1*fb1b10abSAndroid Build Coastguard Worker /*
2*fb1b10abSAndroid Build Coastguard Worker * Copyright (c) 2013 The WebM project authors. All Rights Reserved.
3*fb1b10abSAndroid Build Coastguard Worker *
4*fb1b10abSAndroid Build Coastguard Worker * Use of this source code is governed by a BSD-style license
5*fb1b10abSAndroid Build Coastguard Worker * that can be found in the LICENSE file in the root of the source
6*fb1b10abSAndroid Build Coastguard Worker * tree. An additional intellectual property rights grant can be found
7*fb1b10abSAndroid Build Coastguard Worker * in the file PATENTS. All contributing project authors may
8*fb1b10abSAndroid Build Coastguard Worker * be found in the AUTHORS file in the root of the source tree.
9*fb1b10abSAndroid Build Coastguard Worker */
10*fb1b10abSAndroid Build Coastguard Worker
11*fb1b10abSAndroid Build Coastguard Worker #include "./vpx_dsp_rtcd.h"
12*fb1b10abSAndroid Build Coastguard Worker #include "vp9/common/vp9_filter.h"
13*fb1b10abSAndroid Build Coastguard Worker #include "vp9/common/vp9_scale.h"
14*fb1b10abSAndroid Build Coastguard Worker #include "vpx_dsp/vpx_filter.h"
15*fb1b10abSAndroid Build Coastguard Worker
scaled_x(int val,const struct scale_factors * sf)16*fb1b10abSAndroid Build Coastguard Worker static INLINE int scaled_x(int val, const struct scale_factors *sf) {
17*fb1b10abSAndroid Build Coastguard Worker return (int)((int64_t)val * sf->x_scale_fp >> REF_SCALE_SHIFT);
18*fb1b10abSAndroid Build Coastguard Worker }
19*fb1b10abSAndroid Build Coastguard Worker
scaled_y(int val,const struct scale_factors * sf)20*fb1b10abSAndroid Build Coastguard Worker static INLINE int scaled_y(int val, const struct scale_factors *sf) {
21*fb1b10abSAndroid Build Coastguard Worker return (int)((int64_t)val * sf->y_scale_fp >> REF_SCALE_SHIFT);
22*fb1b10abSAndroid Build Coastguard Worker }
23*fb1b10abSAndroid Build Coastguard Worker
unscaled_value(int val,const struct scale_factors * sf)24*fb1b10abSAndroid Build Coastguard Worker static int unscaled_value(int val, const struct scale_factors *sf) {
25*fb1b10abSAndroid Build Coastguard Worker (void)sf;
26*fb1b10abSAndroid Build Coastguard Worker return val;
27*fb1b10abSAndroid Build Coastguard Worker }
28*fb1b10abSAndroid Build Coastguard Worker
get_fixed_point_scale_factor(int other_size,int this_size)29*fb1b10abSAndroid Build Coastguard Worker static int get_fixed_point_scale_factor(int other_size, int this_size) {
30*fb1b10abSAndroid Build Coastguard Worker // Calculate scaling factor once for each reference frame
31*fb1b10abSAndroid Build Coastguard Worker // and use fixed point scaling factors in decoding and encoding routines.
32*fb1b10abSAndroid Build Coastguard Worker // Hardware implementations can calculate scale factor in device driver
33*fb1b10abSAndroid Build Coastguard Worker // and use multiplication and shifting on hardware instead of division.
