Пример #1
0
av_always_inline
static void denoise_depth(uint8_t *src, uint8_t *dst,
                          uint16_t *line_ant, uint16_t **frame_ant_ptr,
                          int w, int h, int sstride, int dstride,
                          int16_t *spatial, int16_t *temporal, int depth)
{
    long x, y;
    uint16_t *frame_ant = *frame_ant_ptr;
    if (!frame_ant) {
        uint8_t *frame_src = src;
        *frame_ant_ptr = frame_ant = av_malloc(w*h*sizeof(uint16_t));
        for (y = 0; y < h; y++, src += sstride, frame_ant += w)
            for (x = 0; x < w; x++)
                frame_ant[x] = LOAD(x);
        src = frame_src;
        frame_ant = *frame_ant_ptr;
    }

    if (spatial[0])
        denoise_spatial(src, dst, line_ant, frame_ant,
                        w, h, sstride, dstride, spatial, temporal, depth);
    else
        denoise_temporal(src, dst, frame_ant,
                         w, h, sstride, dstride, temporal, depth);
}
Пример #2
0
av_always_inline
static void denoise_depth(HQDN3DContext *hqdn3d,
                          uint8_t *src, uint8_t *dst,
                          uint16_t *line_ant, uint16_t **frame_ant_ptr,
                          int w, int h, int sstride, int dstride,
                          int16_t *spatial, int16_t *temporal, int depth)
{
    // FIXME: For 16bit depth, frame_ant could be a pointer to the previous
    // filtered frame rather than a separate buffer.
    long x, y;
    uint16_t *frame_ant = *frame_ant_ptr;
    if (!frame_ant) {
        uint8_t *frame_src = src;
        *frame_ant_ptr = frame_ant = av_malloc(w*h*sizeof(uint16_t));
        for (y = 0; y < h; y++, src += sstride, frame_ant += w)
            for (x = 0; x < w; x++)
                frame_ant[x] = LOAD(x);
        src = frame_src;
        frame_ant = *frame_ant_ptr;
    }

    if (spatial[0])
        denoise_spatial(hqdn3d, src, dst, line_ant, frame_ant,
                        w, h, sstride, dstride, spatial, temporal, depth);
    else
        denoise_temporal(src, dst, frame_ant,
                         w, h, sstride, dstride, temporal, depth);
}