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FFmpeg/libavutil/x86/tx_float.asm

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lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
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;******************************************************************************
;* Copyright (c) Lynne
;*
;* This file is part of FFmpeg.
;*
;* FFmpeg is free software; you can redistribute it and/or
;* modify it under the terms of the GNU Lesser General Public
;* License as published by the Free Software Foundation; either
;* version 2.1 of the License, or (at your option) any later version.
;*
;* FFmpeg is distributed in the hope that it will be useful,
;* but WITHOUT ANY WARRANTY; without even the implied warranty of
;* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
;* Lesser General Public License for more details.
;*
;* You should have received a copy of the GNU Lesser General Public
;* License along with FFmpeg; if not, write to the Free Software
;* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
;******************************************************************************
; Open `doc/transforms.md` to see the code upon which the transforms here were
; based upon and compare.
; TODO:
; carry over registers from smaller transforms to save on ~8 loads/stores
; check if vinsertf could be faster than verpm2f128 for duplication
; even faster FFT8 (current one is very #instructions optimized)
; replace some xors with blends + addsubs?
; replace some shuffles with vblends?
; avx512 split-radix
%include "libavutil/x86/x86util.asm"
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
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%define private_prefix ff_tx
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
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%if ARCH_X86_64
%define ptr resq
%else
%define ptr resd
%endif
%assign i 16
%rep 14
cextern tab_ %+ i %+ _float ; ff_tab_i_float...
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
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%assign i (i << 1)
%endrep
struc AVTXContext
.len: resd 1 ; Length
.inv resd 1 ; Inverse flag
.map: ptr 1 ; Lookup table(s)
.exp: ptr 1 ; Exponentiation factors
.tmp: ptr 1 ; Temporary data
.sub: ptr 1 ; Subcontexts
.fn: ptr 4 ; Subcontext functions
.nb_sub: resd 1 ; Subcontext count
; Everything else is inaccessible
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
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endstruc
SECTION_RODATA 32
%define POS 0x00000000
%define NEG 0x80000000
%define M_SQRT1_2 0.707106781186547524401
%define COS16_1 0.92387950420379638671875
%define COS16_3 0.3826834261417388916015625
d8_mult_odd: dd M_SQRT1_2, -M_SQRT1_2, -M_SQRT1_2, M_SQRT1_2, \
M_SQRT1_2, -M_SQRT1_2, -M_SQRT1_2, M_SQRT1_2
s8_mult_odd: dd 1.0, 1.0, -1.0, 1.0, -M_SQRT1_2, -M_SQRT1_2, M_SQRT1_2, M_SQRT1_2
s8_perm_even: dd 1, 3, 0, 2, 1, 3, 2, 0
s8_perm_odd1: dd 3, 3, 1, 1, 1, 1, 3, 3
s8_perm_odd2: dd 1, 2, 0, 3, 1, 0, 0, 1
s16_mult_even: dd 1.0, 1.0, M_SQRT1_2, M_SQRT1_2, 1.0, -1.0, M_SQRT1_2, -M_SQRT1_2
s16_mult_odd1: dd COS16_1, COS16_1, COS16_3, COS16_3, COS16_1, -COS16_1, COS16_3, -COS16_3
s16_mult_odd2: dd COS16_3, -COS16_3, COS16_1, -COS16_1, -COS16_3, -COS16_3, -COS16_1, -COS16_1
s16_perm: dd 0, 1, 2, 3, 1, 0, 3, 2
mask_mmmmpppm: dd NEG, NEG, NEG, NEG, POS, POS, POS, NEG
mask_ppmpmmpm: dd POS, POS, NEG, POS, NEG, NEG, POS, NEG
mask_mppmmpmp: dd NEG, POS, POS, NEG, NEG, POS, NEG, POS
mask_mpmppmpm: dd NEG, POS, NEG, POS, POS, NEG, POS, NEG
mask_pmmppmmp: dd POS, NEG, NEG, POS, POS, NEG, NEG, POS
mask_pmpmpmpm: times 4 dd POS, NEG
SECTION .text
; Load complex values (64 bits) via a lookup table
; %1 - output register
; %2 - GRP of base input memory address
; %3 - GPR of LUT (int32_t indices) address
; %4 - LUT offset
; %5 - temporary GPR (only used if vgather is not used)
; %6 - temporary register (for avx only)
; %7 - temporary register (for avx only, enables vgatherdpd (AVX2) if FMA3 is set)
%macro LOAD64_LUT 5-7
%if %0 > 6 && cpuflag(avx2)
pcmpeqd %6, %6 ; pcmpeqq has a 0.5 throughput on Zen 3, this has 0.25
movapd xmm%7, [%3 + %4] ; float mov since vgatherdpd is a float instruction
vgatherdpd %1, [%2 + xmm%7*8], %6 ; must use separate registers for args
%else
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
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mov %5d, [%3 + %4 + 0]
movsd xmm%1, [%2 + %5q*8]
%if mmsize == 32
mov %5d, [%3 + %4 + 8]
movsd xmm%6, [%2 + %5q*8]
%endif
mov %5d, [%3 + %4 + 4]
movhps xmm%1, [%2 + %5q*8]
%if mmsize == 32
mov %5d, [%3 + %4 + 12]
movhps xmm%6, [%2 + %5q*8]
vinsertf128 %1, %1, xmm%6, 1
%endif
%endif
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
%endmacro
; Single 2-point in-place complex FFT (will do 2 transforms at once in AVX mode)
; %1 - coefficients (r0.reim, r1.reim)
; %2 - temporary
%macro FFT2 2
shufps %2, %1, %1, q3322
shufps %1, %1, %1, q1100
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
addsubps %1, %1, %2
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
shufps %1, %1, %1, q2031
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
%endmacro
; Single 4-point in-place complex FFT (will do 2 transforms at once in [AVX] mode)
; %1 - even coefficients (r0.reim, r2.reim, r4.reim, r6.reim)
; %2 - odd coefficients (r1.reim, r3.reim, r5.reim, r7.reim)
; %3 - temporary
%macro FFT4 3
subps %3, %1, %2 ; r1234, [r5678]
addps %1, %1, %2 ; t1234, [t5678]
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
shufps %2, %1, %3, q1010 ; t12, r12
shufps %1, %1, %3, q2332 ; t34, r43
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
subps %3, %2, %1 ; a34, b32
addps %2, %2, %1 ; a12, b14
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
shufps %1, %2, %3, q1010 ; a1234 even
shufps %2, %2, %3, q2332 ; b1423
shufps %2, %2, %2, q1320 ; b1234 odd
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
%endmacro
; Single/Dual 8-point in-place complex FFT (will do 2 transforms in [AVX] mode)
; %1 - even coefficients (a0.reim, a2.reim, [b0.reim, b2.reim])
; %2 - even coefficients (a4.reim, a6.reim, [b4.reim, b6.reim])
; %3 - odd coefficients (a1.reim, a3.reim, [b1.reim, b3.reim])
; %4 - odd coefficients (a5.reim, a7.reim, [b5.reim, b7.reim])
; %5 - temporary
; %6 - temporary
%macro FFT8 6
addps %5, %1, %3 ; q1-8
addps %6, %2, %4 ; k1-8
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
subps %1, %1, %3 ; r1-8
subps %2, %2, %4 ; j1-8
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
shufps %4, %1, %1, q2323 ; r4343
shufps %3, %5, %6, q3032 ; q34, k14
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
shufps %1, %1, %1, q1010 ; r1212
shufps %5, %5, %6, q1210 ; q12, k32
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
xorps %4, %4, [mask_pmmppmmp] ; r4343 * pmmp
addps %6, %5, %3 ; s12, g12
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
mulps %2, %2, [d8_mult_odd] ; r8 * d8_mult_odd
subps %5, %5, %3 ; s34, g43
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
addps %3, %1, %4 ; z1234
unpcklpd %1, %6, %5 ; s1234
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
shufps %4, %2, %2, q2301 ; j2143
shufps %6, %6, %5, q2332 ; g1234
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
addsubps %2, %2, %4 ; l2143
shufps %5, %2, %2, q0123 ; l3412
addsubps %5, %5, %2 ; t1234
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
subps %2, %1, %6 ; h1234 even
subps %4, %3, %5 ; u1234 odd
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
addps %1, %1, %6 ; w1234 even
addps %3, %3, %5 ; o1234 odd
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
%endmacro
; Single 8-point in-place complex FFT in 20 instructions
; %1 - even coefficients (r0.reim, r2.reim, r4.reim, r6.reim)
; %2 - odd coefficients (r1.reim, r3.reim, r5.reim, r7.reim)
; %3 - temporary
; %4 - temporary
%macro FFT8_AVX 4
subps %3, %1, %2 ; r1234, r5678
addps %1, %1, %2 ; q1234, q5678
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
vpermilps %2, %3, [s8_perm_odd1] ; r4422, r6688
shufps %4, %1, %1, q3322 ; q1122, q5566
movsldup %3, %3 ; r1133, r5577
shufps %1, %1, %1, q1100 ; q3344, q7788
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
addsubps %3, %3, %2 ; z1234, z5678
addsubps %1, %1, %4 ; s3142, s7586
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
mulps %3, %3, [s8_mult_odd] ; z * s8_mult_odd
vpermilps %1, %1, [s8_perm_even] ; s1234, s5687 !