34*fb1b10abSAndroid Build Coastguard Worker return (other_size << REF_SCALE_SHIFT) / this_size;
35*fb1b10abSAndroid Build Coastguard Worker }
36*fb1b10abSAndroid Build Coastguard Worker
vp9_scale_mv(const MV * mv,int x,int y,const struct scale_factors * sf)37*fb1b10abSAndroid Build Coastguard Worker MV32 vp9_scale_mv(const MV *mv, int x, int y, const struct scale_factors *sf) {
38*fb1b10abSAndroid Build Coastguard Worker const int x_off_q4 = scaled_x(x << SUBPEL_BITS, sf) & SUBPEL_MASK;
39*fb1b10abSAndroid Build Coastguard Worker const int y_off_q4 = scaled_y(y << SUBPEL_BITS, sf) & SUBPEL_MASK;
40*fb1b10abSAndroid Build Coastguard Worker const MV32 res = { scaled_y(mv->row, sf) + y_off_q4,
41*fb1b10abSAndroid Build Coastguard Worker scaled_x(mv->col, sf) + x_off_q4 };
42*fb1b10abSAndroid Build Coastguard Worker return res;
43*fb1b10abSAndroid Build Coastguard Worker }
44*fb1b10abSAndroid Build Coastguard Worker
45*fb1b10abSAndroid Build Coastguard Worker #if CONFIG_VP9_HIGHBITDEPTH
vp9_setup_scale_factors_for_frame(struct scale_factors * sf,int other_w,int other_h,int this_w,int this_h,int use_highbd)46*fb1b10abSAndroid Build Coastguard Worker void vp9_setup_scale_factors_for_frame(struct scale_factors *sf, int other_w,
47*fb1b10abSAndroid Build Coastguard Worker int other_h, int this_w, int this_h,
48*fb1b10abSAndroid Build Coastguard Worker int use_highbd) {
49*fb1b10abSAndroid Build Coastguard Worker #else
50*fb1b10abSAndroid Build Coastguard Worker void vp9_setup_scale_factors_for_frame(struct scale_factors *sf, int other_w,
51*fb1b10abSAndroid Build Coastguard Worker int other_h, int this_w, int this_h) {
52*fb1b10abSAndroid Build Coastguard Worker #endif
53*fb1b10abSAndroid Build Coastguard Worker if (!valid_ref_frame_size(other_w, other_h, this_w, this_h)) {
54*fb1b10abSAndroid Build Coastguard Worker sf->x_scale_fp = REF_INVALID_SCALE;
55*fb1b10abSAndroid Build Coastguard Worker sf->y_scale_fp = REF_INVALID_SCALE;
56*fb1b10abSAndroid Build Coastguard Worker return;
57*fb1b10abSAndroid Build Coastguard Worker }
58*fb1b10abSAndroid Build Coastguard Worker
59*fb1b10abSAndroid Build Coastguard Worker sf->x_scale_fp = get_fixed_point_scale_factor(other_w, this_w);
60*fb1b10abSAndroid Build Coastguard Worker sf->y_scale_fp = get_fixed_point_scale_factor(other_h, this_h);
61*fb1b10abSAndroid Build Coastguard Worker sf->x_step_q4 = scaled_x(16, sf);
62*fb1b10abSAndroid Build Coastguard Worker sf->y_step_q4 = scaled_y(16, sf);
63*fb1b10abSAndroid Build Coastguard Worker
64*fb1b10abSAndroid Build Coastguard Worker if (vp9_is_scaled(sf)) {
65*fb1b10abSAndroid Build Coastguard Worker sf->scale_value_x = scaled_x;
66*fb1b10abSAndroid Build Coastguard Worker sf->scale_value_y = scaled_y;
67*fb1b10abSAndroid Build Coastguard Worker } else {
68*fb1b10abSAndroid Build Coastguard Worker sf->scale_value_x = unscaled_value;
69*fb1b10abSAndroid Build Coastguard Worker sf->scale_value_y = unscaled_value;
70*fb1b10abSAndroid Build Coastguard Worker }
71*fb1b10abSAndroid Build Coastguard Worker
72*fb1b10abSAndroid Build Coastguard Worker // TODO(agrange): Investigate the best choice of functions to use here
73*fb1b10abSAndroid Build Coastguard Worker // for EIGHTTAP_SMOOTH. Since it is not interpolating, need to choose what
74*fb1b10abSAndroid Build Coastguard Worker // to do at full-pel offsets. The current selection, where the filter is
75*fb1b10abSAndroid Build Coastguard Worker // applied in one direction only, and not at all for 0,0, seems to give the
76*fb1b10abSAndroid Build Coastguard Worker // best quality, but it may be worth trying an additional mode that does
77*fb1b10abSAndroid Build Coastguard Worker // do the filtering on full-pel.
78*fb1b10abSAndroid Build Coastguard Worker
79*fb1b10abSAndroid Build Coastguard Worker if (sf->x_step_q4 == 16) {
80*fb1b10abSAndroid Build Coastguard Worker if (sf->y_step_q4 == 16) {
81*fb1b10abSAndroid Build Coastguard Worker // No scaling in either direction.
82*fb1b10abSAndroid Build Coastguard Worker sf->predict[0][0][0] = vpx_convolve_copy;
83*fb1b10abSAndroid Build Coastguard Worker sf->predict[0][0][1] = vpx_convolve_avg;
84*fb1b10abSAndroid Build Coastguard Worker sf->predict[0][1][0] = vpx_convolve8_vert;
85*fb1b10abSAndroid Build Coastguard Worker sf->predict[0][1][1] = vpx_convolve8_avg_vert;
86*fb1b10abSAndroid Build Coastguard Worker sf->predict[1][0][0] = vpx_convolve8_horiz;
87*fb1b10abSAndroid Build Coastguard Worker sf->predict[1][0][1] = vpx_convolve8_avg_horiz;
88*fb1b10abSAndroid Build Coastguard Worker } else {
89*fb1b10abSAndroid Build Coastguard Worker // No scaling in x direction. Must always scale in the y direction.
