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-rw-r--r--src/3rdparty/libwebp/src/enc/picture_tools_enc.c41
1 files changed, 23 insertions, 18 deletions
diff --git a/src/3rdparty/libwebp/src/enc/picture_tools_enc.c b/src/3rdparty/libwebp/src/enc/picture_tools_enc.c
index be292d4..d0e8a49 100644
--- a/src/3rdparty/libwebp/src/enc/picture_tools_enc.c
+++ b/src/3rdparty/libwebp/src/enc/picture_tools_enc.c
@@ -16,10 +16,6 @@
#include "src/enc/vp8i_enc.h"
#include "src/dsp/yuv.h"
-static WEBP_INLINE uint32_t MakeARGB32(int r, int g, int b) {
- return (0xff000000u | (r << 16) | (g << 8) | b);
-}
-
//------------------------------------------------------------------------------
// Helper: clean up fully transparent area to help compressibility.
@@ -195,6 +191,10 @@ void WebPCleanupTransparentAreaLossless(WebPPicture* const pic) {
#define BLEND_10BIT(V0, V1, ALPHA) \
((((V0) * (1020 - (ALPHA)) + (V1) * (ALPHA)) * 0x101 + 1024) >> 18)
+static WEBP_INLINE uint32_t MakeARGB32(int r, int g, int b) {
+ return (0xff000000u | (r << 16) | (g << 8) | b);
+}
+
void WebPBlendAlpha(WebPPicture* pic, uint32_t background_rgb) {
const int red = (background_rgb >> 16) & 0xff;
const int green = (background_rgb >> 8) & 0xff;
@@ -208,39 +208,44 @@ void WebPBlendAlpha(WebPPicture* pic, uint32_t background_rgb) {
const int U0 = VP8RGBToU(4 * red, 4 * green, 4 * blue, 4 * YUV_HALF);
const int V0 = VP8RGBToV(4 * red, 4 * green, 4 * blue, 4 * YUV_HALF);
const int has_alpha = pic->colorspace & WEBP_CSP_ALPHA_BIT;
- if (!has_alpha || pic->a == NULL) return; // nothing to do
+ uint8_t* y_ptr = pic->y;
+ uint8_t* u_ptr = pic->u;
+ uint8_t* v_ptr = pic->v;
+ uint8_t* a_ptr = pic->a;
+ if (!has_alpha || a_ptr == NULL) return; // nothing to do
for (y = 0; y < pic->height; ++y) {
// Luma blending
- uint8_t* const y_ptr = pic->y + y * pic->y_stride;
- uint8_t* const a_ptr = pic->a + y * pic->a_stride;
for (x = 0; x < pic->width; ++x) {
- const int alpha = a_ptr[x];
+ const uint8_t alpha = a_ptr[x];
if (alpha < 0xff) {
- y_ptr[x] = BLEND(Y0, y_ptr[x], a_ptr[x]);
+ y_ptr[x] = BLEND(Y0, y_ptr[x], alpha);
}
}
// Chroma blending every even line
if ((y & 1) == 0) {
- uint8_t* const u = pic->u + (y >> 1) * pic->uv_stride;
- uint8_t* const v = pic->v + (y >> 1) * pic->uv_stride;
uint8_t* const a_ptr2 =
(y + 1 == pic->height) ? a_ptr : a_ptr + pic->a_stride;
for (x = 0; x < uv_width; ++x) {
// Average four alpha values into a single blending weight.
// TODO(skal): might lead to visible contouring. Can we do better?
- const int alpha =
+ const uint32_t alpha =
a_ptr[2 * x + 0] + a_ptr[2 * x + 1] +
a_ptr2[2 * x + 0] + a_ptr2[2 * x + 1];
- u[x] = BLEND_10BIT(U0, u[x], alpha);
- v[x] = BLEND_10BIT(V0, v[x], alpha);
+ u_ptr[x] = BLEND_10BIT(U0, u_ptr[x], alpha);
+ v_ptr[x] = BLEND_10BIT(V0, v_ptr[x], alpha);
}
if (pic->width & 1) { // rightmost pixel
- const int alpha = 2 * (a_ptr[2 * x + 0] + a_ptr2[2 * x + 0]);
- u[x] = BLEND_10BIT(U0, u[x], alpha);
- v[x] = BLEND_10BIT(V0, v[x], alpha);
+ const uint32_t alpha = 2 * (a_ptr[2 * x + 0] + a_ptr2[2 * x + 0]);
+ u_ptr[x] = BLEND_10BIT(U0, u_ptr[x], alpha);
+ v_ptr[x] = BLEND_10BIT(V0, v_ptr[x], alpha);
}
+ } else {
+ u_ptr += pic->uv_stride;
+ v_ptr += pic->uv_stride;
}
- memset(a_ptr, 0xff, pic->width);
+ memset(a_ptr, 0xff, pic->width); // reset alpha value to opaque
+ a_ptr += pic->a_stride;
+ y_ptr += pic->y_stride;
}
} else {
uint32_t* argb = pic->argb;