
Recherche avancée
Autres articles (26)
-
Des sites réalisés avec MediaSPIP
2 mai 2011, parCette page présente quelques-uns des sites fonctionnant sous MediaSPIP.
Vous pouvez bien entendu ajouter le votre grâce au formulaire en bas de page. -
Automated installation script of MediaSPIP
25 avril 2011, parTo overcome the difficulties mainly due to the installation of server side software dependencies, an "all-in-one" installation script written in bash was created to facilitate this step on a server with a compatible Linux distribution.
You must have access to your server via SSH and a root account to use it, which will install the dependencies. Contact your provider if you do not have that.
The documentation of the use of this installation script is available here.
The code of this (...) -
Support audio et vidéo HTML5
10 avril 2011MediaSPIP utilise les balises HTML5 video et audio pour la lecture de documents multimedia en profitant des dernières innovations du W3C supportées par les navigateurs modernes.
Pour les navigateurs plus anciens, le lecteur flash Flowplayer est utilisé.
Le lecteur HTML5 utilisé a été spécifiquement créé pour MediaSPIP : il est complètement modifiable graphiquement pour correspondre à un thème choisi.
Ces technologies permettent de distribuer vidéo et son à la fois sur des ordinateurs conventionnels (...)
Sur d’autres sites (4053)
-
VP8 : a retrospective
I’ve been working the past few weeks to help finish up the ffmpeg VP8 decoder, the first community implementation of On2′s VP8 video format. Now that I’ve written a thousand or two lines of assembly code and optimized a good bit of the C code, I’d like to look back at VP8 and comment on a variety of things — both good and bad — that slipped the net the first time, along with things that have changed since the time of that blog post.
These are less-so issues related to compression — that issue has been beaten to death, particularly in MSU’s recent comparison, where x264 beat the crap out of VP8 and the VP8 developers pulled a Pinocchio in the developer comments. But that was expected and isn’t particularly interesting, so I won’t go into that. VP8 doesn’t have to be the best in the world in order to be useful.
When the ffmpeg VP8 decoder is complete (just a few more asm functions to go), we’ll hopefully be able to post some benchmarks comparing it to libvpx.
1. The spec, er, I mean, bitstream guide.
Google has reneged on their claim that a spec existed at all and renamed it a “bitstream guide”. This is probably after it was found that — not merely was it incomplete — but at least a dozen places in the spec differed wildly from what was actually in their own encoder and decoder software ! The deblocking filter, motion vector clamping, probability tables, and many more parts simply disagreed flat-out with the spec. Fortunately, Ronald Bultje, one of the main authors of the ffmpeg VP8 decoder, is rather skilled at reverse-engineering, so we were able to put together a matching implementation regardless.
Most of the differences aren’t particularly important — they don’t have a huge effect on compression or anything — but make it vastly more difficult to implement a “working” VP8 decoder, or for that matter, decide what “working” really is. For example, Google’s decoder will, if told to “swap the ALT and GOLDEN reference frames”, overwrite both with GOLDEN, because it first sets GOLDEN = ALT, and then sets ALT = GOLDEN. Is this a bug ? Or is this how it’s supposed to work ? It’s hard to tell — there isn’t a spec to say so. Google says that whatever libvpx does is right, but I doubt they intended this.
I expect a spec will eventually be written, but it was a bit obnoxious of Google — both to the community and to their own developers — to release so early that they didn’t even have their own documentation ready.
2. The TM intra prediction mode.
One thing I glossed over in the original piece was that On2 had added an extra intra prediction mode to the standard batch that H.264 came with — they replaced Planar with “TM pred”. For i4x4, which didn’t have a Planar mode, they just added it without replacing an old one, resulting in a total of 10 modes to H.264′s 9. After understanding and writing assembly code for TM pred, I have to say that it is quite a cool idea. Here’s how it works :
1. Let us take a block of size 4×4, 8×8, or 16×16.
2. Define the pixels bordering the top of this block (starting from the left) as T[0], T[1], T[2]…
3. Define the pixels bordering the left of this block (starting from the top) as L[0], L[1], L[2]…
4. Define the pixel above the top-left of the block as TL.
5. Predict every pixel <X,Y> in the block to be equal to clip3( T[X] + L[Y] – TL, 0, 255).
It’s effectively a generalization of gradient prediction to the block level — predict each pixel based on the gradient between its top and left pixels, and the topleft. According to the VP8 devs, it’s chosen by the encoder quite a lot of the time, which isn’t surprising ; it seems like a pretty good idea. As just one more intra pred mode, it’s not going to do magic for compression, but it’s a cool idea and elegantly simple.
