ref: 2e3fd4d6c9fe649a032218093e50e55577528dde
dir: /src/arm/32/looprestoration16.S/
/* * Copyright © 2018, VideoLAN and dav1d authors * Copyright © 2020, Martin Storsjo * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, this * list of conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright notice, * this list of conditions and the following disclaimer in the documentation * and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR * ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #include "src/arm/asm.S" #include "util.S" // void dav1d_wiener_filter_h_16bpc_neon(int16_t *dst, const pixel (*left)[4], // const pixel *src, ptrdiff_t stride, // const int16_t fh[7], const intptr_t w, // int h, enum LrEdgeFlags edges, // const int bitdepth_max); function wiener_filter_h_16bpc_neon, export=1 push {r4-r11,lr} vpush {q4-q7} ldrd r4, r5, [sp, #100] ldrd r6, r7, [sp, #108] ldr r8, [sp, #116] // bitdepth_max vld1.16 {q0}, [r4, :128] clz r8, r8 vmov.i32 q14, #1 sub r9, r8, #38 // -(bitdepth + 6) sub r8, r8, #25 // -round_bits_h neg r9, r9 // bitdepth + 6 vdup.32 q1, r9 vdup.32 q13, r8 // -round_bits_h vmov.i16 q15, #8192 vshl.u32 q14, q14, q1 // 1 << (bitdepth + 6) mov r8, r5 // Calculate mid_stride add r10, r5, #7 bic r10, r10, #7 lsl r10, r10, #1 // Clear the last unused element of q0, to allow filtering a single // pixel with one plain vmul+vpadd. mov r12, #0 vmov.16 d1[3], r12 // Set up pointers for reading/writing alternate rows add r12, r0, r10 lsl r10, r10, #1 add lr, r2, r3 lsl r3, r3, #1 // Subtract the width from mid_stride sub r10, r10, r5, lsl #1 // For w >= 8, we read (w+5)&~7+8 pixels, for w < 8 we read 16 pixels. cmp r5, #8 add r11, r5, #13 bic r11, r11, #7 bge 1f mov r11, #16 1: sub r3, r3, r11, lsl #1 // Set up the src pointers to include the left edge, for LR_HAVE_LEFT, left == NULL tst r7, #1 // LR_HAVE_LEFT beq 2f // LR_HAVE_LEFT cmp r1, #0 bne 0f // left == NULL sub r2, r2, #6 sub lr, lr, #6 b 1f 0: // LR_HAVE_LEFT, left != NULL 2: // !LR_HAVE_LEFT, increase the stride. // For this case we don't read the left 3 pixels from the src pointer, // but shift it as if we had done that. add r3, r3, #6 1: // Loop vertically vld1.16 {q2, q3}, [r2]! vld1.16 {q4, q5}, [lr]! tst r7, #1 // LR_HAVE_LEFT beq 0f cmp r1, #0 beq 2f // LR_HAVE_LEFT, left != NULL vld1.16 {d3}, [r1]! // Move r2/lr back to account for the last 3 pixels we loaded earlier, // which we'll shift out. sub r2, r2, #6 sub lr, lr, #6 vld1.16 {d13}, [r1]! vext.8 q3, q2, q3, #10 vext.8 q2, q1, q2, #10 vext.8 q5, q4, q5, #10 vext.8 q4, q6, q4, #10 b 2f 0: // !LR_HAVE_LEFT, fill q1 with the leftmost pixel // and shift q2/q3 to have 3x the first pixel at the front. vdup.16 q1, d4[0] vdup.16 q6, d8[0] // Move r2 back to account for the last 3 pixels we loaded before, // which we shifted out. sub r2, r2, #6 sub lr, lr, #6 vext.8 q3, q2, q3, #10 vext.8 q2, q1, q2, #10 vext.8 q5, q4, q5, #10 vext.8 q4, q6, q4, #10 2: tst r7, #2 // LR_HAVE_RIGHT bne 4f // If we'll need to pad the right edge, load that pixel to pad with // here since we can find it pretty easily from here. sub r9, r5, #14 lsl r9, r9, #1 ldrh r11, [r2, r9] ldrh r9, [lr, r9] // Fill q11/q12 with the right padding pixel vdup.16 q11, r11 vdup.16 q12, r9 3: // !LR_HAVE_RIGHT // If we'll have to pad the right edge we need to quit early here. cmp r5, #11 bge 4f // If w >= 11, all used input pixels are valid cmp r5, #7 bge 5f // If w >= 7, we can