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lesson_16_rgb_generate.cpp
// Halide tutorial lesson 16: RGB images and memory layouts part 1
// This lesson demonstrates how to feed Halide RGB images in
// interleaved or planar format, and how to write code optimized for
// each case.
// On linux or os x, you can compile and run it like so:
// g++ lesson_16_rgb_generate.cpp <path/to/tools/halide_image_io.h>/GenGen.cpp -g -std=c++17 -fno-rtti -I <path/to/Halide.h> -L <path/to/libHalide.so> -lHalide -lpthread -ldl -o lesson_16_generate
// export LD_LIBRARY_PATH=<path/to/libHalide.so> # For linux
// export DYLD_LIBRARY_PATH=<path/to/libHalide.dylib> # For OS X
// ./lesson_16_generate -g brighten -o . -f brighten_planar target=host layout=planar
// ./lesson_16_generate -g brighten -o . -f brighten_interleaved target=host layout=interleaved
// ./lesson_16_generate -g brighten -o . -f brighten_either target=host layout=either
// ./lesson_16_generate -g brighten -o . -f brighten_specialized target=host layout=specialized
// g++ lesson_16_rgb_run.cpp brighten_*.o -ldl -lpthread -o lesson_16_run
// ./lesson_16_run
// If you have the entire Halide source tree, you can also build it by
// running:
// make tutorial_lesson_16_rgb_run
// in a shell with the current directory at the top of the halide
// source tree.
#include "Halide.h"
#include <stdio.h>
using namespace Halide;
// We will define a generator that brightens an RGB image.
class Brighten : public Halide::Generator<Brighten> {
public:
// We declare a three-dimensional input image. The first two
// dimensions will be x, and y, and the third dimension will be
// the color channel.
Input<Buffer<uint8_t, 3>> input{"input"};
// We will compile this generator in several ways to accept
// several different memory layouts for the input and output. This
// is a good use of a GeneratorParam (see lesson 15).
enum class Layout { Planar,
Interleaved,
Either,
Specialized };
GeneratorParam<Layout> layout{"layout",
// default value
Layout::Planar,
// map from names to values
{{"planar", Layout::Planar},
{"interleaved", Layout::Interleaved},
{"either", Layout::Either},
{"specialized", Layout::Specialized}}};
// We also declare a scalar input to control the amount of
// brightening.
Input<uint8_t> offset{"offset"};
// Declare our outputs
Output<Buffer<uint8_t, 3>> brighter{"brighter"};
// Declare our Vars
Var x, y, c;
void generate() {
// Define the Func.
brighter(x, y, c) = input(x, y, c) + offset;
// Schedule it.
brighter.vectorize(x, 16);
// We will compile this pipeline to handle memory layouts in
// several different ways, depending on the 'layout' generator
// param.
if (layout == Layout::Planar) {
// This pipeline as written will only work with images in
// which each scanline is densely-packed single color
// channel. In terms of the strides described in lesson
// 10, Halide assumes and asserts that the stride in x is
// one.
// This constraint permits planar images, where the red,
// green, and blue channels are laid out in memory like
// this:
// RRRRRRRR
// RRRRRRRR
// RRRRRRRR
// RRRRRRRR
// GGGGGGGG
// GGGGGGGG
// GGGGGGGG
// GGGGGGGG
// BBBBBBBB
// BBBBBBBB
// BBBBBBBB
// BBBBBBBB
// It also works with the less-commonly used line-by-line
// layout, in which scanlines of red, green, and blue
// alternate.
