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mpv/video/out/gpu/error_diffusion.c
Bin Jin c9e7473d67 vo_gpu: process three component together in error diffusion
This started as a desperate attempt to lower the memory requirement
of error diffusion, but later it turns out that this change also
improved the rendering performance a lot (by 40% as I tested).

Errors was stored in three uint before this change, each with 24bit
precision. This change encoded them into a single uint, each with 8bit
precision. This reduced the shared memory usage, as well as number of
atomic operations, all by three times.

Before this change, with the minimum required 32kb shared memory, only
the `simple` kernel can be used to render 1080p video, which is mostly
useless compare to `--dither=fruit`. After this change, 32kb can
handle `burkes` kernel for 1080p, or `sierra-lite` for 4K resolution.
2019-06-16 11:19:44 +02:00

317 lines
11 KiB
C

/*
* This file is part of mpv.
*
* mpv is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* mpv is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with mpv. If not, see <http://www.gnu.org/licenses/>.
*/
#include <stdlib.h>
#include "error_diffusion.h"
#include "common/common.h"
#define GLSL(...) gl_sc_addf(sc, __VA_ARGS__)
#define GLSLH(...) gl_sc_haddf(sc, __VA_ARGS__)
// After a (y, x) -> (y, x + y * shift) mapping, find the right most column that
// will be affected by the current column.
static int compute_rightmost_shifted_column(const struct error_diffusion_kernel *k)
{
int ret = 0;
for (int y = 0; y <= EF_MAX_DELTA_Y; y++) {
for (int x = EF_MIN_DELTA_X; x <= EF_MAX_DELTA_X; x++) {
if (k->pattern[y][x - EF_MIN_DELTA_X] != 0) {
int shifted_x = x + y * k->shift;
// The shift mapping guarantees current column (or left of it)
// won't be affected by error diffusion.
assert(shifted_x > 0);
ret = MPMAX(ret, shifted_x);
}
}
}
return ret;
}
const struct error_diffusion_kernel *mp_find_error_diffusion_kernel(const char *name)
{
if (!name)
return NULL;
for (const struct error_diffusion_kernel *k = mp_error_diffusion_kernels;
k->name;
k++) {
if (strcmp(k->name, name) == 0)
return k;
}
return NULL;
}
int mp_ef_compute_shared_memory_size(const struct error_diffusion_kernel *k,
int height)
{
// We add EF_MAX_DELTA_Y empty lines on the bottom to handle errors
// propagated out from bottom side.
int rows = height + EF_MAX_DELTA_Y;
int shifted_columns = compute_rightmost_shifted_column(k) + 1;
// The shared memory is an array of size rows*shifted_columns. Each element
// is a single uint for three RGB component.
return rows * shifted_columns * 4;
}
void pass_error_diffusion(struct gl_shader_cache *sc,
const struct error_diffusion_kernel *k,
int tex, int width, int height, int depth, int block_size)
{
assert(block_size <= height);
// The parallel error diffusion works by applying the shift mapping first.
// Taking the Floyd and Steinberg algorithm for example. After applying
// the (y, x) -> (y, x + y * shift) mapping (with shift=2), all errors are
// propagated into the next few columns, which makes parallel processing on
// the same column possible.
//
// X 7/16 X 7/16
// 3/16 5/16 1/16 ==> 0 0 3/16 5/16 1/16
// Figuring out the size of rectangle containing all shifted pixels.
// The rectangle height is not changed.
int shifted_width = width + (height - 1) * k->shift;
// We process all pixels from the shifted rectangles column by column, with
// a single global work group of size |block_size|.
// Figuring out how many block are required to process all pixels. We need
// this explicitly to make the number of barrier() calls match.
int blocks = (height * shifted_width + block_size - 1) / block_size;
// If we figure out how many of the next columns will be affected while the
// current columns is being processed. We can store errors of only a few
// columns in the shared memory. Using a ring buffer will further save the
// cost while iterating to next column.
int ring_buffer_rows = height + EF_MAX_DELTA_Y;
int ring_buffer_columns = compute_rightmost_shifted_column(k) + 1;
int ring_buffer_size = ring_buffer_rows * ring_buffer_columns;
// Defines the ring buffer in shared memory.
