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Comment and clean up hexagon search.
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src/search.c
53
src/search.c
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@ -67,6 +67,27 @@ const vector2d small_hexbs[5] = {
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{ -1, -1 }, { -1, 0 }, { 1, 0 }, { 1, 1 }
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};
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/**
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* \brief Do motion search using the HEXBS algorithm.
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*
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* \param depth log2 depth of the search
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* \param pic Picture motion vector is searched for.
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* \param ref Picture motion vector is searched from.
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* \param orig Top left corner of the searched for block.
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* \param mv_in_out Predicted mv in and best out. Quarter pixel precision.
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*
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* \returns Cost of the motion vector.
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*
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* Motion vector is searched by first searching iteratively with the large
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* hexagon pattern until the best match is at the center of the hexagon.
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* As a final step a smaller hexagon is used to check the adjacent pixels.
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*
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* If a non 0,0 predicted motion vector predictor is given as mv_in_out,
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* the 0,0 vector is also tried. This is hoped to help in the case where
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* the predicted motion vector is way off. In the future even more additional
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* points like 0,0 might be used, such as vectors from top or left.
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*/
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unsigned hexagon_search(unsigned depth,
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const picture *pic, const picture *ref,
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const vector2d *orig, vector2d *mv_in_out)
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@ -79,11 +100,11 @@ unsigned hexagon_search(unsigned depth,
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// Search the initial 7 points of the hexagon.
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for (i = 0; i < 7; ++i) {
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const vector2d *pattern = large_hexbs + i;
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const vector2d *pattern = &large_hexbs[i];
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unsigned cost = calc_sad(pic, ref, orig->x, orig->y,
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orig->x + mv.x + pattern->x, orig->y + mv.y + pattern->y,
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block_width, block_width);
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if (cost > 0 && cost < best_cost) {
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if (cost < best_cost) {
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best_cost = cost;
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best_index = i;
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}
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@ -94,19 +115,21 @@ unsigned hexagon_search(unsigned depth,
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unsigned cost = calc_sad(pic, ref, orig->x, orig->y,
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orig->x, orig->y,
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block_width, block_width);
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if (cost > 0 && cost < best_cost) {
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// If the 0,0 is better, redo the hexagon around that point.
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if (cost < best_cost) {
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best_cost = cost;
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best_index = 0;
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mv.x = 0;
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mv.y = 0;
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// Redo the search around the 0,0 point.
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for (i = 1; i < 7; ++i) {
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const vector2d *pattern = large_hexbs + i;
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const vector2d *pattern = &large_hexbs[i];
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unsigned cost = calc_sad(pic, ref, orig->x, orig->y,
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orig->x + pattern->x, orig->y + pattern->y,
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orig->x + pattern->x,
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orig->y + pattern->y,
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block_width, block_width);
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if (cost > 0 && cost < best_cost) {
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if (cost < best_cost) {
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best_cost = cost;
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best_index = i;
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}
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@ -133,12 +156,12 @@ unsigned hexagon_search(unsigned depth,
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// Iterate through the next 3 points.
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for (i = 0; i < 3; ++i) {
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const vector2d *offset = large_hexbs + start + i;
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const vector2d *offset = &large_hexbs[start + i];
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unsigned cost = calc_sad(pic, ref, orig->x, orig->y,
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orig->x + mv.x + offset->x,
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orig->y + mv.y + offset->y,
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block_width, block_width);
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if (cost > 0 && cost < best_cost) {
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if (cost < best_cost) {
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best_cost = cost;
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best_index = start + i;
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}
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@ -146,14 +169,17 @@ unsigned hexagon_search(unsigned depth,
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}
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}
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// Do the final step of the search with a small pattern.
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// Move the center to the best match.
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mv.x += large_hexbs[best_index].x;
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mv.y += large_hexbs[best_index].y;
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best_index = 0;
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// Do the final step of the search with a small pattern.
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for (i = 1; i < 5; ++i) {
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const vector2d *offset = small_hexbs + i;
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const vector2d *offset = &small_hexbs[i];
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unsigned cost = calc_sad(pic, ref, orig->x, orig->y,
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orig->x + mv.x + offset->x, orig->y + mv.y + offset->y,
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orig->x + mv.x + offset->x,
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orig->y + mv.y + offset->y,
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block_width, block_width);
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if (cost > 0 && cost < best_cost) {
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best_cost = cost;
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@ -161,8 +187,11 @@ unsigned hexagon_search(unsigned depth,
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}
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}
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// Adjust the movement vector according to the final best match.
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mv.x += small_hexbs[best_index].x;
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mv.y += small_hexbs[best_index].y;
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// Return final movement vector in quarter-pixel precision.
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mv_in_out->x = mv.x << 2;
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mv_in_out->y = mv.y << 2;
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