Catch OperationCanceledException

* Add licensing informations

* Add THIRDPARTY.md to release too

Co-authored-by: Thog <me@thog.eu>
2020-07-12 05:07:01 +02:00

159 lines
5.7 KiB
C#

using Ryujinx.Common.Memory;
using Ryujinx.Graphics.Video;
using System;
namespace Ryujinx.Graphics.Nvdec.H264
{
static class SpsAndPpsReconstruction
{
public static Span<byte> Reconstruct(ref H264PictureInfo pictureInfo, byte[] workBuffer)
{
H264BitStreamWriter writer = new H264BitStreamWriter(workBuffer);
// Sequence Parameter Set.
writer.WriteU(1, 24);
writer.WriteU(0, 1);
writer.WriteU(3, 2);
writer.WriteU(7, 5);
writer.WriteU(100, 8); // Profile idc
writer.WriteU(0, 8); // Reserved
writer.WriteU(31, 8); // Level idc
writer.WriteUe(0); // Seq parameter set id
writer.WriteUe(pictureInfo.ChromaFormatIdc);
if (pictureInfo.ChromaFormatIdc == 3)
{
writer.WriteBit(false); // Separate colour plane flag
}
writer.WriteUe(0); // Bit depth luma minus 8
writer.WriteUe(0); // Bit depth chroma minus 8
writer.WriteBit(pictureInfo.QpprimeYZeroTransformBypassFlag);
writer.WriteBit(false); // Scaling matrix present flag
writer.WriteUe(pictureInfo.Log2MaxFrameNumMinus4);
writer.WriteUe(pictureInfo.PicOrderCntType);
if (pictureInfo.PicOrderCntType == 0)
{
writer.WriteUe(pictureInfo.Log2MaxPicOrderCntLsbMinus4);
}
else if (pictureInfo.PicOrderCntType == 1)
{
writer.WriteBit(pictureInfo.DeltaPicOrderAlwaysZeroFlag);
writer.WriteSe(0); // Offset for non-ref pic
writer.WriteSe(0); // Offset for top to bottom field
writer.WriteUe(0); // Num ref frames in pic order cnt cycle
}
writer.WriteUe(16); // Max num ref frames
writer.WriteBit(false); // Gaps in frame num value allowed flag
writer.WriteUe(pictureInfo.PicWidthInMbsMinus1);
writer.WriteUe(pictureInfo.PicHeightInMapUnitsMinus1);
writer.WriteBit(pictureInfo.FrameMbsOnlyFlag);
if (!pictureInfo.FrameMbsOnlyFlag)
{
writer.WriteBit(pictureInfo.MbAdaptiveFrameFieldFlag);
}
writer.WriteBit(pictureInfo.Direct8x8InferenceFlag);
writer.WriteBit(false); // Frame cropping flag
writer.WriteBit(false); // VUI parameter present flag
writer.End();
// Picture Parameter Set.
writer.WriteU(1, 24);
writer.WriteU(0, 1);
writer.WriteU(3, 2);
writer.WriteU(8, 5);
writer.WriteUe(0); // Pic parameter set id
writer.WriteUe(0); // Seq parameter set id
writer.WriteBit(pictureInfo.EntropyCodingModeFlag);
writer.WriteBit(false); // Bottom field pic order in frame present flag
writer.WriteUe(0); // Num slice groups minus 1
writer.WriteUe(pictureInfo.NumRefIdxL0ActiveMinus1);
writer.WriteUe(pictureInfo.NumRefIdxL1ActiveMinus1);
writer.WriteBit(pictureInfo.WeightedPredFlag);
writer.WriteU(pictureInfo.WeightedBipredIdc, 2);
writer.WriteSe(pictureInfo.PicInitQpMinus26);
writer.WriteSe(0); // Pic init qs minus 26
writer.WriteSe(pictureInfo.ChromaQpIndexOffset);
writer.WriteBit(pictureInfo.DeblockingFilterControlPresentFlag);
writer.WriteBit(pictureInfo.ConstrainedIntraPredFlag);
writer.WriteBit(pictureInfo.RedundantPicCntPresentFlag);
writer.WriteBit(pictureInfo.Transform8x8ModeFlag);
writer.WriteBit(pictureInfo.ScalingMatrixPresent);
if (pictureInfo.ScalingMatrixPresent)
{
for (int index = 0; index < 6; index++)
{
writer.WriteBit(true);
WriteScalingList(ref writer, pictureInfo.ScalingLists4x4[index]);
}
if (pictureInfo.Transform8x8ModeFlag)
{
for (int index = 0; index < 2; index++)
{
writer.WriteBit(true);
WriteScalingList(ref writer, pictureInfo.ScalingLists8x8[index]);
}
}
}
writer.WriteSe(pictureInfo.SecondChromaQpIndexOffset);
writer.End();
return writer.AsSpan();
}
// ZigZag LUTs from libavcodec.
private static readonly byte[] ZigZagDirect = new byte[]
{
0, 1, 8, 16, 9, 2, 3, 10,
17, 24, 32, 25, 18, 11, 4, 5,
12, 19, 26, 33, 40, 48, 41, 34,
27, 20, 13, 6, 7, 14, 21, 28,
35, 42, 49, 56, 57, 50, 43, 36,
29, 22, 15, 23, 30, 37, 44, 51,
58, 59, 52, 45, 38, 31, 39, 46,
53, 60, 61, 54, 47, 55, 62, 63
};
private static readonly byte[] ZigZagScan = new byte[]
{
0 + 0 * 4, 1 + 0 * 4, 0 + 1 * 4, 0 + 2 * 4,
1 + 1 * 4, 2 + 0 * 4, 3 + 0 * 4, 2 + 1 * 4,
1 + 2 * 4, 0 + 3 * 4, 1 + 3 * 4, 2 + 2 * 4,
3 + 1 * 4, 3 + 2 * 4, 2 + 3 * 4, 3 + 3 * 4
};
private static void WriteScalingList(ref H264BitStreamWriter writer, IArray<byte> list)
{
byte[] scan = list.Length == 16 ? ZigZagScan : ZigZagDirect;
int lastScale = 8;
for (int index = 0; index < list.Length; index++)
{
byte value = list[scan[index]];
int deltaScale = value - lastScale;
writer.WriteSe(deltaScale);
lastScale = value;
}
}
}
}