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https://github.com/RGBCube/serenity
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Since the enum is used as an index to arrays, it unfortunately can't be converted to an enum class, but at least we can make sure to use it with the qualified enum name to make things a bit clearer.
218 lines
7.8 KiB
C++
218 lines
7.8 KiB
C++
/*
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* Copyright (c) 2021, Hunter Salyer <thefalsehonesty@gmail.com>
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* Copyright (c) 2022, Gregory Bertilson <zaggy1024@gmail.com>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <AK/Array.h>
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#include <AK/Error.h>
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#include <LibGfx/Size.h>
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#include <LibVideo/Color/CodingIndependentCodePoints.h>
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#include "ContextStorage.h"
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#include "Enums.h"
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#include "LookupTables.h"
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#include "MotionVector.h"
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#include "Utilities.h"
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namespace Video::VP9 {
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enum class FrameShowMode {
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CreateAndShowNewFrame,
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ShowExistingFrame,
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DoNotShowFrame,
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};
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struct FrameContext {
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public:
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FrameContext(Vector2D<FrameBlockContext>& contexts)
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: m_block_contexts(contexts)
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{
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}
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u8 profile { 0 };
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FrameType type { FrameType::KeyFrame };
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bool is_inter_predicted() const { return type == FrameType::InterFrame; }
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bool error_resilient_mode { false };
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bool parallel_decoding_mode { false };
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bool should_replace_probability_context { false };
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bool shows_a_frame() const { return m_frame_show_mode != FrameShowMode::DoNotShowFrame; }
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bool shows_a_new_frame() const { return m_frame_show_mode == FrameShowMode::CreateAndShowNewFrame; }
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bool shows_existing_frame() const { return m_frame_show_mode == FrameShowMode::ShowExistingFrame; }
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void set_frame_hidden() { m_frame_show_mode = FrameShowMode::DoNotShowFrame; }
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void set_existing_frame_to_show(u8 index)
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{
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m_frame_show_mode = FrameShowMode::ShowExistingFrame;
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m_existing_frame_index = index;
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}
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u8 existing_frame_index() const { return m_existing_frame_index; }
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ColorConfig color_config {};
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u8 reference_frames_to_update_flags { 0 };
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bool should_update_reference_frame_at_index(u8 index) const { return (reference_frames_to_update_flags & (1 << index)) != 0; }
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u8 probability_context_index { 0 };
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Gfx::Size<u32> size() const { return m_size; }
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ErrorOr<void> set_size(Gfx::Size<u32> size)
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{
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m_size = size;
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// From spec, compute_image_size( )
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m_rows = (size.height() + 7u) >> 3u;
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m_columns = (size.width() + 7u) >> 3u;
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return m_block_contexts.try_resize(m_rows, m_columns);
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}
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u32 rows() const { return m_rows; }
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u32 columns() const { return m_columns; }
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u32 superblock_rows() const { return (rows() + 7u) >> 3u; }
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u32 superblock_columns() const { return (columns() + 7u) >> 3u; }
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Vector2D<FrameBlockContext> const& block_contexts() const { return m_block_contexts; }
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Gfx::Size<u32> render_size { 0, 0 };
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Gfx::Size<u16> log2_of_tile_counts { 0, 0 };
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// This group of fields is only needed for inter-predicted frames.
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Array<u8, 3> reference_frame_indices;
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Array<bool, ReferenceFrameType::LastFrame + 3> reference_frame_sign_biases;
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bool high_precision_motion_vectors_allowed { false };
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InterpolationFilter interpolation_filter { InterpolationFilter::Switchable };
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u8 loop_filter_level { 0 };
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u8 loop_filter_sharpness { 0 };
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bool loop_filter_delta_enabled { false };
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Array<i8, MAX_REF_FRAMES> loop_filter_reference_deltas;
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Array<i8, 2> loop_filter_mode_deltas;
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u8 base_quantizer_index { 0 };
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i8 y_dc_quantizer_index_delta { 0 };
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i8 uv_dc_quantizer_index_delta { 0 };
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i8 uv_ac_quantizer_index_delta { 0 };
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bool is_lossless() const
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{
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// From quantization_params( ) in the spec.
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return base_quantizer_index == 0 && y_dc_quantizer_index_delta == 0 && uv_dc_quantizer_index_delta == 0 && uv_ac_quantizer_index_delta == 0;
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}
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bool segmentation_enabled { false };
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// Note: We can use Optional<Array<...>> for these tree probabilities, but unfortunately it seems to have measurable performance overhead.