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
shufps %2, %3, %3, q2332 ; junk, z7887
xorps %4, %1, [mask_mmmmpppm] ; e1234, e5687 !
vpermilps %3, %3, [s8_perm_odd2] ; z2314, z6556
vperm2f128 %1, %1, %4, 0x03 ; e5687, s1234
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
addsubps %2, %2, %3 ; junk, t5678
subps %1, %1, %4 ; w1234, w5678 even
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
vperm2f128 %2, %2, %2, 0x11 ; t5678, t5678
vperm2f128 %3, %3, %3, 0x00 ; z2314, z2314
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
xorps %2, %2, [mask_ppmpmmpm] ; t * ppmpmmpm
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
addps %2, %3, %2 ; u1234, u5678 odd
%endmacro
; Single 16-point in-place complex FFT
; %1 - even coefficients (r0.reim, r2.reim, r4.reim, r6.reim)
; %2 - even coefficients (r8.reim, r10.reim, r12.reim, r14.reim)
; %3 - odd coefficients (r1.reim, r3.reim, r5.reim, r7.reim)
; %4 - odd coefficients (r9.reim, r11.reim, r13.reim, r15.reim)
; %5, %6 - temporary
; %7, %8 - temporary (optional)
%macro FFT16 6-8
FFT4 %3, %4, %5
%if %0 > 7
FFT8_AVX %1, %2, %6, %7
movaps %8, [mask_mpmppmpm]
movaps %7, [s16_perm]
%define mask %8
%define perm %7
%elif %0 > 6
FFT8_AVX %1, %2, %6, %7
movaps %7, [s16_perm]
%define mask [mask_mpmppmpm]
%define perm %7
%else
FFT8_AVX %1, %2, %6, %5
%define mask [mask_mpmppmpm]
%define perm [s16_perm]
%endif
xorps %5, %5, %5 ; 0
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
shufps %6, %4, %4, q2301 ; z12.imre, z13.imre...
shufps %5, %5, %3, q2301 ; 0, 0, z8.imre...
mulps %4, %4, [s16_mult_odd1] ; z.reim * costab
xorps %5, %5, [mask_mppmmpmp]
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
%if cpuflag(fma3)
fmaddps %6, %6, [s16_mult_odd2], %4 ; s[8..15]
addps %5, %3, %5 ; s[0...7]
%else
mulps %6, %6, [s16_mult_odd2] ; z.imre * costab
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
addps %5, %3, %5 ; s[0...7]
addps %6, %4, %6 ; s[8..15]
%endif
mulps %5, %5, [s16_mult_even] ; s[0...7]*costab
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
xorps %4, %6, mask ; s[8..15]*mpmppmpm
xorps %3, %5, mask ; s[0...7]*mpmppmpm
vperm2f128 %4, %4, %4, 0x01 ; s[12..15, 8..11]
vperm2f128 %3, %3, %3, 0x01 ; s[4..7, 0..3]
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
addps %6, %6, %4 ; y56, u56, y34, u34
addps %5, %5, %3 ; w56, x56, w34, x34
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
vpermilps %6, %6, perm ; y56, u56, y43, u43
vpermilps %5, %5, perm ; w56, x56, w43, x43
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
subps %4, %2, %6 ; odd part 2
addps %3, %2, %6 ; odd part 1
subps %2, %1, %5 ; even part 2
addps %1, %1, %5 ; even part 1
%undef mask
%undef perm
%endmacro
; Cobmines m0...m8 (tx1[even, even, odd, odd], tx2,3[even], tx2,3[odd]) coeffs
; Uses all 16 of registers.
; Output is slightly permuted such that tx2,3's coefficients are interleaved
; on a 2-point basis (look at `doc/transforms.md`)
%macro SPLIT_RADIX_COMBINE 17
%if %1 && mmsize == 32
vperm2f128 %14, %6, %7, 0x20 ; m2[0], m2[1], m3[0], m3[1] even
vperm2f128 %16, %9, %8, 0x20 ; m2[0], m2[1], m3[0], m3[1] odd
vperm2f128 %15, %6, %7, 0x31 ; m2[2], m2[3], m3[2], m3[3] even
vperm2f128 %17, %9, %8, 0x31 ; m2[2], m2[3], m3[2], m3[3] odd
%endif
shufps %12, %10, %10, q2200 ; cos00224466
shufps %13, %11, %11, q1133 ; wim77553311
movshdup %10, %10 ; cos11335577
shufps %11, %11, %11, q0022 ; wim66442200
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
%if %1 && mmsize == 32
shufps %6, %14, %14, q2301 ; m2[0].imre, m2[1].imre, m2[2].imre, m2[3].imre even
shufps %8, %16, %16, q2301 ; m2[0].imre, m2[1].imre, m2[2].imre, m2[3].imre odd
shufps %7, %15, %15, q2301 ; m3[0].imre, m3[1].imre, m3[2].imre, m3[3].imre even
shufps %9, %17, %17, q2301 ; m3[0].imre, m3[1].imre, m3[2].imre, m3[3].imre odd
mulps %14, %14, %13 ; m2[0123]reim * wim7531 even
mulps %16, %16, %11 ; m2[0123]reim * wim7531 odd
mulps %15, %15, %13 ; m3[0123]reim * wim7531 even
mulps %17, %17, %11 ; m3[0123]reim * wim7531 odd
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
%else
mulps %14, %6, %13 ; m2,3[01]reim * wim7531 even
mulps %16, %8, %11 ; m2,3[01]reim * wim7531 odd
mulps %15, %7, %13 ; m2,3[23]reim * wim7531 even
mulps %17, %9, %11 ; m2,3[23]reim * wim7531 odd
; reorder the multiplies to save movs reg, reg in the %if above
shufps %6, %6, %6, q2301 ; m2[0].imre, m2[1].imre, m3[0].imre, m3[1].imre even
shufps %8, %8, %8, q2301 ; m2[0].imre, m2[1].imre, m3[0].imre, m3[1].imre odd
shufps %7, %7, %7, q2301 ; m2[2].imre, m2[3].imre, m3[2].imre, m3[3].imre even
shufps %9, %9, %9, q2301 ; m2[2].imre, m2[3].imre, m3[2].imre, m3[3].imre odd
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
%endif
%if cpuflag(fma3) ; 11 - 5 = 6 instructions saved through FMA!
fmaddsubps %6, %6, %12, %14 ; w[0..8] even
fmaddsubps %8, %8, %10, %16 ; w[0..8] odd
fmsubaddps %7, %7, %12, %15 ; j[0..8] even
fmsubaddps %9, %9, %10, %17 ; j[0..8] odd
movaps %13, [mask_pmpmpmpm] ; "subaddps? pfft, who needs that!"
