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oops, too much cleanup ;)
Originally committed as revision 3033 to svn://svn.mplayerhq.hu/mplayer/trunk/postproc
This commit is contained in:
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c09dc46524
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@ -859,6 +859,43 @@ static inline void vertX1Filter(uint8_t *src, int stride, int QP)
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#endif
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}
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/**
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* Experimental Filter 1 (Horizontal)
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* will not damage linear gradients
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* Flat blocks should look like they where passed through the (1,1,2,2,4,2,2,1,1) 9-Tap filter
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* can only smooth blocks at the expected locations (it cant smooth them if they did move)
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* MMX2 version does correct clipping C version doesnt
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* not identical with the vertical one
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*/
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static inline void horizX1Filter(uint8_t *src, int stride, int QP)
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{
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int y;
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//FIXME (has little in common with the mmx2 version)
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for(y=0; y<BLOCK_SIZE; y++)
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{
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int a= src[1] - src[2];
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int b= src[3] - src[4];
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int c= src[5] - src[6];
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int d= MAX(ABS(b) - (ABS(a) + ABS(c))/2, 0);
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if(d < QP)
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{
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int v = d * SIGN(-b);
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src[1] +=v/8;
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src[2] +=v/4;
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src[3] +=3*v/8;
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src[4] -=3*v/8;
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src[5] -=v/4;
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src[6] -=v/8;
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}
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src+=stride;
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}
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}
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static inline void doVertDefFilter(uint8_t src[], int stride, int QP)
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{
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#if defined (HAVE_MMX2) || defined (HAVE_3DNOW)
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@ -1438,6 +1475,109 @@ src-=8;
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#endif
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}
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/**
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* Check if the given 8x8 Block is mostly "flat"
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*/
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static inline int isHorizDC(uint8_t src[], int stride)
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{
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int numEq= 0;
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int y;
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for(y=0; y<BLOCK_SIZE; y++)
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{
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if(((src[0] - src[1] + 1) & 0xFFFF) < 3) numEq++;
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if(((src[1] - src[2] + 1) & 0xFFFF) < 3) numEq++;
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if(((src[2] - src[3] + 1) & 0xFFFF) < 3) numEq++;
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if(((src[3] - src[4] + 1) & 0xFFFF) < 3) numEq++;
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if(((src[4] - src[5] + 1) & 0xFFFF) < 3) numEq++;
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if(((src[5] - src[6] + 1) & 0xFFFF) < 3) numEq++;
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if(((src[6] - src[7] + 1) & 0xFFFF) < 3) numEq++;
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src+= stride;
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}
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return numEq > hFlatnessThreshold;
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}
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static inline int isHorizMinMaxOk(uint8_t src[], int stride, int QP)
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{
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if(abs(src[0] - src[7]) > 2*QP) return 0;
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return 1;
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}
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static inline void doHorizDefFilter(uint8_t dst[], int stride, int QP)
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{
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int y;
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for(y=0; y<BLOCK_SIZE; y++)
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{
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const int middleEnergy= 5*(dst[4] - dst[5]) + 2*(dst[2] - dst[5]);
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if(ABS(middleEnergy) < 8*QP)
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{
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const int q=(dst[3] - dst[4])/2;
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const int leftEnergy= 5*(dst[2] - dst[1]) + 2*(dst[0] - dst[3]);
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const int rightEnergy= 5*(dst[6] - dst[5]) + 2*(dst[4] - dst[7]);
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int d= ABS(middleEnergy) - MIN( ABS(leftEnergy), ABS(rightEnergy) );
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d= MAX(d, 0);
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d= (5*d + 32) >> 6;
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d*= SIGN(-middleEnergy);
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if(q>0)
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{
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d= d<0 ? 0 : d;
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d= d>q ? q : d;
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}
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else
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{
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d= d>0 ? 0 : d;
