xref: /aosp_15_r20/external/libvpx/vpx_dsp/ssim.c (revision fb1b10ab9aebc7c7068eedab379b749d7e3900be)
1*fb1b10abSAndroid Build Coastguard Worker /*
2*fb1b10abSAndroid Build Coastguard Worker  *  Copyright (c) 2010 The WebM project authors. All Rights Reserved.
3*fb1b10abSAndroid Build Coastguard Worker  *
4*fb1b10abSAndroid Build Coastguard Worker  *  Use of this source code is governed by a BSD-style license
5*fb1b10abSAndroid Build Coastguard Worker  *  that can be found in the LICENSE file in the root of the source
6*fb1b10abSAndroid Build Coastguard Worker  *  tree. An additional intellectual property rights grant can be found
7*fb1b10abSAndroid Build Coastguard Worker  *  in the file PATENTS.  All contributing project authors may
8*fb1b10abSAndroid Build Coastguard Worker  *  be found in the AUTHORS file in the root of the source tree.
9*fb1b10abSAndroid Build Coastguard Worker  */
10*fb1b10abSAndroid Build Coastguard Worker 
11*fb1b10abSAndroid Build Coastguard Worker #include <assert.h>
12*fb1b10abSAndroid Build Coastguard Worker #include <math.h>
13*fb1b10abSAndroid Build Coastguard Worker #include "./vpx_dsp_rtcd.h"
14*fb1b10abSAndroid Build Coastguard Worker #include "vpx_dsp/ssim.h"
15*fb1b10abSAndroid Build Coastguard Worker #include "vpx_ports/mem.h"
16*fb1b10abSAndroid Build Coastguard Worker #include "vpx_ports/system_state.h"
17*fb1b10abSAndroid Build Coastguard Worker 
vpx_ssim_parms_8x8_c(const uint8_t * s,int sp,const uint8_t * r,int rp,uint32_t * sum_s,uint32_t * sum_r,uint32_t * sum_sq_s,uint32_t * sum_sq_r,uint32_t * sum_sxr)18*fb1b10abSAndroid Build Coastguard Worker void vpx_ssim_parms_8x8_c(const uint8_t *s, int sp, const uint8_t *r, int rp,
19*fb1b10abSAndroid Build Coastguard Worker                           uint32_t *sum_s, uint32_t *sum_r, uint32_t *sum_sq_s,
20*fb1b10abSAndroid Build Coastguard Worker                           uint32_t *sum_sq_r, uint32_t *sum_sxr) {
21*fb1b10abSAndroid Build Coastguard Worker   int i, j;
22*fb1b10abSAndroid Build Coastguard Worker   for (i = 0; i < 8; i++, s += sp, r += rp) {
23*fb1b10abSAndroid Build Coastguard Worker     for (j = 0; j < 8; j++) {
24*fb1b10abSAndroid Build Coastguard Worker       *sum_s += s[j];
25*fb1b10abSAndroid Build Coastguard Worker       *sum_r += r[j];
26*fb1b10abSAndroid Build Coastguard Worker       *sum_sq_s += s[j] * s[j];
27*fb1b10abSAndroid Build Coastguard Worker       *sum_sq_r += r[j] * r[j];
28*fb1b10abSAndroid Build Coastguard Worker       *sum_sxr += s[j] * r[j];
29*fb1b10abSAndroid Build Coastguard Worker     }
30*fb1b10abSAndroid Build Coastguard Worker   }
31*fb1b10abSAndroid Build Coastguard Worker }
32*fb1b10abSAndroid Build Coastguard Worker 
33*fb1b10abSAndroid Build Coastguard Worker #if CONFIG_VP9_HIGHBITDEPTH
vpx_highbd_ssim_parms_8x8_c(const uint16_t * s,int sp,const uint16_t * r,int rp,uint32_t * sum_s,uint32_t * sum_r,uint32_t * sum_sq_s,uint32_t * sum_sq_r,uint32_t * sum_sxr)34*fb1b10abSAndroid Build Coastguard Worker void vpx_highbd_ssim_parms_8x8_c(const uint16_t *s, int sp, const uint16_t *r,
35*fb1b10abSAndroid Build Coastguard Worker                                  int rp, uint32_t *sum_s, uint32_t *sum_r,
36*fb1b10abSAndroid Build Coastguard Worker                                  uint32_t *sum_sq_s, uint32_t *sum_sq_r,
37*fb1b10abSAndroid Build Coastguard Worker                                  uint32_t *sum_sxr) {
38*fb1b10abSAndroid Build Coastguard Worker   int i, j;
39*fb1b10abSAndroid Build Coastguard Worker   for (i = 0; i < 8; i++, s += sp, r += rp) {
40*fb1b10abSAndroid Build Coastguard Worker     for (j = 0; j < 8; j++) {
41*fb1b10abSAndroid Build Coastguard Worker       *sum_s += s[j];
42*fb1b10abSAndroid Build Coastguard Worker       *sum_r += r[j];
43*fb1b10abSAndroid Build Coastguard Worker       *sum_sq_s += s[j] * s[j];
44*fb1b10abSAndroid Build Coastguard Worker       *sum_sq_r += r[j] * r[j];
45*fb1b10abSAndroid Build Coastguard Worker       *sum_sxr += s[j] * r[j];
46*fb1b10abSAndroid Build Coastguard Worker     }
47*fb1b10abSAndroid Build Coastguard Worker   }
48*fb1b10abSAndroid Build Coastguard Worker }
49*fb1b10abSAndroid Build Coastguard Worker #endif  // CONFIG_VP9_HIGHBITDEPTH
50*fb1b10abSAndroid Build Coastguard Worker 
51*fb1b10abSAndroid Build Coastguard Worker static const int64_t cc1 = 26634;        // (64^2*(.01*255)^2
52*fb1b10abSAndroid Build Coastguard Worker static const int64_t cc2 = 239708;       // (64^2*(.03*255)^2
53*fb1b10abSAndroid Build Coastguard Worker static const int64_t cc1_10 = 428658;    // (64^2*(.01*1023)^2
54*fb1b10abSAndroid Build Coastguard Worker static const int64_t cc2_10 = 3857925;   // (64^2*(.03*1023)^2
55*fb1b10abSAndroid Build Coastguard Worker static const int64_t cc1_12 = 6868593;   // (64^2*(.01*4095)^2