%else
mulps %6, %6, %12 ; m2,3[01]imre * cos0246
mulps %8, %8, %10 ; m2,3[01]imre * cos0246
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
movaps %13, [mask_pmpmpmpm] ; "subaddps? pfft, who needs that!"
mulps %7, %7, %12 ; m2,3[23]reim * cos0246
mulps %9, %9, %10 ; m2,3[23]reim * cos0246
addsubps %6, %6, %14 ; w[0..8]
addsubps %8, %8, %16 ; w[0..8]
xorps %15, %15, %13 ; +-m2,3[23]imre * wim7531
xorps %17, %17, %13 ; +-m2,3[23]imre * wim7531
addps %7, %7, %15 ; j[0..8]
addps %9, %9, %17 ; j[0..8]
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
%endif
addps %14, %6, %7 ; t10235476 even
addps %16, %8, %9 ; t10235476 odd
subps %15, %6, %7 ; +-r[0..7] even
subps %17, %8, %9 ; +-r[0..7] odd
shufps %14, %14, %14, q2301 ; t[0..7] even
shufps %16, %16, %16, q2301 ; t[0..7] odd
xorps %15, %15, %13 ; r[0..7] even
xorps %17, %17, %13 ; r[0..7] odd
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
subps %6, %2, %14 ; m2,3[01] even
subps %8, %4, %16 ; m2,3[01] odd
subps %7, %3, %15 ; m2,3[23] even
subps %9, %5, %17 ; m2,3[23] odd
addps %2, %2, %14 ; m0 even
addps %4, %4, %16 ; m0 odd
addps %3, %3, %15 ; m1 even
addps %5, %5, %17 ; m1 odd
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
%endmacro
; Same as above, only does one parity at a time, takes 3 temporary registers,
; however, if the twiddles aren't needed after this, the registers they use
; can be used as any of the temporary registers.
%macro SPLIT_RADIX_COMBINE_HALF 10
%if %1
shufps %8, %6, %6, q2200 ; cos00224466
shufps %9, %7, %7, q1133 ; wim77553311
%else
shufps %8, %6, %6, q3311 ; cos11335577
shufps %9, %7, %7, q0022 ; wim66442200
%endif
mulps %10, %4, %9 ; m2,3[01]reim * wim7531 even
mulps %9, %9, %5 ; m2,3[23]reim * wim7531 even
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
shufps %4, %4, %4, q2301 ; m2[0].imre, m2[1].imre, m3[0].imre, m3[1].imre even
shufps %5, %5, %5, q2301 ; m2[2].imre, m2[3].imre, m3[2].imre, m3[3].imre even
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
%if cpuflag(fma3)
fmaddsubps %4, %4, %8, %10 ; w[0..8] even
fmsubaddps %5, %5, %8, %9 ; j[0..8] even
movaps %10, [mask_pmpmpmpm]
%else
mulps %4, %4, %8 ; m2,3[01]imre * cos0246
mulps %5, %5, %8 ; m2,3[23]reim * cos0246
addsubps %4, %4, %10 ; w[0..8]
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
movaps %10, [mask_pmpmpmpm]
xorps %9, %9, %10 ; +-m2,3[23]imre * wim7531
addps %5, %5, %9 ; j[0..8]
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
%endif
addps %8, %4, %5 ; t10235476
subps %9, %4, %5 ; +-r[0..7]
shufps %8, %8, %8, q2301 ; t[0..7]
xorps %9, %9, %10 ; r[0..7]
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
subps %4, %2, %8 ; %3,3[01]
subps %5, %3, %9 ; %3,3[23]
addps %2, %2, %8 ; m0
addps %3, %3, %9 ; m1
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
%endmacro
; Same as above, tries REALLY hard to use 2 temporary registers.
%macro SPLIT_RADIX_COMBINE_LITE 9
%if %1
shufps %8, %6, %6, q2200 ; cos00224466
shufps %9, %7, %7, q1133 ; wim77553311
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
%else
shufps %8, %6, %6, q3311 ; cos11335577
shufps %9, %7, %7, q0022 ; wim66442200
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
%endif
mulps %9, %9, %4 ; m2,3[01]reim * wim7531 even
shufps %4, %4, %4, q2301 ; m2[0].imre, m2[1].imre, m3[0].imre, m3[1].imre even
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
%if cpuflag(fma3)
fmaddsubps %4, %4, %8, %9 ; w[0..8] even
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
%else
mulps %4, %4, %8 ; m2,3[01]imre * cos0246
addsubps %4, %4, %9 ; w[0..8]
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
%endif
%if %1
shufps %9, %7, %7, q1133 ; wim77553311
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
%else
shufps %9, %7, %7, q0022 ; wim66442200
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
%endif
mulps %9, %9, %5 ; m2,3[23]reim * wim7531 even
shufps %5, %5, %5, q2301 ; m2[2].imre, m2[3].imre, m3[2].imre, m3[3].imre even
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
%if cpuflag (fma3)
fmsubaddps %5, %5, %8, %9 ; j[0..8] even
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
%else
mulps %5, %5, %8 ; m2,3[23]reim * cos0246
xorps %9, %9, [mask_pmpmpmpm] ; +-m2,3[23]imre * wim7531
addps %5, %5, %9 ; j[0..8]
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
%endif
addps %8, %4, %5 ; t10235476
subps %9, %4, %5 ; +-r[0..7]
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
shufps %8, %8, %8, q2301 ; t[0..7]
xorps %9, %9, [mask_pmpmpmpm] ; r[0..7]
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
subps %4, %2, %8 ; %3,3[01]
subps %5, %3, %9 ; %3,3[23]
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
addps %2, %2, %8 ; m0
addps %3, %3, %9 ; m1
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
%endmacro
%macro SPLIT_RADIX_COMBINE_64 0
SPLIT_RADIX_COMBINE_LITE 1, m0, m1, tx1_e0, tx2_e0, tw_e, tw_o, tmp1, tmp2
movaps [outq + 0*mmsize], m0
movaps [outq + 4*mmsize], m1
movaps [outq + 8*mmsize], tx1_e0
movaps [outq + 12*mmsize], tx2_e0
SPLIT_RADIX_COMBINE_HALF 0, m2, m3, tx1_o0, tx2_o0, tw_e, tw_o, tmp1, tmp2, m0
movaps [outq + 2*mmsize], m2
movaps [outq + 6*mmsize], m3
movaps [outq + 10*mmsize], tx1_o0
movaps [outq + 14*mmsize], tx2_o0
movaps tw_e, [tab_64_float + mmsize]
vperm2f128 tw_o, tw_o, [tab_64_float + 64 - 4*7 - mmsize], 0x23
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
movaps m0, [outq + 1*mmsize]
movaps m1, [outq + 3*mmsize]
movaps m2, [outq + 5*mmsize]
movaps m3, [outq + 7*mmsize]
SPLIT_RADIX_COMBINE 0, m0, m2, m1, m3, tx1_e1, tx2_e1, tx1_o1, tx2_o1, tw_e, tw_o, \
tmp1, tmp2, tx2_o0, tx1_o0, tx2_e0, tx1_e0 ; temporary registers
movaps [outq + 1*mmsize], m0
movaps [outq + 3*mmsize], m1
movaps [outq + 5*mmsize], m2
movaps [outq + 7*mmsize], m3
movaps [outq + 9*mmsize], tx1_e1
movaps [outq + 11*mmsize], tx1_o1
movaps [outq + 13*mmsize], tx2_e1
movaps [outq + 15*mmsize], tx2_o1
%endmacro
; Perform a single even/odd split radix combination with loads and stores
; The _4 indicates this is a quarter of the iterations required to complete a full
; combine loop
; %1 must contain len*2, %2 must contain len*4, %3 must contain len*6
%macro SPLIT_RADIX_LOAD_COMBINE_4 8
movaps m8, [rtabq + (%5)*mmsize + %7]
vperm2f128 m9, m9, [itabq - (%5)*mmsize + %8], 0x23
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
movaps m0, [outq + (0 + %4)*mmsize + %6]
movaps m2, [outq + (2 + %4)*mmsize + %6]
movaps m1, [outq + %1 + (0 + %4)*mmsize + %6]
movaps m3, [outq + %1 + (2 + %4)*mmsize + %6]
movaps m4, [outq + %2 + (0 + %4)*mmsize + %6]
movaps m6, [outq + %2 + (2 + %4)*mmsize + %6]
