blob: 71a03dfc15e5d5e6b88565ce6315961b72ab2bf3 [file] [log] [blame]
/*
*
* GStreamer
* Copyright (c) 2001 Tom Barry. All rights reserved.
* Copyright (C) 2008,2010 Sebastian Dröge <slomo@collabora.co.uk>
*
* 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 aglong with this library; if not, write to the
* Free Software Foundation, Inc., 51 Franklin St, Fifth Floor,
* Boston, MA 02110-1301, 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"
static void
FUNCT_NAME_YUY2 (GstDeinterlaceMethodGreedyH *self, const guint8 * L1, const guint8 * L2, const guint8 * L3, const guint8 * L2P, guint8 * Dest, gint width)
{
// in tight loop some vars are accessed faster in local storage
gint64 YMask = 0x00ff00ff00ff00ffull; // to keep only luma
gint64 UVMask = 0xff00ff00ff00ff00ull; // to keep only chroma
gint64 ShiftMask = 0xfefefefefefefefeull; // to avoid shifting chroma to luma
gint64 QW256 = 0x0100010001000100ull; // 4 256's
gint64 MaxComb;
gint64 MotionThreshold;
gint64 MotionSense;
gint64 i;
glong LoopCtr;
glong oldbx = 0;
gint64 QW256B;
gint64 LastAvg = 0; //interp value from left qword
// FIXME: Use C implementation if the width is not a multiple of 4
// Do something more optimal later
if (width % 4 != 0)
C_FUNCT_YUY2 (self, L1, L2, L3, L2P, Dest, width);
// Set up our two parms that are actually evaluated for each pixel
i = self->max_comb;
MaxComb =
i << 56 | i << 48 | i << 40 | i << 32 | i << 24 | i << 16 | i << 8 | i;
i = self->motion_threshold; // scale to range of 0-257
MotionThreshold = i << 48 | i << 32 | i << 16 | i | UVMask;
i = self->motion_sense; // scale to range of 0-257
MotionSense = i << 48 | i << 32 | i << 16 | i;
i = 0xffffffff - 256;
QW256B = i << 48 | i << 32 | i << 16 | i; // save a couple instr on PMINSW instruct.
LoopCtr = width / 8 - 1; // there are LineLength / 4 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 IS_MMXEXT
"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"
"emms\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,
"st", "st(1)", "st(2)", "st(3)", "st(4)", "st(5)", "st(6)", "st(7)",
#ifdef __MMX__
"mm0", "mm1", "mm2", "mm3", "mm4", "mm5", "mm6", "mm7",
#endif
"memory", "cc");
}
static void
FUNCT_NAME_UYVY (GstDeinterlaceMethodGreedyH *self, const guint8 * L1, const guint8 * L2, const guint8 * L3, const guint8 * L2P, guint8 * Dest, gint width)
{
// in tight loop some vars are accessed faster in local storage
gint64 YMask = 0xff00ff00ff00ff00ull; // to keep only luma
gint64 UVMask = 0x00ff00ff00ff00ffull; // to keep only chroma
gint64 ShiftMask = 0xfefefefefefefefeull; // to avoid shifting chroma to luma
gint64 QW256 = 0x0100010001000100ull; // 4 256's
gint64 MaxComb;
gint64 MotionThreshold;
gint64 MotionSense;
gint64 i;
glong LoopCtr;
glong oldbx = 0;
gint64 QW256B;
gint64 LastAvg = 0; //interp value from left qword
// FIXME: Use C implementation if the width is not a multiple of 4
// Do something more optimal later
if (width % 4 != 0)
C_FUNCT_UYVY (self, L1, L2, L3, L2P, Dest, width);
// Set up our two parms that are actually evaluated for each pixel
i = self->max_comb;
MaxComb =
i << 56 | i << 48 | i << 40 | i << 32 | i << 24 | i << 16 | i << 8 | i;
i = self->motion_threshold; // scale to range of 0-257
MotionThreshold = i << 48 | i << 32 | i << 16 | i | UVMask;
i = self->motion_sense; // scale to range of 0-257
MotionSense = i << 48 | i << 32 | i << 16 | i;
i = 0xffffffff - 256;
QW256B = i << 48 | i << 32 | i << 16 | i; // save a couple instr on PMINSW instruct.
LoopCtr = width / 8 - 1; // there are LineLength / 4 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
"psrlw $8, %%mm0\n\t" // div by 256 to get weighted avg
"pmullw %[MotionSense], %%mm0\n\t" // mul by user factor, keep low 16 bits
"movq %[QW256], %%mm7\n\t"
#ifdef IS_MMXEXT
"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
"psrlw $8, %%mm4\n\t" // div by 256 to get weighted avg
"pmullw %%mm7, %%mm4\n\t" // use more weave for less motion
"pand %[YMask], %%mm6\n\t" // keep only luma from calc'd value
"psrlw $8, %%mm6\n\t" // div by 256 to get weighted avg
"pmullw %%mm0, %%mm6\n\t" // use more bob for large motion
"paddusw %%mm6, %%mm4\n\t" // combine
"pand %[YMask], %%mm4\n\t" // keep only luma from calc'd value
// 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"
"emms\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,
"st", "st(1)", "st(2)", "st(3)", "st(4)", "st(5)", "st(6)", "st(7)",
#ifdef __MMX__
"mm0", "mm1", "mm2", "mm3", "mm4", "mm5", "mm6", "mm7",
#endif
"memory", "cc");
}