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arm: vp9lpf: Implement the mix2_44 function with one single filter pass
For this case, with 8 inputs but only changing 4 of them, we can fit
all 16 input pixels into a q register, and still have enough temporary
registers for doing the loop filter.
The wd=8 filters would require too many temporary registers for
processing all 16 pixels at once though.
Before: Cortex A7 A8 A9 A53
vp9_loop_filter_mix2_v_44_16_neon: 289.7 256.2 237.5 181.2
After:
vp9_loop_filter_mix2_v_44_16_neon: 221.2 150.5 177.7 138.0
This is cherrypicked from libav commit
575e31e931
.
Signed-off-by: Martin Storsjö <martin@martin.st>
This commit is contained in:
parent
f32690a298
commit
a88db8b9a0
@ -195,6 +195,8 @@ define_loop_filters(8, 8);
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define_loop_filters(16, 8);
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define_loop_filters(16, 16);
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define_loop_filters(44, 16);
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#define lf_mix_fn(dir, wd1, wd2, stridea) \
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static void loop_filter_##dir##_##wd1##wd2##_16_neon(uint8_t *dst, \
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ptrdiff_t stride, \
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@ -208,7 +210,6 @@ static void loop_filter_##dir##_##wd1##wd2##_16_neon(uint8_t *dst,
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lf_mix_fn(h, wd1, wd2, stride) \
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lf_mix_fn(v, wd1, wd2, sizeof(uint8_t))
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lf_mix_fns(4, 4)
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lf_mix_fns(4, 8)
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lf_mix_fns(8, 4)
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lf_mix_fns(8, 8)
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@ -228,8 +229,8 @@ static av_cold void vp9dsp_loopfilter_init_arm(VP9DSPContext *dsp)
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dsp->loop_filter_16[0] = ff_vp9_loop_filter_h_16_16_neon;
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dsp->loop_filter_16[1] = ff_vp9_loop_filter_v_16_16_neon;
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dsp->loop_filter_mix2[0][0][0] = loop_filter_h_44_16_neon;
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dsp->loop_filter_mix2[0][0][1] = loop_filter_v_44_16_neon;
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dsp->loop_filter_mix2[0][0][0] = ff_vp9_loop_filter_h_44_16_neon;
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dsp->loop_filter_mix2[0][0][1] = ff_vp9_loop_filter_v_44_16_neon;
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dsp->loop_filter_mix2[0][1][0] = loop_filter_h_48_16_neon;
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dsp->loop_filter_mix2[0][1][1] = loop_filter_v_48_16_neon;
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dsp->loop_filter_mix2[1][0][0] = loop_filter_h_84_16_neon;
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@ -44,6 +44,109 @@
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vtrn.8 \r2, \r3
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.endm
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@ The input to and output from this macro is in the registers q8-q15,
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@ and q0-q7 are used as scratch registers.
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@ p3 = q8, p0 = q11, q0 = q12, q3 = q15
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.macro loop_filter_q
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vdup.u8 d0, r2 @ E
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lsr r2, r2, #8
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vdup.u8 d2, r3 @ I
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lsr r3, r3, #8
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vdup.u8 d1, r2 @ E
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vdup.u8 d3, r3 @ I
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vabd.u8 q2, q8, q9 @ abs(p3 - p2)
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vabd.u8 q3, q9, q10 @ abs(p2 - p1)
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vabd.u8 q4, q10, q11 @ abs(p1 - p0)
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vabd.u8 q5, q12, q13 @ abs(q0 - q1)
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vabd.u8 q6, q13, q14 @ abs(q1 - q2)
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vabd.u8 q7, q14, q15 @ abs(q2 - q3)
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vmax.u8 q2, q2, q3
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vmax.u8 q3, q4, q5
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vmax.u8 q4, q6, q7
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vabd.u8 q5, q11, q12 @ abs(p0 - q0)
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vmax.u8 q2, q2, q3
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vqadd.u8 q5, q5, q5 @ abs(p0 - q0) * 2
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vabd.u8 q7, q10, q13 @ abs(p1 - q1)
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vmax.u8 q2, q2, q4 @ max(abs(p3 - p2), ..., abs(q2 - q3))
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vshr.u8 q7, q7, #1
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vcle.u8 q2, q2, q1 @ max(abs()) <= I
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vqadd.u8 q5, q5, q7 @ abs(p0 - q0) * 2 + abs(p1 - q1) >> 1
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vcle.u8 q5, q5, q0
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vand q2, q2, q5 @ fm