movaps m5, [outq + %3 + (0 + %4)*mmsize + %6]
movaps m7, [outq + %3 + (2 + %4)*mmsize + %6]
SPLIT_RADIX_COMBINE 0, m0, m1, m2, m3, \
m4, m5, m6, m7, \
m8, m9, \
m10, m11, m12, m13, m14, m15
movaps [outq + (0 + %4)*mmsize + %6], m0
movaps [outq + (2 + %4)*mmsize + %6], m2
movaps [outq + %1 + (0 + %4)*mmsize + %6], m1
movaps [outq + %1 + (2 + %4)*mmsize + %6], m3
movaps [outq + %2 + (0 + %4)*mmsize + %6], m4
movaps [outq + %2 + (2 + %4)*mmsize + %6], m6
movaps [outq + %3 + (0 + %4)*mmsize + %6], m5
movaps [outq + %3 + (2 + %4)*mmsize + %6], m7
%endmacro
%macro SPLIT_RADIX_LOAD_COMBINE_FULL 2-5
%if %0 > 2
%define offset_c %3
%else
%define offset_c 0
%endif
%if %0 > 3
%define offset_r %4
%else
%define offset_r 0
%endif
%if %0 > 4
%define offset_i %5
%else
%define offset_i 0
%endif
SPLIT_RADIX_LOAD_COMBINE_4 %1, 2*%1, %2, 0, 0, offset_c, offset_r, offset_i
SPLIT_RADIX_LOAD_COMBINE_4 %1, 2*%1, %2, 1, 1, offset_c, offset_r, offset_i
SPLIT_RADIX_LOAD_COMBINE_4 %1, 2*%1, %2, 4, 2, offset_c, offset_r, offset_i
SPLIT_RADIX_LOAD_COMBINE_4 %1, 2*%1, %2, 5, 3, offset_c, offset_r, offset_i
%endmacro
; Perform a single even/odd split radix combination with loads, deinterleaves and
; stores. The _2 indicates this is a half of the iterations required to complete
; a full combine+deinterleave loop
; %3 must contain len*2, %4 must contain len*4, %5 must contain len*6
%macro SPLIT_RADIX_COMBINE_DEINTERLEAVE_2 6
movaps m8, [rtabq + (0 + %2)*mmsize]
vperm2f128 m9, m9, [itabq - (0 + %2)*mmsize], 0x23
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
movaps m0, [outq + (0 + 0 + %1)*mmsize + %6]
movaps m2, [outq + (2 + 0 + %1)*mmsize + %6]
movaps m1, [outq + %3 + (0 + 0 + %1)*mmsize + %6]
movaps m3, [outq + %3 + (2 + 0 + %1)*mmsize + %6]
movaps m4, [outq + %4 + (0 + 0 + %1)*mmsize + %6]
movaps m6, [outq + %4 + (2 + 0 + %1)*mmsize + %6]
movaps m5, [outq + %5 + (0 + 0 + %1)*mmsize + %6]
movaps m7, [outq + %5 + (2 + 0 + %1)*mmsize + %6]
SPLIT_RADIX_COMBINE 0, m0, m1, m2, m3, \
m4, m5, m6, m7, \
m8, m9, \
m10, m11, m12, m13, m14, m15
unpckhpd m10, m0, m2
unpckhpd m11, m1, m3
unpckhpd m12, m4, m6
unpckhpd m13, m5, m7
unpcklpd m0, m0, m2
unpcklpd m1, m1, m3
unpcklpd m4, m4, m6
unpcklpd m5, m5, m7
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
vextractf128 [outq + (0 + 0 + %1)*mmsize + %6 + 0], m0, 0
vextractf128 [outq + (0 + 0 + %1)*mmsize + %6 + 16], m10, 0
vextractf128 [outq + %3 + (0 + 0 + %1)*mmsize + %6 + 0], m1, 0
vextractf128 [outq + %3 + (0 + 0 + %1)*mmsize + %6 + 16], m11, 0
vextractf128 [outq + %4 + (0 + 0 + %1)*mmsize + %6 + 0], m4, 0
vextractf128 [outq + %4 + (0 + 0 + %1)*mmsize + %6 + 16], m12, 0
vextractf128 [outq + %5 + (0 + 0 + %1)*mmsize + %6 + 0], m5, 0
vextractf128 [outq + %5 + (0 + 0 + %1)*mmsize + %6 + 16], m13, 0
vperm2f128 m10, m10, m0, 0x13
vperm2f128 m11, m11, m1, 0x13
vperm2f128 m12, m12, m4, 0x13
vperm2f128 m13, m13, m5, 0x13
movaps m8, [rtabq + (1 + %2)*mmsize]
vperm2f128 m9, m9, [itabq - (1 + %2)*mmsize], 0x23
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
movaps m0, [outq + (0 + 1 + %1)*mmsize + %6]
movaps m2, [outq + (2 + 1 + %1)*mmsize + %6]
movaps m1, [outq + %3 + (0 + 1 + %1)*mmsize + %6]
movaps m3, [outq + %3 + (2 + 1 + %1)*mmsize + %6]
movaps [outq + (0 + 1 + %1)*mmsize + %6], m10 ; m0 conflict
movaps [outq + %3 + (0 + 1 + %1)*mmsize + %6], m11 ; m1 conflict
movaps m4, [outq + %4 + (0 + 1 + %1)*mmsize + %6]
movaps m6, [outq + %4 + (2 + 1 + %1)*mmsize + %6]
movaps m5, [outq + %5 + (0 + 1 + %1)*mmsize + %6]
movaps m7, [outq + %5 + (2 + 1 + %1)*mmsize + %6]
movaps [outq + %4 + (0 + 1 + %1)*mmsize + %6], m12 ; m4 conflict
movaps [outq + %5 + (0 + 1 + %1)*mmsize + %6], m13 ; m5 conflict
SPLIT_RADIX_COMBINE 0, m0, m1, m2, m3, \
m4, m5, m6, m7, \
m8, m9, \
m10, m11, m12, m13, m14, m15 ; temporary registers
unpcklpd m8, m0, m2
unpcklpd m9, m1, m3
unpcklpd m10, m4, m6
unpcklpd m11, m5, m7
unpckhpd m0, m0, m2
unpckhpd m1, m1, m3
unpckhpd m4, m4, m6
unpckhpd m5, m5, m7
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
vextractf128 [outq + (2 + 0 + %1)*mmsize + %6 + 0], m8, 0
vextractf128 [outq + (2 + 0 + %1)*mmsize + %6 + 16], m0, 0
vextractf128 [outq + (2 + 1 + %1)*mmsize + %6 + 0], m8, 1
vextractf128 [outq + (2 + 1 + %1)*mmsize + %6 + 16], m0, 1
vextractf128 [outq + %3 + (2 + 0 + %1)*mmsize + %6 + 0], m9, 0
vextractf128 [outq + %3 + (2 + 0 + %1)*mmsize + %6 + 16], m1, 0
vextractf128 [outq + %3 + (2 + 1 + %1)*mmsize + %6 + 0], m9, 1
vextractf128 [outq + %3 + (2 + 1 + %1)*mmsize + %6 + 16], m1, 1
vextractf128 [outq + %4 + (2 + 0 + %1)*mmsize + %6 + 0], m10, 0
vextractf128 [outq + %4 + (2 + 0 + %1)*mmsize + %6 + 16], m4, 0
vextractf128 [outq + %4 + (2 + 1 + %1)*mmsize + %6 + 0], m10, 1
vextractf128 [outq + %4 + (2 + 1 + %1)*mmsize + %6 + 16], m4, 1
vextractf128 [outq + %5 + (2 + 0 + %1)*mmsize + %6 + 0], m11, 0
vextractf128 [outq + %5 + (2 + 0 + %1)*mmsize + %6 + 16], m5, 0
vextractf128 [outq + %5 + (2 + 1 + %1)*mmsize + %6 + 0], m11, 1
vextractf128 [outq + %5 + (2 + 1 + %1)*mmsize + %6 + 16], m5, 1
%endmacro
%macro SPLIT_RADIX_COMBINE_DEINTERLEAVE_FULL 2-3
%if %0 > 2
%define offset %3
%else
%define offset 0
%endif
SPLIT_RADIX_COMBINE_DEINTERLEAVE_2 0, 0, %1, %1*2, %2, offset
SPLIT_RADIX_COMBINE_DEINTERLEAVE_2 4, 2, %1, %1*2, %2, offset
%endmacro
INIT_XMM sse3
cglobal fft2_float, 4, 4, 2, ctx, out, in, stride
movaps m0, [inq]
FFT2 m0, m1
movaps [outq], m0
RET
%macro FFT4 2
INIT_XMM sse2
cglobal fft4_ %+ %1 %+ _float, 4, 4, 3, ctx, out, in, stride
movaps m0, [inq + 0*mmsize]
movaps m1, [inq + 1*mmsize]
%if %2
shufps m2, m1, m0, q3210
shufps m0, m0, m1, q3210
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
movaps m1, m2
%endif
FFT4 m0, m1, m2
unpcklpd m2, m0, m1
unpckhpd m0, m0, m1
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
movaps [outq + 0*mmsize], m2
movaps [outq + 1*mmsize], m0
RET
%endmacro
FFT4 fwd, 0
FFT4 inv, 1
%macro FFT8_SSE_FN 1
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
INIT_XMM sse3
%if %1
cglobal fft8_asm_float, 0, 0, 0, ctx, out, in, tmp
movaps m0, [inq + 0*mmsize]
movaps m1, [inq + 1*mmsize]
movaps m2, [inq + 2*mmsize]
movaps m3, [inq + 3*mmsize]
%else
cglobal fft8_float, 4, 4, 6, ctx, out, in, tmp
mov ctxq, [ctxq + AVTXContext.map]
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
LOAD64_LUT m0, inq, ctxq, (mmsize/2)*0, tmpq
LOAD64_LUT m1, inq, ctxq, (mmsize/2)*1, tmpq
LOAD64_LUT m2, inq, ctxq, (mmsize/2)*2, tmpq
LOAD64_LUT m3, inq, ctxq, (mmsize/2)*3, tmpq
%endif
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
FFT8 m0, m1, m2, m3, m4, m5
unpcklpd m4, m0, m3
unpcklpd m5, m1, m2
