TESTED_EFFECTS += luma_mix_effect
TESTED_EFFECTS += fft_convolution_effect
TESTED_EFFECTS += ycbcr_conversion_effect
+TESTED_EFFECTS += deinterlace_effect
UNTESTED_EFFECTS = sandbox_effect
UNTESTED_EFFECTS += mirror_effect
correction), mirror, mix (add two inputs), luma mix (use a map to wipe between
two inputs), overlay (the Porter-Duff “over” operation), scale (bilinear and
Lanczos), sharpen (both by unsharp mask and by Wiener filters), saturation
-(or desaturation), vignette, and white balance.
+(or desaturation), vignette, white balance, and a deinterlacer (YADIF).
Yes, that's a short list. But they all look great, are fast and don't give
-you any nasty surprises. (I'd love to include denoise, deinterlace and
+you any nasty surprises. (I'd love to include denoise and
framerate up-/downconversion to the list, but doing them well are
all research-grade problems, and Movit is currently not there.)
and interlacing does no longer exist, but that's not true (and interlacing,
hated as it might be, is actually a useful and underrated technique for
bandwidth reduction in broadcast video). Movit will eventually provide
-limited support for working with interlaced video, but currently does not.
+limited support for working with interlaced video; it has a deinterlacer,
+but cannot currently process video in interlaced form.
What do you mean by “high-performance”?
--- /dev/null
+#include <epoxy/gl.h>
+
+#include "deinterlace_effect.h"
+#include "util.h"
+
+using namespace std;
+
+namespace movit {
+
+DeinterlaceEffect::DeinterlaceEffect()
+ : enable_spatial_interlacing_check(true),
+ current_field_position(TOP),
+ num_lines(1080)
+{
+ register_int("enable_spatial_interlacing_check", (int *)&enable_spatial_interlacing_check);
+ register_int("current_field_position", (int *)¤t_field_position);
+ register_uniform_float("num_lines", &num_lines);
+ register_uniform_float("inv_width", &inv_width);
+ register_uniform_float("self_offset", &self_offset);
+ register_uniform_float_array("current_offset", current_offset, 2);
+ register_uniform_float_array("other_offset", other_offset, 3);
+}
+
+string DeinterlaceEffect::output_fragment_shader()
+{
+ char buf[256];
+ snprintf(buf, sizeof(buf), "#define YADIF_ENABLE_SPATIAL_INTERLACING_CHECK %d\n",
+ enable_spatial_interlacing_check);
+ string frag_shader = buf;
+
+ frag_shader += read_file("deinterlace_effect.frag");
+ return frag_shader;
+}
+
+void DeinterlaceEffect::inform_input_size(unsigned input_num, unsigned width, unsigned height)
+{
+ assert(input_num >= 0 && input_num < 5);
+ widths[input_num] = width;
+ heights[input_num] = height;
+ num_lines = height * 2;
+}
+
+void DeinterlaceEffect::get_output_size(unsigned *width, unsigned *height,
+ unsigned *virtual_width, unsigned *virtual_height) const
+{
+ assert(widths[0] == widths[1]);
+ assert(widths[1] == widths[2]);
+ assert(widths[2] == widths[3]);
+ assert(widths[3] == widths[4]);
+ assert(heights[0] == heights[1]);
+ assert(heights[1] == heights[2]);
+ assert(heights[2] == heights[3]);
+ assert(heights[3] == heights[4]);
+ *width = *virtual_width = widths[0];
+ *height = *virtual_height = heights[0] * 2;
+}
+
+void DeinterlaceEffect::set_gl_state(GLuint glsl_program_num, const string &prefix, unsigned *sampler_num)
+{
+ Effect::set_gl_state(glsl_program_num, prefix, sampler_num);
+
+ inv_width = 1.0 / widths[0];
+
+ // Texel centers: t = output texel center for top field, b = for bottom field,
+ // x = the input texel. (The same area is two pixels for output, one for input;
+ // thus the stippled line in the middle.)
+ //
+ // +---------+
+ // | |
+ // | t |
+ // | |
+ // | - -x- - |
+ // | |
+ // | b |
+ // | |
+ // +---------+
+ //
+ // Note as usual OpenGL's bottom-left convention.
+ if (current_field_position == 0) {
+ // Top.
+ self_offset = -0.5 / num_lines;
+ } else {
+ // Bottom.
