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	LibGfx/JPEG: Use a look-up table for cosine values
This solution is a middle ground between re-computing `cos` every time and a much more mathematically complicated approach (as we have in the decoder). While still being far from optimal it already gives us a 10x improvement, not that bad :^) Co-authored-by: Tim Flynn <trflynn89@pm.me>
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					 1 changed files with 19 additions and 4 deletions
				
			
		|  | @ -136,20 +136,35 @@ public: | ||||||
|         return {}; |         return {}; | ||||||
|     } |     } | ||||||
| 
 | 
 | ||||||
|  |     static Array<double, 64> create_cosine_lookup_table() | ||||||
|  |     { | ||||||
|  |         static constexpr double pi_over_16 = AK::Pi<double> / 16; | ||||||
|  | 
 | ||||||
|  |         Array<double, 64> table; | ||||||
|  | 
 | ||||||
|  |         for (u8 u = 0; u < 8; ++u) { | ||||||
|  |             for (u8 x = 0; x < 8; ++x) | ||||||
|  |                 table[u * 8 + x] = cos((2 * x + 1) * u * pi_over_16); | ||||||
|  |         } | ||||||
|  | 
 | ||||||
|  |         return table; | ||||||
|  |     } | ||||||
|  | 
 | ||||||
|     void fdct_and_quantization() |     void fdct_and_quantization() | ||||||
|     { |     { | ||||||
|  |         static auto cosine_table = create_cosine_lookup_table(); | ||||||
|  | 
 | ||||||
|         for (auto& macroblock : m_macroblocks) { |         for (auto& macroblock : m_macroblocks) { | ||||||
|             constexpr double pi_over_16 = AK::Pi<double> / 16; |  | ||||||
|             constexpr double inverse_sqrt_2 = M_SQRT1_2; |             constexpr double inverse_sqrt_2 = M_SQRT1_2; | ||||||
| 
 | 
 | ||||||
|             auto const convert_one_component = [](i16 component[], QuantizationTable const& table) { |             auto const convert_one_component = [&](i16 component[], QuantizationTable const& table) { | ||||||
|                 Array<i16, 64> result {}; |                 Array<i16, 64> result {}; | ||||||
| 
 | 
 | ||||||
|                 auto const sum_xy = [&component](u8 u, u8 v) { |                 auto const sum_xy = [&](u8 u, u8 v) { | ||||||
|                     double sum {}; |                     double sum {}; | ||||||
|                     for (u8 x {}; x < 8; ++x) { |                     for (u8 x {}; x < 8; ++x) { | ||||||
|                         for (u8 y {}; y < 8; ++y) |                         for (u8 y {}; y < 8; ++y) | ||||||
|                             sum += component[x * 8 + y] * cos((2 * x + 1) * u * pi_over_16) * cos((2 * y + 1) * v * pi_over_16); |                             sum += component[x * 8 + y] * cosine_table[u * 8 + x] * cosine_table[v * 8 + y]; | ||||||
|                     } |                     } | ||||||
|                     return sum; |                     return sum; | ||||||
|                 }; |                 }; | ||||||
|  |  | ||||||
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	 Lucas CHOLLET
						Lucas CHOLLET