GLSLH("shared uint err_rgb8[%d];\n", ring_buffer_size);
// Initialize the ring buffer.
GLSL("for (int i = int(gl_LocalInvocationIndex); i < %d; i += %d) ",
ring_buffer_size, block_size);
GLSL("err_rgb8[i] = 0;\n");
GLSL("for (int block_id = 0; block_id < %d; ++block_id) {\n", blocks);
// Add barrier here to have previous block all processed before starting
// the processing of the next.
GLSL("groupMemoryBarrier();\n");
GLSL("barrier();\n");
// Compute the coordinate of the pixel we are currently processing, both
// before and after the shift mapping.
GLSL("int id = int(gl_LocalInvocationIndex) + block_id * %d;\n", block_size);
GLSL("int y = id %% %d, x_shifted = id / %d;\n", height, height);
GLSL("int x = x_shifted - y * %d;\n", k->shift);
// Proceed only if we are processing a valid pixel.
GLSL("if (0 <= x && x < %d) {\n", width);
// The index that the current pixel have on the ring buffer.
GLSL("int idx = (x_shifted * %d + y) %% %d;\n", ring_buffer_rows, ring_buffer_size);
// Fetch the current pixel.
GLSL("vec3 pix = texelFetch(texture%d, ivec2(x, y), 0).rgb;\n", tex);
// The dithering will quantize pixel value into multiples of 1/dither_quant.
int dither_quant = (1 << depth) - 1;
// We encode errors in RGB components into a single 32-bit unsigned integer.
// The error we propagate from the current pixel is in range of
// [-0.5 / dither_quant, 0.5 / dither_quant]. While not quite obvious, the
// sum of all errors been propagated into a pixel is also in the same range.
// It's possible to map errors in this range into [-127, 127], and use an
// unsigned 8-bit integer to store it (using standard two's complement).
// The three 8-bit unsigned integers can then be encoded into a single
// 32-bit unsigned integer, with two 4-bit padding to prevent addition
// operation overflows affecting other component. There are at most 12
// addition operations on each pixel, so 4-bit padding should be enough.
// The overflow from R component will be discarded.
//
// The following figure is how the encoding looks like.
//
// +------------------------------------+
// |RRRRRRRR|0000|GGGGGGGG|0000|BBBBBBBB|
// +------------------------------------+
//
// The bitshift position for R and G component.
int bitshift_r = 24, bitshift_g = 12;
// The multiplier we use to map [-0.5, 0.5] to [-127, 127].
int uint8_mul = 127 * 2;
// Adding the error previously propagated into current pixel, and clear it
// in the buffer.
GLSL("uint err_u32 = err_rgb8[idx] + %uu;\n",
(128u << bitshift_r) | (128u << bitshift_g) | 128u);
GLSL("pix = pix * %d.0 + vec3("
"int((err_u32 >> %d) & 255u) - 128,"
"int((err_u32 >> %d) & 255u) - 128,"
"int( err_u32 & 255u) - 128"
") / %d.0;\n", dither_quant, bitshift_r, bitshift_g, uint8_mul);
GLSL("err_rgb8[idx] = 0;\n");
// Write the dithered pixel.