56*fb1b10abSAndroid Build Coastguard Worker static const int64_t cc2_12 = 61817334;  // (64^2*(.03*4095)^2
57*fb1b10abSAndroid Build Coastguard Worker 
similarity(uint32_t sum_s,uint32_t sum_r,uint32_t sum_sq_s,uint32_t sum_sq_r,uint32_t sum_sxr,int count,uint32_t bd)58*fb1b10abSAndroid Build Coastguard Worker static double similarity(uint32_t sum_s, uint32_t sum_r, uint32_t sum_sq_s,
59*fb1b10abSAndroid Build Coastguard Worker                          uint32_t sum_sq_r, uint32_t sum_sxr, int count,
60*fb1b10abSAndroid Build Coastguard Worker                          uint32_t bd) {
61*fb1b10abSAndroid Build Coastguard Worker   double ssim_n, ssim_d;
62*fb1b10abSAndroid Build Coastguard Worker   int64_t c1, c2;
63*fb1b10abSAndroid Build Coastguard Worker   if (bd == 8) {
64*fb1b10abSAndroid Build Coastguard Worker     // scale the constants by number of pixels
65*fb1b10abSAndroid Build Coastguard Worker     c1 = (cc1 * count * count) >> 12;
66*fb1b10abSAndroid Build Coastguard Worker     c2 = (cc2 * count * count) >> 12;
67*fb1b10abSAndroid Build Coastguard Worker   } else if (bd == 10) {
68*fb1b10abSAndroid Build Coastguard Worker     c1 = (cc1_10 * count * count) >> 12;
69*fb1b10abSAndroid Build Coastguard Worker     c2 = (cc2_10 * count * count) >> 12;
70*fb1b10abSAndroid Build Coastguard Worker   } else if (bd == 12) {
71*fb1b10abSAndroid Build Coastguard Worker     c1 = (cc1_12 * count * count) >> 12;
72*fb1b10abSAndroid Build Coastguard Worker     c2 = (cc2_12 * count * count) >> 12;
73*fb1b10abSAndroid Build Coastguard Worker   } else {
74*fb1b10abSAndroid Build Coastguard Worker     c1 = c2 = 0;
75*fb1b10abSAndroid Build Coastguard Worker     assert(0);
76*fb1b10abSAndroid Build Coastguard Worker   }
77*fb1b10abSAndroid Build Coastguard Worker 
78*fb1b10abSAndroid Build Coastguard Worker   ssim_n = (2.0 * sum_s * sum_r + c1) *
79*fb1b10abSAndroid Build Coastguard Worker            (2.0 * count * sum_sxr - 2.0 * sum_s * sum_r + c2);
80*fb1b10abSAndroid Build Coastguard Worker 
81*fb1b10abSAndroid Build Coastguard Worker   ssim_d = ((double)sum_s * sum_s + (double)sum_r * sum_r + c1) *
82*fb1b10abSAndroid Build Coastguard Worker            ((double)count * sum_sq_s - (double)sum_s * sum_s +
83*fb1b10abSAndroid Build Coastguard Worker             (double)count * sum_sq_r - (double)sum_r * sum_r + c2);
84*fb1b10abSAndroid Build Coastguard Worker 
85*fb1b10abSAndroid Build Coastguard Worker   return ssim_n / ssim_d;
86*fb1b10abSAndroid Build Coastguard Worker }
87*fb1b10abSAndroid Build Coastguard Worker 
ssim_8x8(const uint8_t * s,int sp,const uint8_t * r,int rp)88*fb1b10abSAndroid Build Coastguard Worker static double ssim_8x8(const uint8_t *s, int sp, const uint8_t *r, int rp) {
89*fb1b10abSAndroid Build Coastguard Worker   uint32_t sum_s = 0, sum_r = 0, sum_sq_s = 0, sum_sq_r = 0, sum_sxr = 0;
90*fb1b10abSAndroid Build Coastguard Worker   vpx_ssim_parms_8x8(s, sp, r, rp, &sum_s, &sum_r, &sum_sq_s, &sum_sq_r,
91*fb1b10abSAndroid Build Coastguard Worker                      &sum_sxr);
92*fb1b10abSAndroid Build Coastguard Worker   return similarity(sum_s, sum_r, sum_sq_s, sum_sq_r, sum_sxr, 64, 8);
93*fb1b10abSAndroid Build Coastguard Worker }
94*fb1b10abSAndroid Build Coastguard Worker 
95*fb1b10abSAndroid Build Coastguard Worker #if CONFIG_VP9_HIGHBITDEPTH
highbd_ssim_8x8(const uint16_t * s,int sp,const uint16_t * r,int rp,uint32_t bd,uint32_t shift)96*fb1b10abSAndroid Build Coastguard Worker static double highbd_ssim_8x8(const uint16_t *s, int sp, const uint16_t *r,
97*fb1b10abSAndroid Build Coastguard Worker                               int rp, uint32_t bd, uint32_t shift) {
98*fb1b10abSAndroid Build Coastguard Worker   uint32_t sum_s = 0, sum_r = 0, sum_sq_s = 0, sum_sq_r = 0, sum_sxr = 0;
99*fb1b10abSAndroid Build Coastguard Worker   vpx_highbd_ssim_parms_8x8(s, sp, r, rp, &sum_s, &sum_r, &sum_sq_s, &sum_sq_r,
100*fb1b10abSAndroid Build Coastguard Worker                             &sum_sxr);
101*fb1b10abSAndroid Build Coastguard Worker   return similarity(sum_s >> shift, sum_r >> shift, sum_sq_s >> (2 * shift),
102*fb1b10abSAndroid Build Coastguard Worker                     sum_sq_r >> (2 * shift), sum_sxr >> (2 * shift), 64, bd);
103*fb1b10abSAndroid Build Coastguard Worker }
104*fb1b10abSAndroid Build Coastguard Worker #endif  // CONFIG_VP9_HIGHBITDEPTH
105*fb1b10abSAndroid Build Coastguard Worker 
106*fb1b10abSAndroid Build Coastguard Worker // We are using a 8x8 moving window with starting location of each 8x8 window
107*fb1b10abSAndroid Build Coastguard Worker // on the 4x4 pixel grid. Such arrangement allows the windows to overlap
108*fb1b10abSAndroid Build Coastguard Worker // block boundaries to penalize blocking artifacts.
