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clean-up WebPBlendAlpha
use pointers instead of ptr + y * stride + misc re-org Change-Id: I29fca781aa44f3bed3f8c1e956c5387705c80ed1
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@ -16,10 +16,6 @@
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#include "src/enc/vp8i_enc.h"
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#include "src/dsp/yuv.h"
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static WEBP_INLINE uint32_t MakeARGB32(int r, int g, int b) {
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return (0xff000000u | (r << 16) | (g << 8) | b);
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}
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//------------------------------------------------------------------------------
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// Helper: clean up fully transparent area to help compressibility.
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@ -195,6 +191,10 @@ void WebPCleanupTransparentAreaLossless(WebPPicture* const pic) {
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#define BLEND_10BIT(V0, V1, ALPHA) \
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((((V0) * (1020 - (ALPHA)) + (V1) * (ALPHA)) * 0x101 + 1024) >> 18)
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static WEBP_INLINE uint32_t MakeARGB32(int r, int g, int b) {
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return (0xff000000u | (r << 16) | (g << 8) | b);
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}
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void WebPBlendAlpha(WebPPicture* pic, uint32_t background_rgb) {
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const int red = (background_rgb >> 16) & 0xff;
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const int green = (background_rgb >> 8) & 0xff;
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@ -208,39 +208,44 @@ void WebPBlendAlpha(WebPPicture* pic, uint32_t background_rgb) {
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const int U0 = VP8RGBToU(4 * red, 4 * green, 4 * blue, 4 * YUV_HALF);
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const int V0 = VP8RGBToV(4 * red, 4 * green, 4 * blue, 4 * YUV_HALF);
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const int has_alpha = pic->colorspace & WEBP_CSP_ALPHA_BIT;
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if (!has_alpha || pic->a == NULL) return; // nothing to do
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uint8_t* y_ptr = pic->y;
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uint8_t* u_ptr = pic->u;
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uint8_t* v_ptr = pic->v;
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uint8_t* a_ptr = pic->a;
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if (!has_alpha || a_ptr == NULL) return; // nothing to do
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for (y = 0; y < pic->height; ++y) {
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// Luma blending
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uint8_t* const y_ptr = pic->y + y * pic->y_stride;
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uint8_t* const a_ptr = pic->a + y * pic->a_stride;
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for (x = 0; x < pic->width; ++x) {
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const int alpha = a_ptr[x];
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const uint8_t alpha = a_ptr[x];
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if (alpha < 0xff) {
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y_ptr[x] = BLEND(Y0, y_ptr[x], a_ptr[x]);
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y_ptr[x] = BLEND(Y0, y_ptr[x], alpha);
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}
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}
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// Chroma blending every even line
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if ((y & 1) == 0) {
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uint8_t* const u = pic->u + (y >> 1) * pic->uv_stride;
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uint8_t* const v = pic->v + (y >> 1) * pic->uv_stride;
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uint8_t* const a_ptr2 =
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(y + 1 == pic->height) ? a_ptr : a_ptr + pic->a_stride;
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for (x = 0; x < uv_width; ++x) {
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// Average four alpha values into a single blending weight.
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// TODO(skal): might lead to visible contouring. Can we do better?
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const int alpha =
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const uint32_t alpha =
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a_ptr[2 * x + 0] + a_ptr[2 * x + 1] +
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a_ptr2[2 * x + 0] + a_ptr2[2 * x + 1];
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u[x] = BLEND_10BIT(U0, u[x], alpha);
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v[x] = BLEND_10BIT(V0, v[x], alpha);
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u_ptr[x] = BLEND_10BIT(U0, u_ptr[x], alpha);
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v_ptr[x] = BLEND_10BIT(V0, v_ptr[x], alpha);
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}
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if (pic->width & 1) { // rightmost pixel
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const int alpha = 2 * (a_ptr[2 * x + 0] + a_ptr2[2 * x + 0]);
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u[x] = BLEND_10BIT(U0, u[x], alpha);
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v[x] = BLEND_10BIT(V0, v[x], alpha);
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const uint32_t alpha = 2 * (a_ptr[2 * x + 0] + a_ptr2[2 * x + 0]);
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u_ptr[x] = BLEND_10BIT(U0, u_ptr[x], alpha);
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v_ptr[x] = BLEND_10BIT(V0, v_ptr[x], alpha);
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}
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} else {
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u_ptr += pic->uv_stride;
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v_ptr += pic->uv_stride;
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}
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memset(a_ptr, 0xff, pic->width);
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memset(a_ptr, 0xff, pic->width); // reset alpha value to opaque
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a_ptr += pic->a_stride;
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y_ptr += pic->y_stride;
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}
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} else {
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uint32_t* argb = pic->argb;
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