filter 4 pixels b 6f 4: // Loop horizontally vext.8 q8, q2, q3, #2 vext.8 q9, q2, q3, #4 vext.8 q10, q2, q3, #6 vmull.s16 q6, d4, d0[0] vmlal.s16 q6, d16, d0[1] vmlal.s16 q6, d18, d0[2] vmlal.s16 q6, d20, d0[3] vmull.s16 q7, d5, d0[0] vmlal.s16 q7, d17, d0[1] vmlal.s16 q7, d19, d0[2] vmlal.s16 q7, d21, d0[3] vext.8 q8, q2, q3, #8 vext.8 q9, q2, q3, #10 vext.8 q10, q2, q3, #12 vmlal.s16 q6, d16, d1[0] vmlal.s16 q6, d18, d1[1] vmlal.s16 q6, d20, d1[2] vmlal.s16 q7, d17, d1[0] vmlal.s16 q7, d19, d1[1] vmlal.s16 q7, d21, d1[2] vext.8 q2, q4, q5, #2 vext.8 q10, q4, q5, #6 vmull.s16 q8, d8, d0[0] vmlal.s16 q8, d4, d0[1] vmlal.s16 q8, d20, d0[3] vmull.s16 q9, d9, d0[0] vmlal.s16 q9, d5, d0[1] vmlal.s16 q9, d21, d0[3] vext.8 q2, q4, q5, #4 vext.8 q10, q4, q5, #8 vmlal.s16 q8, d4, d0[2] vmlal.s16 q8, d20, d1[0] vmlal.s16 q9, d5, d0[2] vmlal.s16 q9, d21, d1[0] vext.8 q2, q4, q5, #10 vext.8 q10, q4, q5, #12 vmlal.s16 q8, d4, d1[1] vmlal.s16 q8, d20, d1[2] vmlal.s16 q9, d5, d1[1] vmlal.s16 q9, d21, d1[2] vmvn.i16 q10, #0x8000 // 0x7fff = (1 << 15) - 1 vadd.i32 q6, q6, q14 vadd.i32 q7, q7, q14 vadd.i32 q8, q8, q14 vadd.i32 q9, q9, q14 vrshl.s32 q6, q6, q13 vrshl.s32 q7, q7, q13 vrshl.s32 q8, q8, q13 vrshl.s32 q9, q9, q13 vqmovun.s32 d12, q6 vqmovun.s32 d13, q7 vqmovun.s32 d14, q8 vqmovun.s32 d15, q9 vmin.u16 q6, q6, q10 vmin.u16 q7, q7, q10 vsub.i16 q6, q6, q15 vsub.i16 q7, q7, q15 vst1.16 {q6}, [r0, :128]! vst1.16 {q7}, [r12, :128]! subs r5, r5, #8 ble 9f tst r7, #2 // LR_HAVE_RIGHT vmov q2, q3 vmov q4, q5 vld1.16 {q3}, [r2]! vld1.16 {q5}, [lr]! bne 4b // If we don't need to pad, just keep filtering. b 3b // If we need to pad, check how many pixels we have left. 5: // Filter 4 pixels, 7 <= w < 11 .macro filter_4 vext.8 d18, d4, d5, #6 vext.8 d16, d4, d5, #2 vext.8 d17, d4, d5, #4 vext.8 d19, d5, d6, #2 vext.8 d20, d5, d6, #4 vmull.s16 q6, d4, d0[0] vmlal.s16 q6, d16, d0[1] vmlal.s16 q6, d17, d0[2] vmlal.s16 q6, d18, d0[3] vmlal.s16 q6, d5, d1[0] vmlal.s16 q6, d19, d1[1] vmlal.s16 q6, d20, d1[2] vext.8 d18, d8, d9, #6 vext.8 d16, d8, d9, #2 vext.8 d17, d8, d9, #4 vext.8 d19, d9, d10, #2 vext.8 d20, d9, d10, #4 vmull.s16 q7, d8, d0[0] vmlal.s16 q7, d16, d0[1] vmlal.s16 q7, d17, d0[2] vmlal.s16 q7, d18, d0[3] vmlal.s16 q7, d9, d1[0] vmlal.s16 q7, d19, d1[1] vmlal.s16 q7, d20, d1[2] vmvn.i16 q10, #0x8000 // 0x7fff = (1 << 15) - 1 vadd.i32 q6, q6, q14 vadd.i32 q7, q7, q14 vrshl.s32 q6, q6, q13 vrshl.s32 q7, q7, q13 vqmovun.s32 d12, q6 vqmovun.s32 d13, q7 vmin.u16 q6, q6, q10 vsub.i16 q6, q6, q15 .endm filter_4 vst1.16 {d12}, [r0, :64]! vst1.16 {d13}, [r12, :64]! subs r5, r5, #4 // 3 <= w < 7 vext.8 q2, q2, q3, #8 vext.8 q3, q3, q3, #8 vext.8 q4, q4, q5, #8 vext.8 q5, q5, q5, #8 6: // Pad the right edge and filter the last few pixels. // w < 7, w+3 pixels valid in q2-q3 cmp r5, #5 blt 7f bgt 8f // w == 5, 8 pixels valid in q2, q3 invalid vmov q3, q11 vmov q5, q12 b 88f 7: // 1 <= w < 5, 4-7 pixels valid in q2 sub r9, r5, #1 // r9 = (pixels valid - 4) adr r11, L(variable_shift_tbl) ldr r9, [r11, r9, lsl #2] add r11, r11, r9 vmov q3, q11 vmov q5, q12 bx r11 .align 2 L(variable_shift_tbl): .word 44f - L(variable_shift_tbl) + CONFIG_THUMB .word 55f - L(variable_shift_tbl) + CONFIG_THUMB .word 66f - L(variable_shift_tbl) + CONFIG_THUMB .word 77f - L(variable_shift_tbl) + CONFIG_THUMB 44: // 4 pixels valid in q2/q4, fill the high half with padding. vmov d5, d6 vmov d9, d10 b 88f // Shift q2 right, shifting out invalid pixels, // shift q2 left to the original offset, shifting in padding pixels. 