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d= d<q ? q : d;
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}
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dst[3]-= d;
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dst[4]+= d;
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}
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dst+= stride;
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}
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}
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/**
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* Do a horizontal low pass filter on the 10x8 block (dst points to middle 8x8 Block)
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* using the 9-Tap Filter (1,1,2,2,4,2,2,1,1)/16 (C version)
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*/
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static inline void doHorizLowPass(uint8_t dst[], int stride, int QP)
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{
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int y;
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for(y=0; y<BLOCK_SIZE; y++)
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{
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const int first= ABS(dst[-1] - dst[0]) < QP ? dst[-1] : dst[0];
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const int last= ABS(dst[8] - dst[7]) < QP ? dst[8] : dst[7];
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int sums[9];
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sums[0] = first + dst[0];
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sums[1] = dst[0] + dst[1];
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sums[2] = dst[1] + dst[2];
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sums[3] = dst[2] + dst[3];
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sums[4] = dst[3] + dst[4];
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sums[5] = dst[4] + dst[5];
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sums[6] = dst[5] + dst[6];
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sums[7] = dst[6] + dst[7];
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sums[8] = dst[7] + last;
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dst[0]= ((sums[0]<<2) + ((first + sums[2])<<1) + sums[4] + 8)>>4;
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dst[1]= ((dst[1]<<2) + ((first + sums[0] + sums[3])<<1) + sums[5] + 8)>>4;
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dst[2]= ((dst[2]<<2) + ((first + sums[1] + sums[4])<<1) + sums[6] + 8)>>4;
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dst[3]= ((dst[3]<<2) + ((sums[2] + sums[5])<<1) + sums[0] + sums[7] + 8)>>4;
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dst[4]= ((dst[4]<<2) + ((sums[3] + sums[6])<<1) + sums[1] + sums[8] + 8)>>4;
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dst[5]= ((dst[5]<<2) + ((last + sums[7] + sums[4])<<1) + sums[2] + 8)>>4;
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dst[6]= (((last + dst[6])<<2) + ((dst[7] + sums[5])<<1) + sums[3] + 8)>>4;
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dst[7]= ((sums[8]<<2) + ((last + sums[6])<<1) + sums[4] + 8)>>4;
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dst+= stride;
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}
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}
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static inline void dering(uint8_t src[], int stride, int QP)
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{
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#if defined (HAVE_MMX2) || defined (HAVE_3DNOW)
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@ -859,6 +859,43 @@ static inline void vertX1Filter(uint8_t *src, int stride, int QP)
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#endif
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}
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/**
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* Experimental Filter 1 (Horizontal)
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* will not damage linear gradients
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* Flat blocks should look like they where passed through the (1,1,2,2,4,2,2,1,1) 9-Tap filter
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* can only smooth blocks at the expected locations (it cant smooth them if they did move)
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* MMX2 version does correct clipping C version doesnt
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* not identical with the vertical one
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*/
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static inline void horizX1Filter(uint8_t *src, int stride, int QP)
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{
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int y;
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//FIXME (has little in common with the mmx2 version)
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for(y=0; y<BLOCK_SIZE; y++)
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{
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int a= src[1] - src[2];
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int b= src[3] - src[4];
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int c= src[5] - src[6];
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int d= MAX(ABS(b) - (ABS(a) + ABS(c))/2, 0);
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if(d < QP)
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{
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int v = d * SIGN(-b);
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src[1] +=v/8;
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src[2] +=v/4;
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src[3] +=3*v/8;
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src[4] -=3*v/8;
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src[5] -=v/4;
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src[6] -=v/8;
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}
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src+=stride;
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}
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}
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static inline void doVertDefFilter(uint8_t src[], int stride, int QP)
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{
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#if defined (HAVE_MMX2) || defined (HAVE_3DNOW)
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@ -1438,6 +1475,109 @@ src-=8;
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#endif
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}
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/**
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* Check if the given 8x8 Block is mostly "flat"
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*/
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static inline int isHorizDC(uint8_t src[], int stride)
