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lavfi/lut3d: restore original interpolation speed.
Call NEXT() only once since it got slower due to the overflow condition
introduced in 91b46145
.
interp_trilinear: 1462 → 1280 decicycles
interp_tetrahedral: 1188 → 1097 decicycles
Tested on a Core2, GCC 4.8.
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@ -112,15 +112,17 @@ static inline struct rgbvec interp_nearest(const LUT3DContext *lut3d,
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static inline struct rgbvec interp_trilinear(const LUT3DContext *lut3d,
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const struct rgbvec *s)
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{
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const struct rgbvec d = {s->r - PREV(s->r), s->g - PREV(s->g), s->b - PREV(s->b)};
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const struct rgbvec c000 = lut3d->lut[PREV(s->r)][PREV(s->g)][PREV(s->b)];
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const struct rgbvec c001 = lut3d->lut[PREV(s->r)][PREV(s->g)][NEXT(s->b)];
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const struct rgbvec c010 = lut3d->lut[PREV(s->r)][NEXT(s->g)][PREV(s->b)];
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const struct rgbvec c011 = lut3d->lut[PREV(s->r)][NEXT(s->g)][NEXT(s->b)];
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const struct rgbvec c100 = lut3d->lut[NEXT(s->r)][PREV(s->g)][PREV(s->b)];
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const struct rgbvec c101 = lut3d->lut[NEXT(s->r)][PREV(s->g)][NEXT(s->b)];
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const struct rgbvec c110 = lut3d->lut[NEXT(s->r)][NEXT(s->g)][PREV(s->b)];
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const struct rgbvec c111 = lut3d->lut[NEXT(s->r)][NEXT(s->g)][NEXT(s->b)];
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const int prev[] = {PREV(s->r), PREV(s->g), PREV(s->b)};
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const int next[] = {NEXT(s->r), NEXT(s->g), NEXT(s->b)};
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const struct rgbvec d = {s->r - prev[0], s->g - prev[1], s->b - prev[2]};
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const struct rgbvec c000 = lut3d->lut[prev[0]][prev[1]][prev[2]];
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const struct rgbvec c001 = lut3d->lut[prev[0]][prev[1]][next[2]];
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const struct rgbvec c010 = lut3d->lut[prev[0]][next[1]][prev[2]];
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const struct rgbvec c011 = lut3d->lut[prev[0]][next[1]][next[2]];
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const struct rgbvec c100 = lut3d->lut[next[0]][prev[1]][prev[2]];
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const struct rgbvec c101 = lut3d->lut[next[0]][prev[1]][next[2]];
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const struct rgbvec c110 = lut3d->lut[next[0]][next[1]][prev[2]];
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const struct rgbvec c111 = lut3d->lut[next[0]][next[1]][next[2]];
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const struct rgbvec c00 = lerp(&c000, &c100, d.r);
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const struct rgbvec c10 = lerp(&c010, &c110, d.r);
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const struct rgbvec c01 = lerp(&c001, &c101, d.r);
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@ -138,15 +140,17 @@ static inline struct rgbvec interp_trilinear(const LUT3DContext *lut3d,
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static inline struct rgbvec interp_tetrahedral(const LUT3DContext *lut3d,
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const struct rgbvec *s)
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{
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const struct rgbvec d = {s->r - PREV(s->r), s->g - PREV(s->g), s->b - PREV(s->b)};
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const struct rgbvec c000 = lut3d->lut[PREV(s->r)][PREV(s->g)][PREV(s->b)];
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const struct rgbvec c001 = lut3d->lut[PREV(s->r)][PREV(s->g)][NEXT(s->b)];
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const struct rgbvec c010 = lut3d->lut[PREV(s->r)][NEXT(s->g)][PREV(s->b)];
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const struct rgbvec c011 = lut3d->lut[PREV(s->r)][NEXT(s->g)][NEXT(s->b)];
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const struct rgbvec c100 = lut3d->lut[NEXT(s->r)][PREV(s->g)][PREV(s->b)];
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const struct rgbvec c101 = lut3d->lut[NEXT(s->r)][PREV(s->g)][NEXT(s->b)];
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const struct rgbvec c110 = lut3d->lut[NEXT(s->r)][NEXT(s->g)][PREV(s->b)];
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const struct rgbvec c111 = lut3d->lut[NEXT(s->r)][NEXT(s->g)][NEXT(s->b)];
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const int prev[] = {PREV(s->r), PREV(s->g), PREV(s->b)};
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const int next[] = {NEXT(s->r), NEXT(s->g), NEXT(s->b)};
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const struct rgbvec d = {s->r - prev[0], s->g - prev[1], s->b - prev[2]};
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const struct rgbvec c000 = lut3d->lut[prev[0]][prev[1]][prev[2]];
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const struct rgbvec c001 = lut3d->lut[prev[0]][prev[1]][next[2]];
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const struct rgbvec c010 = lut3d->lut[prev[0]][next[1]][prev[2]];
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const struct rgbvec c011 = lut3d->lut[prev[0]][next[1]][next[2]];
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const struct rgbvec c100 = lut3d->lut[next[0]][prev[1]][prev[2]];
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const struct rgbvec c101 = lut3d->lut[next[0]][prev[1]][next[2]];
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const struct rgbvec c110 = lut3d->lut[next[0]][next[1]][prev[2]];
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const struct rgbvec c111 = lut3d->lut[next[0]][next[1]][next[2]];
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struct rgbvec c;
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if (d.r > d.g) {
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if (d.g > d.b) {
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