+ assert(current_field_position == 1);
+ self_offset = 0.5 / num_lines;
+ }
+
+ // Having now established where the texels lie for the uninterpolated samples,
+ // we can use that to figure out where to sample for the interpolation. Drawing
+ // the fields as what lines they represent, here for three-pixel high fields
+ // with current_field_position == 0 (plus an “o” to mark the pixel we're trying
+ // to interpolate, and “c” for corresponding texel in the other field):
+ //
+ // Prev Cur Next
+ // x
+ // x x
+ // x
+ // c o c
+ // x
+ // x x
+ //
+ // Obviously, for sampling in the current field, we are one half-texel off
+ // compared to <self_offset>, so sampling in the current field is easy:
+ current_offset[0] = self_offset - 0.5 / heights[0];
+ current_offset[1] = self_offset + 0.5 / heights[0];
+
+ // Now to find the texel in the other fields corresponding to the pixel
+ // we're trying to interpolate, let's realign the diagram above:
+ //
+ // Prev Cur Next
+ // x x x
+ //
+ // c x c
+ // o
+ // x x x
+ //
+ // So obviously for this case, we need to center on the same place as
+ // current_offset[1] (the texel directly above the o; note again the
+ // bottom-left convention). For the case of current_field_position == 1,
+ // the shift in the alignment goes the other way, and what we want
+ // is current_offset[0] (the texel directly below the o).
+ float center_offset = current_offset[1 - current_field_position];
+ other_offset[0] = center_offset - 1.0 / heights[0];
+ other_offset[1] = center_offset;
+ other_offset[2] = center_offset + 1.0 / heights[0];
+}
+
+} // namespace movit
--- /dev/null
+// Implicit uniforms:
+// uniform int PREFIX(current_field_position);
+// uniform float PREFIX(num_lines);
+// uniform float PREFIX(self_offset);
+// uniform float PREFIX(inv_width);
+// uniform float PREFIX(current_offset)[2];
+// uniform float PREFIX(other_offset)[3];
+
+// The best explanation of YADIF that I've seen is actually a pseudocode
+// reimplementation from the Doom9 forum:
+//
+// http://forum.doom9.org/showthread.php?p=980375#post980375
+//
+// We generally follow its terminology instead of the original C source
+// (which I'll refer to as “C YADIF”), although I've used the C source as a
+// reference to double-check at times. We're not bit-exact the same as
+// C YADIF; in particular, we work in linear light, and left/right edge
+// handling might also be a bit different (for top/bottom edge handling,
+// C YADIF repeats texels like we do). Also, C YADIF generally works on
+// Y', Cb and Cr planes separately, while we work on the entire RGBA triplet
+// and do our spatial interpolation decisions based on the pixel as a whole,
+// so our decision metric also naturally becomes different.
+
+#define DIFF(s1, s2) dot((s1) - (s2), (s1) - (s2))
+
+vec4 FUNCNAME(vec2 tc) {
+ int yi = int(round(tc.y * PREFIX(num_lines) - 0.5f));
+
+ // Figure out if we just want to keep the current line or if
+ // we need to interpolate. This branch is obviously divergent,
+ // but the very nature of deinterlacing would seem to require that.
+ //
+ // Note that since we have bottom-left origin, yi % 2 will return 0
+ // for bottom and 1 for top.
+ if ((yi % 2) != PREFIX(current_field_position)) {
+ return INPUT3(vec2(tc.x, tc.y + PREFIX(self_offset)));
+ }
+
+ // First, estimate the current pixel from the neighboring pixels in the
+ // same field (spatial interpolation). We try first 0 degrees (straight
+ // up/down), then ±45 degrees and then finally ±63 degrees. The best of
+ // these, as determined by the “spatial score” (basically sum of squared
+ // differences in three neighboring pixels), is kept.
+ //
+ // The C version of YADIF goesn't check +63° unless +45° gave an improvement,
+ // and similarly not -63° unless -45° did. The MMX version goes through pains
+ // to simulate the same, but notes that it “hurts both quality and speed”.
+ // We're not bit-exact the same as the C version anyway, and not sampling
+ // ±63° would probably be a rather divergent branch, so we just always do it.
