gstreamer/gst/deinterlace2/tvtime/greedyh.asm
Sebastian Dröge 8102023d0b Fix compilation on generic x86/amd64 and include deinterlace2 in the build system. Because of several bugs it's still...
Original commit message from CVS:
* configure.ac:
* gst/deinterlace2/Makefile.am:
* gst/deinterlace2/tvtime/greedyh.asm:
* gst/deinterlace2/tvtime/tomsmocomp/SearchLoopBottom.inc:
Fix compilation on generic x86/amd64 and include deinterlace2 in the
build system. Because of several bugs it's still enabled only
by --enable-experimental.
2008-06-20 13:24:29 +00:00

308 lines
14 KiB
NASM

/*
*
* GStreamer
* Copyright (c) 2001 Tom Barry. All rights reserved.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Library General Public
* License as published by the Free Software Foundation; either
* version 2 of the License, or (at your option) any later version.
*
* This library 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
* Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this library; if not, write to the
* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
* Boston, MA 02111-1307, USA.
*/
/*
* Relicensed for GStreamer from GPL to LGPL with permit from Tom Barry.
* See: http://bugzilla.gnome.org/show_bug.cgi?id=163578
*/
#include "x86-64_macros.inc"
void FUNCT_NAME( GstDeinterlace2 *object)
{
int64_t i;
int InfoIsOdd = 0;
// in tight loop some vars are accessed faster in local storage
int64_t YMask = 0x00ff00ff00ff00ffull; // to keep only luma
int64_t UVMask = 0xff00ff00ff00ff00ull; // to keep only chroma
int64_t ShiftMask = 0xfefffefffefffeffull; // to avoid shifting chroma to luma
int64_t QW256 = 0x0100010001000100ull; // 4 256's
// Set up our two parms that are actually evaluated for each pixel
i=GreedyMaxComb;
int64_t MaxComb = i << 56 | i << 48 | i << 40 | i << 32 | i << 24 | i << 16 | i << 8 | i;
i = GreedyMotionThreshold; // scale to range of 0-257
int64_t MotionThreshold = i << 48 | i << 32 | i << 16 | i | UVMask;
i = GreedyMotionSense; // scale to range of 0-257
int64_t MotionSense = i << 48 | i << 32 | i << 16 | i;
int Line;
long LoopCtr;
unsigned int Pitch = object->field_stride;
unsigned char* L1; // ptr to Line1, of 3
unsigned char* L2; // ptr to Line2, the weave line
unsigned char* L3; // ptr to Line3
unsigned char* L2P; // ptr to prev Line2
unsigned char* Dest = GST_BUFFER_DATA(object->out_buf);
int64_t QW256B;
int64_t LastAvg=0; //interp value from left qword
i = 0xffffffff - 256;
QW256B = i << 48 | i << 32 | i << 16 | i; // save a couple instr on PMINSW instruct.
// copy first even line no matter what, and the first odd line if we're
// processing an EVEN field. (note diff from other deint rtns.)
if (object->field_history[object->history_count-1].flags == PICTURE_INTERLACED_BOTTOM) {
InfoIsOdd = 1;
L1 = GST_BUFFER_DATA(object->field_history[object->history_count-2].buf);
L2 = GST_BUFFER_DATA(object->field_history[object->history_count-1].buf);
L3 = L1 + Pitch;
L2P = GST_BUFFER_DATA(object->field_history[object->history_count-3].buf);
// copy first even line
object->pMemcpy(Dest, L1, object->line_length);
Dest += object->output_stride;
}
else {
InfoIsOdd = 0;
L1 = GST_BUFFER_DATA(object->field_history[object->history_count-2].buf);
L2 = GST_BUFFER_DATA(object->field_history[object->history_count-1].buf) + Pitch;
L3 = L1 + Pitch;
L2P = GST_BUFFER_DATA(object->field_history[object->history_count-3].buf) + Pitch;
// copy first even line
object->pMemcpy(Dest, GST_BUFFER_DATA(object->field_history[0].buf), object->line_length);
Dest += object->output_stride;
// then first odd line
object->pMemcpy(Dest, L1, object->line_length);
Dest += object->output_stride;
}
long oldbx;
for (Line = 0; Line < (object->field_height - 1); ++Line) {
LoopCtr = object->line_length / 8 - 1; // there are LineLength / 8 qwords per line but do 1 less, adj at end of loop
// For ease of reading, the comments below assume that we're operating on an odd
// field (i.e., that InfoIsOdd is true). Assume the obvious for even lines..