vpx_ssim2(const uint8_t * img1,const uint8_t * img2,int stride_img1,int stride_img2,int width,int height)109*fb1b10abSAndroid Build Coastguard Worker static double vpx_ssim2(const uint8_t *img1, const uint8_t *img2,
110*fb1b10abSAndroid Build Coastguard Worker                         int stride_img1, int stride_img2, int width,
111*fb1b10abSAndroid Build Coastguard Worker                         int height) {
112*fb1b10abSAndroid Build Coastguard Worker   int i, j;
113*fb1b10abSAndroid Build Coastguard Worker   int samples = 0;
114*fb1b10abSAndroid Build Coastguard Worker   double ssim_total = 0;
115*fb1b10abSAndroid Build Coastguard Worker 
116*fb1b10abSAndroid Build Coastguard Worker   // sample point start with each 4x4 location
117*fb1b10abSAndroid Build Coastguard Worker   for (i = 0; i <= height - 8;
118*fb1b10abSAndroid Build Coastguard Worker        i += 4, img1 += stride_img1 * 4, img2 += stride_img2 * 4) {
119*fb1b10abSAndroid Build Coastguard Worker     for (j = 0; j <= width - 8; j += 4) {
120*fb1b10abSAndroid Build Coastguard Worker       double v = ssim_8x8(img1 + j, stride_img1, img2 + j, stride_img2);
121*fb1b10abSAndroid Build Coastguard Worker       ssim_total += v;
122*fb1b10abSAndroid Build Coastguard Worker       samples++;
123*fb1b10abSAndroid Build Coastguard Worker     }
124*fb1b10abSAndroid Build Coastguard Worker   }
125*fb1b10abSAndroid Build Coastguard Worker   ssim_total /= samples;
126*fb1b10abSAndroid Build Coastguard Worker   return ssim_total;
127*fb1b10abSAndroid Build Coastguard Worker }
128*fb1b10abSAndroid Build Coastguard Worker 
129*fb1b10abSAndroid Build Coastguard Worker #if CONFIG_VP9_HIGHBITDEPTH
vpx_highbd_ssim2(const uint8_t * img1,const uint8_t * img2,int stride_img1,int stride_img2,int width,int height,uint32_t bd,uint32_t shift)130*fb1b10abSAndroid Build Coastguard Worker static double vpx_highbd_ssim2(const uint8_t *img1, const uint8_t *img2,
131*fb1b10abSAndroid Build Coastguard Worker                                int stride_img1, int stride_img2, int width,
132*fb1b10abSAndroid Build Coastguard Worker                                int height, uint32_t bd, uint32_t shift) {
133*fb1b10abSAndroid Build Coastguard Worker   int i, j;
134*fb1b10abSAndroid Build Coastguard Worker   int samples = 0;
135*fb1b10abSAndroid Build Coastguard Worker   double ssim_total = 0;
136*fb1b10abSAndroid Build Coastguard Worker 
137*fb1b10abSAndroid Build Coastguard Worker   // sample point start with each 4x4 location
138*fb1b10abSAndroid Build Coastguard Worker   for (i = 0; i <= height - 8;
139*fb1b10abSAndroid Build Coastguard Worker        i += 4, img1 += stride_img1 * 4, img2 += stride_img2 * 4) {
140*fb1b10abSAndroid Build Coastguard Worker     for (j = 0; j <= width - 8; j += 4) {
141*fb1b10abSAndroid Build Coastguard Worker       double v = highbd_ssim_8x8(CONVERT_TO_SHORTPTR(img1 + j), stride_img1,
142*fb1b10abSAndroid Build Coastguard Worker                                  CONVERT_TO_SHORTPTR(img2 + j), stride_img2, bd,
143*fb1b10abSAndroid Build Coastguard Worker                                  shift);
144*fb1b10abSAndroid Build Coastguard Worker       ssim_total += v;
145*fb1b10abSAndroid Build Coastguard Worker       samples++;
146*fb1b10abSAndroid Build Coastguard Worker     }
147*fb1b10abSAndroid Build Coastguard Worker   }
148*fb1b10abSAndroid Build Coastguard Worker   ssim_total /= samples;
149*fb1b10abSAndroid Build Coastguard Worker   return ssim_total;
150*fb1b10abSAndroid Build Coastguard Worker }
151*fb1b10abSAndroid Build Coastguard Worker #endif  // CONFIG_VP9_HIGHBITDEPTH
152*fb1b10abSAndroid Build Coastguard Worker 
vpx_calc_ssim(const YV12_BUFFER_CONFIG * source,const YV12_BUFFER_CONFIG * dest,double * weight)153*fb1b10abSAndroid Build Coastguard Worker double vpx_calc_ssim(const YV12_BUFFER_CONFIG *source,
154*fb1b10abSAndroid Build Coastguard Worker                      const YV12_BUFFER_CONFIG *dest, double *weight) {
155*fb1b10abSAndroid Build Coastguard Worker   double a, b, c;
156*fb1b10abSAndroid Build Coastguard Worker   double ssimv;
157*fb1b10abSAndroid Build Coastguard Worker 
158*fb1b10abSAndroid Build Coastguard Worker   a = vpx_ssim2(source->y_buffer, dest->y_buffer, source->y_stride,