+
+ // a b c d e f g ↑ y
+ // x |
+ // h i j k l m n +--> x
+
+ vec2 a_pos = vec2(tc.x - 3.0 * PREFIX(inv_width), tc.y + PREFIX(current_offset)[1]);
+ vec2 b_pos = vec2(tc.x - 2.0 * PREFIX(inv_width), a_pos.y);
+ vec2 c_pos = vec2(tc.x - PREFIX(inv_width), a_pos.y);
+ vec2 d_pos = vec2(tc.x, a_pos.y);
+ vec2 e_pos = vec2(tc.x + PREFIX(inv_width), a_pos.y);
+ vec2 f_pos = vec2(tc.x + 2.0 * PREFIX(inv_width), a_pos.y);
+ vec2 g_pos = vec2(tc.x + 3.0 * PREFIX(inv_width), a_pos.y);
+
+ vec2 h_pos = vec2(tc.x - 3.0 * PREFIX(inv_width), tc.y + PREFIX(current_offset)[0]);
+ vec2 i_pos = vec2(tc.x - 2.0 * PREFIX(inv_width), h_pos.y);
+ vec2 j_pos = vec2(tc.x - PREFIX(inv_width), h_pos.y);
+ vec2 k_pos = vec2(tc.x, h_pos.y);
+ vec2 l_pos = vec2(tc.x + PREFIX(inv_width), h_pos.y);
+ vec2 m_pos = vec2(tc.x + 2.0 * PREFIX(inv_width), h_pos.y);
+ vec2 n_pos = vec2(tc.x + 3.0 * PREFIX(inv_width), h_pos.y);
+
+ vec4 a = INPUT3(a_pos);
+ vec4 b = INPUT3(b_pos);
+ vec4 c = INPUT3(c_pos);
+ vec4 d = INPUT3(d_pos);
+ vec4 e = INPUT3(e_pos);
+ vec4 f = INPUT3(f_pos);
+ vec4 g = INPUT3(g_pos);
+ vec4 h = INPUT3(h_pos);
+ vec4 i = INPUT3(i_pos);
+ vec4 j = INPUT3(j_pos);
+ vec4 k = INPUT3(k_pos);
+ vec4 l = INPUT3(l_pos);
+ vec4 m = INPUT3(m_pos);
+ vec4 n = INPUT3(n_pos);
+
+ // 0 degrees. Note that pred is actually twice the real spatial prediction;
+ // we halve it later to same some arithmetic. Also, our spatial score is not
+ // the same as in C YADIF; we use the total squared sum over all four
+ // channels instead of deinterlacing each channel separately.
+ //
+ // Note that there's a small, arbitrary bonus for this first alternative,
+ // so that vertical interpolation wins if everything else is equal.
+ vec4 pred = d + k;
+ float score;
+ float best_score = DIFF(c, j) + DIFF(d, k) + DIFF(e, l) - 1e-4;
+
+ // -45 degrees.
+ score = DIFF(b, k) + DIFF(c, l) + DIFF(d, m);
+ if (score < best_score) {
+ pred = c + l;
+ best_score = score;
+ }
+
+ // -63 degrees.
+ score = DIFF(a, l) + DIFF(b, m) + DIFF(c, n);
+ if (score < best_score) {
+ pred = b + m;
+ best_score = score;
+ }
+
+ // +45 degrees.
+ score = DIFF(d, i) + DIFF(e, j) + DIFF(f, k);
+ if (score < best_score) {
+ pred = e + j;
+ best_score = score;
+ }
+
+ // +63 degrees.
+ score = DIFF(e, h) + DIFF(f, i) + DIFF(g, j);
+ if (score < best_score) {
+ pred = f + i;
+ // best_score isn't used anymore.
+ }
+
+ pred *= 0.5f;
+
+ // Now we do a temporal prediction (p2) of this pixel based on the previous
+ // and next fields. The spatial prediction is clamped so that it is not
+ // too far from this temporal prediction, where “too far” is based on
+ // the amount of local temporal change. (In other words, the temporal prediction
+ // is the safe choice, and the question is how far away from that we'll let
+ // our spatial choice run.) Note that here, our difference metric
+ // _is_ the same as C YADIF, namely per-channel abs.
+ //
+ // The sample positions look like this; in order to avoid variable name conflicts
+ // with the spatial interpolation, we use uppercase names. x is, again,
+ // the current pixel we're trying to estimate.