unpckhpd m0, m0, m3
unpckhpd m1, m1, m2
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
movups [outq + 0*mmsize], m4
movups [outq + 1*mmsize], m0
movups [outq + 2*mmsize], m5
movups [outq + 3*mmsize], m1
%if %1
ret
%else
RET
%endif
%if %1
cglobal fft8_ns_float, 4, 4, 6, ctx, out, in, tmp
call mangle(ff_tx_fft8_asm_float_sse3)
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
RET
%endif
%endmacro
FFT8_SSE_FN 0
FFT8_SSE_FN 1
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
%macro FFT8_AVX_FN 1
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
INIT_YMM avx
%if %1
cglobal fft8_asm_float, 0, 0, 0, ctx, out, in, tmp
movaps m0, [inq + 0*mmsize]
movaps m1, [inq + 1*mmsize]
%else
cglobal fft8_float, 4, 4, 4, ctx, out, in, tmp
mov ctxq, [ctxq + AVTXContext.map]
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
LOAD64_LUT m0, inq, ctxq, (mmsize/2)*0, tmpq, m2
LOAD64_LUT m1, inq, ctxq, (mmsize/2)*1, tmpq, m3
%endif
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
FFT8_AVX m0, m1, m2, m3
unpcklpd m2, m0, m1
unpckhpd m0, m0, m1
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
; Around 2% faster than 2x vperm2f128 + 2x movapd
vextractf128 [outq + 16*0], m2, 0
vextractf128 [outq + 16*1], m0, 0
vextractf128 [outq + 16*2], m2, 1
vextractf128 [outq + 16*3], m0, 1
%if %1
ret
%else
RET
%endif
%if %1
cglobal fft8_ns_float, 4, 4, 4, ctx, out, in, tmp
call mangle(ff_tx_fft8_asm_float_avx)
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
RET
%endif
%endmacro
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
FFT8_AVX_FN 0
FFT8_AVX_FN 1
%macro FFT16_FN 2
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
INIT_YMM %1
%if %2
cglobal fft16_asm_float, 0, 0, 0, ctx, out, in, tmp
movaps m0, [inq + 0*mmsize]
movaps m1, [inq + 1*mmsize]
movaps m2, [inq + 2*mmsize]
movaps m3, [inq + 3*mmsize]
%else
cglobal fft16_float, 4, 4, 8, ctx, out, in, tmp
mov ctxq, [ctxq + AVTXContext.map]
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
LOAD64_LUT m0, inq, ctxq, (mmsize/2)*0, tmpq, m4
LOAD64_LUT m1, inq, ctxq, (mmsize/2)*1, tmpq, m5
LOAD64_LUT m2, inq, ctxq, (mmsize/2)*2, tmpq, m6
LOAD64_LUT m3, inq, ctxq, (mmsize/2)*3, tmpq, m7
%endif
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
FFT16 m0, m1, m2, m3, m4, m5, m6, m7
unpcklpd m5, m1, m3
unpcklpd m4, m0, m2
unpckhpd m1, m1, m3
unpckhpd m0, m0, m2
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
vextractf128 [outq + 16*0], m4, 0
vextractf128 [outq + 16*1], m0, 0
vextractf128 [outq + 16*2], m4, 1
vextractf128 [outq + 16*3], m0, 1
vextractf128 [outq + 16*4], m5, 0
vextractf128 [outq + 16*5], m1, 0
vextractf128 [outq + 16*6], m5, 1
vextractf128 [outq + 16*7], m1, 1
%if %2
ret
%else
RET
%endif
%if %2
cglobal fft16_ns_float, 4, 4, 8, ctx, out, in, tmp
call mangle(ff_tx_fft16_asm_float_ %+ %1)
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
RET
%endif
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
%endmacro
FFT16_FN avx, 0
FFT16_FN avx, 1
FFT16_FN fma3, 0
FFT16_FN fma3, 1
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
%macro FFT32_FN 2
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
INIT_YMM %1
%if %2
cglobal fft32_asm_float, 0, 0, 0, ctx, out, in, tmp
movaps m4, [inq + 4*mmsize]
movaps m5, [inq + 5*mmsize]
movaps m6, [inq + 6*mmsize]
movaps m7, [inq + 7*mmsize]
%else
cglobal fft32_float, 4, 4, 16, ctx, out, in, tmp
mov ctxq, [ctxq + AVTXContext.map]
LOAD64_LUT m4, inq, ctxq, (mmsize/2)*4, tmpq, m8, m12
LOAD64_LUT m5, inq, ctxq, (mmsize/2)*5, tmpq, m9, m13
LOAD64_LUT m6, inq, ctxq, (mmsize/2)*6, tmpq, m10, m14
LOAD64_LUT m7, inq, ctxq, (mmsize/2)*7, tmpq, m11, m15
%endif
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
FFT8 m4, m5, m6, m7, m8, m9
%if %2
movaps m0, [inq + 0*mmsize]
movaps m1, [inq + 1*mmsize]
movaps m2, [inq + 2*mmsize]
movaps m3, [inq + 3*mmsize]
%else
LOAD64_LUT m0, inq, ctxq, (mmsize/2)*0, tmpq, m8, m12
LOAD64_LUT m1, inq, ctxq, (mmsize/2)*1, tmpq, m9, m13
LOAD64_LUT m2, inq, ctxq, (mmsize/2)*2, tmpq, m10, m14
LOAD64_LUT m3, inq, ctxq, (mmsize/2)*3, tmpq, m11, m15
%endif
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
movaps m8, [tab_32_float]
vperm2f128 m9, m9, [tab_32_float + 4*8 - 4*7], 0x23
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
FFT16 m0, m1, m2, m3, m10, m11, m12, m13
SPLIT_RADIX_COMBINE 1, m0, m1, m2, m3, m4, m5, m6, m7, m8, m9, \
m10, m11, m12, m13, m14, m15 ; temporary registers
unpcklpd m9, m1, m3
unpcklpd m10, m5, m7
unpcklpd m8, m0, m2
unpcklpd m11, m4, m6
unpckhpd m1, m1, m3
unpckhpd m5, m5, m7
unpckhpd m0, m0, m2
unpckhpd m4, m4, m6
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
vextractf128 [outq + 16* 0], m8, 0
vextractf128 [outq + 16* 1], m0, 0
vextractf128 [outq + 16* 2], m8, 1
vextractf128 [outq + 16* 3], m0, 1
vextractf128 [outq + 16* 4], m9, 0
vextractf128 [outq + 16* 5], m1, 0
vextractf128 [outq + 16* 6], m9, 1
vextractf128 [outq + 16* 7], m1, 1
vextractf128 [outq + 16* 8], m11, 0
vextractf128 [outq + 16* 9], m4, 0
vextractf128 [outq + 16*10], m11, 1
vextractf128 [outq + 16*11], m4, 1
vextractf128 [outq + 16*12], m10, 0
vextractf128 [outq + 16*13], m5, 0
vextractf128 [outq + 16*14], m10, 1
vextractf128 [outq + 16*15], m5, 1
%if %2
ret
%else
RET
%endif
%if %2
cglobal fft32_ns_float, 4, 4, 16, ctx, out, in, tmp
call mangle(ff_tx_fft32_asm_float_ %+ %1)
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
RET
%endif
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
%endmacro
%if ARCH_X86_64
FFT32_FN avx, 0
FFT32_FN avx, 1
FFT32_FN fma3, 0
FFT32_FN fma3, 1
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
%endif
%macro FFT_SPLIT_RADIX_DEF 1-2
ALIGN 16
.%1 %+ pt:
PUSH lenq
mov lenq, (%1/4)
add outq, (%1*4) - (%1/1)
call .32pt
add outq, (%1*2) - (%1/2) ; the synth loops also increment outq
call .32pt
POP lenq
sub outq, (%1*4) + (%1*2) + (%1/2)
lea rtabq, [tab_ %+ %1 %+ _float]
lea itabq, [tab_ %+ %1 %+ _float + %1 - 4*7]
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
%if %0 > 1
cmp tgtq, %1
je .deinterleave
mov tmpq, %1
.synth_ %+ %1:
SPLIT_RADIX_LOAD_COMBINE_FULL 2*%1, 6*%1, 0, 0, 0
add outq, 8*mmsize
add rtabq, 4*mmsize
sub itabq, 4*mmsize
sub tmpq, 4*mmsize
jg .synth_ %+ %1
cmp lenq, %1
jg %2 ; can't do math here, nasm doesn't get it
ret
%endif
%endmacro
%macro FFT_SPLIT_RADIX_FN 2
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
INIT_YMM %1
%if %2
cglobal fft_sr_asm_float, 0, 0, 0, ctx, out, in, tmp, len, lut, itab, rtab, tgt
%else
cglobal fft_sr_float, 4, 9, 16, 272, ctx, out, in, tmp, len, lut, itab, rtab, tgt
movsxd lenq, dword [ctxq + AVTXContext.len]
mov lutq, [ctxq + AVTXContext.map]