159*fb1b10abSAndroid Build Coastguard Worker                 dest->y_stride, source->y_crop_width, source->y_crop_height);
160*fb1b10abSAndroid Build Coastguard Worker 
161*fb1b10abSAndroid Build Coastguard Worker   b = vpx_ssim2(source->u_buffer, dest->u_buffer, source->uv_stride,
162*fb1b10abSAndroid Build Coastguard Worker                 dest->uv_stride, source->uv_crop_width, source->uv_crop_height);
163*fb1b10abSAndroid Build Coastguard Worker 
164*fb1b10abSAndroid Build Coastguard Worker   c = vpx_ssim2(source->v_buffer, dest->v_buffer, source->uv_stride,
165*fb1b10abSAndroid Build Coastguard Worker                 dest->uv_stride, source->uv_crop_width, source->uv_crop_height);
166*fb1b10abSAndroid Build Coastguard Worker 
167*fb1b10abSAndroid Build Coastguard Worker   ssimv = a * .8 + .1 * (b + c);
168*fb1b10abSAndroid Build Coastguard Worker 
169*fb1b10abSAndroid Build Coastguard Worker   *weight = 1;
170*fb1b10abSAndroid Build Coastguard Worker 
171*fb1b10abSAndroid Build Coastguard Worker   return ssimv;
172*fb1b10abSAndroid Build Coastguard Worker }
173*fb1b10abSAndroid Build Coastguard Worker 
174*fb1b10abSAndroid Build Coastguard Worker // traditional ssim as per: http://en.wikipedia.org/wiki/Structural_similarity
175*fb1b10abSAndroid Build Coastguard Worker //
176*fb1b10abSAndroid Build Coastguard Worker // Re working out the math ->
177*fb1b10abSAndroid Build Coastguard Worker //
178*fb1b10abSAndroid Build Coastguard Worker // ssim(x,y) =  (2*mean(x)*mean(y) + c1)*(2*cov(x,y)+c2) /
179*fb1b10abSAndroid Build Coastguard Worker //   ((mean(x)^2+mean(y)^2+c1)*(var(x)+var(y)+c2))
180*fb1b10abSAndroid Build Coastguard Worker //
181*fb1b10abSAndroid Build Coastguard Worker // mean(x) = sum(x) / n
182*fb1b10abSAndroid Build Coastguard Worker //
183*fb1b10abSAndroid Build Coastguard Worker // cov(x,y) = (n*sum(xi*yi)-sum(x)*sum(y))/(n*n)
184*fb1b10abSAndroid Build Coastguard Worker //
185*fb1b10abSAndroid Build Coastguard Worker // var(x) = (n*sum(xi*xi)-sum(xi)*sum(xi))/(n*n)
186*fb1b10abSAndroid Build Coastguard Worker //
187*fb1b10abSAndroid Build Coastguard Worker // ssim(x,y) =
188*fb1b10abSAndroid Build Coastguard Worker //   (2*sum(x)*sum(y)/(n*n) + c1)*(2*(n*sum(xi*yi)-sum(x)*sum(y))/(n*n)+c2) /
189*fb1b10abSAndroid Build Coastguard Worker //   (((sum(x)*sum(x)+sum(y)*sum(y))/(n*n) +c1) *
190*fb1b10abSAndroid Build Coastguard Worker //    ((n*sum(xi*xi) - sum(xi)*sum(xi))/(n*n)+
191*fb1b10abSAndroid Build Coastguard Worker //     (n*sum(yi*yi) - sum(yi)*sum(yi))/(n*n)+c2)))
192*fb1b10abSAndroid Build Coastguard Worker //
193*fb1b10abSAndroid Build Coastguard Worker // factoring out n*n
194*fb1b10abSAndroid Build Coastguard Worker //
195*fb1b10abSAndroid Build Coastguard Worker // ssim(x,y) =
196*fb1b10abSAndroid Build Coastguard Worker //   (2*sum(x)*sum(y) + n*n*c1)*(2*(n*sum(xi*yi)-sum(x)*sum(y))+n*n*c2) /
197*fb1b10abSAndroid Build Coastguard Worker //   (((sum(x)*sum(x)+sum(y)*sum(y)) + n*n*c1) *
198*fb1b10abSAndroid Build Coastguard Worker //    (n*sum(xi*xi)-sum(xi)*sum(xi)+n*sum(yi*yi)-sum(yi)*sum(yi)+n*n*c2))
199*fb1b10abSAndroid Build Coastguard Worker //
200*fb1b10abSAndroid Build Coastguard Worker // Replace c1 with n*n * c1 for the final step that leads to this code:
201*fb1b10abSAndroid Build Coastguard Worker // The final step scales by 12 bits so we don't lose precision in the constants.
202*fb1b10abSAndroid Build Coastguard Worker 
ssimv_similarity(const Ssimv * sv,int64_t n)203*fb1b10abSAndroid Build Coastguard Worker static double ssimv_similarity(const Ssimv *sv, int64_t n) {
204*fb1b10abSAndroid Build Coastguard Worker   // Scale the constants by number of pixels.
205*fb1b10abSAndroid Build Coastguard Worker   const int64_t c1 = (cc1 * n * n) >> 12;
206*fb1b10abSAndroid Build Coastguard Worker   const int64_t c2 = (cc2 * n * n) >> 12;
207*fb1b10abSAndroid Build Coastguard Worker 
208*fb1b10abSAndroid Build Coastguard Worker   const double l = 1.0 * (2 * sv->sum_s * sv->sum_r + c1) /
209*fb1b10abSAndroid Build Coastguard Worker                    (sv->sum_s * sv->sum_s + sv->sum_r * sv->sum_r + c1);
210*fb1b10abSAndroid Build Coastguard Worker 
211*fb1b10abSAndroid Build Coastguard Worker   // Since these variables are unsigned sums, convert to double so
212*fb1b10abSAndroid Build Coastguard Worker   // math is done in double arithmetic.