// RRRRRRRR
// GGGGGGGG
// BBBBBBBB
// RRRRRRRR
// GGGGGGGG
// BBBBBBBB
// RRRRRRRR
// GGGGGGGG
// BBBBBBBB
// RRRRRRRR
// GGGGGGGG
// BBBBBBBB
} else if (layout == Layout::Interleaved) {
// Another common format is 'interleaved', in which the
// red, green, and blue values for each pixel occur next
// to each other in memory:
// RGBRGBRGBRGBRGBRGBRGBRGB
// RGBRGBRGBRGBRGBRGBRGBRGB
// RGBRGBRGBRGBRGBRGBRGBRGB
// RGBRGBRGBRGBRGBRGBRGBRGB
// In this case the stride in x is three, the stride in y
// is three times the width of the image, and the stride
// in c is one. We can tell Halide to assume (and assert)
// that this is the case for the input and output like so:
input.dim(0).set_stride(3); // stride in dimension 0 (x) is three
input.dim(2).set_stride(1); // stride in dimension 2 (c) is one
brighter.dim(0).set_stride(3);
brighter.dim(2).set_stride(1);
// For interleaved layout, you may want to use a different
// schedule. We'll tell Halide to additionally assume and
// assert that there are three color channels, then
// exploit this fact to make the loop over 'c' innermost
// and unrolled.
input.dim(2).set_bounds(0, 3); // Dimension 2 (c) starts at 0 and has extent 3.
brighter.dim(2).set_bounds(0, 3);
// Move the loop over color channels innermost and unroll
// it.
brighter.reorder(c, x, y).unroll(c);
// Note that if we were dealing with an image with an
// alpha channel (RGBA), then the stride in x and the
// bounds of the channels dimension would both be four
// instead of three.
} else if (layout == Layout::Either) {
// We can also remove all constraints and compile a
// pipeline that will work with any memory layout. It will
// probably be slow, because all vector loads become
// gathers, and all vector stores become scatters.
input.dim(0).set_stride(Expr()); // Use a default-constructed
// undefined Expr to mean
// there is no constraint.
brighter.dim(0).set_stride(Expr());
} else if (layout == Layout::Specialized) {
// We can accept any memory layout with good performance
// by telling Halide to inspect the memory layout at
// runtime, and branch to different code depending on the
// strides it find. First we relax the default constraint
// that dim(0).stride() == 1:
input.dim(0).set_stride(Expr()); // Use an undefined Expr to
// mean there is no
// constraint.
brighter.dim(0).set_stride(Expr());
// The we construct boolean Exprs that detect at runtime
// whether we're planar or interleaved. The conditions
// should check for all the facts we want to exploit in
// each case.
Expr input_is_planar =
(input.dim(0).stride() == 1);
Expr input_is_interleaved =
(input.dim(0).stride() == 3 &&
input.dim(2).stride() == 1 &&
input.dim(2).extent() == 3);
Expr output_is_planar =
(brighter.dim(0).stride() == 1);
Expr output_is_interleaved =
(brighter.dim(0).stride() == 3 &&
brighter.dim(2).stride() == 1 &&
brighter.dim(2).extent() == 3);
// We can then use Func::specialize to write a schedule
// that switches at runtime to specialized code based on a
// boolean Expr. That code will exploit the fact that the
// Expr is known to be true.
brighter.specialize(input_is_planar && output_is_planar);
// We've already vectorized and parallelized brighter, and
// our two specializations will inherit those scheduling
// directives. We can also add additional scheduling
// directives that apply to a single specialization
// only. We'll tell Halide to make a specialized version
// of the code for interleaved layouts, and to reorder and
// unroll that specialized code.
brighter.specialize(input_is_interleaved && output_is_interleaved)
.reorder(c, x, y)
.unroll(c);
// We could also add specializations for if the input is
// interleaved and the output is planar, and vice versa,
// but two specializations is enough to demonstrate the
// feature. A later tutorial will explore more creative
// uses of Func::specialize.
// Adding specializations can improve performance
// substantially for the cases they apply to, but it also
// increases the amount of code to compile and ship. If
// binary sizes are a concern and the input and output
// memory layouts are known, you probably want to use
// set_stride and set_extent instead.
}
}
};
// As in lesson 15, we register our generator and then compile this
// file along with tools/GenGen.cpp.
HALIDE_REGISTER_GENERATOR(Brighten, brighten)
// After compiling this file, see how to use it in
// lesson_16_rgb_run.cpp