Improve near lossless compression when a prediction filter is used.

The old implementation in enc/near_lossless.c performing a separate
preprocessing step is used only when a prediction filter is not used,
otherwise a new implementation integrated into lossless_enc.c is used.

It retains the same logic for converting near lossless quality into max
number of bits dropped, and for adjusting the number of bits based on
the smoothness of the image at a given pixel. As before, borders are not
changed.

Then, instead of quantizing raw component values, the residual after
subtract green and after prediction is quantized according to the
resulting number of bits, taking care to not cross the boundary between
255 and 0 after decoding. Ties are resolved by moving closer to the
prediction instead of by bankers’ rounding.

This results in about 15% size decrease for the same quality.

Change-Id: If3e9c388158c2e3e75ef88876703f40b932f671f
This commit is contained in:
Marcin Kowalczyk
2016-05-18 13:20:45 +02:00
committed by Pascal Massimino
parent e15afbce5d
commit f2e1efbeb7
4 changed files with 313 additions and 94 deletions

View File

@ -158,7 +158,8 @@ void VP8LCollectColorBlueTransforms_C(const uint32_t* argb, int stride,
void VP8LResidualImage(int width, int height, int bits, int low_effort,
uint32_t* const argb, uint32_t* const argb_scratch,
uint32_t* const image, int exact);
uint32_t* const image, int near_lossless, int exact,
int used_subtract_green);
void VP8LColorSpaceTransform(int width, int height, int bits, int quality,
uint32_t* const argb, uint32_t* image);
@ -172,6 +173,17 @@ static WEBP_INLINE uint32_t VP8LSubSampleSize(uint32_t size,
return (size + (1 << sampling_bits) - 1) >> sampling_bits;
}
// Converts near lossless quality into max number of bits shaved off.
static WEBP_INLINE int VP8LNearLosslessBits(int near_lossless_quality) {
// 100 -> 0
// 80..99 -> 1
// 60..79 -> 2
// 40..59 -> 3
// 20..39 -> 4
// 0..19 -> 5
return 5 - near_lossless_quality / 20;
}
// -----------------------------------------------------------------------------
// Faster logarithm for integers. Small values use a look-up table.
@ -336,7 +348,7 @@ static WEBP_INLINE uint32_t VP8LAddPixels(uint32_t a, uint32_t b) {
return (alpha_and_green & 0xff00ff00u) | (red_and_blue & 0x00ff00ffu);
}
// Difference of each component with mod 256.
// Difference of each component, mod 256.
static WEBP_INLINE uint32_t VP8LSubPixels(uint32_t a, uint32_t b) {
const uint32_t alpha_and_green =
0x00ff00ffu + (a & 0xff00ff00u) - (b & 0xff00ff00u);