Game Development Reference
In-Depth Information
⊧
⊨
⊩
row [
L
]
+
((((
col [
L
]
−
row [
L
]
+
1
) >>
1
)
×
(
y
+
1
)
+
(
L
>>
1
)) >>
Log
(
L
))
−
col [
y
+
1]
,
if
(
col [
L
]
−
row [
L
]
+
1
)
≥
0
kx
=
row [
L
]
+
(((((
col [
L
]
−
row [
L
]
+
1
) >>
1
)
×
(
y
+
1
)
−
(
L
>>
1
))) >>
Log
(
L
))
−
+
,
col [
y
1]
otherwise
(4.33a)
⊧
⊨
⊩
col [
L
]
+
((((
row [
L
]
−
col [
L
]
+
1
) >>
1
)
×
(
x
+
1
)
+
(
L
>>
1
)) >>
Log
(
L
))
−
row [
y
+
1]
,
if
(
row [
L
]
−
col [
L
]
+
1
)
≥
0
ky
=
col [
L
]
+
(((((
row [
L
]
−
col [
L
]
+
1
) >>
1
)
×
(
x
+
1
)
−
(
L
>>
1
))) >>
Log
(
L
))
−
+
,
row [
y
1]
otherwise
(4.33b)
If the derived chroma prediction mode is plane mode (coded with DM mode and
the prediction mode of the first luma prediction mode is 1), the chroma prediction
samples
Pc
[
x
,
y
]
is calculated as (Figs.
4.7
and
4.8
),
Fig. 4.7
Prediction sample generation