+ //
+ // C H ↑ y
+ // A F K |
+ // D x I |
+ // B G L |
+ // E J +-----> time
+ //
+ vec2 AFK_pos = d_pos;
+ vec2 BGL_pos = k_pos;
+ vec4 A = INPUT1(AFK_pos);
+ vec4 B = INPUT1(BGL_pos);
+ vec4 F = d;
+ vec4 G = k;
+ vec4 K = INPUT5(AFK_pos);
+ vec4 L = INPUT5(BGL_pos);
+
+ vec2 CH_pos = vec2(tc.x, tc.y + PREFIX(other_offset)[2]);
+ vec2 DI_pos = vec2(tc.x, tc.y + PREFIX(other_offset)[1]);
+ vec2 EJ_pos = vec2(tc.x, tc.y + PREFIX(other_offset)[0]);
+
+ vec4 C = INPUT2(CH_pos);
+ vec4 D = INPUT2(DI_pos);
+ vec4 E = INPUT2(EJ_pos);
+
+ vec4 H = INPUT4(CH_pos);
+ vec4 I = INPUT4(DI_pos);
+ vec4 J = INPUT4(EJ_pos);
+
+ // Find temporal differences around this line, using all five fields.
+ // tdiff0 is around the current field, tdiff1 is around the previous one,
+ // tdiff2 is around the next one.
+ vec4 tdiff0 = abs(D - I);
+ vec4 tdiff1 = abs(A - F) + abs(B - G); // Actually twice tdiff1.
+ vec4 tdiff2 = abs(K - F) + abs(L - G); // Actually twice tdiff2.
+ vec4 diff = max(tdiff0, 0.5f * max(tdiff1, tdiff2));
+
+ // The following part is the spatial interlacing check, which loosens up the
+ // allowable temporal change. (See also the comments in the .h file.)
+ // It costs us four extra loads (C, E, H, J) and a few extra ALU ops;
+ // we're already very load-heavy, so the extra ALU is effectively free.
+ // It costs about 18% performance in some benchmarks, which squares
+ // well with going from 20 to 24 loads (a 20% increase), although for
+ // total overall performance in longer chains, the difference is nearly zero.
+ //
+ // The basic idea is seemingly to allow more change if there are large spatial
+ // vertical changes, even if there are few temporal changes. These differences
+ // are signed, though, which make it more tricky to follow, although they seem
+ // to reduce into some sort of pseudo-abs. I will not claim to understand them
+ // very well.
+ //
+ // We start by temporally interpolating the current vertical line (p0–p4):
+ //
+ // C p0 H ↑ y
+ // A p1 K |
+ // D p2 I |
+ // B p3 L |
+ // E p4 J +-----> time
+ //
+ // YADIF_ENABLE_SPATIAL_INTERLACING_CHECK will be #defined to 1
+ // if the check is enabled. Otherwise, the compiler should
+ // be able to remove the dependent code quite easily.
+ vec4 p0 = 0.5f * (C + H);
+ vec4 p1 = F;
+ vec4 p2 = 0.5f * (D + I);
+ vec4 p3 = G;
+ vec4 p4 = 0.5f * (E + J);
+
+#if YADIF_ENABLE_SPATIAL_INTERLACING_CHECK
+ vec4 max_ = max(max(p2 - p3, p2 - p1), min(p0 - p1, p4 - p3));
+ vec4 min_ = min(min(p2 - p3, p2 - p1), max(p0 - p1, p4 - p3));
+ diff = max(diff, max(min_, -max_));
+#endif
+
+ return clamp(pred, p2 - diff, p2 + diff);
+}
+
+#undef DIFF
+#undef YADIF_ENABLE_SPATIAL_INTERLACING_CHECK
--- /dev/null
+#ifndef _MOVIT_DEINTERLACE_EFFECT_H
+#define _MOVIT_DEINTERLACE_EFFECT_H 1
+
+// YADIF deinterlacing filter (original by Michael Niedermayer, in MPlayer).
+//
+// Good deinterlacing is very hard. YADIF, despite its innocious-sounding
+// name (Yet Another DeInterlacing Filter) is probably the most commonly
+// used (non-trivial) deinterlacing filter in the open-source world.
+// It works by trying to fill in the missing lines from neighboring ones
+// (spatial interpolation), and then constrains that estimate within an
+// interval found from previous and next frames (temporal interpolation).
+// It's not very fast, even in GPU implementation, but 1080i60 -> 1080p60
+// realtime conversion is well within range for a mid-range GPU.
+//
+// The inner workings of YADIF are poorly documented; implementation details
+// are generally explained the .frag file. However, a few things should be
+// mentioned here: YADIF has two modes, with and without a “spatial interlacing
+// check” which basically allows more temporal change in areas of high detail.