55: // 5 pixels valid vext.8 q2, q2, q2, #10 vext.8 q2, q2, q3, #6 vext.8 q4, q4, q4, #10 vext.8 q4, q4, q5, #6 b 88f 66: // 6 pixels valid vext.8 q2, q2, q2, #12 vext.8 q2, q2, q3, #4 vext.8 q4, q4, q4, #12 vext.8 q4, q4, q5, #4 b 88f 77: // 7 pixels valid vext.8 q2, q2, q2, #14 vext.8 q2, q2, q3, #2 vext.8 q4, q4, q4, #14 vext.8 q4, q4, q5, #2 b 88f 8: // w > 5, w == 6, 9 pixels valid in q2-q3, 1 pixel valid in q3 vext.8 q3, q3, q3, #2 vext.8 q3, q3, q11, #14 vext.8 q5, q5, q5, #2 vext.8 q5, q5, q12, #14 88: // w < 7, q2-q3 padded properly cmp r5, #4 blt 888f // w >= 4, filter 4 pixels filter_4 vst1.16 {d12}, [r0, :64]! vst1.16 {d13}, [r12, :64]! subs r5, r5, #4 // 0 <= w < 4 vext.8 q2, q2, q3, #8 vext.8 q4, q4, q5, #8 beq 9f 888: // 1 <= w < 4, filter 1 pixel at a time vmull.s16 q6, d4, d0 vmull.s16 q7, d5, d1 vmull.s16 q8, d8, d0 vmull.s16 q9, d9, d1 vadd.i32 q6, q7 vadd.i32 q8, q9 vpadd.i32 d12, d12, d13 vpadd.i32 d13, d16, d17 vpadd.i32 d12, d12, d13 vadd.i32 d12, d12, d28 vmvn.i16 d20, #0x8000 // 0x7fff = (1 << 15) - 1 vrshl.s32 d12, d12, d26 vqmovun.s32 d12, q6 vmin.u16 d12, d12, d20 vsub.i16 d12, d12, d30 vst1.16 {d12[0]}, [r0, :16]! vst1.16 {d12[1]}, [r12, :16]! subs r5, r5, #1 vext.8 q2, q2, q3, #2 vext.8 q4, q4, q5, #2 bgt 888b 9: subs r6, r6, #2 ble 0f // Jump to the next row and loop horizontally add r0, r0, r10 add r12, r12, r10 add r2, r2, r3 add lr, lr, r3 mov r5, r8 b 1b 0: vpop {q4-q7} pop {r4-r11,pc} .purgem filter_4 endfunc // void dav1d_wiener_filter_v_16bpc_neon(pixel *dst, ptrdiff_t stride, // const int16_t *mid, int w, int h, // const int16_t fv[7], enum LrEdgeFlags edges, // ptrdiff_t mid_stride, const int bitdepth_max); function wiener_filter_v_16bpc_neon, export=1 push {r4-r7,lr} vpush {q4-q5} ldrd r4, r5, [sp, #52] ldrd r6, r7, [sp, #60] ldr lr, [sp, #68] // bitdepth_max vld1.16 {q0}, [r5, :128] vdup.16 q5, lr clz lr, lr sub lr, lr, #11 // round_bits_v vdup.32 q4, lr mov lr, r4 vneg.s32 q4, q4 // -round_bits_v // Calculate the number of rows to move back when looping vertically mov r12, r4 tst r6, #4 // LR_HAVE_TOP beq 0f sub r2, r2, r7, lsl #1 add r12, r12, #2 0: tst r6, #8 // LR_HAVE_BOTTOM beq 1f add r12, r12, #2 1: // Start of horizontal loop; start one vertical filter slice. // Load rows into q8-q11 and pad properly. tst r6, #4 // LR_HAVE_TOP vld1.16 {q8}, [r2, :128], r7 beq 2f // LR_HAVE_TOP vld1.16 {q10}, [r2, :128], r7 vmov q9, q8 vld1.16 {q11}, [r2, :128], r7 b 3f 2: // !LR_HAVE_TOP vmov q9, q8 vmov q10, q8 vmov q11, q8 3: cmp r4, #4 blt 5f // Start filtering normally; fill in q12-q14 with unique rows. vld1.16 {q12}, [r2, :128], r7 vld1.16 {q13}, [r2, :128], r7 vld1.16 {q14}, [r2, :128], r7 4: .macro filter compare subs r4, r4, #1 // Interleaving the mul/mla chains actually hurts performance // significantly on Cortex A53, thus keeping mul/mla tightly // chained like this. vmull.s16 q2, d16, d0[0] vmlal.s16 q2, d18, d0[1] vmlal.s16 q2, d20, d0[2] vmlal.s16 q2, d22, d0[3] vmlal.s16 q2, d24, d1[0] vmlal.s16 q2, d26, d1[1] vmlal.s16 q2, d28, d1[2] vmull.s16 q3, d17, d0[0] vmlal.s16 q3, d19, d0[1] vmlal.s16 q3, d21, d0[2] vmlal.s16 q3, d23, d0[3] vmlal.s16 q3, d25, d1[0] vmlal.s16 q3, d27, d1[1] vmlal.s16 q3, d29, d1[2] vrshl.s32 q2, q2, q4 // round_bits_v vrshl.s32 q3, q3, q4 vqmovun.s32 d4, q2 vqmovun.s32 d5, q3 vmin.u16 q2, q2, q5 // bitdepth_max vst1.16 {q2}, [r0], r1 .if \compare cmp r4, #4 .else ble 9f .endif vmov q8, q9 vmov q9, q10 vmov q10, q11 vmov q11, q12 vmov q12, q13 vmov q13, q14 .endm filter 1 blt 7f vld1.16 {q14}, [r2, :128], r7 b 4b 5: // Less than 4 rows in total; not all of q12-q13 are filled yet. tst r6, #8 // LR_HAVE_BOTTOM beq 6f // LR_HAVE_BOTTOM cmp r4, #2 // We load at least 2 rows in all cases. vld1.16 {q12}, [r2, :128], r7 vld1.16 {q13}, [r2, :128], r7 bgt 53f // 3 rows in total beq 52f // 2 rows in total 51: // 1 row in total, q11 already loaded, load edge into q12-q14. vmov q13, q12 b 8f 52: // 2 rows in total, q11 already loaded, load q12 with content data // and 2 rows of edge. vld1.16 {q14}, [r2, :128], r7 vmov q15, q14 b 8f 53: // 3 rows in total, q11 already loaded, load q12 and q13 with content // and 2 rows of edge. vld1.16 {q14}, [r2, :128], r7 vld1.16 {q15}, [r2, :128], r7 vmov q1, q15 b 8f 6: // !LR_HAVE_BOTTOM cmp r4, #2 bgt 63f // 3 rows in total beq 62f // 2 rows in total 61: // 1 row in total, q11 already loaded, pad that into q12-q14. vmov q12, q11 vmov q13, q11 vmov q14, q11 b 8f 62: // 2 rows in total, q11 already loaded, load q12 and pad that into q12-q15. vld1.16 {q12}, [r2, :128], r7 vmov q13, q12 vmov q14, q12 vmov q15, q12 b 8f 63: // 3 rows in total, q11 already loaded, load q12 and q13 and pad q13 into q14-q15,q1. vld1.16 {q12}, [r2, :128], r7 vld1.16 {q13}, [r2, :128], r7 vmov q14, q13 vmov q15, q13 vmov q1, q13 b 8f 7: // All registers up to q13 are filled already, 3 valid rows left. // < 4 valid rows left; fill in padding and filter the last // few rows. tst r6, #8 // LR_HAVE_BOTTOM beq 71f // LR_HAVE_BOTTOM; load 2 rows of edge. vld1.16 {q14}, [r2, :128], r7 vld1.16 {q15}, [r2, :128], r7 vmov q1, q15 b 8f 71: // !LR_HAVE_BOTTOM, pad 3 rows vmov q14, q13 vmov q15, q13 vmov q1, q13 8: // At this point, all registers up to q14-q15,q1 are loaded with // edge/padding (depending on how many rows are left). filter 0 // This branches to 9f when done vmov q14, q15 vmov q15, q1 b 8b 9: // End of one vertical slice. subs r3, r3, #8 ble 0f // Move pointers back up to the top and loop horizontally. mls r0, r1, lr, r0 mls r2, r7, r12, r2 add r0, r0, #16 add r2, r2, #16 mov r4, lr b 1b 0: vpop {q4-q5} pop {r4-r7,pc} .purgem filter endfunc // void dav1d_copy_narrow_16bpc_neon(pixel *dst, ptrdiff_t stride, // const pixel *src, int w, int h); function copy_narrow_16bpc_neon, export=1 push {r4,lr} ldr r4, [sp, #8] adr r12, L(copy_narrow_tbl) ldr r3, [r12, r3, lsl #2] add r12, r12, r3 bx r12 .align 2 L(copy_narrow_tbl): .word 0 .word 10f - L(copy_narrow_tbl) + CONFIG_THUMB .word 20f - L(copy_narrow_tbl) + CONFIG_THUMB .word 30f - L(copy_narrow_tbl) + CONFIG_THUMB .word 40f - L(copy_narrow_tbl) + CONFIG_THUMB .word 50f - L(copy_narrow_tbl) + CONFIG_THUMB .word 60f - L(copy_narrow_tbl) + CONFIG_THUMB .word 70f - L(copy_narrow_tbl) + CONFIG_THUMB 10: add r3, r0, r1 lsl r1, r1, #1 18: subs r4, r4, #8 blt 110f vld1.16 {q0}, [r2, :128]! vst1.16 {d0[0]}, [r0, :16], r1 vst1.16 {d0[1]}, [r3, :16], r1 vst1.16 {d0[2]}, [r0, :16], r1 vst1.16 {d0[3]}, [r3, :16], r1 vst1.16 {d1[0]}, [r0, :16], r1 vst1.16 {d1[1]}, [r3, :16], r1 vst1.16 {d1[2]}, [r0, :16], r1 vst1.16 {d1[3]}, [r3, :16], r1 ble 0f b 18b 110: add r4, r4, #8 asr r1, r1, #1 11: subs r4, r4, #1 vld1.16 {d0[]}, [r2]! vst1.16 {d0[0]}, [r0], r1 bgt 11b 0: pop {r4,pc} 20: add r3, r0, r1 lsl r1, r1, #1 24: subs r4, r4, #4 blt 210f