213*fb1b10abSAndroid Build Coastguard Worker   const double v = (2.0 * n * sv->sum_sxr - 2 * sv->sum_s * sv->sum_r + c2) /
214*fb1b10abSAndroid Build Coastguard Worker                    (n * sv->sum_sq_s - sv->sum_s * sv->sum_s +
215*fb1b10abSAndroid Build Coastguard Worker                     n * sv->sum_sq_r - sv->sum_r * sv->sum_r + c2);
216*fb1b10abSAndroid Build Coastguard Worker 
217*fb1b10abSAndroid Build Coastguard Worker   return l * v;
218*fb1b10abSAndroid Build Coastguard Worker }
219*fb1b10abSAndroid Build Coastguard Worker 
220*fb1b10abSAndroid Build Coastguard Worker // The first term of the ssim metric is a luminance factor.
221*fb1b10abSAndroid Build Coastguard Worker //
222*fb1b10abSAndroid Build Coastguard Worker // (2*mean(x)*mean(y) + c1)/ (mean(x)^2+mean(y)^2+c1)
223*fb1b10abSAndroid Build Coastguard Worker //
224*fb1b10abSAndroid Build Coastguard Worker // This luminance factor is super sensitive to the dark side of luminance
225*fb1b10abSAndroid Build Coastguard Worker // values and completely insensitive on the white side.  check out 2 sets
226*fb1b10abSAndroid Build Coastguard Worker // (1,3) and (250,252) the term gives ( 2*1*3/(1+9) = .60
227*fb1b10abSAndroid Build Coastguard Worker // 2*250*252/ (250^2+252^2) => .99999997
228*fb1b10abSAndroid Build Coastguard Worker //
229*fb1b10abSAndroid Build Coastguard Worker // As a result in this tweaked version of the calculation in which the
230*fb1b10abSAndroid Build Coastguard Worker // luminance is taken as percentage off from peak possible.
231*fb1b10abSAndroid Build Coastguard Worker //
232*fb1b10abSAndroid Build Coastguard Worker // 255 * 255 - (sum_s - sum_r) / count * (sum_s - sum_r) / count
233*fb1b10abSAndroid Build Coastguard Worker //
ssimv_similarity2(const Ssimv * sv,int64_t n)234*fb1b10abSAndroid Build Coastguard Worker static double ssimv_similarity2(const Ssimv *sv, int64_t n) {
235*fb1b10abSAndroid Build Coastguard Worker   // Scale the constants by number of pixels.
236*fb1b10abSAndroid Build Coastguard Worker   const int64_t c1 = (cc1 * n * n) >> 12;
237*fb1b10abSAndroid Build Coastguard Worker   const int64_t c2 = (cc2 * n * n) >> 12;
238*fb1b10abSAndroid Build Coastguard Worker 
239*fb1b10abSAndroid Build Coastguard Worker   const double mean_diff = (1.0 * sv->sum_s - sv->sum_r) / n;
240*fb1b10abSAndroid Build Coastguard Worker   const double l = (255 * 255 - mean_diff * mean_diff + c1) / (255 * 255 + c1);
241*fb1b10abSAndroid Build Coastguard Worker 
242*fb1b10abSAndroid Build Coastguard Worker   // Since these variables are unsigned, sums convert to double so
243*fb1b10abSAndroid Build Coastguard Worker   // math is done in double arithmetic.
244*fb1b10abSAndroid Build Coastguard Worker   const double v = (2.0 * n * sv->sum_sxr - 2 * sv->sum_s * sv->sum_r + c2) /
245*fb1b10abSAndroid Build Coastguard Worker                    (n * sv->sum_sq_s - sv->sum_s * sv->sum_s +
246*fb1b10abSAndroid Build Coastguard Worker                     n * sv->sum_sq_r - sv->sum_r * sv->sum_r + c2);
247*fb1b10abSAndroid Build Coastguard Worker 
248*fb1b10abSAndroid Build Coastguard Worker   return l * v;
249*fb1b10abSAndroid Build Coastguard Worker }
ssimv_parms(uint8_t * img1,int img1_pitch,uint8_t * img2,int img2_pitch,Ssimv * sv)250*fb1b10abSAndroid Build Coastguard Worker static void ssimv_parms(uint8_t *img1, int img1_pitch, uint8_t *img2,
251*fb1b10abSAndroid Build Coastguard Worker                         int img2_pitch, Ssimv *sv) {
252*fb1b10abSAndroid Build Coastguard Worker   vpx_ssim_parms_8x8(img1, img1_pitch, img2, img2_pitch, &sv->sum_s, &sv->sum_r,
253*fb1b10abSAndroid Build Coastguard Worker                      &sv->sum_sq_s, &sv->sum_sq_r, &sv->sum_sxr);
254*fb1b10abSAndroid Build Coastguard Worker }
255*fb1b10abSAndroid Build Coastguard Worker 
vpx_get_ssim_metrics(uint8_t * img1,int img1_pitch,uint8_t * img2,int img2_pitch,int width,int height,Ssimv * sv2,Metrics * m,int do_inconsistency)256*fb1b10abSAndroid Build Coastguard Worker double vpx_get_ssim_metrics(uint8_t *img1, int img1_pitch, uint8_t *img2,
257*fb1b10abSAndroid Build Coastguard Worker                             int img2_pitch, int width, int height, Ssimv *sv2,
258*fb1b10abSAndroid Build Coastguard Worker                             Metrics *m, int do_inconsistency) {
259*fb1b10abSAndroid Build Coastguard Worker   double dssim_total = 0;
260*fb1b10abSAndroid Build Coastguard Worker   double ssim_total = 0;
261*fb1b10abSAndroid Build Coastguard Worker   double ssim2_total = 0;
262*fb1b10abSAndroid Build Coastguard Worker   double inconsistency_total = 0;
263*fb1b10abSAndroid Build Coastguard Worker   int i, j;
264*fb1b10abSAndroid Build Coastguard Worker   int c = 0;
265*fb1b10abSAndroid Build Coastguard Worker   double norm;
266*fb1b10abSAndroid Build Coastguard Worker   double old_ssim_total = 0;
267*fb1b10abSAndroid Build Coastguard Worker   vpx_clear_system_state();
268*fb1b10abSAndroid Build Coastguard Worker   // We can sample points as frequently as we like start with 1 per 4x4.