3. Performance and the deblocking filter.
On2 advertised for quite some that VP8′s goal was to be significantly faster to decode than H.264. When I saw the spec, I waited for the punchline, but apparently they were serious. There’s nothing wrong with being of similar speed or a bit slower — but I was rather confused as to the fact that their design didn’t match their stated goal at all. What apparently happened is they had multiple profiles of VP8 — high and low complexity profiles. They marketed the performance of the low complexity ones while touting the quality of the high complexity ones, a tad dishonest. More importantly though, practically nobody is using the low complexity modes, so anyone writing a decoder has to be prepared to handle the high complexity ones, which are the default.
The primary time-eater here is the deblocking filter. VP8, being an H.264 derivative, has much the same problem as H.264 does in terms of deblocking — it spends an absurd amount of time there. As I write this post, we’re about to finish some of the deblocking filter asm code, but before it’s committed, up to 70% or more of total decoding time is spent in the deblocking filter ! Like H.264, it suffers from the 4×4 transform problem : a 4×4 transform requires a total of 8 length-16 and 8 length-8 loopfilter calls per macroblock, while Theora, with only an 8×8 transform, requires half that.
This problem is aggravated in VP8 by the fact that the deblocking filter isn’t strength-adaptive ; if even one 4×4 block in a macroblock contains coefficients, every single edge has to be deblocked. Furthermore, the deblocking filter itself is quite complicated ; the “inner edge” filter is a bit more complex than H.264′s and the “macroblock edge” filter is vastly more complicated, having two entirely different codepaths chosen on a per-pixel basis. Of course, in SIMD, this means you have to do both and mask them together at the end.
There’s nothing wrong with a good-but-slow deblocking filter. But given the amount of deblocking one needs to do in a 4×4-transform-based format, it might have been a better choice to make the filter simpler. It’s pretty difficult to beat H.264 on compression, but it’s certainly not hard to beat it on speed — and yet it seems VP8 missed a perfectly good chance to do so. Another option would have been to pick an 8×8 transform instead of 4×4, reducing the amount of deblocking by a factor of 2.
And yes, there’s a simple filter available in the low complexity profile, but it doesn’t help if nobody uses it.
4. Tree-based arithmetic coding.
Binary arithmetic coding has become the standard entropy coding method for a wide variety of compressed formats, ranging from LZMA to VP6, H.264 and VP8. It’s simple, relatively fast compared to other arithmetic coding schemes, and easy to make adaptive. The problem with this is that you have to come up with a method for converting non-binary symbols into a list of binary symbols, and then choosing what probabilities to use to code each one. Here’s an example from H.264, the sub-partition mode symbol, which is either 8×8, 8×4, 4×8, or 4×4. encode_decision( context, bit ) writes a binary decision (bit) into a numbered context (context).
8×8 : encode_decision( 21, 0 ) ;
8×4 : encode_decision( 21, 1 ) ; encode_decision( 22, 0 ) ;
4×8 : encode_decision( 21, 1 ) ; encode_decision( 22, 1 ) ; encode_decision( 23, 1 ) ;
4×4 : encode_decision( 21, 1 ) ; encode_decision( 22, 1 ) ; encode_decision( 23, 0 ) ;
As can be seen, this is clearly like a Huffman tree. Wouldn’t it be nice if we could represent this in the form of an actual tree data structure instead of code ? On2 thought so — they designed a simple system in VP8 that allowed all binarization schemes in the entire format to be represented as simple tree data structures. This greatly reduces the complexity — not speed-wise, but implementation-wise — of the entropy coder. Personally, I quite like it.
5. The inverse transform ordering.
I should at some point write a post about common mistakes made in video formats that everyone keeps making. These are not issues that are patent worries or huge issues for compression — just stupid mistakes that are repeatedly made in new video formats, probably because someone just never asked the guy next to him “does this look stupid ?” before sticking it in the spec.
One common mistake is the problem of transform ordering. Every sane 2D transform is “separable” — that is, it can be done by doing a 1D transform vertically and doing the 1D transform again horizontally (or vice versa). The original iDCT as used in JPEG, H.263, and MPEG-1/2/4 was an “idealized” iDCT — nobody had to use the exact same iDCT, theirs just had to give very close results to a reference implementation. This ended up resulting in a lot of practical problems. It was also slow ; the only way to get an accurate enough iDCT was to do all the intermediate math in 32-bit.