__asm__ __volatile__
(
// save ebx (-fPIC)
MOVX" %%"XBX", %[oldbx]\n\t"
MOVX" %[L1], %%"XAX"\n\t"
LEAX" 8(%%"XAX"), %%"XBX"\n\t" // next qword needed by DJR
MOVX" %[L3], %%"XCX"\n\t"
SUBX" %%"XAX", %%"XCX"\n\t" // carry L3 addr as an offset
MOVX" %[L2P], %%"XDX"\n\t"
MOVX" %[L2], %%"XSI"\n\t"
MOVX" %[Dest], %%"XDI"\n\t" // DL1 if Odd or DL2 if Even
".align 8\n\t"
"1:\n\t"
"movq (%%"XSI"), %%mm0\n\t" // L2 - the newest weave pixel value
"movq (%%"XAX"), %%mm1\n\t" // L1 - the top pixel
"movq (%%"XDX"), %%mm2\n\t" // L2P - the prev weave pixel
"movq (%%"XAX", %%"XCX"), %%mm3\n\t" // L3, next odd row
"movq %%mm1, %%mm6\n\t" // L1 - get simple single pixel interp
// pavgb mm6, mm3 // use macro below
V_PAVGB ("%%mm6", "%%mm3", "%%mm4", "%[ShiftMask]")
// DJR - Diagonal Jaggie Reduction
// In the event that we are going to use an average (Bob) pixel we do not want a jagged
// stair step effect. To combat this we avg in the 2 horizontally adjacen pixels into the
// interpolated Bob mix. This will do horizontal smoothing for only the Bob'd pixels.
"movq %[LastAvg], %%mm4\n\t" // the bob value from prev qword in row
"movq %%mm6, %[LastAvg]\n\t" // save for next pass
"psrlq $48, %%mm4\n\t" // right justify 1 pixel
"movq %%mm6, %%mm7\n\t" // copy of simple bob pixel
"psllq $16, %%mm7\n\t" // left justify 3 pixels
"por %%mm7, %%mm4\n\t" // and combine
"movq (%%"XBX"), %%mm5\n\t" // next horiz qword from L1
// pavgb mm5, qword ptr[ebx+ecx] // next horiz qword from L3, use macro below
V_PAVGB ("%%mm5", "(%%"XBX",%%"XCX")", "%%mm7", "%[ShiftMask]")
"psllq $48, %%mm5\n\t" // left just 1 pixel
"movq %%mm6, %%mm7\n\t" // another copy of simple bob pixel
"psrlq $16, %%mm7\n\t" // right just 3 pixels
"por %%mm7, %%mm5\n\t" // combine
// pavgb mm4, mm5 // avg of forward and prev by 1 pixel, use macro
V_PAVGB ("%%mm4", "%%mm5", "%%mm5", "%[ShiftMask]") // mm5 gets modified if MMX
// pavgb mm6, mm4 // avg of center and surround interp vals, use macro
V_PAVGB ("%%mm6", "%%mm4", "%%mm7", "%[ShiftMask]")
// Don't do any more averaging than needed for mmx. It hurts performance and causes rounding errors.
#ifndef IS_MMX
// pavgb mm4, mm6 // 1/4 center, 3/4 adjacent
V_PAVGB ("%%mm4", "%%mm6", "%%mm7", "%[ShiftMask]")
// pavgb mm6, mm4 // 3/8 center, 5/8 adjacent
V_PAVGB ("%%mm6", "%%mm4", "%%mm7", "%[ShiftMask]")
#endif
// get abs value of possible L2 comb
"movq %%mm6, %%mm4\n\t" // work copy of interp val
"movq %%mm2, %%mm7\n\t" // L2
"psubusb %%mm4, %%mm7\n\t" // L2 - avg
"movq %%mm4, %%mm5\n\t" // avg
"psubusb %%mm2, %%mm5\n\t" // avg - L2
"por %%mm7, %%mm5\n\t" // abs(avg-L2)
// get abs value of possible L2P comb
"movq %%mm0, %%mm7\n\t" // L2P
"psubusb %%mm4, %%mm7\n\t" // L2P - avg
"psubusb %%mm0, %%mm4\n\t" // avg - L2P
"por %%mm7, %%mm4\n\t" // abs(avg-L2P)
// use L2 or L2P depending upon which makes smaller comb
"psubusb %%mm5, %%mm4\n\t" // see if it goes to zero
"psubusb %%mm5, %%mm5\n\t" // 0
"pcmpeqb %%mm5, %%mm4\n\t" // if (mm4=0) then FF else 0
"pcmpeqb %%mm4, %%mm5\n\t" // opposite of mm4
// if Comb(L2P) <= Comb(L2) then mm4=ff, mm5=0 else mm4=0, mm5 = 55
"pand %%mm2, %%mm5\n\t" // use L2 if mm5 == ff, else 0
"pand %%mm0, %%mm4\n\t" // use L2P if mm4 = ff, else 0
"por %%mm5, %%mm4\n\t" // may the best win
// Inventory: at this point we have the following values:
// mm0 = L2P (or L2)
// mm1 = L1
// mm2 = L2 (or L2P)
// mm3 = L3
// mm4 = the best of L2,L2P weave pixel, base upon comb
// mm6 = the avg interpolated value, if we need to use it
// Let's measure movement, as how much the weave pixel has changed
"movq %%mm2, %%mm7\n\t"
"psubusb %%mm0, %%mm2\n\t"
"psubusb %%mm7, %%mm0\n\t"
"por %%mm2, %%mm0\n\t" // abs value of change, used later
// Now lets clip our chosen value to be not outside of the range
// of the high/low range L1-L3 by more than MaxComb.