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{
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int numEq= 0;
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int y;
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for(y=0; y<BLOCK_SIZE; y++)
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{
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if(((src[0] - src[1] + 1) & 0xFFFF) < 3) numEq++;
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if(((src[1] - src[2] + 1) & 0xFFFF) < 3) numEq++;
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if(((src[2] - src[3] + 1) & 0xFFFF) < 3) numEq++;
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if(((src[3] - src[4] + 1) & 0xFFFF) < 3) numEq++;
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if(((src[4] - src[5] + 1) & 0xFFFF) < 3) numEq++;
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if(((src[5] - src[6] + 1) & 0xFFFF) < 3) numEq++;
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if(((src[6] - src[7] + 1) & 0xFFFF) < 3) numEq++;
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src+= stride;
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}
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return numEq > hFlatnessThreshold;
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}
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static inline int isHorizMinMaxOk(uint8_t src[], int stride, int QP)
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{
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if(abs(src[0] - src[7]) > 2*QP) return 0;
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return 1;
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}
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static inline void doHorizDefFilter(uint8_t dst[], int stride, int QP)
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{
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int y;
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for(y=0; y<BLOCK_SIZE; y++)
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{
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const int middleEnergy= 5*(dst[4] - dst[5]) + 2*(dst[2] - dst[5]);
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if(ABS(middleEnergy) < 8*QP)
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{
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const int q=(dst[3] - dst[4])/2;
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const int leftEnergy= 5*(dst[2] - dst[1]) + 2*(dst[0] - dst[3]);
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const int rightEnergy= 5*(dst[6] - dst[5]) + 2*(dst[4] - dst[7]);
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int d= ABS(middleEnergy) - MIN( ABS(leftEnergy), ABS(rightEnergy) );
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d= MAX(d, 0);
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d= (5*d + 32) >> 6;
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d*= SIGN(-middleEnergy);
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if(q>0)
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{
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d= d<0 ? 0 : d;
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d= d>q ? q : d;
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}
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else
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{
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d= d>0 ? 0 : d;
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d= d<q ? q : d;
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}
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dst[3]-= d;
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dst[4]+= d;
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}
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dst+= stride;
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}
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}
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/**
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* Do a horizontal low pass filter on the 10x8 block (dst points to middle 8x8 Block)
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* using the 9-Tap Filter (1,1,2,2,4,2,2,1,1)/16 (C version)
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*/
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static inline void doHorizLowPass(uint8_t dst[], int stride, int QP)
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{
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int y;
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for(y=0; y<BLOCK_SIZE; y++)
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{
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const int first= ABS(dst[-1] - dst[0]) < QP ? dst[-1] : dst[0];
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const int last= ABS(dst[8] - dst[7]) < QP ? dst[8] : dst[7];
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int sums[9];
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sums[0] = first + dst[0];
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sums[1] = dst[0] + dst[1];
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sums[2] = dst[1] + dst[2];
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sums[3] = dst[2] + dst[3];
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sums[4] = dst[3] + dst[4];
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sums[5] = dst[4] + dst[5];
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sums[6] = dst[5] + dst[6];
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sums[7] = dst[6] + dst[7];
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sums[8] = dst[7] + last;
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dst[0]= ((sums[0]<<2) + ((first + sums[2])<<1) + sums[4] + 8)>>4;
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dst[1]= ((dst[1]<<2) + ((first + sums[0] + sums[3])<<1) + sums[5] + 8)>>4;
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dst[2]= ((dst[2]<<2) + ((first + sums[1] + sums[4])<<1) + sums[6] + 8)>>4;
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dst[3]= ((dst[3]<<2) + ((sums[2] + sums[5])<<1) + sums[0] + sums[7] + 8)>>4;
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dst[4]= ((dst[4]<<2) + ((sums[3] + sums[6])<<1) + sums[1] + sums[8] + 8)>>4;
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dst[5]= ((dst[5]<<2) + ((last + sums[7] + sums[4])<<1) + sums[2] + 8)>>4;
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dst[6]= (((last + dst[6])<<2) + ((dst[7] + sums[5])<<1) + sums[3] + 8)>>4;
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dst[7]= ((sums[8]<<2) + ((last + sums[6])<<1) + sums[4] + 8)>>4;
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dst+= stride;
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}
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}
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static inline void dering(uint8_t src[], int stride, int QP)
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{
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#if defined (HAVE_MMX2) || defined (HAVE_3DNOW)
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