vld1.32 {q0}, [r2, :128]! vst1.32 {d0[0]}, [r0, :32], r1 vst1.32 {d0[1]}, [r3, :32], r1 vst1.32 {d1[0]}, [r0, :32], r1 vst1.32 {d1[1]}, [r3, :32], r1 ble 0f b 24b 210: add r4, r4, #4 asr r1, r1, #1 22: subs r4, r4, #1 vld1.32 {d0[]}, [r2, :32]! vst1.32 {d0[0]}, [r0, :32], r1 bgt 22b 0: pop {r4,pc} 30: ldr r3, [r2] ldrh r12, [r2, #4] add r2, r2, #6 subs r4, r4, #1 str r3, [r0] strh r12, [r0, #4] add r0, r0, r1 bgt 30b pop {r4,pc} 40: add r3, r0, r1 lsl r1, r1, #1 42: subs r4, r4, #2 blt 41f vld1.16 {q0}, [r2, :128]! vst1.16 {d0}, [r0, :64], r1 vst1.16 {d1}, [r3, :64], r1 ble 0f b 42b 41: vld1.16 {d0}, [r2, :64] vst1.16 {d0}, [r0, :64] 0: pop {r4,pc} 50: vld1.16 {d0}, [r2] ldrh r12, [r2, #8] add r2, r2, #10 subs r4, r4, #1 vst1.16 {d0}, [r0] strh r12, [r0, #8] add r0, r0, r1 bgt 50b pop {r4,pc} 60: vld1.16 {d0}, [r2] ldr r12, [r2, #8] add r2, r2, #12 subs r4, r4, #1 vst1.16 {d0}, [r0] str r12, [r0, #8] add r0, r0, r1 bgt 60b pop {r4,pc} 70: vld1.16 {d0}, [r2] ldr r12, [r2, #8] ldrh lr, [r2, #12] add r2, r2, #14 subs r4, r4, #1 vst1.16 {d0}, [r0] str r12, [r0, #8] strh lr, [r0, #12] add r0, r0, r1 bgt 70b pop {r4,pc} endfunc #define SUM_STRIDE (384+16) #include "looprestoration_tmpl.S" // void dav1d_sgr_box3_h_16bpc_neon(int32_t *sumsq, int16_t *sum, // const pixel (*left)[4], // const pixel *src, const ptrdiff_t stride, // const int w, const int h, // const enum LrEdgeFlags edges); function sgr_box3_h_16bpc_neon, export=1 push {r4-r11,lr} vpush {q4-q7} ldrd r4, r5, [sp, #100] ldrd r6, r7, [sp, #108] add r5, r5, #2 // w += 2 // Set up pointers for reading/writing alternate rows add r10, r0, #(4*SUM_STRIDE) // sumsq add r11, r1, #(2*SUM_STRIDE) // sum add r12, r3, r4 // src lsl r4, r4, #1 mov r9, #(2*2*SUM_STRIDE) // double sum stride // Subtract the aligned width from the output stride. // With LR_HAVE_RIGHT, align to 8, without it, align to 4. tst r7, #2 // LR_HAVE_RIGHT bne 0f // !LR_HAVE_RIGHT add lr, r5, #3 bic lr, lr, #3 b 1f 0: add lr, r5, #7 bic lr, lr, #7 1: sub r9, r9, lr, lsl #1 // Store the width for the vertical loop mov r8, r5 // Subtract the number of pixels read from the input from the stride add lr, r5, #14 bic lr, lr, #7 sub r4, r4, lr, lsl #1 // Set up the src pointers to include the left edge, for LR_HAVE_LEFT, left == NULL tst r7, #1 // LR_HAVE_LEFT beq 2f // LR_HAVE_LEFT cmp r2, #0 bne 0f // left == NULL sub r3, r3, #4 sub r12, r12, #4 b 1f 0: // LR_HAVE_LEFT, left != NULL 2: // !LR_HAVE_LEFT, increase the stride. // For this case we don't read the left 2 pixels from the src pointer, // but shift it as if we had done that. add r4, r4, #4 1: // Loop vertically vld1.16 {q0, q1}, [r3]! vld1.16 {q4, q5}, [r12]! tst r7, #1 // LR_HAVE_LEFT beq 0f cmp r2, #0 beq 2f // LR_HAVE_LEFT, left != NULL vld1.16 {d5}, [r2]! // Move r3/r12 back to account for the last 2 pixels we loaded earlier, // which we'll shift out. sub r3, r3, #4 sub r12, r12, #4 vld1.16 {d13}, [r2]! vext.8 q1, q0, q1, #12 vext.8 q0, q2, q0, #12 vext.8 q5, q4, q5, #12 vext.8 q4, q6, q4, #12 b 2f 0: // !LR_HAVE_LEFT, fill q2 with the leftmost pixel // and shift q0 to have 2x the first byte at the front. vdup.16 q2, d0[0] vdup.16 q6, d8[0] // Move r3 back to account for the last 2 pixels we loaded before, // which we shifted out. sub r3, r3, #4 sub r12, r12, #4 vext.8 q1, q0, q1, #12 vext.8 q0, q2, q0, #12 vext.8 q5, q4, q5, #12 vext.8 q4, q6, q4, #12 2: tst r7, #2 // LR_HAVE_RIGHT bne 4f // If we'll