diff --git a/src/enc/picture_tools_enc.c b/src/enc/picture_tools_enc.c index be292d43..d0e8a495 100644 --- a/src/enc/picture_tools_enc.c +++ b/src/enc/picture_tools_enc.c @@ -16,10 +16,6 @@ #include "src/enc/vp8i_enc.h" #include "src/dsp/yuv.h" -static WEBP_INLINE uint32_t MakeARGB32(int r, int g, int b) { - return (0xff000000u | (r << 16) | (g << 8) | b); -} - //------------------------------------------------------------------------------ // Helper: clean up fully transparent area to help compressibility. @@ -195,6 +191,10 @@ void WebPCleanupTransparentAreaLossless(WebPPicture* const pic) { #define BLEND_10BIT(V0, V1, ALPHA) \ ((((V0) * (1020 - (ALPHA)) + (V1) * (ALPHA)) * 0x101 + 1024) >> 18) +static WEBP_INLINE uint32_t MakeARGB32(int r, int g, int b) { + return (0xff000000u | (r << 16) | (g << 8) | b); +} + void WebPBlendAlpha(WebPPicture* pic, uint32_t background_rgb) { const int red = (background_rgb >> 16) & 0xff; const int green = (background_rgb >> 8) & 0xff; @@ -208,39 +208,44 @@ void WebPBlendAlpha(WebPPicture* pic, uint32_t background_rgb) { const int U0 = VP8RGBToU(4 * red, 4 * green, 4 * blue, 4 * YUV_HALF); const int V0 = VP8RGBToV(4 * red, 4 * green, 4 * blue, 4 * YUV_HALF); const int has_alpha = pic->colorspace & WEBP_CSP_ALPHA_BIT; - if (!has_alpha || pic->a == NULL) return; // nothing to do + uint8_t* y_ptr = pic->y; + uint8_t* u_ptr = pic->u; + uint8_t* v_ptr = pic->v; + uint8_t* a_ptr = pic->a; + if (!has_alpha || a_ptr == NULL) return; // nothing to do for (y = 0; y < pic->height; ++y) { // Luma blending - uint8_t* const y_ptr = pic->y + y * pic->y_stride; - uint8_t* const a_ptr = pic->a + y * pic->a_stride; for (x = 0; x < pic->width; ++x) { - const int alpha = a_ptr[x]; + const uint8_t alpha = a_ptr[x]; if (alpha < 0xff) { - y_ptr[x] = BLEND(Y0, y_ptr[x], a_ptr[x]); + y_ptr[x] = BLEND(Y0, y_ptr[x], alpha); } } // Chroma blending every even line if ((y & 1) == 0) { - uint8_t* const u = pic->u + (y >> 1) * pic->uv_stride; - uint8_t* const v = pic->v + (y >> 1) * pic->uv_stride; uint8_t* const a_ptr2 = (y + 1 == pic->height) ? a_ptr : a_ptr + pic->a_stride; for (x = 0; x < uv_width; ++x) { // Average four alpha values into a single blending weight. // TODO(skal): might lead to visible contouring. Can we do better? - const int alpha = + const uint32_t alpha = a_ptr[2 * x + 0] + a_ptr[2 * x + 1] + a_ptr2[2 * x + 0] + a_ptr2[2 * x + 1]; - u[x] = BLEND_10BIT(U0, u[x], alpha); - v[x] = BLEND_10BIT(V0, v[x], alpha); + u_ptr[x] = BLEND_10BIT(U0, u_ptr[x], alpha); + v_ptr[x] = BLEND_10BIT(V0, v_ptr[x], alpha); } if (pic->width & 1) { // rightmost pixel - const int alpha = 2 * (a_ptr[2 * x + 0] + a_ptr2[2 * x + 0]); - u[x] = BLEND_10BIT(U0, u[x], alpha); - v[x] = BLEND_10BIT(V0, v[x], alpha); + const uint32_t alpha = 2 * (a_ptr[2 * x + 0] + a_ptr2[2 * x + 0]); + u_ptr[x] = BLEND_10BIT(U0, u_ptr[x], alpha); + v_ptr[x] = BLEND_10BIT(V0, v_ptr[x], alpha); } + } else { + u_ptr += pic->uv_stride; + v_ptr += pic->uv_stride; } - memset(a_ptr, 0xff, pic->width); + memset(a_ptr, 0xff, pic->width); // reset alpha value to opaque + a_ptr += pic->a_stride; + y_ptr += pic->y_stride; } } else { uint32_t* argb = pic->argb;