Practically every modern format, accordingly, has specified an exact iDCT. This includes H.264, VC-1, RV40, Theora, VP8, and many more. Of course, with an exact iDCT comes an exact ordering — while the “real” iDCT can be done in any order, an exact iDCT usually requires an exact order. That is, it specifies horizontal and then vertical, or vertical and then horizontal.
All of these transforms end up being implemented in SIMD. In SIMD, a vertical transform is generally the only option, so a transpose is added to the process instead of doing a horizontal transform. Accordingly, there are two ways to do it :
1. Transpose, vertical transform, transpose, vertical transform.
2. Vertical transform, transpose, vertical transform, transpose.
These may seem to be equally good, but there’s one catch — if the transpose is done first, it can be completely eliminated by merging it into the coefficient decoding process. On many modern CPUs, particularly x86, transposes are very expensive, so eliminating one of the two gives a pretty significant speed benefit.
H.264 did it way 1).
VC-1 did it way 1).
Theora (inherited from VP3) did it way 1).
But no. VP8 has to do it way 2), where you can’t eliminate the transpose. Bah. It’s not a huge deal ; probably only 1-2% overall at most speed-wise, but it’s just a needless waste. What really bugs me is that VP3 got it right — why in the world did they screw it up this time around if they got it right beforehand ?
RV40 is the other modern format I know that made this mistake.
(NB : You can do transforms without a transpose, but it’s generally not worth it unless the intermediate needs 32-bit math, as in the case of the “real” iDCT.)
6. Not supporting interlacing.
THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU.
Interlacing was the scourge of H.264. It weaseled its way into every nook and cranny of the spec, making every decoder a thousand lines longer. H.264 even included a highly complicated — and effective — dedicated interlaced coding scheme, MBAFF. The mere existence of MBAFF, despite its usefulness for broadcasters and others still stuck in the analog age with their 1080i, 576i , and 480i content, was a blight upon the video format.
VP8 has once and for all avoided it.
And if anyone suggests adding interlaced support to the experimental VP8 branch, find a straightjacket and padded cell for them before they cause any real damage.
-
VP8 : a retrospective
I’ve been working the past few weeks to help finish up the ffmpeg VP8 decoder, the first community implementation of On2′s VP8 video format. Now that I’ve written a thousand or two lines of assembly code and optimized a good bit of the C code, I’d like to look back at VP8 and comment on a variety of things — both good and bad — that slipped the net the first time, along with things that have changed since the time of that blog post.
These are less-so issues related to compression — that issue has been beaten to death, particularly in MSU’s recent comparison, where x264 beat the crap out of VP8 and the VP8 developers pulled a Pinocchio in the developer comments. But that was expected and isn’t particularly interesting, so I won’t go into that. VP8 doesn’t have to be the best in the world in order to be useful.
When the ffmpeg VP8 decoder is complete (just a few more asm functions to go), we’ll hopefully be able to post some benchmarks comparing it to libvpx.
1. The spec, er, I mean, bitstream guide.
Google has reneged on their claim that a spec existed at all and renamed it a “bitstream guide”. This is probably after it was found that — not merely was it incomplete — but at least a dozen places in the spec differed wildly from what was actually in their own encoder and decoder software ! The deblocking filter, motion vector clamping, probability tables, and many more parts simply disagreed flat-out with the spec. Fortunately, Ronald Bultje, one of the main authors of the ffmpeg VP8 decoder, is rather skilled at reverse-engineering, so we were able to put together a matching implementation regardless.
Most of the differences aren’t particularly important — they don’t have a huge effect on compression or anything — but make it vastly more difficult to implement a “working” VP8 decoder, or for that matter, decide what “working” really is. For example, Google’s decoder will, if told to “swap the ALT and GOLDEN reference frames”, overwrite both with GOLDEN, because it first sets GOLDEN = ALT, and then sets ALT = GOLDEN. Is this a bug ? Or is this how it’s supposed to work ? It’s hard to tell — there isn’t a spec to say so. Google says that whatever libvpx does is right, but I doubt they intended this.
I expect a spec will eventually be written, but it was a bit obnoxious of Google — both to the community and to their own developers — to release so early that they didn’t even have their own documentation ready.