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
mov tgtq, lenq
%endif
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
; Bottom-most/32-point transform ===============================================
ALIGN 16
.32pt:
%if %2
movaps m4, [inq + 4*mmsize]
movaps m5, [inq + 5*mmsize]
movaps m6, [inq + 6*mmsize]
movaps m7, [inq + 7*mmsize]
%else
LOAD64_LUT m4, inq, lutq, (mmsize/2)*4, tmpq, m8, m12
LOAD64_LUT m5, inq, lutq, (mmsize/2)*5, tmpq, m9, m13
LOAD64_LUT m6, inq, lutq, (mmsize/2)*6, tmpq, m10, m14
LOAD64_LUT m7, inq, lutq, (mmsize/2)*7, tmpq, m11, m15
%endif
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
FFT8 m4, m5, m6, m7, m8, m9
%if %2
movaps m0, [inq + 0*mmsize]
movaps m1, [inq + 1*mmsize]
movaps m2, [inq + 2*mmsize]
movaps m3, [inq + 3*mmsize]
%else
LOAD64_LUT m0, inq, lutq, (mmsize/2)*0, tmpq, m8, m12
LOAD64_LUT m1, inq, lutq, (mmsize/2)*1, tmpq, m9, m13
LOAD64_LUT m2, inq, lutq, (mmsize/2)*2, tmpq, m10, m14
LOAD64_LUT m3, inq, lutq, (mmsize/2)*3, tmpq, m11, m15
%endif
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
movaps m8, [tab_32_float]
vperm2f128 m9, m9, [tab_32_float + 32 - 4*7], 0x23
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
FFT16 m0, m1, m2, m3, m10, m11, m12, m13
SPLIT_RADIX_COMBINE 1, m0, m1, m2, m3, m4, m5, m6, m7, m8, m9, \
m10, m11, m12, m13, m14, m15 ; temporary registers
movaps [outq + 1*mmsize], m1
movaps [outq + 3*mmsize], m3
movaps [outq + 5*mmsize], m5
movaps [outq + 7*mmsize], m7
%if %2
add inq, 8*mmsize
%else
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
add lutq, (mmsize/2)*8
%endif
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
cmp lenq, 32
jg .64pt
movaps [outq + 0*mmsize], m0
movaps [outq + 2*mmsize], m2
movaps [outq + 4*mmsize], m4
movaps [outq + 6*mmsize], m6
ret
; 64-point transform ===========================================================
ALIGN 16
.64pt:
; Helper defines, these make it easier to track what's happening
%define tx1_e0 m4
%define tx1_e1 m5
%define tx1_o0 m6
%define tx1_o1 m7
%define tx2_e0 m8
%define tx2_e1 m9
%define tx2_o0 m10
%define tx2_o1 m11
%define tw_e m12
%define tw_o m13
%define tmp1 m14
%define tmp2 m15
SWAP m4, m1
SWAP m6, m3
%if %2
movaps tx1_e0, [inq + 0*mmsize]
movaps tx1_e1, [inq + 1*mmsize]
movaps tx1_o0, [inq + 2*mmsize]
movaps tx1_o1, [inq + 3*mmsize]
%else
LOAD64_LUT tx1_e0, inq, lutq, (mmsize/2)*0, tmpq, tw_e, tmp1
LOAD64_LUT tx1_e1, inq, lutq, (mmsize/2)*1, tmpq, tw_o, tmp2
LOAD64_LUT tx1_o0, inq, lutq, (mmsize/2)*2, tmpq, tw_e, tmp1
LOAD64_LUT tx1_o1, inq, lutq, (mmsize/2)*3, tmpq, tw_o, tmp2
%endif
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
FFT16 tx1_e0, tx1_e1, tx1_o0, tx1_o1, tw_e, tw_o, tx2_o0, tx2_o1
%if %2
movaps tx2_e0, [inq + 4*mmsize]
movaps tx2_e1, [inq + 5*mmsize]
movaps tx2_o0, [inq + 6*mmsize]
movaps tx2_o1, [inq + 7*mmsize]
%else
LOAD64_LUT tx2_e0, inq, lutq, (mmsize/2)*4, tmpq, tw_e, tmp1
LOAD64_LUT tx2_e1, inq, lutq, (mmsize/2)*5, tmpq, tw_o, tmp2
LOAD64_LUT tx2_o0, inq, lutq, (mmsize/2)*6, tmpq, tw_e, tmp1
LOAD64_LUT tx2_o1, inq, lutq, (mmsize/2)*7, tmpq, tw_o, tmp2
%endif
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
FFT16 tx2_e0, tx2_e1, tx2_o0, tx2_o1, tmp1, tmp2, tw_e, tw_o
movaps tw_e, [tab_64_float]
vperm2f128 tw_o, tw_o, [tab_64_float + 64 - 4*7], 0x23
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
%if %2
add inq, 8*mmsize
%else
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
add lutq, (mmsize/2)*8
%endif
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
cmp tgtq, 64
je .64pt_deint
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
SPLIT_RADIX_COMBINE_64
cmp lenq, 64
jg .128pt
ret
; 128-point transform ==========================================================
ALIGN 16
.128pt:
PUSH lenq
mov lenq, 32
add outq, 16*mmsize
call .32pt
add outq, 8*mmsize
call .32pt
POP lenq
sub outq, 24*mmsize
lea rtabq, [tab_128_float]
lea itabq, [tab_128_float + 128 - 4*7]
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
cmp tgtq, 128
je .deinterleave
SPLIT_RADIX_LOAD_COMBINE_FULL 2*128, 6*128
cmp lenq, 128
jg .256pt
ret
; 256-point transform ==========================================================
ALIGN 16
.256pt:
PUSH lenq
mov lenq, 64
add outq, 32*mmsize
call .32pt
add outq, 16*mmsize
call .32pt
POP lenq
sub outq, 48*mmsize
lea rtabq, [tab_256_float]
lea itabq, [tab_256_float + 256 - 4*7]
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
cmp tgtq, 256
je .deinterleave
SPLIT_RADIX_LOAD_COMBINE_FULL 2*256, 6*256
SPLIT_RADIX_LOAD_COMBINE_FULL 2*256, 6*256, 8*mmsize, 4*mmsize, -4*mmsize
cmp lenq, 256
jg .512pt
ret
; 512-point transform ==========================================================
ALIGN 16
.512pt:
PUSH lenq
mov lenq, 128
add outq, 64*mmsize
call .32pt
add outq, 32*mmsize
call .32pt
POP lenq
sub outq, 96*mmsize
lea rtabq, [tab_512_float]
lea itabq, [tab_512_float + 512 - 4*7]
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
cmp tgtq, 512
je .deinterleave
mov tmpq, 4
.synth_512:
SPLIT_RADIX_LOAD_COMBINE_FULL 2*512, 6*512
add outq, 8*mmsize
add rtabq, 4*mmsize
sub itabq, 4*mmsize
sub tmpq, 1
jg .synth_512
cmp lenq, 512
jg .1024pt
ret
; 1024-point transform ==========================================================
ALIGN 16
.1024pt:
PUSH lenq
mov lenq, 256
add outq, 96*mmsize
call .32pt
add outq, 64*mmsize
call .32pt
POP lenq
sub outq, 192*mmsize
lea rtabq, [tab_1024_float]
lea itabq, [tab_1024_float + 1024 - 4*7]
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
cmp tgtq, 1024
je .deinterleave
mov tmpq, 8
.synth_1024:
SPLIT_RADIX_LOAD_COMBINE_FULL 2*1024, 6*1024
add outq, 8*mmsize
add rtabq, 4*mmsize
sub itabq, 4*mmsize
sub tmpq, 1
jg .synth_1024
cmp lenq, 1024
jg .2048pt
ret
; 2048 to 131072-point transforms ==============================================
FFT_SPLIT_RADIX_DEF 2048, .4096pt
FFT_SPLIT_RADIX_DEF 4096, .8192pt
FFT_SPLIT_RADIX_DEF 8192, .16384pt
FFT_SPLIT_RADIX_DEF 16384, .32768pt
FFT_SPLIT_RADIX_DEF 32768, .65536pt
FFT_SPLIT_RADIX_DEF 65536, .131072pt
FFT_SPLIT_RADIX_DEF 131072
;===============================================================================
; Final synthesis + deinterleaving code
;===============================================================================
.deinterleave:
imul tmpq, lenq, 2
lea lutq, [4*lenq + tmpq]
.synth_deinterleave:
SPLIT_RADIX_COMBINE_DEINTERLEAVE_FULL tmpq, lutq
add outq, 8*mmsize
add rtabq, 4*mmsize
sub itabq, 4*mmsize
sub lenq, 4*mmsize
jg .synth_deinterleave
%if %2
ret
%else
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
RET
%endif
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