need to pad the right edge, load that pixel to pad with // here since we can find it pretty easily from here. sub lr, r5, #(2 + 16 - 2 + 1) lsl lr, lr, #1 ldrh r11, [r3, lr] ldrh lr, [r12, lr] // Fill q14/q15 with the right padding pixel vdup.16 q14, r11 vdup.16 q15, lr // Restore r11 after using it for a temporary value add r11, r1, #(2*SUM_STRIDE) 3: // !LR_HAVE_RIGHT // If we'll have to pad the right edge we need to quit early here. cmp r5, #10 bge 4f // If w >= 10, all used input pixels are valid cmp r5, #6 bge 5f // If w >= 6, we can filter 4 pixels b 6f 4: // Loop horizontally .macro add3 w .if \w > 4 vext.8 q8, q0, q1, #2 vext.8 q10, q4, q5, #2 vext.8 q9, q0, q1, #4 vext.8 q11, q4, q5, #4 vadd.i16 q2, q0, q8 vadd.i16 q3, q4, q10 vadd.i16 q2, q2, q9 vadd.i16 q3, q3, q11 .else vext.8 d16, d0, d1, #2 vext.8 d20, d8, d9, #2 vext.8 d18, d0, d1, #4 vext.8 d22, d8, d9, #4 vadd.i16 d4, d0, d16 vadd.i16 d6, d8, d20 vadd.i16 d4, d4, d18 vadd.i16 d6, d6, d22 .endif vmull.u16 q6, d0, d0 vmlal.u16 q6, d16, d16 vmlal.u16 q6, d18, d18 vmull.u16 q12, d8, d8 vmlal.u16 q12, d20, d20 vmlal.u16 q12, d22, d22 .if \w > 4 vmull.u16 q7, d1, d1 vmlal.u16 q7, d17, d17 vmlal.u16 q7, d19, d19 vmull.u16 q13, d9, d9 vmlal.u16 q13, d21, d21 vmlal.u16 q13, d23, d23 .endif .endm add3 8 vst1.16 {q2}, [r1, :128]! vst1.16 {q3}, [r11, :128]! vst1.32 {q6, q7}, [r0, :128]! vst1.32 {q12, q13}, [r10, :128]! subs r5, r5, #8 ble 9f tst r7, #2 // LR_HAVE_RIGHT vmov q0, q1 vmov q4, q5 vld1.16 {q1}, [r3]! vld1.16 {q5}, [r12]! bne 4b // If we don't need to pad, just keep summing. b 3b // If we need to pad, check how many pixels we have left. 5: // Produce 4 pixels, 6 <= w < 10 add3 4 vst1.16 {d4}, [r1, :64]! vst1.16 {d6}, [r11, :64]! vst1.32 {q6}, [r0, :128]! vst1.32 {q12}, [r10, :128]! subs r5, r5, #4 // 2 <= w < 6 vext.8 q0, q0, q1, #8 vext.8 q4, q4, q5, #8 6: // Pad the right edge and produce the last few pixels. // 2 <= w < 6, 2-5 pixels valid in q0 sub lr, r5, #2 // lr = (pixels valid - 2) adr r11, L(box3_variable_shift_tbl) ldr lr, [r11, lr, lsl #2] add r11, r11, lr bx r11 .align 2 L(box3_variable_shift_tbl): .word 22f - L(box3_variable_shift_tbl) + CONFIG_THUMB .word 33f - L(box3_variable_shift_tbl) + CONFIG_THUMB .word 44f - L(box3_variable_shift_tbl) + CONFIG_THUMB .word 55f - L(box3_variable_shift_tbl) + CONFIG_THUMB // Shift q0 right, shifting out invalid pixels, // shift q0 left to the original offset, shifting in padding pixels. 22: // 2 pixels valid vext.8 q0, q0, q0, #4 vext.8 q4, q4, q4, #4 vext.8 q0, q0, q14, #12 vext.8 q4, q4, q15, #12 b 88f 33: // 3 pixels valid vext.8 q0, q0, q0, #6 vext.8 q4, q4, q4, #6 vext.8 q0, q0, q14, #10 vext.8 q4, q4, q15, #10 b 88f 44: // 4 pixels valid vmov d1, d28 vmov d9, d30 b 88f 55: // 5 pixels valid vext.8 q0, q0, q0, #10 vext.8 q4, q4, q4, #10 vext.8 q0, q0, q14, #6 vext.8 q4, q4, q15, #6 88: // Restore r11 after using it for a temporary value above add r11, r1, #(2*SUM_STRIDE) add3 4 subs r5, r5, #4 vst1.16 {d4}, [r1, :64]! vst1.16 {d6}, [r11, :64]! vst1.32 {q6}, [r0, :128]! vst1.32 {q12}, [r10, :128]! ble 9f vext.8 q0, q0, q0, #8 vext.8 q4, q4, q4, #8 // Only one needed pixel left, but do a normal 4 pixel // addition anyway add3 4 vst1.16 {d4}, [r1, :64]! vst1.16 {d6}, [r11, :64]! vst1.32 {q6}, [r0, :128]! vst1.32 {q12}, [r10, :128]! 