GLSL("vec3 dithered = round(pix);\n");
GLSL("imageStore(out_image, ivec2(x, y), vec4(dithered / %d.0, 0.0));\n",
dither_quant);
GLSL("vec3 err_divided = (pix - dithered) * %d.0 / %d.0;\n",
uint8_mul, k->divisor);
GLSL("ivec3 tmp;\n");
// Group error propagation with same weight factor together, in order to
// reduce the number of annoying error encoding.
for (int dividend = 1; dividend <= k->divisor; dividend++) {
bool err_assigned = false;
for (int y = 0; y <= EF_MAX_DELTA_Y; y++) {
for (int x = EF_MIN_DELTA_X; x <= EF_MAX_DELTA_X; x++) {
if (k->pattern[y][x - EF_MIN_DELTA_X] != dividend)
continue;
if (!err_assigned) {
err_assigned = true;
GLSL("tmp = ivec3(round(err_divided * %d.0));\n", dividend);
GLSL("err_u32 = "
"(uint(tmp.r & 255) << %d)|"
"(uint(tmp.g & 255) << %d)|"
" uint(tmp.b & 255);\n",
bitshift_r, bitshift_g);
}
int shifted_x = x + y * k->shift;
// Unlike the right border, errors propagated out from left
// border will remain in the ring buffer. This will produce
// visible artifacts near the left border, especially for
// shift=3 kernels.
if (x < 0)
GLSL("if (x >= %d) ", -x);
// Calculate the new position in the ring buffer to propagate
// the error into.
int ring_buffer_delta = shifted_x * ring_buffer_rows + y;
GLSL("atomicAdd(err_rgb8[(idx + %d) %% %d], err_u32);\n",
ring_buffer_delta, ring_buffer_size);
}
}
}
GLSL("}\n"); // if (0 <= x && x < width)
GLSL("}\n"); // block_id
}
// Different kernels for error diffusion.
// Patterns are from http://www.efg2.com/Lab/Library/ImageProcessing/DHALF.TXT
const struct error_diffusion_kernel mp_error_diffusion_kernels[] = {
{
.name = "simple",
.shift = 1,
.pattern = {{0, 0, 0, 1, 0},
{0, 0, 1, 0, 0},
{0, 0, 0, 0, 0}},
.divisor = 2
},
{
// The "false" Floyd-Steinberg kernel
.name = "false-fs",
.shift = 1,
.pattern = {{0, 0, 0, 3, 0},
{0, 0, 3, 2, 0},
{0, 0, 0, 0, 0}},
.divisor = 8
},
{
.name = "sierra-lite",
.shift = 2,
.pattern = {{0, 0, 0, 2, 0},
{0, 1, 1, 0, 0},
{0, 0, 0, 0, 0}},
.divisor = 4
},
{
.name = "floyd-steinberg",
.shift = 2,
.pattern = {{0, 0, 0, 7, 0},
{0, 3, 5, 1, 0},
{0, 0, 0, 0, 0}},
.divisor = 16
},
{
.name = "atkinson",
.shift = 2,
.pattern = {{0, 0, 0, 1, 1},
{0, 1, 1, 1, 0},
{0, 0, 1, 0, 0}},
.divisor = 8
},
// All kernels below have shift value of 3, and probably are too heavy for
// low end GPU.
{
.name = "jarvis-judice-ninke",
.shift = 3,
.pattern = {{0, 0, 0, 7, 5},
{3, 5, 7, 5, 3},
{1, 3, 5, 3, 1}},
.divisor = 48
},
{
.name = "stucki",
.shift = 3,
.pattern = {{0, 0, 0, 8, 4},
{2, 4, 8, 4, 2},
{1, 2, 4, 2, 1}},
.divisor = 42
},
{
.name = "burkes",
.shift = 3,
.pattern = {{0, 0, 0, 8, 4},
{2, 4, 8, 4, 2},
{0, 0, 0, 0, 0}},
.divisor = 32
},
{
.name = "sierra-3",
.shift = 3,
.pattern = {{0, 0, 0, 5, 3},
{2, 4, 5, 4, 2},
{0, 2, 3, 2, 0}},
.divisor = 32
},
{
.name = "sierra-2",
.shift = 3,
.pattern = {{0, 0, 0, 4, 3},
{1, 2, 3, 2, 1},
{0, 0, 0, 0, 0}},
.divisor = 16
},
{0}
};