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vshrn.u16 d10, q2, #4
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vmov r2, r3, d10
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orrs r2, r2, r3
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@ If no pixels need filtering, just exit as soon as possible
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beq 9f
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@ Calculate the normal inner loop filter for 2 or 4 pixels
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ldr r3, [sp, #64]
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vabd.u8 q3, q10, q11 @ abs(p1 - p0)
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vabd.u8 q4, q13, q12 @ abs(q1 - q0)
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vsubl.u8 q5, d20, d26 @ p1 - q1
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vsubl.u8 q6, d21, d27 @ p1 - q1
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vmax.u8 q3, q3, q4 @ max(abs(p1 - p0), abs(q1 - q0))
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vqmovn.s16 d10, q5 @ av_clip_int8p(p1 - q1)
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vqmovn.s16 d11, q6 @ av_clip_int8p(p1 - q1)
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vdup.u8 d8, r3 @ H
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lsr r3, r3, #8
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vdup.u8 d9, r3 @ H
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vsubl.u8 q6, d24, d22 @ q0 - p0
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vsubl.u8 q7, d25, d23 @ q0 - p0
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vcle.u8 q3, q3, q4 @ hev
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vmov.s16 q0, #3
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vand q3, q3, q2 @ !hev && fm && !flat8in
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vmul.s16 q6, q6, q0 @ 3 * (q0 - p0)
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vmul.s16 q7, q7, q0 @ 3 * (q0 - p0)
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vbic q5, q5, q3 @ if (!hev) av_clip_int8 = 0
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vaddw.s8 q6, q6, d10 @ 3 * (q0 - p0) [+ av_clip_int8(p1 - q1)]
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vaddw.s8 q7, q7, d11 @ 3 * (q0 - p0) [+ av_clip_int8(p1 - q1)]
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vmov.s8 q5, #4
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vqmovn.s16 d12, q6
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vqmovn.s16 d13, q7 @ av_clip_int8(3 * (q0 - p0) [+ av_clip_int8(p1 - q1)], BIT_DEPTH - 1) = f
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vmov.s8 q0, #3
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vqadd.s8 q5, q6, q5 @ FFMIN(f + 4, 127)
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vqadd.s8 q0, q6, q0 @ FFMIN(f + 3, 127)
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vmovl.u8 q6, d22 @ p0
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vmovl.u8 q7, d23 @ p0
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vshr.s8 q5, q5, #3 @ f1
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vshr.s8 q0, q0, #3 @ f2
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vaddw.s8 q6, q6, d0 @ p0 + f2
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vaddw.s8 q7, q7, d1 @ p0 + f2
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vqmovun.s16 d0, q6 @ out p0
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vmovl.u8 q6, d24 @ q0
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vqmovun.s16 d1, q7 @ out p0
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vmovl.u8 q7, d25 @ q0
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vsubw.s8 q6, q6, d10 @ q0 - f1
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vsubw.s8 q7, q7, d11 @ q0 - f1
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vqmovun.s16 d12, q6 @ out q0
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vqmovun.s16 d13, q7 @ out q0
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vrshr.s8 q5, q5, #1 @ f = (f1 + 1) >> 1
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vbit q11, q0, q2 @ if (fm && !flat8in)
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vbit q12, q6, q2
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vmovl.u8 q0, d20 @ p1
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vmovl.u8 q2, d21 @ p1
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vmovl.u8 q6, d26 @ q1
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vmovl.u8 q7, d27 @ q1
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vaddw.s8 q0, q0, d10 @ p1 + f
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vaddw.s8 q2, q2, d11 @ p1 + f
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vsubw.s8 q6, q6, d10 @ q1 - f
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vsubw.s8 q7, q7, d11 @ q1 - f
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vqmovun.s16 d0, q0 @ out p1
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vqmovun.s16 d1, q2 @ out p1
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vqmovun.s16 d12, q6 @ out q1
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vqmovun.s16 d13, q7 @ out q1
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vbit q10, q0, q3 @ if (!hev && fm && !flat8in)
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vbit q13, q6, q3
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.endm
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@ The input to and output from this macro is in the registers d16-d31,
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@ and d0-d7 are used as scratch registers.