9: subs r6, r6, #2 ble 0f // Jump to the next row and loop horizontally add r0, r0, r9, lsl #1 add r10, r10, r9, lsl #1 add r1, r1, r9 add r11, r11, r9 add r3, r3, r4 add r12, r12, r4 mov r5, r8 b 1b 0: vpop {q4-q7} pop {r4-r11,pc} .purgem add3 endfunc // void dav1d_sgr_box5_h_16bpc_neon(int32_t *sumsq, int16_t *sum, // const pixel (*left)[4], // const pixel *src, const ptrdiff_t stride, // const int w, const int h, // const enum LrEdgeFlags edges); function sgr_box5_h_16bpc_neon, export=1 push {r4-r11,lr} vpush {q4-q7} ldrd r4, r5, [sp, #100] ldrd r6, r7, [sp, #108] add r5, r5, #2 // w += 2 // Set up pointers for reading/writing alternate rows add r10, r0, #(4*SUM_STRIDE) // sumsq add r11, r1, #(2*SUM_STRIDE) // sum add r12, r3, r4 // src lsl r4, r4, #1 mov r9, #(2*2*SUM_STRIDE) // double sum stride // Subtract the aligned width from the output stride. // With LR_HAVE_RIGHT, align to 8, without it, align to 4. // Subtract the number of pixels read from the input from the stride. tst r7, #2 // LR_HAVE_RIGHT bne 0f // !LR_HAVE_RIGHT add lr, r5, #3 bic lr, lr, #3 add r8, r5, #13 b 1f 0: add lr, r5, #7 bic lr, lr, #7 add r8, r5, #15 1: sub r9, r9, lr, lsl #1 bic r8, r8, #7 sub r4, r4, r8, lsl #1 // Store the width for the vertical loop mov r8, r5 // Set up the src pointers to include the left edge, for LR_HAVE_LEFT, left == NULL tst r7, #1 // LR_HAVE_LEFT beq 2f // LR_HAVE_LEFT cmp r2, #0 bne 0f // left == NULL sub r3, r3, #6 sub r12, r12, #6 b 1f 0: // LR_HAVE_LEFT, left != NULL 2: // !LR_HAVE_LEFT, increase the stride. // For this case we don't read the left 3 pixels from the src pointer, // but shift it as if we had done that. add r4, r4, #6 1: // Loop vertically vld1.16 {q0, q1}, [r3]! vld1.16 {q4, q5}, [r12]! tst r7, #1 // LR_HAVE_LEFT beq 0f cmp r2, #0 beq 2f // LR_HAVE_LEFT, left != NULL vld1.16 {d5}, [r2]! // Move r3/r12 back to account for the last 3 pixels we loaded earlier, // which we'll shift out. sub r3, r3, #6 sub r12, r12, #6 vld1.16 {d13}, [r2]! vext.8 q1, q0, q1, #10 vext.8 q0, q2, q0, #10 vext.8 q5, q4, q5, #10 vext.8 q4, q6, q4, #10 b 2f 0: // !LR_HAVE_LEFT, fill q2 with the leftmost pixel // and shift q0 to have 3x the first pixel at the front. vdup.16 q2, d0[0] vdup.16 q6, d8[0] // Move r3 back to account for the last 3 pixels we loaded before, // which we shifted out. sub r3, r3, #6 sub r12, r12, #6 vext.8 q1, q0, q1, #10 vext.8 q0, q2, q0, #10 vext.8 q5, q4, q5, #10 vext.8 q4, q6, q4, #10 2: tst r7, #2 // LR_HAVE_RIGHT bne 4f // If we'll need to pad the right edge, load that pixel to pad with // here since we can find it pretty easily from here. sub lr, r5, #(2 + 16 - 3 + 1) lsl lr, lr, #1 ldrh r11, [r3, lr] ldrh lr, [r12, lr] // Fill q14/q15 with the right padding pixel vdup.16 q14, r11 vdup.16 q15, lr // Restore r11 after using it for a temporary value add r11, r1, #(2*SUM_STRIDE) 3: // !LR_HAVE_RIGHT // If we'll have to pad the right edge we need to quit early here. cmp r5, #11 bge 4f // If w >= 11, all used input pixels are valid cmp r5, #7 bge 5f // If w >= 7, we can produce 4 pixels b 6f 4: // Loop horizontally .macro add5 w .if \w > 4 vext.8 q8, q0, q1, #2 vext.8 q10, q4, q5, #2 vext.8 q9, q0, q1, #4 vext.8 q11, q4, q5, #4 vadd.i16 q2, q0, q8 vadd.i16 q3, q4, q10 vadd.i16 q2, q2, q9 vadd.i16 q3, q3, q11 .else vext.8 d16, d0, d1, #2 vext.8 d20, d8, d9, #2 vext.8 d18, d0, d1, #4 vext.8 d22, d8, d9, #4 vadd.i16 d4, d0, d16 vadd.i16 d6, d8, d20 vadd.i16 d4, d4, d18 vadd.i16 d6, d6, d22 .endif vmull.u16 q6, d0, d0 vmlal.u16 q6, d16, d16 vmlal.u16 q6, d18, d18 vmull.u16 