Removing some useless loops in deringing filter
No change in the output
Change-Id: I1627feaa163d65da0df90e9dacbc5e39ee755de8
diff --git a/av1/common/od_dering.c b/av1/common/od_dering.c
index bfce80f..7aa704f 100644
--- a/av1/common/od_dering.c
+++ b/av1/common/od_dering.c
@@ -12,6 +12,8 @@
#include "config.h"
#endif
+// clang-format off
+
#include <stdlib.h>
#include <math.h>
#include "dering.h"
@@ -247,26 +249,17 @@
327, 365, 408, 455, 509, 569, 635, 710, 768,
};
-/* Compute deringing filter threshold for each 8x8 block based on the
+/* Compute deringing filter threshold for an 8x8 block based on the
directional variance difference. A high variance difference means that we
have a highly directional pattern (e.g. a high contrast edge), so we can
apply more deringing. A low variance means that we either have a low
contrast edge, or a non-directional texture, so we want to be careful not
to blur. */
-static void od_compute_thresh(int thresh[OD_DERING_NBLOCKS][OD_DERING_NBLOCKS],
- int threshold,
- int32_t var[OD_DERING_NBLOCKS][OD_DERING_NBLOCKS],
- int nhb, int nvb) {
- int bx;
- int by;
- for (by = 0; by < nvb; by++) {
- for (bx = 0; bx < nhb; bx++) {
- int v1;
- /* We use the variance of 8x8 blocks to adjust the threshold. */
- v1 = OD_MINI(32767, var[by][bx] >> 6);
- thresh[by][bx] = (threshold * OD_THRESH_TABLE_Q8[OD_ILOG(v1)] + 128) >> 8;
- }
- }
+static INLINE int od_adjust_thresh(int threshold, int32_t var) {
+ int v1;
+ /* We use the variance of 8x8 blocks to adjust the threshold. */
+ v1 = OD_MINI(32767, var >> 6);
+ return (threshold * OD_THRESH_TABLE_Q8[OD_ILOG(v1)] + 128) >> 8;
}
void od_dering(int16_t *y, int ystride, const od_dering_in *x, int xstride,
@@ -282,8 +275,7 @@
int16_t *in;
int bsize;
int32_t var[OD_DERING_NBLOCKS][OD_DERING_NBLOCKS];
- int thresh[OD_DERING_NBLOCKS][OD_DERING_NBLOCKS];
- int thresh2[OD_DERING_NBLOCKS][OD_DERING_NBLOCKS];
+ int filter2_thresh[OD_DERING_NBLOCKS][OD_DERING_NBLOCKS];
od_filter_dering_direction_func filter_dering_direction[OD_DERINGSIZES] = {
od_filter_dering_direction_4x4, od_filter_dering_direction_8x8
};
@@ -313,40 +305,34 @@
if (pli == 0) {
for (by = 0; by < nvb; by++) {
for (bx = 0; bx < nhb; bx++) {
+ if (bskip[by * skip_stride + bx]) continue;
dir[by][bx] = od_dir_find8(&x[8 * by * xstride + 8 * bx], xstride,
&var[by][bx], coeff_shift);
+ /* Deringing orthogonal to the direction uses a tighter threshold
+ because we want to be conservative. We've presumably already
+ achieved some deringing, so the amount of change is expected
+ to be low. Also, since we might be filtering across an edge, we
+ want to make sure not to blur it. That being said, we might want
+ to be a little bit more aggressive on pure horizontal/vertical
+ since the ringing there tends to be directional, so it doesn't
+ get removed by the directional filtering. */
+ filter2_thresh[by][bx] = (filter_dering_direction[bsize - OD_LOG_BSIZE0])(
+ &y[(by * ystride << bsize) + (bx << bsize)], ystride,
+ &in[(by * OD_FILT_BSTRIDE << bsize) + (bx << bsize)],
+ od_adjust_thresh(threshold, var[by][bx]), dir[by][bx]);
}
}
- od_compute_thresh(thresh, threshold, var, nhb, nvb);
} else {
for (by = 0; by < nvb; by++) {
for (bx = 0; bx < nhb; bx++) {
- thresh[by][bx] = threshold;
+ if (bskip[by * skip_stride + bx]) continue;
+ filter2_thresh[by][bx] = (filter_dering_direction[bsize - OD_LOG_BSIZE0])(
+ &y[(by * ystride << bsize) + (bx << bsize)], ystride,
+ &in[(by * OD_FILT_BSTRIDE << bsize) + (bx << bsize)], threshold,
+ dir[by][bx]);
}
}
}
- for (by = 0; by < nvb; by++) {
- for (bx = 0; bx < nhb; bx++) {
- if (bskip[by * skip_stride + bx]) thresh[by][bx] = 0;
- }
- }
- for (by = 0; by < nvb; by++) {
- for (bx = 0; bx < nhb; bx++) {
- if (thresh[by][bx] == 0) continue;
- /* Deringing orthogonal to the direction uses a tighter threshold
- because we want to be conservative. We've presumably already
- achieved some deringing, so the amount of change is expected
- to be low. Also, since we might be filtering across an edge, we
- want to make sure not to blur it. That being said, we might want
- to be a little bit more aggressive on pure horizontal/vertical
- since the ringing there tends to be directional, so it doesn't
- get removed by the directional filtering. */
- thresh2[by][bx] = (filter_dering_direction[bsize - OD_LOG_BSIZE0])(
- &y[(by * ystride << bsize) + (bx << bsize)], ystride,
- &in[(by * OD_FILT_BSTRIDE << bsize) + (bx << bsize)], thresh[by][bx],
- dir[by][bx]);
- }
- }
for (i = 0; i < nvb << bsize; i++) {
for (j = 0; j < nhb << bsize; j++) {
in[i * OD_FILT_BSTRIDE + j] = y[i * ystride + j];
@@ -354,10 +340,10 @@
}
for (by = 0; by < nvb; by++) {
for (bx = 0; bx < nhb; bx++) {
- if (thresh[by][bx] == 0) continue;
+ if (bskip[by * skip_stride + bx] || filter2_thresh[by][bx] == 0) continue;
(filter_dering_orthogonal[bsize - OD_LOG_BSIZE0])(
&y[(by * ystride << bsize) + (bx << bsize)], ystride,
- &in[(by * OD_FILT_BSTRIDE << bsize) + (bx << bsize)], thresh2[by][bx],
+ &in[(by * OD_FILT_BSTRIDE << bsize) + (bx << bsize)], filter2_thresh[by][bx],
dir[by][bx]);
}
}