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FFmpeg/libswscale/lut3d.c
Andreas Rheinhardt 4973bb661e swscale/cms,graph,lut3d: Use ff_-prefix, don't export internal functions
Symbols with the sws_* prefix are exported.

Reviewed-by: Alexander Strasser <eclipse7@gmx.net>
Signed-off-by: Andreas Rheinhardt <andreas.rheinhardt@outlook.com>
2025-01-12 15:41:39 +01:00

291 lines
9.6 KiB
C

/*
* Copyright (C) 2024 Niklas Haas
*
* This file is part of FFmpeg.
*
* FFmpeg is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* FFmpeg is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with FFmpeg; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
#include <assert.h>
#include <string.h>
#include "libavutil/attributes.h"
#include "libavutil/avassert.h"
#include "libavutil/mem.h"
#include "cms.h"
#include "csputils.h"
#include "lut3d.h"
SwsLut3D *ff_sws_lut3d_alloc(void)
{
SwsLut3D *lut3d = av_malloc(sizeof(*lut3d));
if (!lut3d)
return NULL;
lut3d->dynamic = false;
return lut3d;
}
void ff_sws_lut3d_free(SwsLut3D **plut3d)
{
av_freep(plut3d);
}
bool ff_sws_lut3d_test_fmt(enum AVPixelFormat fmt, int output)
{
return fmt == AV_PIX_FMT_RGBA64;
}
enum AVPixelFormat ff_sws_lut3d_pick_pixfmt(SwsFormat fmt, int output)
{
return AV_PIX_FMT_RGBA64;
}
/**
* v0 and v1 are 'black' and 'white'
* v2 and v3 are closest RGB/CMY vertices
* x >= y >= z are relative weights
*/
static av_always_inline
v3u16_t barycentric(int shift, int x, int y, int z,
v3u16_t v0, v3u16_t v1, v3u16_t v2, v3u16_t v3)
{
const int a = (1 << shift) - x;
const int b = x - y;
const int c = y - z;
const int d = z;
av_assert2(x >= y);
av_assert2(y >= z);
return (v3u16_t) {
(a * v0.x + b * v1.x + c * v2.x + d * v3.x) >> shift,
(a * v0.y + b * v1.y + c * v2.y + d * v3.y) >> shift,
(a * v0.z + b * v1.z + c * v2.z + d * v3.z) >> shift,
};
}
static av_always_inline
v3u16_t tetrahedral(const SwsLut3D *lut3d, int Rx, int Gx, int Bx,
int Rf, int Gf, int Bf)
{
const int shift = 16 - INPUT_LUT_BITS;
const int Rn = FFMIN(Rx + 1, INPUT_LUT_SIZE - 1);
const int Gn = FFMIN(Gx + 1, INPUT_LUT_SIZE - 1);
const int Bn = FFMIN(Bx + 1, INPUT_LUT_SIZE - 1);
const v3u16_t c000 = lut3d->input[Bx][Gx][Rx];
const v3u16_t c111 = lut3d->input[Bn][Gn][Rn];
if (Rf > Gf) {
if (Gf > Bf) {
const v3u16_t c100 = lut3d->input[Bx][Gx][Rn];
const v3u16_t c110 = lut3d->input[Bx][Gn][Rn];
return barycentric(shift, Rf, Gf, Bf, c000, c100, c110, c111);
} else if (Rf > Bf) {
const v3u16_t c100 = lut3d->input[Bx][Gx][Rn];
const v3u16_t c101 = lut3d->input[Bn][Gx][Rn];
return barycentric(shift, Rf, Bf, Gf, c000, c100, c101, c111);
} else {
const v3u16_t c001 = lut3d->input[Bn][Gx][Rx];
const v3u16_t c101 = lut3d->input[Bn][Gx][Rn];
return barycentric(shift, Bf, Rf, Gf, c000, c001, c101, c111);
}
} else {
