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https://github.com/game-stop/veejay.git
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reduce number of calculations to improve performance
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@@ -34,98 +34,40 @@ vj_effect *transform_init(int width,int height)
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ve->limits[1][0] = (height / 16);
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ve->description = "Transform Cubics";
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ve->sub_format = -1;
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ve->sub_format = 1;
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ve->extra_frame = 0;
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ve->has_user = 0;
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ve->parallel = 0;
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ve->param_description = vje_build_param_list(ve->num_params, "Cubics");
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return ve;
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}
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void transform_apply(void *ptr, VJFrame *frame, int *args)
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{
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unsigned int ty, tx, y, x;
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const unsigned int uv_height = frame->uv_height;
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const unsigned int uv_width = frame->uv_width;
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const unsigned int width = frame->width;
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const unsigned int height = frame->height;
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uint8_t *Y = frame->data[0];
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uint8_t *Cb= frame->data[1];
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uint8_t *Cr= frame->data[2];
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uint8_t *Y2 = frame->data[0];
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uint8_t *Cb2= frame->data[1];
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uint8_t *Cr2= frame->data[2];
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int size = args[0];
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uint8_t *restrict Y = frame->data[0];
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uint8_t *restrict Cb= frame->data[1];
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uint8_t *restrict Cr= frame->data[2];
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/* Luminance */
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for (y = 1; y < height; y++)
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const unsigned int size = args[0];
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const unsigned int hsize = size >> 1;
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for (unsigned int y = 1; y < height; y++)
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{
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ty = y % size - (size >> 1);
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if ((y / size) % 2)
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{
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ty = y - ty;
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}
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else
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{
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ty = y + ty;
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}
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if (ty < 0)
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ty = 0;
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unsigned int ty_offset = y % size;
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unsigned int ty = (y / size) % 2 ? y - ty_offset + hsize : y + ty_offset - hsize;
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ty = (ty < 0) ? 0 : (ty >= (height - 1)) ? height - 1 : ty;
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for (unsigned int x = 1; x < width; x++)
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{
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unsigned int tx_offset = x % size;
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unsigned int tx = (x / size) % 2 ? x - tx_offset + hsize : x + tx_offset - hsize;
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tx = (tx < 0) ? 0 : (tx >= (width - 1)) ? width - 1 : tx;
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if (ty >= height)
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ty = height - 1;
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for (x = 1; x < width; x++)
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{
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tx = x % size - (size >> 1);
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if ((x / size) % 2)
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{
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tx = x - tx;
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}
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else
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{
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tx = x + tx;
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}
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if (tx < 0)
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tx = 0;
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if (tx >= width)
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tx = width - 1;
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Y[x + (y * width)] = Y2[(ty * width) + tx];
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Y[x + (y * width)] = Y[(ty * width) + tx];
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Cb[x + (y * width)] = Cb[(ty * width) + tx];
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Cr[x + (y * width)] = Cr[(ty * width) + tx];
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}
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}
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}
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/* Chroma */
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for (y = 1; y < uv_height; y++)
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{
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ty = y % size - (size >> 1);
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if ((y / size) % 2) {
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ty = y - ty;
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}
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else
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{
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ty = y + ty;
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}
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if (ty < 0)
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ty = 0;
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if (ty >= uv_height)
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ty = uv_height - 1;
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for (x = 1; x < uv_width; x++)
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{
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tx = x % size - (size >> 1);
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if ((x / size) % 2)
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{
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tx = x - tx;
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}
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else
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{
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tx = x + tx;
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}
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if (tx < 0)
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tx = 0;
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if (tx >= uv_width)
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tx = uv_width - 1;
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Cb[x + (y * uv_width)] = Cb2[(ty * uv_width) + tx];
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Cr[x + (y * uv_width)] = Cr2[(ty * uv_width) + tx];
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}
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}
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}
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