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@ p7 = d16 .. p3 = d20, p0 = d23, q0 = d24, q3 = d27, q7 = d31
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@ -455,6 +558,94 @@ function ff_vp9_loop_filter_h_4_8_neon, export=1
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bx lr
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endfunc
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function ff_vp9_loop_filter_v_44_16_neon, export=1
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vpush {q4-q7}
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sub r12, r0, r1, lsl #2
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vld1.8 {q8}, [r12,:128], r1 @ p3
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vld1.8 {q12}, [r0, :128], r1 @ q0
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vld1.8 {q9}, [r12,:128], r1 @ p2
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vld1.8 {q13}, [r0, :128], r1 @ q1
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vld1.8 {q10}, [r12,:128], r1 @ p1
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vld1.8 {q14}, [r0, :128], r1 @ q2
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vld1.8 {q11}, [r12,:128], r1 @ p0
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vld1.8 {q15}, [r0, :128], r1 @ q3
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sub r0, r0, r1, lsl #2
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sub r12, r12, r1, lsl #1
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loop_filter_q
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vst1.8 {q10}, [r12,:128], r1
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vst1.8 {q12}, [r0, :128], r1
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vst1.8 {q11}, [r12,:128], r1
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vst1.8 {q13}, [r0, :128], r1
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9:
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vpop {q4-q7}
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bx lr
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endfunc
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function ff_vp9_loop_filter_h_44_16_neon, export=1
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vpush {q4-q7}
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sub r12, r0, #4
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add r0, r12, r1, lsl #2
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vld1.8 {d16}, [r12], r1
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vld1.8 {d24}, [r0], r1
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vld1.8 {d18}, [r12], r1
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vld1.8 {d26}, [r0], r1
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vld1.8 {d20}, [r12], r1
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vld1.8 {d28}, [r0], r1
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vld1.8 {d22}, [r12], r1
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vld1.8 {d30}, [r0], r1
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mov r12, r0
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add r0, r0, r1, lsl #2
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vld1.8 {d17}, [r12], r1
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vld1.8 {d25}, [r0], r1
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vld1.8 {d19}, [r12], r1
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vld1.8 {d27}, [r0], r1
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vld1.8 {d21}, [r12], r1
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vld1.8 {d29}, [r0], r1
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vld1.8 {d23}, [r12], r1
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vld1.8 {d31}, [r0], r1
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@ Transpose the 16x8 pixels, as two 8x8 parts
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transpose_8x8 q8, q9, q10, q11, q12, q13, q14, q15
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loop_filter_q
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sub r12, r0, r1, lsl #4
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add r0, r12, r1, lsl #3
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@ Move r0/r12 forward by 2 pixels; we don't need to rewrite the
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@ outermost 2 pixels since they aren't changed.
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add r12, r12, #2
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add r0, r0, #2
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@ We only will write the mid 4 pixels back; after the loop filter,
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@ these are in q10, q11, q12, q13, ordered as rows (16x4 pixels).
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@ We need to transpose them to columns, done with a 4x4 transpose
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@ (which in practice is four 4x4 transposes of the 4x4 blocks of
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@ the 16x4 pixels; into 4x16 pixels).
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transpose_4x4 q10, q11, q12, q13
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vst1.32 {d20[0]}, [r12], r1
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vst1.32 {d21[0]}, [r0], r1
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vst1.32 {d22[0]}, [r12], r1
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vst1.32 {d23[0]}, [r0], r1
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vst1.32 {d24[0]}, [r12], r1
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vst1.32 {d25[0]}, [r0], r1
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vst1.32 {d26[0]}, [r12], r1
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vst1.32 {d27[0]}, [r0], r1
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vst1.32 {d20[1]}, [r12], r1
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vst1.32 {d21[1]}, [r0], r1
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vst1.32 {d22[1]}, [r12], r1
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vst1.32 {d23[1]}, [r0], r1
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vst1.32 {d24[1]}, [r12], r1
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vst1.32 {d25[1]}, [r0], r1
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vst1.32 {d26[1]}, [r12], r1
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vst1.32 {d27[1]}, [r0], r1
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9:
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vpop {q4-q7}
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bx lr
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endfunc
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function ff_vp9_loop_filter_v_8_8_neon, export=1
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sub r12, r0, r1, lsl #2
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vld1.8 {d20}, [r12,:64], r1 @ p3
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