90*fb1b10abSAndroid Build Coastguard Worker sf->predict[0][0][0] = vpx_scaled_vert;
91*fb1b10abSAndroid Build Coastguard Worker sf->predict[0][0][1] = vpx_scaled_avg_vert;
92*fb1b10abSAndroid Build Coastguard Worker sf->predict[0][1][0] = vpx_scaled_vert;
93*fb1b10abSAndroid Build Coastguard Worker sf->predict[0][1][1] = vpx_scaled_avg_vert;
94*fb1b10abSAndroid Build Coastguard Worker sf->predict[1][0][0] = vpx_scaled_2d;
95*fb1b10abSAndroid Build Coastguard Worker sf->predict[1][0][1] = vpx_scaled_avg_2d;
96*fb1b10abSAndroid Build Coastguard Worker }
97*fb1b10abSAndroid Build Coastguard Worker } else {
98*fb1b10abSAndroid Build Coastguard Worker if (sf->y_step_q4 == 16) {
99*fb1b10abSAndroid Build Coastguard Worker // No scaling in the y direction. Must always scale in the x direction.
100*fb1b10abSAndroid Build Coastguard Worker sf->predict[0][0][0] = vpx_scaled_horiz;
101*fb1b10abSAndroid Build Coastguard Worker sf->predict[0][0][1] = vpx_scaled_avg_horiz;
102*fb1b10abSAndroid Build Coastguard Worker sf->predict[0][1][0] = vpx_scaled_2d;
103*fb1b10abSAndroid Build Coastguard Worker sf->predict[0][1][1] = vpx_scaled_avg_2d;
104*fb1b10abSAndroid Build Coastguard Worker sf->predict[1][0][0] = vpx_scaled_horiz;
105*fb1b10abSAndroid Build Coastguard Worker sf->predict[1][0][1] = vpx_scaled_avg_horiz;
106*fb1b10abSAndroid Build Coastguard Worker } else {
107*fb1b10abSAndroid Build Coastguard Worker // Must always scale in both directions.
108*fb1b10abSAndroid Build Coastguard Worker sf->predict[0][0][0] = vpx_scaled_2d;
109*fb1b10abSAndroid Build Coastguard Worker sf->predict[0][0][1] = vpx_scaled_avg_2d;
110*fb1b10abSAndroid Build Coastguard Worker sf->predict[0][1][0] = vpx_scaled_2d;
111*fb1b10abSAndroid Build Coastguard Worker sf->predict[0][1][1] = vpx_scaled_avg_2d;
112*fb1b10abSAndroid Build Coastguard Worker sf->predict[1][0][0] = vpx_scaled_2d;
113*fb1b10abSAndroid Build Coastguard Worker sf->predict[1][0][1] = vpx_scaled_avg_2d;
114*fb1b10abSAndroid Build Coastguard Worker }
115*fb1b10abSAndroid Build Coastguard Worker }
116*fb1b10abSAndroid Build Coastguard Worker
117*fb1b10abSAndroid Build Coastguard Worker // 2D subpel motion always gets filtered in both directions
118*fb1b10abSAndroid Build Coastguard Worker
119*fb1b10abSAndroid Build Coastguard Worker if ((sf->x_step_q4 != 16) || (sf->y_step_q4 != 16)) {
120*fb1b10abSAndroid Build Coastguard Worker sf->predict[1][1][0] = vpx_scaled_2d;
121*fb1b10abSAndroid Build Coastguard Worker sf->predict[1][1][1] = vpx_scaled_avg_2d;
122*fb1b10abSAndroid Build Coastguard Worker } else {
123*fb1b10abSAndroid Build Coastguard Worker sf->predict[1][1][0] = vpx_convolve8;
124*fb1b10abSAndroid Build Coastguard Worker sf->predict[1][1][1] = vpx_convolve8_avg;
125*fb1b10abSAndroid Build Coastguard Worker }
126*fb1b10abSAndroid Build Coastguard Worker
127*fb1b10abSAndroid Build Coastguard Worker #if CONFIG_VP9_HIGHBITDEPTH
128*fb1b10abSAndroid Build Coastguard Worker if (use_highbd) {
129*fb1b10abSAndroid Build Coastguard Worker if (sf->x_step_q4 == 16) {
130*fb1b10abSAndroid Build Coastguard Worker if (sf->y_step_q4 == 16) {
131*fb1b10abSAndroid Build Coastguard Worker // No scaling in either direction.