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bool use_full_segment_id_tree { false };
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Array<u8, 7> full_segment_id_tree_probabilities;
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bool use_predicted_segment_id_tree { false };
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Array<u8, 3> predicted_segment_id_tree_probabilities;
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bool should_use_absolute_segment_base_quantizer { false };
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Array<Array<SegmentFeature, SEG_LVL_MAX>, MAX_SEGMENTS> segmentation_features;
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u16 header_size_in_bytes { 0 };
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TransformMode transform_mode;
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// This group also is only needed for inter-predicted frames.
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ReferenceMode reference_mode;
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ReferenceFrameType fixed_reference_type;
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ReferenceFramePair variable_reference_types;
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private:
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friend struct TileContext;
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FrameShowMode m_frame_show_mode { FrameShowMode::CreateAndShowNewFrame };
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u8 m_existing_frame_index { 0 };
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Gfx::Size<u32> m_size { 0, 0 };
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u32 m_rows { 0 };
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u32 m_columns { 0 };
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// FIXME: From spec: NOTE – We are using a 2D array to store the SubModes for clarity. It is possible to reduce memory
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// consumption by only storing one intra mode for each 8x8 horizontal and vertical position, i.e. to use two 1D
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// arrays instead.
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// I think should also apply to other fields that are only accessed relative to the current block. Worth looking
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// into how much of this context needs to be stored for the whole frame vs a row or column from the current tile.
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Vector2D<FrameBlockContext>& m_block_contexts;
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};
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struct TileContext {
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public:
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TileContext(FrameContext& frame_context, u32 rows_start, u32 rows_end, u32 columns_start, u32 columns_end)
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: frame_context(frame_context)
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, rows_start(rows_start)
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, rows_end(rows_end)
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, columns_start(columns_start)
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, columns_end(columns_end)
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, block_contexts_view(frame_context.m_block_contexts.view(rows_start, columns_start, rows_end - rows_start, columns_end - columns_start))
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{
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}
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Vector2D<FrameBlockContext> const& frame_block_contexts() const { return frame_context.block_contexts(); }
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FrameContext const& frame_context;
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u32 rows_start { 0 };
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u32 rows_end { 0 };
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u32 columns_start { 0 };
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u32 columns_end { 0 };
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Vector2DView<FrameBlockContext> block_contexts_view;
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};
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struct BlockContext {
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BlockContext(TileContext& tile_context, u32 row, u32 column, BlockSubsize size)
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: frame_context(tile_context.frame_context)
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, tile_context(tile_context)
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, row(row)
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, column(column)
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, size(size)
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, contexts_view(tile_context.block_contexts_view.view(row - tile_context.rows_start, column - tile_context.columns_start,
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min<u32>(num_8x8_blocks_high_lookup[size], tile_context.frame_context.rows() - row),
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min<u32>(num_8x8_blocks_wide_lookup[size], tile_context.frame_context.columns() - column)))
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{
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}
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Vector2D<FrameBlockContext> const& frame_block_contexts() const { return frame_context.block_contexts(); }
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FrameContext const& frame_context;
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TileContext const& tile_context;
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u32 row { 0 };
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u32 column { 0 };
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BlockSubsize size;
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Gfx::Size<u8> get_size_in_sub_blocks() const
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{
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return block_size_to_sub_blocks(size);
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}
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Vector2DView<FrameBlockContext> contexts_view;
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u8 segment_id { 0 };
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bool should_skip_residuals { false };
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TransformSize transform_size { Transform_4x4 };
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ReferenceFramePair reference_frame_types;
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bool is_inter_predicted() const { return reference_frame_types.primary != ReferenceFrameType::None; }
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bool is_compound() const { return reference_frame_types.secondary != ReferenceFrameType::None; }
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Array<PredictionMode, 4> sub_block_prediction_modes;
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PredictionMode y_prediction_mode() const { return sub_block_prediction_modes.last(); }
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PredictionMode& y_prediction_mode() { return sub_block_prediction_modes.last(); }
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PredictionMode uv_prediction_mode { 0 };
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InterpolationFilter interpolation_filter { EightTap };
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Array<MotionVectorPair, 4> sub_block_motion_vectors;
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};
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struct BlockMotionVectorCandidateSet {
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MotionVector near_vector;
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MotionVector nearest_vector;
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MotionVector best_vector;
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};
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struct MotionVectorCandidate {
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ReferenceFrameType type;
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MotionVector vector;
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};
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}
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