+// (The variant with the check corresponds to the original's modes 0 and 1, and
+// the variant without to modes 2 and 3. The remaining difference is whether it
+// is frame-doubling or not, which in Movit is up to the driver, not the
+// filter.)
+//
+// Neither mode is perfect by any means. If the spatial check is off, the
+// filter possesses the potentially nice quality that a static picture
+// deinterlaces exactly to itself. (If it's on, there's some flickering
+// on very fine vertical detail. The picture is nice and stable if no such
+// detail is present, though.) But then, certain patterns, like horizontally
+// scrolling text, leaves residues. Both have issues with diagonal lines at
+// certain angles leaving stray pixels, although in practical applications,
+// YADIF is pretty good.
+//
+// In general, having the spatial check on (the default) is the safe choice.
+// However, if you are reasonably certain that the image comes from a video source
+// (ie., no graphical overlays), or if the case of still images is particularly
+// important for you (e.g., slides from a laptop), you could turn it off.
+// It is slightly faster, although in practice, it does not mean all that much.
+// You need to decide before finalize(), as the choice gets compiled into the shader.
+//
+// YADIF needs five fields as input; the previous two, the current one, and
+// then the two next ones. (By convention, they come in that order, although if
+// you reverse them, it doesn't matter, as the filter is symmetric. It _does_
+// matter if you change the ordering in any other way, though.) They need to be
+// of the same resolution, or the effect will assert-fail. If you cannot supply
+// this, you could simply reuse the current field for previous/next as
+// required; it won't be optimal in any way, but it also won't blow up on you.
+//
+// This requirement to “see the future” will mean you have an extra full frame
+// of delay (33.3 ms at 60i, 40 ms at 50i). You will also need to tell the
+// filter for each and every invocation if the current field (ie., the one in
+// the middle input) is a top or bottom field (neighboring fields have opposite
+// parity, so all the others are implicit).
+
+#include <epoxy/gl.h>
+#include <string>
+
+#include "effect.h"
+
+namespace movit {
+
+class DeinterlaceEffect : public Effect {
+public:
+ DeinterlaceEffect();
+ virtual std::string effect_type_id() const { return "DeinterlaceEffect"; }
+ std::string output_fragment_shader();
+
+ void set_gl_state(GLuint glsl_program_num, const std::string &prefix, unsigned *sampler_num);
+
+ // First = before previous, second = previous, third = current,
+ // fourth = next, fifth = after next. These are treated symmetrically,
+ // though.
+ //
+ // Note that if you have interlaced _frames_ and not _fields_, you will
+ // need to pull them apart first, for instance with SliceEffect.
+ virtual unsigned num_inputs() const { return 5; }
+ virtual bool needs_texture_bounce() const { return true; }
+ virtual bool changes_output_size() const { return true; }
+
+ virtual AlphaHandling alpha_handling() const { return INPUT_PREMULTIPLIED_ALPHA_KEEP_BLANK; }
+
+ virtual void inform_input_size(unsigned input_num, unsigned width, unsigned height);
+ virtual void get_output_size(unsigned *width, unsigned *height,
+ unsigned *virtual_width, unsigned *virtual_height) const;
+
+ enum FieldPosition { TOP = 0, BOTTOM = 1 };
+
+private:
+ unsigned widths[5], heights[5];
+
+ // See file-level comment for explanation of this option.
+ bool enable_spatial_interlacing_check;
+
+ // Which field the current input (the middle one) is.
+ FieldPosition current_field_position;
+
+ // Offset for one pixel in the horizontal direction (1/width).
+ float inv_width;
+
+ // Vertical resolution of the output.
+ float num_lines;
+
+ // All of these offsets are vertical texel offsets; they are needed to adjust
+ // for the changed texel center as the number of lines double, and depend on
+ // <current_field_position>.
+
+ // For sampling unchanged lines from the current field.
+ float self_offset;
+
+ // For evaluating the low-pass filter (in the current field). Four taps.
+ float current_offset[2];
+
+ // For evaluating the high-pass filter (in the previous and next fields).
+ // Five taps, but evaluated twice since there are two fields.
+ float other_offset[3];
+};
+
+} // namespace movit
+
+#endif // !defined(_MOVIT_DEINTERLACE_EFFECT_H)
--- /dev/null
+// Unit tests for DeinterlaceEffect.
