// Apply the filter to luma
for (row = 0; row < (int)block_height; row++) {
for (col = 0; col < (int)block_width; col++) {
- const int uv_row = row >> ss_y;
- const int uv_col = col >> ss_x;
const int filter_weight = get_filter_weight(
row, col, block_height, block_width, blk_fw, use_32x32);
// Sum the corresponding uv pixels to the current y modifier
// Note we are rounding down instead of rounding to the nearest pixel.
+ uv_row = row >> ss_y;
+ uv_col = col >> ss_x;
y_mod += u_diff_sse[uv_row * uv_diff_stride + uv_col];
y_mod += v_diff_sse[uv_row * uv_diff_stride + uv_col];