269*fb1b10abSAndroid Build Coastguard Worker   for (i = 0; i < height;
270*fb1b10abSAndroid Build Coastguard Worker        i += 4, img1 += img1_pitch * 4, img2 += img2_pitch * 4) {
271*fb1b10abSAndroid Build Coastguard Worker     for (j = 0; j < width; j += 4, ++c) {
272*fb1b10abSAndroid Build Coastguard Worker       Ssimv sv = { 0, 0, 0, 0, 0, 0 };
273*fb1b10abSAndroid Build Coastguard Worker       double ssim;
274*fb1b10abSAndroid Build Coastguard Worker       double ssim2;
275*fb1b10abSAndroid Build Coastguard Worker       double dssim;
276*fb1b10abSAndroid Build Coastguard Worker       uint32_t var_new;
277*fb1b10abSAndroid Build Coastguard Worker       uint32_t var_old;
278*fb1b10abSAndroid Build Coastguard Worker       uint32_t mean_new;
279*fb1b10abSAndroid Build Coastguard Worker       uint32_t mean_old;
280*fb1b10abSAndroid Build Coastguard Worker       double ssim_new;
281*fb1b10abSAndroid Build Coastguard Worker       double ssim_old;
282*fb1b10abSAndroid Build Coastguard Worker 
283*fb1b10abSAndroid Build Coastguard Worker       // Not sure there's a great way to handle the edge pixels
284*fb1b10abSAndroid Build Coastguard Worker       // in ssim when using a window. Seems biased against edge pixels
285*fb1b10abSAndroid Build Coastguard Worker       // however you handle this. This uses only samples that are
286*fb1b10abSAndroid Build Coastguard Worker       // fully in the frame.
287*fb1b10abSAndroid Build Coastguard Worker       if (j + 8 <= width && i + 8 <= height) {
288*fb1b10abSAndroid Build Coastguard Worker         ssimv_parms(img1 + j, img1_pitch, img2 + j, img2_pitch, &sv);
289*fb1b10abSAndroid Build Coastguard Worker       }
290*fb1b10abSAndroid Build Coastguard Worker 
291*fb1b10abSAndroid Build Coastguard Worker       ssim = ssimv_similarity(&sv, 64);
292*fb1b10abSAndroid Build Coastguard Worker       ssim2 = ssimv_similarity2(&sv, 64);
293*fb1b10abSAndroid Build Coastguard Worker 
294*fb1b10abSAndroid Build Coastguard Worker       sv.ssim = ssim2;
295*fb1b10abSAndroid Build Coastguard Worker 
296*fb1b10abSAndroid Build Coastguard Worker       // dssim is calculated to use as an actual error metric and
297*fb1b10abSAndroid Build Coastguard Worker       // is scaled up to the same range as sum square error.
298*fb1b10abSAndroid Build Coastguard Worker       // Since we are subsampling every 16th point maybe this should be
299*fb1b10abSAndroid Build Coastguard Worker       // *16 ?
300*fb1b10abSAndroid Build Coastguard Worker       dssim = 255 * 255 * (1 - ssim2) / 2;
301*fb1b10abSAndroid Build Coastguard Worker 
302*fb1b10abSAndroid Build Coastguard Worker       // Here I introduce a new error metric: consistency-weighted
303*fb1b10abSAndroid Build Coastguard Worker       // SSIM-inconsistency.  This metric isolates frames where the
304*fb1b10abSAndroid Build Coastguard Worker       // SSIM 'suddenly' changes, e.g. if one frame in every 8 is much
305*fb1b10abSAndroid Build Coastguard Worker       // sharper or blurrier than the others. Higher values indicate a
306*fb1b10abSAndroid Build Coastguard Worker       // temporally inconsistent SSIM. There are two ideas at work:
307*fb1b10abSAndroid Build Coastguard Worker       //
308*fb1b10abSAndroid Build Coastguard Worker       // 1) 'SSIM-inconsistency': the total inconsistency value
309*fb1b10abSAndroid Build Coastguard Worker       // reflects how much SSIM values are changing between this
310*fb1b10abSAndroid Build Coastguard Worker       // source / reference frame pair and the previous pair.
311*fb1b10abSAndroid Build Coastguard Worker       //
312*fb1b10abSAndroid Build Coastguard Worker       // 2) 'consistency-weighted': weights de-emphasize areas in the
313*fb1b10abSAndroid Build Coastguard Worker       // frame where the scene content has changed. Changes in scene
314*fb1b10abSAndroid Build Coastguard Worker       // content are detected via changes in local variance and local
315*fb1b10abSAndroid Build Coastguard Worker       // mean.
316*fb1b10abSAndroid Build Coastguard Worker       //
317*fb1b10abSAndroid Build Coastguard Worker       // Thus the overall measure reflects how inconsistent the SSIM
318*fb1b10abSAndroid Build Coastguard Worker       // values are, over consistent regions of the frame.
319*fb1b10abSAndroid Build Coastguard Worker       //
320*fb1b10abSAndroid Build Coastguard Worker       // The metric has three terms:
321*fb1b10abSAndroid Build Coastguard Worker       //
322*fb1b10abSAndroid Build Coastguard Worker       // term 1 -> uses change in scene Variance to weight error score
323*fb1b10abSAndroid Build Coastguard Worker       //  2 * var(Fi)*var(Fi-1) / (var(Fi)^2+var(Fi-1)^2)
324*fb1b10abSAndroid Build Coastguard Worker       //  larger changes from one frame to the next mean we care
325*fb1b10abSAndroid Build Coastguard Worker       //  less about consistency.