// This allows some comb but limits the damages and also allows more
// detail than a boring oversmoothed clip.
"movq %%mm1, %%mm2\n\t" // copy L1
// pmaxub mm2, mm3 // use macro
V_PMAXUB ("%%mm2", "%%mm3") // now = Max(L1,L3)
"movq %%mm1, %%mm5\n\t" // copy L1
// pminub mm5, mm3 // now = Min(L1,L3), use macro
V_PMINUB ("%%mm5", "%%mm3", "%%mm7")
// allow the value to be above the high or below the low by amt of MaxComb
"psubusb %[MaxComb], %%mm5\n\t" // lower min by diff
"paddusb %[MaxComb], %%mm2\n\t" // increase max by diff
// pmaxub mm4, mm5 // now = Max(best,Min(L1,L3) use macro
V_PMAXUB ("%%mm4", "%%mm5")
// pminub mm4, mm2 // now = Min( Max(best, Min(L1,L3), L2 )=L2 clipped
V_PMINUB ("%%mm4", "%%mm2", "%%mm7")
// Blend weave pixel with bob pixel, depending on motion val in mm0
"psubusb %[MotionThreshold], %%mm0\n\t"// test Threshold, clear chroma change >>>??
"pmullw %[MotionSense], %%mm0\n\t" // mul by user factor, keep low 16 bits
"movq %[QW256], %%mm7\n\t"
#ifdef HAVE_SSE
"pminsw %%mm7, %%mm0\n\t" // max = 256
#else
"paddusw %[QW256B], %%mm0\n\t" // add, may sat at fff..
"psubusw %[QW256B], %%mm0\n\t" // now = Min(L1,256)
#endif
"psubusw %%mm0, %%mm7\n\t" // so the 2 sum to 256, weighted avg
"movq %%mm4, %%mm2\n\t" // save weave chroma info before trashing
"pand %[YMask], %%mm4\n\t" // keep only luma from calc'd value
"pmullw %%mm7, %%mm4\n\t" // use more weave for less motion
"pand %[YMask], %%mm6\n\t" // keep only luma from calc'd value
"pmullw %%mm0, %%mm6\n\t" // use more bob for large motion
"paddusw %%mm6, %%mm4\n\t" // combine
"psrlw $8, %%mm4\n\t" // div by 256 to get weighted avg
// chroma comes from weave pixel
"pand %[UVMask], %%mm2\n\t" // keep chroma
"por %%mm4, %%mm2\n\t" // and combine
V_MOVNTQ ("(%%"XDI")", "%%mm2") // move in our clipped best, use macro
// bump ptrs and loop
LEAX" 8(%%"XAX"), %%"XAX"\n\t"
LEAX" 8(%%"XBX"), %%"XBX"\n\t"
LEAX" 8(%%"XDX"), %%"XDX"\n\t"
LEAX" 8(%%"XDI"), %%"XDI"\n\t"
LEAX" 8(%%"XSI"), %%"XSI"\n\t"
DECX" %[LoopCtr]\n\t"
"jg 1b\n\t" // loop if not to last line
// note P-III default assumes backward branches taken
"jl 1f\n\t" // done
MOVX" %%"XAX", %%"XBX"\n\t" // sharpness lookahead 1 byte only, be wrong on 1
"jmp 1b\n\t"
"1:\n\t"
MOVX" %[oldbx], %%"XBX"\n\t"
: /* no outputs */
: [LastAvg] "m"(LastAvg),
[L1] "m"(L1),
[L3] "m"(L3),
[L2P] "m"(L2P),
[L2] "m"(L2),
[Dest] "m"(Dest),
[ShiftMask] "m"(ShiftMask),
[MaxComb] "m"(MaxComb),
[MotionThreshold] "m"(MotionThreshold),
[MotionSense] "m"(MotionSense),
[QW256B] "m"(QW256B),
[YMask] "m"(YMask),
[UVMask] "m"(UVMask),
[LoopCtr] "m"(LoopCtr),
[QW256] "m"(QW256),
[oldbx] "m"(oldbx)
: XAX, XCX, XDX, XSI, XDI,
#ifdef HAVE_CPU_I386
"st", "st(1)", "st(2)", "st(3)", "st(4)", "st(5)", "st(6)", "st(7)",
#endif
/* FIXME: breaks unless compiling with -mmmx
"mm0", "mm1", "mm2", "mm3", "mm4", "mm5", "mm6", "mm7", */
"memory", "cc"
);
Dest += object->output_stride;
object->pMemcpy(Dest, L3, object->line_length);
Dest += object->output_stride;
L1 += Pitch;
L2 += Pitch;
L3 += Pitch;
L2P += Pitch;
}
if (InfoIsOdd) {
object->pMemcpy(Dest, L2, object->line_length);
}
// clear out the MMX registers ready for doing floating point again
#ifdef HAVE_CPU_I386
__asm__ __volatile__ ("emms\n\t");
#endif
}