ref: 35e98a70ba65d82f0b94df3f5e453a3a9f0d6365
dir: /vpx_dsp/ppc/deblock_vsx.c/
/* * Copyright (c) 2018 The WebM project authors. All Rights Reserved. * * Use of this source code is governed by a BSD-style license * that can be found in the LICENSE file in the root of the source * tree. An additional intellectual property rights grant can be found * in the file PATENTS. All contributing project authors may * be found in the AUTHORS file in the root of the source tree. */ #include <assert.h> #include "./vpx_dsp_rtcd.h" #include "vpx_dsp/ppc/types_vsx.h" extern const int16_t vpx_rv[]; static const uint8x16_t load_merge = { 0x00, 0x02, 0x04, 0x06, 0x08, 0x0A, 0x0C, 0x0E, 0x18, 0x19, 0x1A, 0x1B, 0x1C, 0x1D, 0x1E, 0x1F }; static const uint8x16_t mask_merge = { 0x00, 0x01, 0x10, 0x11, 0x04, 0x05, 0x14, 0x15, 0x08, 0x09, 0x18, 0x19, 0x0C, 0x0D, 0x1C, 0x1D }; void vpx_mbpost_proc_down_vsx(uint8_t *dst, int pitch, int rows, int cols, int flimit) { int col, row, i; int16x8_t window[16]; const int32x4_t lim = vec_splats(flimit); // 8 columns are processed at a time. assert(cols % 8 == 0); // If rows is less than 8 the bottom border extension fails. assert(rows >= 8); for (col = 0; col < cols; col += 8) { // The sum is signed and requires at most 13 bits. // (8 bits + sign) * 15 (4 bits) int16x8_t r1, sum; // The sum of squares requires at most 20 bits. // (16 bits + sign) * 15 (4 bits) int32x4_t sumsq_even, sumsq_odd; r1 = unpack_to_s16_h(vec_vsx_ld(0, dst)); // Fill sliding window with first row. for (i = 0; i <= 8; i++) { window[i] = r1; } // First 9 rows of the sliding window are the same. // sum = r1 * 9 sum = vec_mladd(r1, vec_splats((int16_t)9), vec_zeros_s16); // sumsq = r1 * r1 * 9 sumsq_even = vec_mule(sum, r1); sumsq_odd = vec_mulo(sum, r1); // Fill the next 6 rows of the sliding window with rows 2 to 7. for (i = 1; i <= 6; ++i) { const int16x8_t next_row = unpack_to_s16_h(vec_vsx_ld(i * pitch, dst)); window[i + 8] = next_row; sum = vec_add(sum, next_row); sumsq_odd = vec_add(sumsq_odd, vec_mulo(next_row, next_row)); sumsq_even = vec_add(sumsq_even, vec_mule(next_row, next_row)); } for (row = 0; row < rows; row++) { int32x4_t d15_even, d15_odd, d0_even, d0_odd; int32x4_t sumsq_odd_scaled, sumsq_even_scaled; int32x4_t thres_odd, thres_even; bool32x4_t mask_odd, mask_even; bool16x8_t mask; int16x8_t filtered, masked; uint8x16_t out; const int16x8_t rv = vec_vsx_ld(0, vpx_rv + (row & 127)); // Move the sliding window if (row + 7 < rows) { window[15] = unpack_to_s16_h(vec_vsx_ld((row + 7) * pitch, dst)); } else { window[15] = window[14]; } // C: sum += s[7 * pitch] - s[-8 * pitch]; sum = vec_add(sum, vec_sub(window[15], window[0])); // C: sumsq += s[7 * pitch] * s[7 * pitch] - s[-8 * pitch] * s[-8 * // pitch]; // Optimization Note: Caching a squared-window for odd and even is // slower than just repeating the multiplies. d15_odd = vec_mulo(window[15], window[15]); d15_even = vec_mule(window[15], window[15]); d0_odd = vec_mulo(window[0], window[0]); d0_even = vec_mule(window[0], window[0]); sumsq_odd = vec_add(sumsq_odd, vec_sub(d15_odd, d0_odd)); sumsq_even = vec_add(sumsq_even, vec_sub(d15_even, d0_even)); // C: sumsq * 15 - sum * sum sumsq_odd_scaled = vec_mul(sumsq_odd, vec_splats((int32_t)15)); sumsq_even_scaled = vec_mul(sumsq_even, vec_splats((int32_t)15)); thres_odd = vec_sub(sumsq_odd_scaled, vec_mulo(sum, sum)); thres_even = vec_sub(sumsq_even_scaled, vec_mule(sum, sum)); // C: (vpx_rv[(r & 127) + (c & 7)] + sum + s[0]) >> 4 filtered = vec_add(vec_add(rv, sum), window[8]); filtered = vec_sra(filtered, vec_splats((uint16_t)4)); mask_odd = vec_cmplt(thres_odd, lim); mask_even = vec_cmplt(thres_even, lim); mask = vec_perm((bool16x8_t)mask_even, (bool16x8_t)mask_odd, mask_merge); masked = vec_sel(window[8], filtered, mask); // TODO(ltrudeau) If cols % 16 == 0, we could just process 16 per // iteration out = vec_perm((uint8x16_t)masked, vec_vsx_ld(0, dst + row * pitch), load_merge); vec_vsx_st(out, 0, dst + row * pitch); // Optimization Note: Turns out that the following loop is faster than // using pointers to manage the sliding window. for (i = 1; i < 16; i++) { window[i - 1] = window[i]; } } dst += 8; } }