2. The TM intra prediction mode.
One thing I glossed over in the original piece was that On2 had added an extra intra prediction mode to the standard batch that H.264 came with — they replaced Planar with “TM pred”. For i4x4, which didn’t have a Planar mode, they just added it without replacing an old one, resulting in a total of 10 modes to H.264′s 9. After understanding and writing assembly code for TM pred, I have to say that it is quite a cool idea. Here’s how it works :
1. Let us take a block of size 4×4, 8×8, or 16×16.
2. Define the pixels bordering the top of this block (starting from the left) as T[0], T[1], T[2]…
3. Define the pixels bordering the left of this block (starting from the top) as L[0], L[1], L[2]…
4. Define the pixel above the top-left of the block as TL.
5. Predict every pixel <X,Y> in the block to be equal to clip3( T[X] + L[Y] – TL, 0, 255).
It’s effectively a generalization of gradient prediction to the block level — predict each pixel based on the gradient between its top and left pixels, and the topleft. According to the VP8 devs, it’s chosen by the encoder quite a lot of the time, which isn’t surprising ; it seems like a pretty good idea. As just one more intra pred mode, it’s not going to do magic for compression, but it’s a cool idea and elegantly simple.
3. Performance and the deblocking filter.
On2 advertised for quite some that VP8′s goal was to be significantly faster to decode than H.264. When I saw the spec, I waited for the punchline, but apparently they were serious. There’s nothing wrong with being of similar speed or a bit slower — but I was rather confused as to the fact that their design didn’t match their stated goal at all. What apparently happened is they had multiple profiles of VP8 — high and low complexity profiles. They marketed the performance of the low complexity ones while touting the quality of the high complexity ones, a tad dishonest. More importantly though, practically nobody is using the low complexity modes, so anyone writing a decoder has to be prepared to handle the high complexity ones, which are the default.
The primary time-eater here is the deblocking filter. VP8, being an H.264 derivative, has much the same problem as H.264 does in terms of deblocking — it spends an absurd amount of time there. As I write this post, we’re about to finish some of the deblocking filter asm code, but before it’s committed, up to 70% or more of total decoding time is spent in the deblocking filter ! Like H.264, it suffers from the 4×4 transform problem : a 4×4 transform requires a total of 8 length-16 and 8 length-8 loopfilter calls per macroblock, while Theora, with only an 8×8 transform, requires half that.
This problem is aggravated in VP8 by the fact that the deblocking filter isn’t strength-adaptive ; if even one 4×4 block in a macroblock contains coefficients, every single edge has to be deblocked. Furthermore, the deblocking filter itself is quite complicated ; the “inner edge” filter is a bit more complex than H.264′s and the “macroblock edge” filter is vastly more complicated, having two entirely different codepaths chosen on a per-pixel basis. Of course, in SIMD, this means you have to do both and mask them together at the end.
There’s nothing wrong with a good-but-slow deblocking filter. But given the amount of deblocking one needs to do in a 4×4-transform-based format, it might have been a better choice to make the filter simpler. It’s pretty difficult to beat H.264 on compression, but it’s certainly not hard to beat it on speed — and yet it seems VP8 missed a perfectly good chance to do so. Another option would have been to pick an 8×8 transform instead of 4×4, reducing the amount of deblocking by a factor of 2.
And yes, there’s a simple filter available in the low complexity profile, but it doesn’t help if nobody uses it.
4. Tree-based arithmetic coding.
Binary arithmetic coding has become the standard entropy coding method for a wide variety of compressed formats, ranging from LZMA to VP6, H.264 and VP8. It’s simple, relatively fast compared to other arithmetic coding schemes, and easy to make adaptive. The problem with this is that you have to come up with a method for converting non-binary symbols into a list of binary symbols, and then choosing what probabilities to use to code each one. Here’s an example from H.264, the sub-partition mode symbol, which is either 8×8, 8×4, 4×8, or 4×4. encode_decision( context, bit ) writes a binary decision (bit) into a numbered context (context).
8×8 : encode_decision( 21, 0 ) ;
8×4 : encode_decision( 21, 1 ) ; encode_decision( 22, 0 ) ;
4×8 : encode_decision( 21, 1 ) ; encode_decision( 22, 1 ) ; encode_decision( 23, 1 ) ;
4×4 : encode_decision( 21, 1 ) ; encode_decision( 22, 1 ) ; encode_decision( 23, 0 ) ;
As can be seen, this is clearly like a Huffman tree. Wouldn’t it be nice if we could represent this in the form of an actual tree data structure instead of code ? On2 thought so — they designed a simple system in VP8 that allowed all binarization schemes in the entire format to be represented as simple tree data structures. This greatly reduces the complexity — not speed-wise, but implementation-wise — of the entropy coder. Personally, I quite like it.