+
+#include <epoxy/gl.h>
+
+#include <algorithm>
+
+#include "effect_chain.h"
+#include "gtest/gtest.h"
+#include "image_format.h"
+#include "input.h"
+#include "deinterlace_effect.h"
+#include "test_util.h"
+
+using namespace std;
+
+namespace movit {
+
+TEST(DeinterlaceTest, ConstantColor) {
+ float data[] = {
+ 0.3f, 0.3f,
+ 0.3f, 0.3f,
+ 0.3f, 0.3f,
+ };
+ float expected_data[] = {
+ 0.3f, 0.3f,
+ 0.3f, 0.3f,
+ 0.3f, 0.3f,
+ 0.3f, 0.3f,
+ 0.3f, 0.3f,
+ 0.3f, 0.3f,
+ };
+ float out_data[12];
+ EffectChainTester tester(NULL, 2, 6);
+ Effect *input1 = tester.add_input(data, FORMAT_GRAYSCALE, COLORSPACE_sRGB, GAMMA_LINEAR, 2, 3);
+ Effect *input2 = tester.add_input(data, FORMAT_GRAYSCALE, COLORSPACE_sRGB, GAMMA_LINEAR, 2, 3);
+ Effect *input3 = tester.add_input(data, FORMAT_GRAYSCALE, COLORSPACE_sRGB, GAMMA_LINEAR, 2, 3);
+ Effect *input4 = tester.add_input(data, FORMAT_GRAYSCALE, COLORSPACE_sRGB, GAMMA_LINEAR, 2, 3);
+ Effect *input5 = tester.add_input(data, FORMAT_GRAYSCALE, COLORSPACE_sRGB, GAMMA_LINEAR, 2, 3);
+ Effect *deinterlace_effect = tester.get_chain()->add_effect(new DeinterlaceEffect(), input1, input2, input3, input4, input5);
+
+ ASSERT_TRUE(deinterlace_effect->set_int("current_field_position", 0));
+ tester.run(out_data, GL_RED, COLORSPACE_sRGB, GAMMA_LINEAR);
+ expect_equal(expected_data, out_data, 2, 6);
+
+ ASSERT_TRUE(deinterlace_effect->set_int("current_field_position", 1));
+ tester.run(out_data, GL_RED, COLORSPACE_sRGB, GAMMA_LINEAR);
+ expect_equal(expected_data, out_data, 2, 6);
+}
+
+// Also tests that top/bottom change works like expected.
+TEST(DeinterlaceTest, VerticalInterpolation) {
+ const int width = 11;
+ const int height = 2;
+ float data[width * height] = {
+ 0.0f, 0.0f, 0.0f, 0.4f, 0.6f, 0.2f, 0.6f, 0.8f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 0.4f, 0.6f, 0.4f, 0.6f, 0.8f, 0.0f, 0.0f, 0.0f, // Differs from previous.
+ };
+ float expected_data_top[width * height * 2] = {
+ 0.0f, 0.0f, 0.0f, 0.4f, 0.6f, 0.2f, 0.6f, 0.8f, 0.0f, 0.0f, 0.0f, // Unchanged.
+ 0.0f, 0.0f, 0.0f, 0.4f, 0.6f, 0.3f, 0.6f, 0.8f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 0.4f, 0.6f, 0.4f, 0.6f, 0.8f, 0.0f, 0.0f, 0.0f, // Unchanged.
+ 0.0f, 0.0f, 0.0f, 0.4f, 0.6f, 0.4f, 0.6f, 0.8f, 0.0f, 0.0f, 0.0f, // Repeated.
+ };
+ float expected_data_bottom[width * height * 2] = {
+ 0.0f, 0.0f, 0.0f, 0.4f, 0.6f, 0.2f, 0.6f, 0.8f, 0.0f, 0.0f, 0.0f, // Repeated
+ 0.0f, 0.0f, 0.0f, 0.4f, 0.6f, 0.2f, 0.6f, 0.8f, 0.0f, 0.0f, 0.0f, // Unchanged.
+ 0.0f, 0.0f, 0.0f, 0.4f, 0.6f, 0.3f, 0.6f, 0.8f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 0.4f, 0.6f, 0.4f, 0.6f, 0.8f, 0.0f, 0.0f, 0.0f, // Unchanged.
+ };
+ float neg_blowout_data[width * height];
+ float pos_blowout_data[width * height];
+ float out_data[width * height * 2];
+
+ // Set previous and next fields to something so big that all the temporal checks
+ // are effectively turned off.