132*fb1b10abSAndroid Build Coastguard Worker sf->highbd_predict[0][0][0] = vpx_highbd_convolve_copy;
133*fb1b10abSAndroid Build Coastguard Worker sf->highbd_predict[0][0][1] = vpx_highbd_convolve_avg;
134*fb1b10abSAndroid Build Coastguard Worker sf->highbd_predict[0][1][0] = vpx_highbd_convolve8_vert;
135*fb1b10abSAndroid Build Coastguard Worker sf->highbd_predict[0][1][1] = vpx_highbd_convolve8_avg_vert;
136*fb1b10abSAndroid Build Coastguard Worker sf->highbd_predict[1][0][0] = vpx_highbd_convolve8_horiz;
137*fb1b10abSAndroid Build Coastguard Worker sf->highbd_predict[1][0][1] = vpx_highbd_convolve8_avg_horiz;
138*fb1b10abSAndroid Build Coastguard Worker } else {
139*fb1b10abSAndroid Build Coastguard Worker // No scaling in x direction. Must always scale in the y direction.
140*fb1b10abSAndroid Build Coastguard Worker sf->highbd_predict[0][0][0] = vpx_highbd_convolve8_vert;
141*fb1b10abSAndroid Build Coastguard Worker sf->highbd_predict[0][0][1] = vpx_highbd_convolve8_avg_vert;
142*fb1b10abSAndroid Build Coastguard Worker sf->highbd_predict[0][1][0] = vpx_highbd_convolve8_vert;
143*fb1b10abSAndroid Build Coastguard Worker sf->highbd_predict[0][1][1] = vpx_highbd_convolve8_avg_vert;
144*fb1b10abSAndroid Build Coastguard Worker sf->highbd_predict[1][0][0] = vpx_highbd_convolve8;
145*fb1b10abSAndroid Build Coastguard Worker sf->highbd_predict[1][0][1] = vpx_highbd_convolve8_avg;
146*fb1b10abSAndroid Build Coastguard Worker }
147*fb1b10abSAndroid Build Coastguard Worker } else {
148*fb1b10abSAndroid Build Coastguard Worker if (sf->y_step_q4 == 16) {
149*fb1b10abSAndroid Build Coastguard Worker // No scaling in the y direction. Must always scale in the x direction.
150*fb1b10abSAndroid Build Coastguard Worker sf->highbd_predict[0][0][0] = vpx_highbd_convolve8_horiz;
151*fb1b10abSAndroid Build Coastguard Worker sf->highbd_predict[0][0][1] = vpx_highbd_convolve8_avg_horiz;
152*fb1b10abSAndroid Build Coastguard Worker sf->highbd_predict[0][1][0] = vpx_highbd_convolve8;
153*fb1b10abSAndroid Build Coastguard Worker sf->highbd_predict[0][1][1] = vpx_highbd_convolve8_avg;
154*fb1b10abSAndroid Build Coastguard Worker sf->highbd_predict[1][0][0] = vpx_highbd_convolve8_horiz;
155*fb1b10abSAndroid Build Coastguard Worker sf->highbd_predict[1][0][1] = vpx_highbd_convolve8_avg_horiz;
156*fb1b10abSAndroid Build Coastguard Worker } else {
157*fb1b10abSAndroid Build Coastguard Worker // Must always scale in both directions.
158*fb1b10abSAndroid Build Coastguard Worker sf->highbd_predict[0][0][0] = vpx_highbd_convolve8;
159*fb1b10abSAndroid Build Coastguard Worker sf->highbd_predict[0][0][1] = vpx_highbd_convolve8_avg;
160*fb1b10abSAndroid Build Coastguard Worker sf->highbd_predict[0][1][0] = vpx_highbd_convolve8;
161*fb1b10abSAndroid Build Coastguard Worker sf->highbd_predict[0][1][1] = vpx_highbd_convolve8_avg;
162*fb1b10abSAndroid Build Coastguard Worker sf->highbd_predict[1][0][0] = vpx_highbd_convolve8;
163*fb1b10abSAndroid Build Coastguard Worker sf->highbd_predict[1][0][1] = vpx_highbd_convolve8_avg;
164*fb1b10abSAndroid Build Coastguard Worker }
165*fb1b10abSAndroid Build Coastguard Worker }
166*fb1b10abSAndroid Build Coastguard Worker // 2D subpel motion always gets filtered in both directions.
167*fb1b10abSAndroid Build Coastguard Worker sf->highbd_predict[1][1][0] = vpx_highbd_convolve8;
168*fb1b10abSAndroid Build Coastguard Worker sf->highbd_predict[1][1][1] = vpx_highbd_convolve8_avg;
169*fb1b10abSAndroid Build Coastguard Worker }
170*fb1b10abSAndroid Build Coastguard Worker #endif
171*fb1b10abSAndroid Build Coastguard Worker }
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