📄 2xsai.cpp
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// M|N O|P colorI = *(bP - Nextline - 1); colorE = *(bP - Nextline); colorF = *(bP - Nextline + 1); colorJ = *(bP - Nextline + 2); colorG = *(bP - 1); colorA = *(bP); colorB = *(bP + 1); colorK = *(bP + 2); colorH = *(bP + Nextline - 1); colorC = *(bP + Nextline); colorD = *(bP + Nextline + 1); colorL = *(bP + Nextline + 2); colorM = *(bP + Nextline + Nextline - 1); colorN = *(bP + Nextline + Nextline); colorO = *(bP + Nextline + Nextline + 1); colorP = *(bP + Nextline + Nextline + 2); if ((colorA == colorD) && (colorB != colorC)) { if (((colorA == colorE) && (colorB == colorL)) || ((colorA == colorC) && (colorA == colorF) && (colorB != colorE) && (colorB == colorJ))) { product = colorA; } else { product = INTERPOLATE (colorA, colorB); } if (((colorA == colorG) && (colorC == colorO)) || ((colorA == colorB) && (colorA == colorH) && (colorG != colorC) && (colorC == colorM))) { product1 = colorA; } else { product1 = INTERPOLATE (colorA, colorC); } product2 = colorA; } else if ((colorB == colorC) && (colorA != colorD)) { if (((colorB == colorF) && (colorA == colorH)) || ((colorB == colorE) && (colorB == colorD) && (colorA != colorF) && (colorA == colorI))) { product = colorB; } else { product = INTERPOLATE (colorA, colorB); } if (((colorC == colorH) && (colorA == colorF)) || ((colorC == colorG) && (colorC == colorD) && (colorA != colorH) && (colorA == colorI))) { product1 = colorC; } else { product1 = INTERPOLATE (colorA, colorC); } product2 = colorB; } else if ((colorA == colorD) && (colorB == colorC)) { if (colorA == colorB) { product = colorA; product1 = colorA; product2 = colorA; } else { register int r = 0; product1 = INTERPOLATE (colorA, colorC); product = INTERPOLATE (colorA, colorB); r += GetResult1 (colorA, colorB, colorG, colorE, colorI); r += GetResult2 (colorB, colorA, colorK, colorF, colorJ); r += GetResult2 (colorB, colorA, colorH, colorN, colorM); r += GetResult1 (colorA, colorB, colorL, colorO, colorP); if (r > 0) product2 = colorA; else if (r < 0) product2 = colorB; else { product2 = Q_INTERPOLATE (colorA, colorB, colorC, colorD); } } } else { product2 = Q_INTERPOLATE (colorA, colorB, colorC, colorD); if ((colorA == colorC) && (colorA == colorF) && (colorB != colorE) && (colorB == colorJ)) { product = colorA; } else if ((colorB == colorE) && (colorB == colorD) && (colorA != colorF) && (colorA == colorI)) { product = colorB; } else { product = INTERPOLATE (colorA, colorB); } if ((colorA == colorB) && (colorA == colorH) && (colorG != colorC) && (colorC == colorM)) { product1 = colorA; } else if ((colorC == colorG) && (colorC == colorD) && (colorA != colorH) && (colorA == colorI)) { product1 = colorC; } else { product1 = INTERPOLATE (colorA, colorC); } } product = colorA | (product << 16); product1 = product1 | (product2 << 16); *((int32 *) dP) = product; *((uint32 *) (dP + dstPitch)) = product1; bP += inc_bP; dP += sizeof (uint32); } // end of for ( finish= width etc..) srcPtr += srcPitch; dstPtr += dstPitch * 2; deltaPtr += srcPitch; } // endof: for (height; height; height--) }}#ifdef MMXvoid Scale_2xSaI (uint8 *srcPtr, uint32 srcPitch, uint8 * /* deltaPtr */, uint8 *dstPtr, uint32 dstPitch, uint32 dstWidth, uint32 dstHeight, int width, int height){ uint8 *dP; uint16 *bP; uint32 w; uint32 h; uint32 dw; uint32 dh; uint32 hfinish; uint32 wfinish; uint32 Nextline; uint16 colorA[4]; uint16 colorB[4]; uint16 colorC[4]; uint16 colorD[4]; uint16 dx[4]; uint16 dy[4]; Nextline = srcPitch >> 1; wfinish = (width - 1) << 16; // convert to fixed point hfinish = (height - 1) << 16; // convert to fixed point dw = wfinish / (dstWidth - 1); dh = hfinish / (dstHeight - 1); for (h = 0; h < hfinish; h += dh) { uint32 y1, y2; y1 = h & 0xffff; // fraction part of fixed point y2 = 0x10000 - y1; bP = (uint16 *) (srcPtr + ((h >> 16) * srcPitch)); dP = dstPtr; for (w = 0; w < wfinish;) { uint32 A, B, C, D; uint32 E, F, G, H; uint32 I, J, K, L; uint32 x1, x2, a1, f1, f2; uint32 position; for (int c = 0; c < 4; c++) { position = w >> 16; A = bP[position]; // current pixel B = bP[position + 1]; // next pixel C = bP[position + Nextline]; D = bP[position + Nextline + 1]; E = bP[position - Nextline]; F = bP[position - Nextline + 1]; G = bP[position - 1]; H = bP[position + Nextline - 1]; I = bP[position + 2]; J = bP[position + Nextline + 2]; K = bP[position + Nextline + Nextline]; L = bP[position + Nextline + Nextline + 1]; x1 = w & 0xffff; // fraction part of fixed point x2 = 0x10000 - x1; /*1*/ if (A == D && B != C) { f1 = (x1 >> 1) + (0x10000 >> 2); f2 = (y1 >> 1) + (0x10000 >> 2); if (y1 <= f1 && A == J && A != E) // close to B { a1 = f1 - y1; colorA[c] = A; colorB[c] = B; colorC[c] = 0; colorD[c] = 0; dx[c] = a1; dy[c] = 0; } else if (y1 >= f1 && A == G && A != L) // close to C { a1 = y1 - f1; colorA[c] = A; colorB[c] = C; colorC[c] = 0; colorD[c] = 0; dx[c] = a1; dy[c] = 0; } else if (x1 >= f2 && A == E && A != J) // close to B { a1 = x1 - f2; colorA[c] = A; colorB[c] = B; colorC[c] = 0; colorD[c] = 0; dx[c] = a1; dy[c] = 0; } else if (x1 <= f2 && A == L && A != G) // close to C { a1 = f2 - x1; colorA[c] = A; colorB[c] = C; colorC[c] = 0; colorD[c] = 0; dx[c] = a1; dy[c] = 0; } else if (y1 >= x1) // close to C { a1 = y1 - x1; colorA[c] = A; colorB[c] = C; colorC[c] = 0; colorD[c] = 0; dx[c] = a1; dy[c] = 0; } else if (y1 <= x1) // close to B { a1 = x1 - y1; colorA[c] = A; colorB[c] = B; colorC[c] = 0; colorD[c] = 0; dx[c] = a1; dy[c] = 0; } } else /*2*/ if (B == C && A != D) { f1 = (x1 >> 1) + (0x10000 >> 2); f2 = (y1 >> 1) + (0x10000 >> 2); if (y2 >= f1 && B == H && B != F) // close to A { a1 = y2 - f1; colorA[c] = B; colorB[c] = A; colorC[c] = 0; colorD[c] = 0; dx[c] = a1; dy[c] = 0; } else if (y2 <= f1 && B == I && B != K) // close to D { a1 = f1 - y2; colorA[c] = B; colorB[c] = D; colorC[c] = 0; colorD[c] = 0; dx[c] = a1; dy[c] = 0; } else if (x2 >= f2 && B == F && B != H) // close to A { a1 = x2 - f2; colorA[c] = B; colorB[c] = A; colorC[c] = 0; colorD[c] = 0; dx[c] = a1; dy[c] = 0; } else if (x2 <= f2 && B == K && B != I) // close to D { a1 = f2 - x2; colorA[c] = B; colorB[c] = D; colorC[c] = 0; colorD[c] = 0; dx[c] = a1; dy[c] = 0; } else if (y2 >= x1) // close to A { a1 = y2 - x1; colorA[c] = B; colorB[c] = A; colorC[c] = 0; colorD[c] = 0; dx[c] = a1; dy[c] = 0; } else if (y2 <= x1) // close to D { a1 = x1 - y2; colorA[c] = B; colorB[c] = D; colorC[c] = 0; colorD[c] = 0; dx[c] = a1; dy[c] = 0; } } /*3*/ else { colorA[c] = A; colorB[c] = B; colorC[c] = C; colorD[c] = D; dx[c] = x1; dy[c] = y1; } w += dw; } BilinearMMX (colorA, colorB, colorC, colorD, dx, dy, dP); dP += 8; } dstPtr += dstPitch; }; EndMMX ();}#elsestatic uint32 Bilinear (uint32 A, uint32 B, uint32 x){ unsigned long areaA, areaB; unsigned long result; if (A == B) return A; areaB = (x >> 11) & 0x1f; // reduce 16 bit fraction to 5 bits areaA = 0x20 - areaB; A = (A & redblueMask) | ((A & greenMask) << 16); B = (B & redblueMask) | ((B & greenMask) << 16); result = ((areaA * A) + (areaB * B)) >> 5; return (result & redblueMask) | ((result >> 16) & greenMask);}static uint32 Bilinear4 (uint32 A, uint32 B, uint32 C, uint32 D, uint32 x, uint32 y){ unsigned long areaA, areaB, areaC, areaD; unsigned long result, xy; x = (x >> 11) & 0x1f; y = (y >> 11) & 0x1f; xy = (x * y) >> 5; A = (A & redblueMask) | ((A & greenMask) << 16); B = (B & redblueMask) | ((B & greenMask) << 16); C = (C & redblueMask) | ((C & greenMask) << 16); D = (D & redblueMask) | ((D & greenMask) << 16); areaA = 0x20 + xy - x - y; areaB = x - xy; areaC = y - xy; areaD = xy; result = ((areaA * A) + (areaB * B) + (areaC * C) + (areaD * D)) >> 5; return (result & redblueMask) | ((result >> 16) & greenMask);}void Scale_2xSaI (uint8 *srcPtr, uint32 srcPitch, uint8 * /* deltaPtr */, uint8 *dstPtr, uint32 dstPitch, uint32 dstWidth, uint32 dstHeight, int width, int height){ uint8 *dP; uint16 *bP; uint32 w; uint32 h; uint32 dw; uint32 dh; uint32 hfinish; uint32 wfinish; uint32 Nextline = srcPitch >> 1; wfinish = (width - 1) << 16; // convert to fixed point dw = wfinish / (dstWidth - 1); hfinish = (height - 1) << 16; // convert to fixed point dh = hfinish / (dstHeight - 1); for (h = 0; h < hfinish; h += dh) { uint32 y1, y2; y1 = h & 0xffff; // fraction part of fixed point bP = (uint16 *) (srcPtr + ((h >> 16) * srcPitch)); dP = dstPtr; y2 = 0x10000 - y1; w = 0; for (; w < wfinish;) { uint32 A, B, C, D; uint32 E, F, G, H; uint32 I, J, K, L; uint32 x1, x2, a1, f1, f2; uint32 position, product1; position = w >> 16; A = bP[position]; // current pixel B = bP[position + 1]; // next pixel C = bP[position + Nextline]; D = bP[position + Nextline + 1]; E = bP[position - Nextline]; F = bP[position - Nextline + 1]; G = bP[position - 1]; H = bP[position + Nextline - 1]; I = bP[position + 2]; J = bP[position + Nextline + 2]; K = bP[position + Nextline + Nextline]; L = bP[position + Nextline + Nextline + 1]; x1 = w & 0xffff; // fraction part of fixed point x2 = 0x10000 - x1; /*0*/ if (A == B && C == D && A == C) product1 = A; else /*1*/ if (A == D && B != C) { f1 = (x1 >> 1) + (0x10000 >> 2); f2 = (y1 >> 1) + (0x10000 >> 2); if (y1 <= f1 && A == J && A != E) // close to B { a1 = f1 - y1; product1 = Bilinear (A, B, a1); } else if (y1 >= f1 && A == G && A != L) // close to C { a1 = y1 - f1; product1 = Bilinear (A, C, a1); } else if (x1 >= f2 && A == E && A != J) // close to B { a1 = x1 - f2; product1 = Bilinear (A, B, a1); } else if (x1 <= f2 && A == L && A != G) // close to C { a1 = f2 - x1; product1 = Bilinear (A, C, a1); } else if (y1 >= x1) // close to C { a1 = y1 - x1; product1 = Bilinear (A, C, a1); } else if (y1 <= x1) // close to B { a1 = x1 - y1; product1 = Bilinear (A, B, a1); } } else /*2*/ if (B == C && A != D) { f1 = (x1 >> 1) + (0x10000 >> 2); f2 = (y1 >> 1) + (0x10000 >> 2); if (y2 >= f1 && B == H && B != F) // close to A { a1 = y2 - f1; product1 = Bilinear (B, A, a1); } else if (y2 <= f1 && B == I && B != K) // close to D { a1 = f1 - y2; product1 = Bilinear (B, D, a1); } else if (x2 >= f2 && B == F && B != H) // close to A { a1 = x2 - f2; product1 = Bilinear (B, A, a1); } else if (x2 <= f2 && B == K && B != I) // close to D { a1 = f2 - x2; product1 = Bilinear (B, D, a1); } else if (y2 >= x1) // close to A { a1 = y2 - x1; product1 = Bilinear (B, A, a1); } else if (y2 <= x1) // close to D { a1 = x1 - y2; product1 = Bilinear (B, D, a1); } } /*3*/ else { product1 = Bilinear4 (A, B, C, D, x1, y1); }//end First Pixel *(uint32 *) dP = product1; dP += 2; w += dw; } dstPtr += dstPitch; }}#endif
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