if (Bf > Gf) {
const v3u16_t c001 = lut3d->input[Bn][Gx][Rx];
const v3u16_t c011 = lut3d->input[Bn][Gn][Rx];
return barycentric(shift, Bf, Gf, Rf, c000, c001, c011, c111);
} else if (Bf > Rf) {
const v3u16_t c010 = lut3d->input[Bx][Gn][Rx];
const v3u16_t c011 = lut3d->input[Bn][Gn][Rx];
return barycentric(shift, Gf, Bf, Rf, c000, c010, c011, c111);
} else {
const v3u16_t c010 = lut3d->input[Bx][Gn][Rx];
const v3u16_t c110 = lut3d->input[Bx][Gn][Rn];
return barycentric(shift, Gf, Rf, Bf, c000, c010, c110, c111);
}
}
}
static av_always_inline v3u16_t lookup_input16(const SwsLut3D *lut3d, v3u16_t rgb)
{
const int shift = 16 - INPUT_LUT_BITS;
const int Rx = rgb.x >> shift;
const int Gx = rgb.y >> shift;
const int Bx = rgb.z >> shift;
const int Rf = rgb.x & ((1 << shift) - 1);
const int Gf = rgb.y & ((1 << shift) - 1);
const int Bf = rgb.z & ((1 << shift) - 1);
return tetrahedral(lut3d, Rx, Gx, Bx, Rf, Gf, Bf);
}
static av_always_inline v3u16_t lookup_input8(const SwsLut3D *lut3d, v3u8_t rgb)
{
static_assert(INPUT_LUT_BITS <= 8, "INPUT_LUT_BITS must be <= 8");
const int shift = 8 - INPUT_LUT_BITS;
const int Rx = rgb.x >> shift;
const int Gx = rgb.y >> shift;
const int Bx = rgb.z >> shift;
const int Rf = rgb.x & ((1 << shift) - 1);
const int Gf = rgb.y & ((1 << shift) - 1);
const int Bf = rgb.z & ((1 << shift) - 1);
return tetrahedral(lut3d, Rx, Gx, Bx, Rf, Gf, Bf);
}
/**
* Note: These functions are scaled such that x == (1 << shift) corresponds to
* a value of 1.0. This makes them suitable for use when interpolation LUT
* entries with a fractional part that is just masked away from the index,
* since a fractional coordinate of e.g. 0xFFFF corresponds to a mix weight of
* just slightly *less* than 1.0.
*/
static av_always_inline v2u16_t lerp2u16(v2u16_t a, v2u16_t b, int x, int shift)
{
const int xi = (1 << shift) - x;
return (v2u16_t) {
(a.x * xi + b.x * x) >> shift,
(a.y * xi + b.y * x) >> shift,
};
}
static av_always_inline v3u16_t lerp3u16(v3u16_t a, v3u16_t b, int x, int shift)
{
const int xi = (1 << shift) - x;
return (v3u16_t) {
(a.x * xi + b.x * x) >> shift,
(a.y * xi + b.y * x) >> shift,
(a.z * xi + b.z * x) >> shift,
};
}
static av_always_inline v3u16_t lookup_output(const SwsLut3D *lut3d, v3u16_t ipt)
{
const int Ishift = 16 - OUTPUT_LUT_BITS_I;
const int Cshift = 16 - OUTPUT_LUT_BITS_PT;
const int Ix = ipt.x >> Ishift;
const int Px = ipt.y >> Cshift;
const int Tx = ipt.z >> Cshift;
const int If = ipt.x & ((1 << Ishift) - 1);
const int Pf = ipt.y & ((1 << Cshift) - 1);
const int Tf = ipt.z & ((1 << Cshift) - 1);
const int In = FFMIN(Ix + 1, OUTPUT_LUT_SIZE_I - 1);
const int Pn = FFMIN(Px + 1, OUTPUT_LUT_SIZE_PT - 1);
const int Tn = FFMIN(Tx + 1, OUTPUT_LUT_SIZE_PT - 1);
/* Trilinear interpolation */