; 64-point deinterleave which only has to load 4 registers =====================
.64pt_deint:
SPLIT_RADIX_COMBINE_LITE 1, m0, m1, tx1_e0, tx2_e0, tw_e, tw_o, tmp1, tmp2
SPLIT_RADIX_COMBINE_HALF 0, m2, m3, tx1_o0, tx2_o0, tw_e, tw_o, tmp1, tmp2, tw_e
unpcklpd tmp1, m0, m2
unpcklpd tmp2, m1, m3
unpcklpd tw_o, tx1_e0, tx1_o0
unpcklpd tw_e, tx2_e0, tx2_o0
unpckhpd m0, m0, m2
unpckhpd m1, m1, m3
unpckhpd tx1_e0, tx1_e0, tx1_o0
unpckhpd tx2_e0, tx2_e0, tx2_o0
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
vextractf128 [outq + 0*mmsize + 0], tmp1, 0
vextractf128 [outq + 0*mmsize + 16], m0, 0
vextractf128 [outq + 4*mmsize + 0], tmp2, 0
vextractf128 [outq + 4*mmsize + 16], m1, 0
vextractf128 [outq + 8*mmsize + 0], tw_o, 0
vextractf128 [outq + 8*mmsize + 16], tx1_e0, 0
vextractf128 [outq + 9*mmsize + 0], tw_o, 1
vextractf128 [outq + 9*mmsize + 16], tx1_e0, 1
vperm2f128 tmp1, tmp1, m0, 0x31
vperm2f128 tmp2, tmp2, m1, 0x31
vextractf128 [outq + 12*mmsize + 0], tw_e, 0
vextractf128 [outq + 12*mmsize + 16], tx2_e0, 0
vextractf128 [outq + 13*mmsize + 0], tw_e, 1
vextractf128 [outq + 13*mmsize + 16], tx2_e0, 1
movaps tw_e, [tab_64_float + mmsize]
vperm2f128 tw_o, tw_o, [tab_64_float + 64 - 4*7 - mmsize], 0x23
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
movaps m0, [outq + 1*mmsize]
movaps m1, [outq + 3*mmsize]
movaps m2, [outq + 5*mmsize]
movaps m3, [outq + 7*mmsize]
movaps [outq + 1*mmsize], tmp1
movaps [outq + 5*mmsize], tmp2
SPLIT_RADIX_COMBINE 0, m0, m2, m1, m3, tx1_e1, tx2_e1, tx1_o1, tx2_o1, tw_e, tw_o, \
tmp1, tmp2, tx2_o0, tx1_o0, tx2_e0, tx1_e0 ; temporary registers
unpcklpd tmp1, m0, m1
unpcklpd tmp2, m2, m3
unpcklpd tw_e, tx1_e1, tx1_o1
unpcklpd tw_o, tx2_e1, tx2_o1
unpckhpd m0, m0, m1
unpckhpd m2, m2, m3
unpckhpd tx1_e1, tx1_e1, tx1_o1
unpckhpd tx2_e1, tx2_e1, tx2_o1
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
vextractf128 [outq + 2*mmsize + 0], tmp1, 0
vextractf128 [outq + 2*mmsize + 16], m0, 0
vextractf128 [outq + 3*mmsize + 0], tmp1, 1
vextractf128 [outq + 3*mmsize + 16], m0, 1
vextractf128 [outq + 6*mmsize + 0], tmp2, 0
vextractf128 [outq + 6*mmsize + 16], m2, 0
vextractf128 [outq + 7*mmsize + 0], tmp2, 1
vextractf128 [outq + 7*mmsize + 16], m2, 1
vextractf128 [outq + 10*mmsize + 0], tw_e, 0
vextractf128 [outq + 10*mmsize + 16], tx1_e1, 0
vextractf128 [outq + 11*mmsize + 0], tw_e, 1
vextractf128 [outq + 11*mmsize + 16], tx1_e1, 1
vextractf128 [outq + 14*mmsize + 0], tw_o, 0
vextractf128 [outq + 14*mmsize + 16], tx2_e1, 0
vextractf128 [outq + 15*mmsize + 0], tw_o, 1
vextractf128 [outq + 15*mmsize + 16], tx2_e1, 1
%if %2
ret
%else
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
RET
%endif
%if %2
cglobal fft_sr_ns_float, 4, 9, 16, 272, ctx, out, in, tmp, len, lut, itab, rtab, tgt
movsxd lenq, dword [ctxq + AVTXContext.len]
mov lutq, [ctxq + AVTXContext.map]
mov tgtq, lenq
call mangle(ff_tx_fft_sr_asm_float_ %+ %1)
RET
%endif
lavu/x86: add FFT assembly This commit adds a pure x86 assembly SIMD version of the FFT in libavutil/tx. The design of this pure assembly FFT is pretty unconventional. On the lowest level, instead of splitting the complex numbers into real and imaginary parts, we keep complex numbers together but split them in terms of parity. This saves a number of shuffles in each transform, but more importantly, it splits each transform into two independent paths, which we process using separate registers in parallel. This allows us to keep all units saturated and lets us use all available registers to avoid dependencies. Moreover, it allows us to double the granularity of our per-load permutation, skipping many expensive lookups and allowing us to use just 4 loads per register, rather than 8, or in case FMA3 (and by extension, AVX2), use the vgatherdpd instruction, which is at least as fast as 4 separate loads on old hardware, and quite a bit faster on modern CPUs). Higher up, we go for a bottom-up construction of large transforms, foregoing the traditional per-transform call-return recursion chains. Instead, we always start at the bottom-most basis transform (in this case, a 32-point transform), and continue constructing larger and larger transforms until we return to the top-most transform. This way, we only touch the stack 3 times per a complete target transform: once for the 1/2 length transform and two times for the 1/4 length transform. The combination algorithm we use is a standard Split-Radix algorithm, as used in our C code. Although a version with less operations exists (Steven G. Johnson and Matteo Frigo's "A modified split-radix FFT with fewer arithmetic operations", IEEE Trans. Signal Process. 55 (1), 111–119 (2007), which is the one FFTW uses), it only has 2% less operations and requires at least 4x the binary code (due to it needing 4 different paths to do a single transform). That version also has other issues which prevent it from being implemented with SIMD code as efficiently, which makes it lose the marginal gains it offered, and cannot be performed bottom-up, requiring many recursive call-return chains, whose overhead adds up. We go through a lot of effort to minimize load/stores by keeping as much in registers in between construcring transforms. This saves us around 32 cycles, on paper, but in reality a lot more due to load/store aliasing (a load from a memory location cannot be issued while there's a store pending, and there are only so many (2 for Zen 3) load/store units in a CPU). Also, we interleave coefficients during the last stage to save on a store+load per register. Each of the smallest, basis transforms (4, 8 and 16-point in our case) has been extremely optimized. Our 8-point transform is barely 20 instructions in total, beating our old implementation 8-point transform by 1 instruction. Our 2x8-point transform is 23 instructions, beating our old implementation by 6 instruction and needing 50% less cycles. Our 16-point transform's combination code takes slightly more instructions than our old implementation, but makes up for it by requiring a lot less arithmetic operations. Overall, the transform was optimized for the timings of Zen 3, which at the time of writing has the most IPC from all documented CPUs. Shuffles were preferred over arithmetic operations due to their 1/0.5 latency/throughput. On average, this code is 30% faster than our old libavcodec implementation. It's able to trade blows with the previously-untouchable FFTW on small transforms, and due to its tiny size and better prediction, outdoes FFTW on larger transforms by 11% on the largest currently supported size.