326*fb1b10abSAndroid Build Coastguard Worker       //
327*fb1b10abSAndroid Build Coastguard Worker       // term 2 -> uses change in local scene luminance to weight error
328*fb1b10abSAndroid Build Coastguard Worker       //  2 * avg(Fi)*avg(Fi-1) / (avg(Fi)^2+avg(Fi-1)^2)
329*fb1b10abSAndroid Build Coastguard Worker       //  larger changes from one frame to the next mean we care
330*fb1b10abSAndroid Build Coastguard Worker       //  less about consistency.
331*fb1b10abSAndroid Build Coastguard Worker       //
332*fb1b10abSAndroid Build Coastguard Worker       // term3 -> measures inconsistency in ssim scores between frames
333*fb1b10abSAndroid Build Coastguard Worker       //   1 - ( 2 * ssim(Fi)*ssim(Fi-1)/(ssim(Fi)^2+sssim(Fi-1)^2).
334*fb1b10abSAndroid Build Coastguard Worker       //
335*fb1b10abSAndroid Build Coastguard Worker       // This term compares the ssim score for the same location in 2
336*fb1b10abSAndroid Build Coastguard Worker       // subsequent frames.
337*fb1b10abSAndroid Build Coastguard Worker       var_new = sv.sum_sq_s - sv.sum_s * sv.sum_s / 64;
338*fb1b10abSAndroid Build Coastguard Worker       var_old = sv2[c].sum_sq_s - sv2[c].sum_s * sv2[c].sum_s / 64;
339*fb1b10abSAndroid Build Coastguard Worker       mean_new = sv.sum_s;
340*fb1b10abSAndroid Build Coastguard Worker       mean_old = sv2[c].sum_s;
341*fb1b10abSAndroid Build Coastguard Worker       ssim_new = sv.ssim;
342*fb1b10abSAndroid Build Coastguard Worker       ssim_old = sv2[c].ssim;
343*fb1b10abSAndroid Build Coastguard Worker 
344*fb1b10abSAndroid Build Coastguard Worker       if (do_inconsistency) {
345*fb1b10abSAndroid Build Coastguard Worker         // We do the metric once for every 4x4 block in the image. Since
346*fb1b10abSAndroid Build Coastguard Worker         // we are scaling the error to SSE for use in a psnr calculation
347*fb1b10abSAndroid Build Coastguard Worker         // 1.0 = 4x4x255x255 the worst error we can possibly have.
348*fb1b10abSAndroid Build Coastguard Worker         static const double kScaling = 4. * 4 * 255 * 255;
349*fb1b10abSAndroid Build Coastguard Worker 
350*fb1b10abSAndroid Build Coastguard Worker         // The constants have to be non 0 to avoid potential divide by 0
351*fb1b10abSAndroid Build Coastguard Worker         // issues other than that they affect kind of a weighting between
352*fb1b10abSAndroid Build Coastguard Worker         // the terms.  No testing of what the right terms should be has been
353*fb1b10abSAndroid Build Coastguard Worker         // done.
354*fb1b10abSAndroid Build Coastguard Worker         static const double c1 = 1, c2 = 1, c3 = 1;
355*fb1b10abSAndroid Build Coastguard Worker 
356*fb1b10abSAndroid Build Coastguard Worker         // This measures how much consistent variance is in two consecutive
357*fb1b10abSAndroid Build Coastguard Worker         // source frames. 1.0 means they have exactly the same variance.
358*fb1b10abSAndroid Build Coastguard Worker         const double variance_term =
359*fb1b10abSAndroid Build Coastguard Worker             (2.0 * var_old * var_new + c1) /
360*fb1b10abSAndroid Build Coastguard Worker             (1.0 * var_old * var_old + 1.0 * var_new * var_new + c1);
361*fb1b10abSAndroid Build Coastguard Worker 
362*fb1b10abSAndroid Build Coastguard Worker         // This measures how consistent the local mean are between two
363*fb1b10abSAndroid Build Coastguard Worker         // consecutive frames. 1.0 means they have exactly the same mean.
364*fb1b10abSAndroid Build Coastguard Worker         const double mean_term =
365*fb1b10abSAndroid Build Coastguard Worker             (2.0 * mean_old * mean_new + c2) /
366*fb1b10abSAndroid Build Coastguard Worker             (1.0 * mean_old * mean_old + 1.0 * mean_new * mean_new + c2);
367*fb1b10abSAndroid Build Coastguard Worker 
368*fb1b10abSAndroid Build Coastguard Worker         // This measures how consistent the ssims of two
369*fb1b10abSAndroid Build Coastguard Worker         // consecutive frames is. 1.0 means they are exactly the same.
370*fb1b10abSAndroid Build Coastguard Worker         double ssim_term =
371*fb1b10abSAndroid Build Coastguard Worker             pow((2.0 * ssim_old * ssim_new + c3) /
372*fb1b10abSAndroid Build Coastguard Worker                     (ssim_old * ssim_old + ssim_new * ssim_new + c3),
373*fb1b10abSAndroid Build Coastguard Worker                 5);
374*fb1b10abSAndroid Build Coastguard Worker 
375*fb1b10abSAndroid Build Coastguard Worker         double this_inconsistency;
376*fb1b10abSAndroid Build Coastguard Worker 
377*fb1b10abSAndroid Build Coastguard Worker         // Floating point math sometimes makes this > 1 by a tiny bit.
378*fb1b10abSAndroid Build Coastguard Worker         // We want the metric to scale between 0 and 1.0 so we can convert
379*fb1b10abSAndroid Build Coastguard Worker         // it to an snr scaled value.
380*fb1b10abSAndroid Build Coastguard Worker         if (ssim_term > 1) ssim_term = 1;
381*fb1b10abSAndroid Build Coastguard Worker 
382*fb1b10abSAndroid Build Coastguard Worker         // This converts the consistency metric to an inconsistency metric
383*fb1b10abSAndroid Build Coastguard Worker         // ( so we can scale it like psnr to something like sum square error.
