ffmpeg/libavfilter/vf_bilateral_cuda.cu

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/*
* Copyright (c) 2022 Mohamed Khaled <Mohamed_Khaled_Kamal@outlook.com>
*
* This file is part of FFmpeg.
*
* FFmpeg is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* FFmpeg is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with FFmpeg; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
#include "cuda/vector_helpers.cuh"
extern "C"
{
/**
* @brief calculated squared norm difference between two 3-dimension vecors ||first_vector-second_vector||^2
* used float4 for better performance
*
* @param first_yuv first color vector
* @param second_yuv second color vecotr
* @return answer of squared norm difference
*/
__device__ static inline float norm_squared(float4 first_yuv, float4 second_yuv)
{
float x = first_yuv.x - second_yuv.x;
float y = first_yuv.y - second_yuv.y;
float z = first_yuv.z - second_yuv.z;
return (x*x) + (y*y) + (z*z);
}
/**
* @brief calculate w as stated in bilateral filter research paper
*
* @param first_yuv first color vector
* @param second_yuv second color vecotr
* @return the calculated w
*/
__device__ static inline float calculate_w(int x, int y, int r, int c,
float4 pixel_value, float4 neighbor_value,
float sigma_space, float sigma_color)
{
float first_term, second_term;
first_term = (((x - r) * (x - r)) + ((y - c) * (y - c))) / (2 * sigma_space * sigma_space);
second_term = norm_squared(pixel_value, neighbor_value) / (2 * sigma_color * sigma_color);
return __expf(-first_term - second_term);
}
/**
* @brief apply the bilateral filter on the pixel sent
*
* @param src_tex_Y Y channel of source image
* @param src_tex U channel of source image if yuv, or UV channels if format is nv12
* @param src_tex_V V channel of source image
* @param dst_Y Y channel of destination image
* @param dst_U U channel of destination image if format is in yuv
* @param dst_V V channel of destination image if format is in yuv
* @param dst_UV UV channels of destination image if format is in nv12
* @param width width of Y channel
* @param height height of Y channel
* @param width_uv width of UV channels
* @param height_uv height of UV channels
* @param pitch pitch of Y channel
* @param pitch_uv pitch of UV channels
* @param x x coordinate of pixel to be filtered
* @param y y coordinate of pixel to be filtered
* @param sigma_space sigma space parameter
* @param sigma_color sigma color parameter
* @param window_size window size parameter
* @return void
*/
__device__ static inline void apply_biltaeral(
cudaTextureObject_t src_tex_Y, cudaTextureObject_t src_tex, cudaTextureObject_t src_tex_V,
uchar *dst_Y, uchar *dst_U, uchar *dst_V, uchar2 *dst_UV,
int width, int height, int width_uv, int height_uv, int pitch, int pitch_uv,
int x, int y,
float sigma_space, float sigma_color, int window_size)
{
int start_r = x - window_size / 2;
int start_c = y - window_size / 2;
float4 neighbor_pixel = make_float4(0.f, 0.f, 0.f, 0.f);
float Wp = 0.f;
float4 new_pixel_value = make_float4(0.f, 0.f, 0.f, 0.f);
float w = 0.f;
int channel_ratio = width / width_uv; // ratio between Y channel and UV channels
float4 currrent_pixel;
if (!src_tex_V) { // format is in nv12
float2 temp_uv = tex2D<float2>(src_tex, x/channel_ratio, y/channel_ratio) * 255.f;
currrent_pixel.x = tex2D<float>(src_tex_Y, x, y) * 255.f;
currrent_pixel.y = temp_uv.x;
currrent_pixel.z = temp_uv.y;
currrent_pixel.w = 0.f;
} else { // format is fully planar
currrent_pixel = make_float4(tex2D<float>(src_tex_Y, x, y) * 255.f,
tex2D<float>(src_tex, x/channel_ratio, y/channel_ratio) * 255.f,
tex2D<float>(src_tex_V, x/channel_ratio, y/channel_ratio) * 255.f,
0.f);
}
for (int i=0; i < window_size; i++)
{
for (int j=0; j < window_size; j++)
{
int r=start_r+i;
int c=start_c+j;
bool in_bounds=r>=0 && r<width && c>=0 && c<height;
if (in_bounds)
{
if (!src_tex_V){
float2 temp_uv = tex2D<float2>(src_tex, r/channel_ratio, c/channel_ratio);
neighbor_pixel=make_float4(tex2D<float>(src_tex_Y, r, c) * 255.f,
temp_uv.x * 255.f,
temp_uv.y * 255.f, 0.f);
} else {
neighbor_pixel=make_float4(tex2D<float>(src_tex_Y, r, c) * 255.f,
tex2D<float>(src_tex, r/channel_ratio, c/channel_ratio) * 255.f,
tex2D<float>(src_tex_V, r/channel_ratio, c/channel_ratio) * 255.f, 0.f);
}
w=calculate_w(x,y,r,c,currrent_pixel,neighbor_pixel,sigma_space,sigma_color);
Wp+=w;
new_pixel_value+= neighbor_pixel*w;
}
}
}
new_pixel_value = new_pixel_value / Wp;
dst_Y[y*pitch + x] = new_pixel_value.x;
if (!src_tex_V) {
dst_UV[(y/channel_ratio) * pitch_uv + (x/channel_ratio)] = make_uchar2(new_pixel_value.y, new_pixel_value.z);
} else {
dst_U[(y/channel_ratio) * pitch_uv + (x/channel_ratio)] = new_pixel_value.y;
dst_V[(y/channel_ratio) * pitch_uv + (x/channel_ratio)] = new_pixel_value.z;
}
return;
}
__global__ void Process_uchar(cudaTextureObject_t src_tex_Y, cudaTextureObject_t src_tex_U, cudaTextureObject_t src_tex_V,
uchar *dst_Y, uchar *dst_U, uchar *dst_V,
int width, int height, int pitch,
int width_uv, int height_uv, int pitch_uv,
int window_size, float sigmaS, float sigmaR)
{
int x = blockIdx.x * blockDim.x + threadIdx.x;
int y = blockIdx.y * blockDim.y + threadIdx.y;
if (y >= height || x >= width)
return;
apply_biltaeral(src_tex_Y, src_tex_U, src_tex_V,
dst_Y, dst_U, dst_V, (uchar2*)nullptr,
width, height, width_uv, height_uv, pitch, pitch_uv,
x, y,
sigmaS, sigmaR, window_size);
}
__global__ void Process_uchar2(cudaTextureObject_t src_tex_Y, cudaTextureObject_t src_tex_UV, cudaTextureObject_t unused1,
uchar *dst_Y, uchar2 *dst_UV, uchar *unused2,
int width, int height, int pitch,
int width_uv, int height_uv, int pitch_uv,
int window_size, float sigmaS, float sigmaR)
{
int x = blockIdx.x * blockDim.x + threadIdx.x;
int y = blockIdx.y * blockDim.y + threadIdx.y;
if (y >= height || x >= width)
return;
apply_biltaeral(src_tex_Y, src_tex_UV, (cudaTextureObject_t)nullptr,
dst_Y, (uchar*)nullptr, (uchar*)nullptr, dst_UV,
width, height, width_uv, height_uv, pitch, pitch_uv,
x, y,
sigmaS, sigmaR, window_size);
}
}