2021-04-10 03:54:22 +02:00
%endmacro
%if ARCH_X86_64
FFT_SPLIT_RADIX_FN fma3, 0
FFT_SPLIT_RADIX_FN fma3, 1
%if HAVE_AVX2_EXTERNAL
FFT_SPLIT_RADIX_FN avx2, 0
FFT_SPLIT_RADIX_FN avx2, 1
%endif
%endif
%macro IMDCT_FN 1
INIT_YMM %1
cglobal mdct_sr_inv_float, 4, 12, 16, 288, ctx, out, in, stride, len, lut, exp, t1, t2, t3, t4, t5
movsxd lenq, dword [ctxq + AVTXContext.len]
mov expq, [ctxq + AVTXContext.exp]
lea t1d, [lend - 1]
imul t1d, strided
PUSH outq ; backup original output
mov t5q, [ctxq + AVTXContext.fn] ; subtransform's jump point
PUSH ctxq ; backup original context
mov ctxq, [ctxq + AVTXContext.sub] ; load subtransform's context
mov lutq, [ctxq + AVTXContext.map] ; load subtransform's map
cmp strideq, 4
je .stride4
shl strideq, 1
movd xm4, strided
vpbroadcastd m4, xm4 ; stride splatted
movd xm5, t1d
vpbroadcastd m5, xm5 ; offset splatted
mov t2q, outq ; don't modify the original output
pcmpeqd m15, m15 ; set all bits to 1
.stridex_pre:
pmulld m2, m4, [lutq] ; multiply by stride
movaps m0, m15
psubd m3, m5, m2 ; subtract from offset
movaps m1, m15
vgatherdps m6, [inq + m2], m0 ; im
vgatherdps m7, [inq + m3], m1 ; re
movaps m8, [expq + 0*mmsize] ; tab 1
movaps m9, [expq + 1*mmsize] ; tab 2
unpcklps m0, m7, m6 ; re, im, re, im
unpckhps m1, m7, m6 ; re, im, re, im
vperm2f128 m2, m1, m0, 0x02 ; output order
vperm2f128 m3, m1, m0, 0x13 ; output order
movshdup m10, m8 ; tab 1 imim
movshdup m11, m9 ; tab 2 imim
movsldup m12, m8 ; tab 1 rere
movsldup m13, m9 ; tab 2 rere
mulps m10, m2 ; 1 reim * imim
mulps m11, m3 ; 2 reim * imim
shufps m10, m10, m10, q2301
shufps m11, m11, m11, q2301
fmaddsubps m10, m12, m2, m10
fmaddsubps m11, m13, m3, m11
mova [t2q + 0*mmsize], m10
mova [t2q + 1*mmsize], m11
add expq, mmsize*2
add lutq, mmsize
add t2q, mmsize*2
sub lenq, mmsize/2
jg .stridex_pre
jmp .transform
.stride4:
lea expq, [expq + lenq*4]
lea lutq, [lutq + lenq*2]
lea t1q, [inq + t1q]
lea t1q, [t1q + strideq - mmsize]
lea t2q, [lenq*2 - mmsize/2]
.stride4_pre:
movaps m4, [inq]
movaps m3, [t1q]
movsldup m1, m4 ; im im, im im
movshdup m0, m3 ; re re, re re
movshdup m4, m4 ; re re, re re (2)
movsldup m3, m3 ; im im, im im (2)
movaps m2, [expq] ; tab
movaps m5, [expq + 2*t2q] ; tab (2)
vpermpd m0, m0, q0123 ; flip
shufps m7, m2, m2, q2301
vpermpd m4, m4, q0123 ; flip (2)
shufps m8, m5, m5, q2301
mulps m1, m7 ; im im * tab.reim
mulps m3, m8 ; im im * tab.reim (2)
fmaddsubps m0, m0, m2, m1
fmaddsubps m4, m4, m5, m3
vextractf128 xm3, m0, 1
vextractf128 xm6, m4, 1
; scatter
movsxd strideq, dword [lutq + 0*4]
movsxd lenq, dword [lutq + 1*4]
movsxd t3q, dword [lutq + 2*4]
movsxd t4q, dword [lutq + 3*4]
movlps [outq + strideq*8], xm0
movhps [outq + lenq*8], xm0
movlps [outq + t3q*8], xm3
movhps [outq + t4q*8], xm3
movsxd strideq, dword [lutq + 0*4 + t2q]
movsxd lenq, dword [lutq + 1*4 + t2q]
movsxd t3q, dword [lutq + 2*4 + t2q]
movsxd t4q, dword [lutq + 3*4 + t2q]
movlps [outq + strideq*8], xm4
movhps [outq + lenq*8], xm4
movlps [outq + t3q*8], xm6
movhps [outq + t4q*8], xm6
add lutq, mmsize/2
add expq, mmsize
add inq, mmsize
sub t1q, mmsize
sub t2q, mmsize
jg .stride4_pre
.transform:
movsxd lenq, dword [ctxq + AVTXContext.len]
mov t2q, lenq ; target length (for ptwo transforms)
mov inq, outq ; in-place transform
call t5q ; call the FFT
POP ctxq ; restore original context
movsxd lenq, dword [ctxq + AVTXContext.len]
mov expq, [ctxq + AVTXContext.exp]
lea expq, [expq + lenq*4]
lea t1q, [lenq*2] ; high
lea t2q, [lenq*2 - mmsize] ; low
POP outq
.post:
movaps m2, [expq + t1q] ; tab h
movaps m3, [expq + t2q] ; tab l
movaps m0, [outq + t1q] ; in h
movaps m1, [outq + t2q] ; in l
movshdup m4, m2 ; tab h imim
movshdup m5, m3 ; tab l imim
movsldup m6, m2 ; tab h rere
movsldup m7, m3 ; tab l rere
shufps m2, m0, m0, q2301 ; in h imre
shufps m3, m1, m1, q2301 ; in l imre
mulps m6, m0
mulps m7, m1
fmaddsubps m4, m4, m2, m6
fmaddsubps m5, m5, m3, m7
vpermpd m3, m5, q0123 ; flip
vpermpd m2, m4, q0123 ; flip
blendps m1, m2, m5, 01010101b
blendps m0, m3, m4, 01010101b
movaps [outq + t2q], m1
movaps [outq + t1q], m0
add t1q, mmsize
sub t2q, mmsize
jge .post
RET
%endmacro
%if ARCH_X86_64 && HAVE_AVX2_EXTERNAL
IMDCT_FN avx2
%endif