q12, d8, d8 vmlal.u16 q12, d20, d20 vmlal.u16 q12, d22, d22 .if \w > 4 vmull.u16 q7, d1, d1 vmlal.u16 q7, d17, d17 vmlal.u16 q7, d19, d19 vmull.u16 q13, d9, d9 vmlal.u16 q13, d21, d21 vmlal.u16 q13, d23, d23 .endif .if \w > 4 vext.8 q8, q0, q1, #6 vext.8 q10, q4, q5, #6 vext.8 q9, q0, q1, #8 vext.8 q11, q4, q5, #8 vadd.i16 q2, q2, q8 vadd.i16 q3, q3, q10 vadd.i16 q2, q2, q9 vadd.i16 q3, q3, q11 .else vext.8 d16, d0, d1, #6 // d18 would be equal to d1; using d1 instead vext.8 d20, d8, d9, #6 // d22 would be equal to d9; using d9 instead vadd.i16 d4, d4, d16 vadd.i16 d6, d6, d20 vadd.i16 d4, d4, d1 vadd.i16 d6, d6, d9 .endif vmlal.u16 q6, d16, d16 vmlal.u16 q6, d1, d1 vmlal.u16 q12, d20, d20 vmlal.u16 q12, d9, d9 .if \w > 4 vmlal.u16 q7, d17, d17 vmlal.u16 q7, d19, d19 vmlal.u16 q13, d21, d21 vmlal.u16 q13, d23, d23 .endif .endm add5 8 vst1.16 {q2}, [r1, :128]! vst1.16 {q3}, [r11, :128]! vst1.32 {q6, q7}, [r0, :128]! vst1.32 {q12, q13}, [r10, :128]! subs r5, r5, #8 ble 9f tst r7, #2 // LR_HAVE_RIGHT vmov q0, q1 vmov q4, q5 vld1.16 {q1}, [r3]! vld1.16 {q5}, [r12]! bne 4b // If we don't need to pad, just keep summing. b 3b // If we need to pad, check how many pixels we have left. 5: // Produce 4 pixels, 7 <= w < 11 add5 4 vst1.16 {d4}, [r1, :64]! vst1.16 {d6}, [r11, :64]! vst1.32 {q6}, [r0, :128]! vst1.32 {q12}, [r10, :128]! subs r5, r5, #4 // 3 <= w < 7 vext.8 q0, q0, q1, #8 vext.8 q4, q4, q5, #8 6: // Pad the right edge and produce the last few pixels. // w < 7, w+1 pixels valid in q0/q4 sub lr, r5, #1 // lr = pixels valid - 2 adr r11, L(box5_variable_shift_tbl) ldr lr, [r11, lr, lsl #2] vmov q1, q14 vmov q5, q15 add r11, r11, lr bx r11 .align 2 L(box5_variable_shift_tbl): .word 22f - L(box5_variable_shift_tbl) + CONFIG_THUMB .word 33f - L(box5_variable_shift_tbl) + CONFIG_THUMB .word 44f - L(box5_variable_shift_tbl) + CONFIG_THUMB .word 55f - L(box5_variable_shift_tbl) + CONFIG_THUMB .word 66f - L(box5_variable_shift_tbl) + CONFIG_THUMB .word 77f - L(box5_variable_shift_tbl) + CONFIG_THUMB // Shift q0 right, shifting out invalid pixels, // shift q0 left to the original offset, shifting in padding pixels. 22: // 2 pixels valid vext.8 q0, q0, q0, #4 vext.8 q4, q4, q4, #4 vext.8 q0, q0, q14, #12 vext.8 q4, q4, q15, #12 b 88f 33: // 3 pixels valid vext.8 q0, q0, q0, #6 vext.8 q4, q4, q4, #6 vext.8 q0, q0, q14, #10 vext.8 q4, q4, q15, #10 b 88f 44: // 4 pixels valid vmov d1, d28 vmov d9, d30 b 88f 55: // 5 pixels valid vext.8 q0, q0, q0, #10 vext.8 q4, q4, q4, #10 vext.8 q0, q0, q14, #6 vext.8 q4, q4, q15, #6 b 88f 66: // 6 pixels valid vext.8 q0, q0, q0, #12 vext.8 q4, q4, q4, #12 vext.8 q0, q0, q14, #4 vext.8 q4, q4, q15, #4 b 88f 77: // 7 pixels valid vext.8 q0, q0, q0, #14 vext.8 q4, q4, q4, #14 vext.8 q0, q0, q14, #2 vext.8 q4, q4, q15, #2 88: // Restore r11 after using it for a temporary value above add r11, r1, #(2*SUM_STRIDE) add5 4 subs r5, r5, #4 vst1.16 {d4}, [r1, :64]! vst1.16 {d6}, [r11, :64]! vst1.32 {q6}, [r0, :128]! vst1.32 {q12}, [r10, :128]! ble 9f vext.8 q0, q0, q1, #8 vext.8 q4, q4, q5, #8 add5 4 vst1.16 {d4}, [r1, :64]! vst1.16 {d6}, [r11, :64]! vst1.32 {q6}, [r0, :128]! vst1.32 {q12}, [r10, :128]! 9: subs r6, r6, #2 ble 0f // Jump to the next row and loop horizontally add r0, r0, r9, lsl #1 add r10, r10, r9, lsl #1 add r1, r1, r9 add r11, r11, r9 add r3, r3, r4 add r12, r12, r4 mov r5, r8 b 1b 0: vpop {q4-q7} pop {r4-r11,pc} .purgem add5 endfunc sgr_funcs 16