384*fb1b10abSAndroid Build Coastguard Worker         // The reason for the variance and mean terms is the assumption that
385*fb1b10abSAndroid Build Coastguard Worker         // if there are big changes in the source we shouldn't penalize
386*fb1b10abSAndroid Build Coastguard Worker         // inconsistency in ssim scores a bit less as it will be less visible
387*fb1b10abSAndroid Build Coastguard Worker         // to the user.
388*fb1b10abSAndroid Build Coastguard Worker         this_inconsistency = (1 - ssim_term) * variance_term * mean_term;
389*fb1b10abSAndroid Build Coastguard Worker 
390*fb1b10abSAndroid Build Coastguard Worker         this_inconsistency *= kScaling;
391*fb1b10abSAndroid Build Coastguard Worker         inconsistency_total += this_inconsistency;
392*fb1b10abSAndroid Build Coastguard Worker       }
393*fb1b10abSAndroid Build Coastguard Worker       sv2[c] = sv;
394*fb1b10abSAndroid Build Coastguard Worker       ssim_total += ssim;
395*fb1b10abSAndroid Build Coastguard Worker       ssim2_total += ssim2;
396*fb1b10abSAndroid Build Coastguard Worker       dssim_total += dssim;
397*fb1b10abSAndroid Build Coastguard Worker 
398*fb1b10abSAndroid Build Coastguard Worker       old_ssim_total += ssim_old;
399*fb1b10abSAndroid Build Coastguard Worker     }
400*fb1b10abSAndroid Build Coastguard Worker     old_ssim_total += 0;
401*fb1b10abSAndroid Build Coastguard Worker   }
402*fb1b10abSAndroid Build Coastguard Worker 
403*fb1b10abSAndroid Build Coastguard Worker   norm = 1. / (width / 4) / (height / 4);
404*fb1b10abSAndroid Build Coastguard Worker   ssim_total *= norm;
405*fb1b10abSAndroid Build Coastguard Worker   ssim2_total *= norm;
406*fb1b10abSAndroid Build Coastguard Worker   m->ssim2 = ssim2_total;
407*fb1b10abSAndroid Build Coastguard Worker   m->ssim = ssim_total;
408*fb1b10abSAndroid Build Coastguard Worker   if (old_ssim_total == 0) inconsistency_total = 0;
409*fb1b10abSAndroid Build Coastguard Worker 
410*fb1b10abSAndroid Build Coastguard Worker   m->ssimc = inconsistency_total;
411*fb1b10abSAndroid Build Coastguard Worker 
412*fb1b10abSAndroid Build Coastguard Worker   m->dssim = dssim_total;
413*fb1b10abSAndroid Build Coastguard Worker   return inconsistency_total;
414*fb1b10abSAndroid Build Coastguard Worker }
415*fb1b10abSAndroid Build Coastguard Worker 
416*fb1b10abSAndroid Build Coastguard Worker #if CONFIG_VP9_HIGHBITDEPTH
vpx_highbd_calc_ssim(const YV12_BUFFER_CONFIG * source,const YV12_BUFFER_CONFIG * dest,double * weight,uint32_t bd,uint32_t in_bd)417*fb1b10abSAndroid Build Coastguard Worker double vpx_highbd_calc_ssim(const YV12_BUFFER_CONFIG *source,
418*fb1b10abSAndroid Build Coastguard Worker                             const YV12_BUFFER_CONFIG *dest, double *weight,
419*fb1b10abSAndroid Build Coastguard Worker                             uint32_t bd, uint32_t in_bd) {
420*fb1b10abSAndroid Build Coastguard Worker   double a, b, c;
421*fb1b10abSAndroid Build Coastguard Worker   double ssimv;
422*fb1b10abSAndroid Build Coastguard Worker   uint32_t shift = 0;
423*fb1b10abSAndroid Build Coastguard Worker 
424*fb1b10abSAndroid Build Coastguard Worker   assert(bd >= in_bd);
425*fb1b10abSAndroid Build Coastguard Worker   shift = bd - in_bd;
426*fb1b10abSAndroid Build Coastguard Worker 
427*fb1b10abSAndroid Build Coastguard Worker   a = vpx_highbd_ssim2(source->y_buffer, dest->y_buffer, source->y_stride,
428*fb1b10abSAndroid Build Coastguard Worker                        dest->y_stride, source->y_crop_width,
429*fb1b10abSAndroid Build Coastguard Worker                        source->y_crop_height, in_bd, shift);
430*fb1b10abSAndroid Build Coastguard Worker 
431*fb1b10abSAndroid Build Coastguard Worker   b = vpx_highbd_ssim2(source->u_buffer, dest->u_buffer, source->uv_stride,
432*fb1b10abSAndroid Build Coastguard Worker                        dest->uv_stride, source->uv_crop_width,
433*fb1b10abSAndroid Build Coastguard Worker                        source->uv_crop_height, in_bd, shift);
434*fb1b10abSAndroid Build Coastguard Worker 
435*fb1b10abSAndroid Build Coastguard Worker   c = vpx_highbd_ssim2(source->v_buffer, dest->v_buffer, source->uv_stride,
436*fb1b10abSAndroid Build Coastguard Worker                        dest->uv_stride, source->uv_crop_width,
437*fb1b10abSAndroid Build Coastguard Worker                        source->uv_crop_height, in_bd, shift);
438*fb1b10abSAndroid Build Coastguard Worker 
439*fb1b10abSAndroid Build Coastguard Worker   ssimv = a * .8 + .1 * (b + c);
440*fb1b10abSAndroid Build Coastguard Worker 
441*fb1b10abSAndroid Build Coastguard Worker   *weight = 1;
442*fb1b10abSAndroid Build Coastguard Worker 
443*fb1b10abSAndroid Build Coastguard Worker   return ssimv;
444*fb1b10abSAndroid Build Coastguard Worker }
445*fb1b10abSAndroid Build Coastguard Worker 
446*fb1b10abSAndroid Build Coastguard Worker #endif  // CONFIG_VP9_HIGHBITDEPTH
447