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Use some gamma-curve range compression when computing U/V average
This helps for discolorated chroma-subsampled edges. Change-Id: I1d8ce87b66cb7e8b3572e6722905beabf0f50554
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@ -26,6 +26,9 @@
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extern "C" {
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#endif
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// Uncomment to disable gamma-compression during RGB->U/V averaging
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#define USE_GAMMA_COMPRESSION
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#define HALVE(x) (((x) + 1) >> 1)
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#define IS_YUV_CSP(csp, YUV_CSP) (((csp) & WEBP_CSP_UV_MASK) == (YUV_CSP))
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@ -648,12 +651,77 @@ static int RGBToV(int r, int g, int b, VP8Random* const rg) {
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return VP8RGBToV(r, g, b, Random(rg, YUV_FIX + 2));
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}
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// TODO: we can do better than simply 2x2 averaging on U/V samples.
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#define SUM4(ptr) ((ptr)[0] + (ptr)[step] + \
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(ptr)[rgb_stride] + (ptr)[rgb_stride + step])
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#define SUM2H(ptr) (2 * (ptr)[0] + 2 * (ptr)[step])
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#define SUM2V(ptr) (2 * (ptr)[0] + 2 * (ptr)[rgb_stride])
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//------------------------------------------------------------------------------
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#if defined(USE_GAMMA_COMPRESSION)
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// gamma-compensates loss of resolution during chroma subsampling
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#define kGamma 0.80
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#define kGammaFix 12 // fixed-point precision for linear values
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#define kGammaScale ((1 << kGammaFix) - 1)
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#define kGammaTabFix 7 // fixed-point fractional bits precision
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#define kGammaTabScale (1 << kGammaTabFix)
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#define kGammaTabRounder (kGammaTabScale >> 1)
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#define kGammaTabSize (1 << (kGammaFix - kGammaTabFix))
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static int kLinearToGammaTab[kGammaTabSize + 1];
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static uint16_t kGammaToLinearTab[256];
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static int kGammaTablesOk = 0;
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static void InitGammaTables(void) {
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if (!kGammaTablesOk) {
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int v;
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const double scale = 1. / kGammaScale;
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for (v = 0; v <= 255; ++v) {
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kGammaToLinearTab[v] =
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(uint16_t)(pow(v / 255., kGamma) * kGammaScale + .5);
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}
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for (v = 0; v <= kGammaTabSize; ++v) {
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const double x = scale * (v << kGammaTabFix);
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kLinearToGammaTab[v] = (int)(pow(x, 1. / kGamma) * 255. + .5);
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}
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kGammaTablesOk = 1;
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}
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}
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static WEBP_INLINE uint32_t GammaToLinear(uint8_t v) {
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return kGammaToLinearTab[v];
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}
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static WEBP_INLINE int LinearToGamma(uint32_t v, int shift) {
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const int tab_pos = v >> (kGammaTabFix + shift); // integer part
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const int x = v & ((kGammaTabScale << shift) - 1); // fractional part
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const int v0 = kLinearToGammaTab[tab_pos];
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const int v1 = kLinearToGammaTab[tab_pos + 1];
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const int y = v1 * x + v0 * ((kGammaTabScale << shift) - x); // interpolate
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return (y + kGammaTabRounder) >> kGammaTabFix; // descale
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}
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#else
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static void InitGammaTables(void) {}
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static WEBP_INLINE uint32_t GammaToLinear(uint8_t v) { return v; }
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static WEBP_INLINE int LinearToGamma(uint32_t v, int shift) {
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(void)shift;
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return v;
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}
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#endif // USE_GAMMA_COMPRESSION
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//------------------------------------------------------------------------------
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#define SUM4(ptr) LinearToGamma( \
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GammaToLinear((ptr)[0]) + \
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GammaToLinear((ptr)[step]) + \
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GammaToLinear((ptr)[rgb_stride]) + \
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GammaToLinear((ptr)[rgb_stride + step]), 2) \
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#define SUM2H(ptr) \
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LinearToGamma(GammaToLinear((ptr)[0]) + GammaToLinear((ptr)[step]), 1)
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#define SUM2V(ptr) \
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LinearToGamma(GammaToLinear((ptr)[0]) + GammaToLinear((ptr)[rgb_stride]), 1)
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#define SUM1(ptr) (4 * (ptr)[0])
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#define RGB_TO_UV(x, y, SUM) { \
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const int src = (2 * (step * (x) + (y) * rgb_stride)); \
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const int dst = (x) + (y) * picture->uv_stride; \
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@ -707,6 +775,7 @@ static int ImportYUVAFromRGBA(const uint8_t* const r_ptr,
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if (!WebPPictureAlloc(picture)) return 0;
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InitRandom(&rg, dithering);
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InitGammaTables();
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// Import luma plane
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for (y = 0; y < height; ++y) {
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