const v3u16_t c000 = lut3d->output[Tx][Px][Ix];
const v3u16_t c001 = lut3d->output[Tx][Px][In];
const v3u16_t c010 = lut3d->output[Tx][Pn][Ix];
const v3u16_t c011 = lut3d->output[Tx][Pn][In];
const v3u16_t c100 = lut3d->output[Tn][Px][Ix];
const v3u16_t c101 = lut3d->output[Tn][Px][In];
const v3u16_t c110 = lut3d->output[Tn][Pn][Ix];
const v3u16_t c111 = lut3d->output[Tn][Pn][In];
const v3u16_t c00 = lerp3u16(c000, c100, Tf, Cshift);
const v3u16_t c10 = lerp3u16(c010, c110, Tf, Cshift);
const v3u16_t c01 = lerp3u16(c001, c101, Tf, Cshift);
const v3u16_t c11 = lerp3u16(c011, c111, Tf, Cshift);
const v3u16_t c0 = lerp3u16(c00, c10, Pf, Cshift);
const v3u16_t c1 = lerp3u16(c01, c11, Pf, Cshift);
const v3u16_t c = lerp3u16(c0, c1, If, Ishift);
return c;
}
static av_always_inline v3u16_t apply_tone_map(const SwsLut3D *lut3d, v3u16_t ipt)
{
const int shift = 16 - TONE_LUT_BITS;
const int Ix = ipt.x >> shift;
const int If = ipt.x & ((1 << shift) - 1);
const int In = FFMIN(Ix + 1, TONE_LUT_SIZE - 1);
const v2u16_t w0 = lut3d->tone_map[Ix];
const v2u16_t w1 = lut3d->tone_map[In];
const v2u16_t w = lerp2u16(w0, w1, If, shift);
const int base = (1 << 15) - w.y;
ipt.x = w.x;
ipt.y = base + (ipt.y * w.y >> 15);
ipt.z = base + (ipt.z * w.y >> 15);
return ipt;
}
int ff_sws_lut3d_generate(SwsLut3D *lut3d, enum AVPixelFormat fmt_in,
enum AVPixelFormat fmt_out, const SwsColorMap *map)
{
int ret;
if (!ff_sws_lut3d_test_fmt(fmt_in, 0) || !ff_sws_lut3d_test_fmt(fmt_out, 1))
return AVERROR(EINVAL);
lut3d->dynamic = map->src.frame_peak.num > 0;
lut3d->map = *map;
if (lut3d->dynamic) {
ret = ff_sws_color_map_generate_dynamic(&lut3d->input[0][0][0],
&lut3d->output[0][0][0],
INPUT_LUT_SIZE, OUTPUT_LUT_SIZE_I,
OUTPUT_LUT_SIZE_PT, map);
if (ret < 0)
return ret;
/* Make sure initial state is valid */
ff_sws_lut3d_update(lut3d, &map->src);
return 0;
} else {
return ff_sws_color_map_generate_static(&lut3d->input[0][0][0],
INPUT_LUT_SIZE, map);
}
}
void ff_sws_lut3d_update(SwsLut3D *lut3d, const SwsColor *new_src)
{
if (!new_src || !lut3d->dynamic)
return;
lut3d->map.src.frame_peak = new_src->frame_peak;
lut3d->map.src.frame_avg = new_src->frame_avg;
ff_sws_tone_map_generate(lut3d->tone_map, TONE_LUT_SIZE, &lut3d->map);
}
void ff_sws_lut3d_apply(const SwsLut3D *lut3d, const uint8_t *in, int in_stride,
uint8_t *out, int out_stride, int w, int h)
{
while (h--) {
const uint16_t *in16 = (const uint16_t *) in;
uint16_t *out16 = (uint16_t *) out;
for (int x = 0; x < w; x++) {
v3u16_t c = { in16[0], in16[1], in16[2] };
c = lookup_input16(lut3d, c);
if (lut3d->dynamic) {
c = apply_tone_map(lut3d, c);
c = lookup_output(lut3d, c);
}
out16[0] = c.x;
out16[1] = c.y;
out16[2] = c.z;
out16[3] = in16[3];
in16 += 4;
out16 += 4;
}
in += in_stride;
out += out_stride;
}
}