5. The inverse transform ordering.
I should at some point write a post about common mistakes made in video formats that everyone keeps making. These are not issues that are patent worries or huge issues for compression — just stupid mistakes that are repeatedly made in new video formats, probably because someone just never asked the guy next to him “does this look stupid ?” before sticking it in the spec.
One common mistake is the problem of transform ordering. Every sane 2D transform is “separable” — that is, it can be done by doing a 1D transform vertically and doing the 1D transform again horizontally (or vice versa). The original iDCT as used in JPEG, H.263, and MPEG-1/2/4 was an “idealized” iDCT — nobody had to use the exact same iDCT, theirs just had to give very close results to a reference implementation. This ended up resulting in a lot of practical problems. It was also slow ; the only way to get an accurate enough iDCT was to do all the intermediate math in 32-bit.
Practically every modern format, accordingly, has specified an exact iDCT. This includes H.264, VC-1, RV40, Theora, VP8, and many more. Of course, with an exact iDCT comes an exact ordering — while the “real” iDCT can be done in any order, an exact iDCT usually requires an exact order. That is, it specifies horizontal and then vertical, or vertical and then horizontal.
All of these transforms end up being implemented in SIMD. In SIMD, a vertical transform is generally the only option, so a transpose is added to the process instead of doing a horizontal transform. Accordingly, there are two ways to do it :
1. Transpose, vertical transform, transpose, vertical transform.
2. Vertical transform, transpose, vertical transform, transpose.
These may seem to be equally good, but there’s one catch — if the transpose is done first, it can be completely eliminated by merging it into the coefficient decoding process. On many modern CPUs, particularly x86, transposes are very expensive, so eliminating one of the two gives a pretty significant speed benefit.
H.264 did it way 1).
VC-1 did it way 1).
Theora (inherited from VP3) did it way 1).
But no. VP8 has to do it way 2), where you can’t eliminate the transpose. Bah. It’s not a huge deal ; probably only 1-2% overall at most speed-wise, but it’s just a needless waste. What really bugs me is that VP3 got it right — why in the world did they screw it up this time around if they got it right beforehand ?
RV40 is the other modern format I know that made this mistake.
(NB : You can do transforms without a transpose, but it’s generally not worth it unless the intermediate needs 32-bit math, as in the case of the “real” iDCT.)
6. Not supporting interlacing.
THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU THANK YOU.
Interlacing was the scourge of H.264. It weaseled its way into every nook and cranny of the spec, making every decoder a thousand lines longer. H.264 even included a highly complicated — and effective — dedicated interlaced coding scheme, MBAFF. The mere existence of MBAFF, despite its usefulness for broadcasters and others still stuck in the analog age with their 1080i, 576i , and 480i content, was a blight upon the video format.
VP8 has once and for all avoided it.
And if anyone suggests adding interlaced support to the experimental VP8 branch, find a straightjacket and padded cell for them before they cause any real damage.
-
Creating A Lossless SMC Encoder
26 avril 2011, par Multimedia Mike — GeneralLook, I can’t explain how or why I come up with this stuff. For some reason, I thought it would be interesting to write a new encoder for the Apple SMC video codec. I can’t even remember why. I just sat down the other day, started writing, and now I have a lossless SMC encoder that I’m not sure what to do with. Maybe this is to be my new thing— writing encoders for marginal multimedia formats.
Introduction
SMC is a vector quantizer (a lossy method) but I decided to attack it from the angle of lossless encoding. A.k.a. Apple Graphics Codec, SMC operates on 4x4 blocks in an 8-bit paletted colorspace. Each 4x4 block can be encoded with 1, 2, 4, 8, or 16 colors. Blocks can also be skipped (copied from previous frame) or copied from blocks rendered immediately prior within the same frame.Step 1 : Validating Infrastructure
The goal of this step is to encode the most braindead SMC frame possible and see if FFmpeg/libav’s QuickTime muxer can create a valid file. I think the simplest frame would be one in which each vector is encoded with the single-color mode, starting with color 0 and incrementing through the palette.Status : Successful. The only ’trick’ was to set
avctx->bits_per_coded_sample
to 8. (For fun, this can also be set to 40 (8 | 0x20) to specify a grayscale palette.)
