[FFmpeg-devel] [RFC] New swscale internal design prototype
Niklas Haas
ffmpeg at haasn.xyz
Sun Mar 9 23:28:07 EET 2025
On Sun, 09 Mar 2025 22:13:49 +0100 Niklas Haas <ffmpeg at haasn.xyz> wrote:
> The worst slowdowns are currently those involving any sort of packed swizzle
> for which there exist dedicated MMX functions currently:
>
> Conversion pass for bgr24 -> abgr:
> [ u8 XXXX -> +++X] SWS_OP_READ : 3 elem(s) packed >> 0
> [ u8 ...X -> X+++] SWS_OP_SWIZZLE : 0012
> [ u8 X... -> ++++] SWS_OP_CLEAR : {255 _ _ _}
> [ u8 .... -> XXXX] SWS_OP_WRITE : 4 elem(s) packed >> 0
> (X = unused, + = exact, 0 = zero)
> bgr24 1920x1080 -> abgr 1920x1080, flags=0 dither=1, SSIM {Y=0.999997 U=0.999989 V=1.000000 A=1.000000}
> time=1710 us, ref=826 us, speedup=0.483x slower
>
> I have previously identified these as a particularly weak spot in the compiler
> output, since no matter what C code I write, the result will always be roughly
> 0.5x compared to the existing hand-written MMX. That said, I also plan on taking
> that existing MMX code and simply plugging it into the new architecture, which
> should get rid of these last few slow cases.
I also wanted to point out that a lot of our conversions are also more
*accurate* than the previous implementations. An illustrative example:
Conversion pass for gray -> gray10le:
[ u8 XXXX -> +XXX] SWS_OP_READ : 1 elem(s) packed >> 0
[ u8 .XXX -> +XXX] SWS_OP_CONVERT : u8 -> f32
[f32 .XXX -> .XXX] SWS_OP_SCALE : * 341/85
[f32 .XXX -> .XXX] SWS_OP_DITHER : 16x16 matrix
[f32 .XXX -> .XXX] SWS_OP_CLAMP : 0 <= x <= {1023 _ _ _}
[f32 .XXX -> +XXX] SWS_OP_CONVERT : f32 -> u16
[u16 .XXX -> XXXX] SWS_OP_WRITE : 1 elem(s) packed >> 0
(X = unused, + = exact, 0 = zero)
gray 1920x1080 -> gray10le 1920x1080, flags=0 dither=1, SSIM {Y=0.999974 U=1.000000 V=1.000000 A=1.000000}
time=1317 us, ref=1300 us, speedup=0.987x slower
The reference implementation handles this as a full range shift:
gray10 = gray << 2 | gray >> 6.
But this is *not* accurate and will therefore introduce round trip error. For
example, a value of 200 produces 200 << 2 | 200 >> 6 = 803, while the correct
result would be 200 / 255 * 1023 = 802.3529411764706. Our new implementation
accurately handles this conversion in floating point math and dithers the
result down to a 35%/65% mix of 802 and 803.
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