+ fill(neg_blowout_data, neg_blowout_data + width * height, -100.0f);
+ fill(neg_blowout_data, pos_blowout_data + width * height, 100.0f);
+
+ EffectChainTester tester(NULL, width, height * 2);
+ Effect *input1 = tester.add_input(neg_blowout_data, FORMAT_GRAYSCALE, COLORSPACE_sRGB, GAMMA_LINEAR, width, height);
+ Effect *input2 = tester.add_input(neg_blowout_data, FORMAT_GRAYSCALE, COLORSPACE_sRGB, GAMMA_LINEAR, width, height);
+ Effect *input3 = tester.add_input(data, FORMAT_GRAYSCALE, COLORSPACE_sRGB, GAMMA_LINEAR, width, height);
+ Effect *input4 = tester.add_input(pos_blowout_data, FORMAT_GRAYSCALE, COLORSPACE_sRGB, GAMMA_LINEAR, width, height);
+ Effect *input5 = tester.add_input(pos_blowout_data, FORMAT_GRAYSCALE, COLORSPACE_sRGB, GAMMA_LINEAR, width, height);
+ Effect *deinterlace_effect = tester.get_chain()->add_effect(new DeinterlaceEffect(), input1, input2, input3, input4, input5);
+
+ ASSERT_TRUE(deinterlace_effect->set_int("current_field_position", 0));
+ tester.run(out_data, GL_RED, COLORSPACE_sRGB, GAMMA_LINEAR);
+ expect_equal(expected_data_top, out_data, width, height * 2);
+
+ ASSERT_TRUE(deinterlace_effect->set_int("current_field_position", 1));
+ tester.run(out_data, GL_RED, COLORSPACE_sRGB, GAMMA_LINEAR);
+ expect_equal(expected_data_bottom, out_data, width, height * 2);
+}
+
+TEST(DeinterlaceTest, DiagonalInterpolation) {
+ const int width = 11;
+ const int height = 3;
+ float data[width * height] = {
+ 0.0f, 0.0f, 0.0f, 0.0f, 0.4f, 0.6f, 0.2f, 0.6f, 0.8f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 0.4f, 0.6f, 0.4f, 0.6f, 0.8f, 0.0f, 0.0f, 0.0f, 0.0f, // Offset two pixels, one value modified.
+ 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.4f, 0.6f, 0.4f, 0.6f, 0.8f, // Offset four the other way.
+ };
+
+ // Expected degrees are marked in comments. Mostly we want +45 for the second line
+ // and -63 for the fourth, but due to the score being over three neighboring pixels,
+ // sometimes it doesn't work ideally like that.
+ float expected_data_top[width * height * 2] = {
+ 0.0f, 0.0f, 0.0f, 0.0f, 0.4f, 0.6f, 0.2f, 0.6f, 0.8f, 0.0f, 0.0f, // Unchanged.
+ // | / / / / / / / / / |
+ // 0 +45 +45 +45 +45 +45 +45 +45 +45 +45 0
+ 0.0f, 0.0f, 0.0f, 0.4f, 0.6f, 0.3f, 0.6f, 0.8f, 0.0f, 0.0f, 0.0f,
+ // | / / / / / / / / / |
+ 0.0f, 0.0f, 0.4f, 0.6f, 0.4f, 0.6f, 0.8f, 0.0f, 0.0f, 0.0f, 0.0f, // Unchanged.
+
+ // 0 -45 -63 -63 -63 -63 -63 -63 +63! +63! +63!
+ 0.0f, 0.0f, 0.0f, 0.0f, 0.4f, 0.6f, 0.4f, 0.6f, 0.2f, 0.3f, 0.2f,
+
+ 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.4f, 0.6f, 0.4f, 0.6f, 0.8f, // Unchanged.
+ 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.4f, 0.6f, 0.4f, 0.6f, 0.8f, // Repeated.
+ };
+ float neg_blowout_data[width * height];
+ float pos_blowout_data[width * height];
+ float out_data[width * height * 2];
+
+ // Set previous and next fields to something so big that all the temporal checks
+ // are effectively turned off.
