Removing some useless loops in deringing filter
No change in the output Change-Id: I1627feaa163d65da0df90e9dacbc5e39ee755de8
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209f830d97
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a8ce2c9199
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@ -12,6 +12,8 @@
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#include "config.h"
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#endif
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// clang-format off
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#include <stdlib.h>
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#include <math.h>
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#include "dering.h"
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@ -247,26 +249,17 @@ static const int16_t OD_THRESH_TABLE_Q8[18] = {
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327, 365, 408, 455, 509, 569, 635, 710, 768,
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};
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/* Compute deringing filter threshold for each 8x8 block based on the
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/* Compute deringing filter threshold for an 8x8 block based on the
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directional variance difference. A high variance difference means that we
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have a highly directional pattern (e.g. a high contrast edge), so we can
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apply more deringing. A low variance means that we either have a low
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contrast edge, or a non-directional texture, so we want to be careful not
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to blur. */
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static void od_compute_thresh(int thresh[OD_DERING_NBLOCKS][OD_DERING_NBLOCKS],
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int threshold,
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int32_t var[OD_DERING_NBLOCKS][OD_DERING_NBLOCKS],
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int nhb, int nvb) {
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int bx;
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int by;
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for (by = 0; by < nvb; by++) {
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for (bx = 0; bx < nhb; bx++) {
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int v1;
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/* We use the variance of 8x8 blocks to adjust the threshold. */
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v1 = OD_MINI(32767, var[by][bx] >> 6);
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thresh[by][bx] = (threshold * OD_THRESH_TABLE_Q8[OD_ILOG(v1)] + 128) >> 8;
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}
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}
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static INLINE int od_adjust_thresh(int threshold, int32_t var) {
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int v1;
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/* We use the variance of 8x8 blocks to adjust the threshold. */
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v1 = OD_MINI(32767, var >> 6);
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return (threshold * OD_THRESH_TABLE_Q8[OD_ILOG(v1)] + 128) >> 8;
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}
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void od_dering(int16_t *y, int ystride, const od_dering_in *x, int xstride,
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@ -282,8 +275,7 @@ void od_dering(int16_t *y, int ystride, const od_dering_in *x, int xstride,
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int16_t *in;
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int bsize;
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int32_t var[OD_DERING_NBLOCKS][OD_DERING_NBLOCKS];
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int thresh[OD_DERING_NBLOCKS][OD_DERING_NBLOCKS];
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int thresh2[OD_DERING_NBLOCKS][OD_DERING_NBLOCKS];
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int filter2_thresh[OD_DERING_NBLOCKS][OD_DERING_NBLOCKS];
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od_filter_dering_direction_func filter_dering_direction[OD_DERINGSIZES] = {
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od_filter_dering_direction_4x4, od_filter_dering_direction_8x8
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};
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@ -313,40 +305,34 @@ void od_dering(int16_t *y, int ystride, const od_dering_in *x, int xstride,
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if (pli == 0) {
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for (by = 0; by < nvb; by++) {
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for (bx = 0; bx < nhb; bx++) {
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if (bskip[by * skip_stride + bx]) continue;
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dir[by][bx] = od_dir_find8(&x[8 * by * xstride + 8 * bx], xstride,
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&var[by][bx], coeff_shift);
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/* Deringing orthogonal to the direction uses a tighter threshold
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because we want to be conservative. We've presumably already
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achieved some deringing, so the amount of change is expected
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to be low. Also, since we might be filtering across an edge, we
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want to make sure not to blur it. That being said, we might want
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to be a little bit more aggressive on pure horizontal/vertical
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since the ringing there tends to be directional, so it doesn't
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get removed by the directional filtering. */
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filter2_thresh[by][bx] = (filter_dering_direction[bsize - OD_LOG_BSIZE0])(
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&y[(by * ystride << bsize) + (bx << bsize)], ystride,
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&in[(by * OD_FILT_BSTRIDE << bsize) + (bx << bsize)],
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od_adjust_thresh(threshold, var[by][bx]), dir[by][bx]);
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}
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}
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od_compute_thresh(thresh, threshold, var, nhb, nvb);
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} else {
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for (by = 0; by < nvb; by++) {
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for (bx = 0; bx < nhb; bx++) {
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thresh[by][bx] = threshold;
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if (bskip[by * skip_stride + bx]) continue;
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filter2_thresh[by][bx] = (filter_dering_direction[bsize - OD_LOG_BSIZE0])(
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&y[(by * ystride << bsize) + (bx << bsize)], ystride,
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&in[(by * OD_FILT_BSTRIDE << bsize) + (bx << bsize)], threshold,
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dir[by][bx]);
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}
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}
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}
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for (by = 0; by < nvb; by++) {
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for (bx = 0; bx < nhb; bx++) {
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if (bskip[by * skip_stride + bx]) thresh[by][bx] = 0;
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}
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}
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for (by = 0; by < nvb; by++) {
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for (bx = 0; bx < nhb; bx++) {
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if (thresh[by][bx] == 0) continue;
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/* Deringing orthogonal to the direction uses a tighter threshold
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because we want to be conservative. We've presumably already
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achieved some deringing, so the amount of change is expected
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to be low. Also, since we might be filtering across an edge, we
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want to make sure not to blur it. That being said, we might want
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to be a little bit more aggressive on pure horizontal/vertical
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since the ringing there tends to be directional, so it doesn't
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get removed by the directional filtering. */
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thresh2[by][bx] = (filter_dering_direction[bsize - OD_LOG_BSIZE0])(
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&y[(by * ystride << bsize) + (bx << bsize)], ystride,
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&in[(by * OD_FILT_BSTRIDE << bsize) + (bx << bsize)], thresh[by][bx],
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dir[by][bx]);
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}
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}
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for (i = 0; i < nvb << bsize; i++) {
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for (j = 0; j < nhb << bsize; j++) {
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in[i * OD_FILT_BSTRIDE + j] = y[i * ystride + j];
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@ -354,10 +340,10 @@ void od_dering(int16_t *y, int ystride, const od_dering_in *x, int xstride,
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}
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for (by = 0; by < nvb; by++) {
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for (bx = 0; bx < nhb; bx++) {
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if (thresh[by][bx] == 0) continue;
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if (bskip[by * skip_stride + bx] || filter2_thresh[by][bx] == 0) continue;
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(filter_dering_orthogonal[bsize - OD_LOG_BSIZE0])(
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&y[(by * ystride << bsize) + (bx << bsize)], ystride,
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&in[(by * OD_FILT_BSTRIDE << bsize) + (bx << bsize)], thresh2[by][bx],
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&in[(by * OD_FILT_BSTRIDE << bsize) + (bx << bsize)], filter2_thresh[by][bx],
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dir[by][bx]);
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}
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}
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