Step 2 : Preprocessing
The video frames will arrive at the encoder as 32-bit RGB. These will need to be converted to a paletted colorspace before encoding. I don’t want to use FFmpeg’s default dithering approach as this will result in a substantial loss of quality as described in this post. I would rather maintain a palette built from observed colors throughout successive frames. If the total number of unique observed colors ever exceeds 256, error out.That’s what I would like to do. However, I noticed that FFmpeg/libav’s QuickTime muxer has never taken into account the possibility of encoding palettes. The path of least resistance in this case is to dither the input to match QuickTime’s default 8-bit palette (if a paletted QuickTime file does not specify a palette, a default 1-, 2-, 4-, or 8-bit palette is selected).
Status : Successful, if slow. I definitely need to optimize this step later.
Step 3 : Most Naive Encoding
The most basic encoding is to "encode" each block as a 16-color block. This will actually result in a slightly larger frame size than a raw encoding since each 4x4 block will be prepended by a byte opcode (0xE0 in this case) to indicate encoding mode. This should demonstrate that the encoder is functioning at the most basic level.Status : Successful. Try not to laugh too hard at the Big Buck Bunny dithered to an 8-bit palette :
Step 4 : Better Representation
It seems to me that encoding this format (losslessly) will entail performing vector operations on lots of 16-element (4x4-pixel) vectors. These could be done on the frame as-is, but it strikes me as more efficient and perhaps less error prone to rearrange the input images into a vector of vectors (or array of arrays if you prefer) :0 1 2 3 w ... 4 5 6 7 x ... 8 9 A B y ... C D E F z ...
0 : [0 1 2 3 4 5 6 7 8 9 A B C D E F] 1 : [...]
Status : Successful.
Step 5 : Add Interframe Skip Codes
Time to add a bit of brainpower to the proceedings : On non-keyframes, compare the current vector to the vector at the same position from the previous frame.Test this by encoding a pair of identical frames. Ideally, all codes should be skip codes.
Status : Successful, though my vector matching function could probably be improved.
Step 6 : Analyze Blocks For Optimal Color Coding
This is where things get potentially interesting, algorithmically. At least, I need to figure out (or look up) an algorithm to count the unique elements in a vector.Naive algorithm (i.e., first thing I can think of) :
- initialize a count variable to 0
- initialize an array of 256 flags to false
- for each 8-bit element in vector :
- if flag array[element] is 0, set array[element] to true and increment count
Status : Successful. Here is the distribution for the 640x360 Big Buck Bunny title :
1194 4636 4113 2140 1138 568 325 154 80 36 9 5 2 0 0 0
Or, in pretty graph form, demonstrating that vectors with few distinct elements dominate :
Step 7 : Encode Monochrome Blocks
At this point, the structure is starting to come together pretty well. This phase involves encoding a 0x60 opcode and a palette index when the count_distinct() function returns 1.Status : Absolutely no problem.
Step 8 : Encode 2-, 4-, and 8-color Modes
This step is a little more involved. This is where SMC’s 2-, 4-, and 8-color circular palette caches come into play. E.g., when the first 2-color block is encoded, the pair of colors it uses will be inserted into entry 0 of the 2-color cache. During the next 2-color block encoding, if the block uses a pair of colors that already occurs in the cache, the encoding can reference that cache entry. Otherwise, it adds the pair to the next available cache entry, looping back around to 0 as necessary.I think I should modify the count_distinct() function to also return a 16-byte array that contains a sorted list of the palette indicies used in the vector. The color pair cache will contain 256 16-bit, 32-bit ints for the quads and 64-bit ints for the octets. This will allow a slightly faster linear cache search.
Status : The 2-color encoding wasn’t too much trouble and I was able to adapt it to the 4-color mode pretty quickly afterward. I’m still having trouble with the insane 8-color coding mode, though. So that’s commented out for the time being.
Step 9 : Run Encoding and Putting It All Together
For each frame, convert the input pixels to a paletted format via one method or another (match to default QuickTime palette for first pass). Then, preprocess each vector to determine the minimum number of elements that can be used to represent it, storing the sorted list of distinct colors in a separate array. The number of elements can either be 0 (only for interframes and indicates a skip block), 1, 2, 4, 8, or 16. Also during this phase, for each vector after the first, test if the vector is the same as the previous vector. If it is, denote this fact in the preprocessed encoding (set the high bit of the element count number).Finally, pack it into the bytestream. Iterate through the element count array and search for the longest runs of elements that are encoded with the same mode (up to 256 for skip modes, up to 16 for other modes). If the high bit of an element count is set, that indicates that a copy mode can be encoded. Look for the longest run of element counts with the high bit set and encode a copy mode.
Status : In-process. Will finish this as motivation strikes.