+ fill(neg_blowout_data, neg_blowout_data + width * height, -100.0f);
+ fill(pos_blowout_data, pos_blowout_data + width * height, 100.0f);
+
+ EffectChainTester tester(NULL, width, height * 2);
+ Effect *input1 = tester.add_input(neg_blowout_data, FORMAT_GRAYSCALE, COLORSPACE_sRGB, GAMMA_LINEAR, width, height);
+ Effect *input2 = tester.add_input(neg_blowout_data, FORMAT_GRAYSCALE, COLORSPACE_sRGB, GAMMA_LINEAR, width, height);
+ Effect *input3 = tester.add_input(data, FORMAT_GRAYSCALE, COLORSPACE_sRGB, GAMMA_LINEAR, width, height);
+ Effect *input4 = tester.add_input(pos_blowout_data, FORMAT_GRAYSCALE, COLORSPACE_sRGB, GAMMA_LINEAR, width, height);
+ Effect *input5 = tester.add_input(pos_blowout_data, FORMAT_GRAYSCALE, COLORSPACE_sRGB, GAMMA_LINEAR, width, height);
+ Effect *deinterlace_effect = tester.get_chain()->add_effect(new DeinterlaceEffect(), input1, input2, input3, input4, input5);
+
+ ASSERT_TRUE(deinterlace_effect->set_int("current_field_position", 0));
+ tester.run(out_data, GL_RED, COLORSPACE_sRGB, GAMMA_LINEAR, OUTPUT_ALPHA_FORMAT_PREMULTIPLIED);
+ expect_equal(expected_data_top, out_data, width, height * 2);
+}
+
+TEST(DeinterlaceTest, FlickerBox) {
+ const int width = 4;
+ const int height = 4;
+ float white_data[width * height] = {
+ 1.0f, 1.0f, 1.0f, 1.0f,
+ 1.0f, 1.0f, 1.0f, 1.0f,
+ 1.0f, 1.0f, 1.0f, 1.0f,
+ 1.0f, 1.0f, 1.0f, 1.0f,
+ };
+ float black_data[width * height] = {
+ 0.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 0.0f,
+ 0.0f, 0.0f, 0.0f, 0.0f,
+ };
+ float striped_data[width * height * 2] = {
+ 1.0f, 1.0f, 1.0f, 1.0f,
+ 0.0f, 0.0f, 0.0f, 0.0f,
+ 1.0f, 1.0f, 1.0f, 1.0f,
+ 0.0f, 0.0f, 0.0f, 0.0f,
+ 1.0f, 1.0f, 1.0f, 1.0f,
+ 0.0f, 0.0f, 0.0f, 0.0f,
+ 1.0f, 1.0f, 1.0f, 1.0f,
+ 0.0f, 0.0f, 0.0f, 0.0f,
+ };
+ float out_data[width * height * 2];
+
+ {
+ EffectChainTester tester(NULL, width, height * 2);
+ Effect *white_input = tester.add_input(white_data, FORMAT_GRAYSCALE, COLORSPACE_sRGB, GAMMA_LINEAR, width, height);
+ Effect *black_input = tester.add_input(black_data, FORMAT_GRAYSCALE, COLORSPACE_sRGB, GAMMA_LINEAR, width, height);
+ Effect *deinterlace_effect = tester.get_chain()->add_effect(new DeinterlaceEffect(), white_input, black_input, white_input, black_input, white_input);
+
+ ASSERT_TRUE(deinterlace_effect->set_int("current_field_position", 0));
+ tester.run(out_data, GL_RED, COLORSPACE_sRGB, GAMMA_LINEAR, OUTPUT_ALPHA_FORMAT_PREMULTIPLIED);
+ expect_equal(white_data, out_data, width, height);
+ expect_equal(white_data, out_data + width * height, width, height);
+ }
+
+ {
+ EffectChainTester tester(NULL, width, height * 2);
+ Effect *white_input = tester.add_input(white_data, FORMAT_GRAYSCALE, COLORSPACE_sRGB, GAMMA_LINEAR, width, height);
+ Effect *black_input = tester.add_input(black_data, FORMAT_GRAYSCALE, COLORSPACE_sRGB, GAMMA_LINEAR, width, height);
+ Effect *deinterlace_effect = tester.get_chain()->add_effect(new DeinterlaceEffect(), white_input, black_input, white_input, black_input, white_input);
+
+ ASSERT_TRUE(deinterlace_effect->set_int("enable_spatial_interlacing_check", 0));
+ ASSERT_TRUE(deinterlace_effect->set_int("current_field_position", 0));
+ tester.run(out_data, GL_RED, COLORSPACE_sRGB, GAMMA_LINEAR, OUTPUT_ALPHA_FORMAT_PREMULTIPLIED);
+ expect_equal(striped_data, out_data, width, height * 2);
+ }
+}
+
+} // namespace movit