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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-19 00:47:55 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-19 00:47:55 +0000 |
commit | 26a029d407be480d791972afb5975cf62c9360a6 (patch) | |
tree | f435a8308119effd964b339f76abb83a57c29483 /third_party/aom/av1/encoder/x86/rdopt_sse4.c | |
parent | Initial commit. (diff) | |
download | firefox-26a029d407be480d791972afb5975cf62c9360a6.tar.xz firefox-26a029d407be480d791972afb5975cf62c9360a6.zip |
Adding upstream version 124.0.1.upstream/124.0.1
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to '')
-rw-r--r-- | third_party/aom/av1/encoder/x86/rdopt_sse4.c | 272 |
1 files changed, 272 insertions, 0 deletions
diff --git a/third_party/aom/av1/encoder/x86/rdopt_sse4.c b/third_party/aom/av1/encoder/x86/rdopt_sse4.c new file mode 100644 index 0000000000..12ac146195 --- /dev/null +++ b/third_party/aom/av1/encoder/x86/rdopt_sse4.c @@ -0,0 +1,272 @@ +/* + * Copyright (c) 2018, Alliance for Open Media. All rights reserved + * + * This source code is subject to the terms of the BSD 2 Clause License and + * the Alliance for Open Media Patent License 1.0. If the BSD 2 Clause License + * was not distributed with this source code in the LICENSE file, you can + * obtain it at www.aomedia.org/license/software. If the Alliance for Open + * Media Patent License 1.0 was not distributed with this source code in the + * PATENTS file, you can obtain it at www.aomedia.org/license/patent. + */ + +#include <assert.h> +#include <emmintrin.h> +#include "aom_dsp/x86/synonyms.h" + +#include "config/av1_rtcd.h" +#include "av1/encoder/rdopt.h" + +// Process horizontal and vertical correlations in a 4x4 block of pixels. +// We actually use the 4x4 pixels to calculate correlations corresponding to +// the top-left 3x3 pixels, so this function must be called with 1x1 overlap, +// moving the window along/down by 3 pixels at a time. +INLINE static void horver_correlation_4x4(const int16_t *diff, int stride, + __m128i *xy_sum_32, + __m128i *xz_sum_32, __m128i *x_sum_32, + __m128i *x2_sum_32) { + // Pixels in this 4x4 [ a b c d ] + // are referred to as: [ e f g h ] + // [ i j k l ] + // [ m n o p ] + + const __m128i pixelsa = _mm_set_epi64x(*(int64_t *)&diff[0 * stride], + *(int64_t *)&diff[2 * stride]); + const __m128i pixelsb = _mm_set_epi64x(*(int64_t *)&diff[1 * stride], + *(int64_t *)&diff[3 * stride]); + // pixelsa = [d c b a l k j i] as i16 + // pixelsb = [h g f e p o n m] as i16 + + const __m128i slli_a = _mm_slli_epi64(pixelsa, 16); + const __m128i slli_b = _mm_slli_epi64(pixelsb, 16); + // slli_a = [c b a 0 k j i 0] as i16 + // slli_b = [g f e 0 o n m 0] as i16 + + const __m128i xy_madd_a = _mm_madd_epi16(pixelsa, slli_a); + const __m128i xy_madd_b = _mm_madd_epi16(pixelsb, slli_b); + // xy_madd_a = [bc+cd ab jk+kl ij] as i32 + // xy_madd_b = [fg+gh ef no+op mn] as i32 + + const __m128i xy32 = _mm_hadd_epi32(xy_madd_b, xy_madd_a); + // xy32 = [ab+bc+cd ij+jk+kl ef+fg+gh mn+no+op] as i32 + *xy_sum_32 = _mm_add_epi32(*xy_sum_32, xy32); + + const __m128i xz_madd_a = _mm_madd_epi16(slli_a, slli_b); + // xz_madd_a = [bf+cg ae jn+ko im] i32 + + const __m128i swap_b = _mm_srli_si128(slli_b, 8); + // swap_b = [0 0 0 0 g f e 0] as i16 + const __m128i xz_madd_b = _mm_madd_epi16(slli_a, swap_b); + // xz_madd_b = [0 0 gk+fj ei] i32 + + const __m128i xz32 = _mm_hadd_epi32(xz_madd_b, xz_madd_a); + // xz32 = [ae+bf+cg im+jn+ko 0 ei+fj+gk] i32 + *xz_sum_32 = _mm_add_epi32(*xz_sum_32, xz32); + + // Now calculate the straight sums, x_sum += a+b+c+e+f+g+i+j+k + // (sum up every element in slli_a and swap_b) + const __m128i sum_slli_a = _mm_hadd_epi16(slli_a, slli_a); + const __m128i sum_slli_a32 = _mm_cvtepi16_epi32(sum_slli_a); + // sum_slli_a32 = [c+b a k+j i] as i32 + const __m128i swap_b32 = _mm_cvtepi16_epi32(swap_b); + // swap_b32 = [g f e 0] as i32 + *x_sum_32 = _mm_add_epi32(*x_sum_32, sum_slli_a32); + *x_sum_32 = _mm_add_epi32(*x_sum_32, swap_b32); + // sum = [c+b+g a+f k+j+e i] as i32 + + // Also sum their squares + const __m128i slli_a_2 = _mm_madd_epi16(slli_a, slli_a); + const __m128i swap_b_2 = _mm_madd_epi16(swap_b, swap_b); + // slli_a_2 = [c2+b2 a2 k2+j2 i2] + // swap_b_2 = [0 0 g2+f2 e2] + const __m128i sum2 = _mm_hadd_epi32(slli_a_2, swap_b_2); + // sum2 = [0 g2+f2+e2 c2+b2+a2 k2+j2+i2] + *x2_sum_32 = _mm_add_epi32(*x2_sum_32, sum2); +} + +void av1_get_horver_correlation_full_sse4_1(const int16_t *diff, int stride, + int width, int height, float *hcorr, + float *vcorr) { + // The following notation is used: + // x - current pixel + // y - right neighbour pixel + // z - below neighbour pixel + // w - down-right neighbour pixel + int64_t xy_sum = 0, xz_sum = 0; + int64_t x_sum = 0, x2_sum = 0; + + // Process horizontal and vertical correlations through the body in 4x4 + // blocks. This excludes the final row and column and possibly one extra + // column depending how 3 divides into width and height + int32_t xy_tmp[4] = { 0 }, xz_tmp[4] = { 0 }; + int32_t x_tmp[4] = { 0 }, x2_tmp[4] = { 0 }; + __m128i xy_sum_32 = _mm_setzero_si128(); + __m128i xz_sum_32 = _mm_setzero_si128(); + __m128i x_sum_32 = _mm_setzero_si128(); + __m128i x2_sum_32 = _mm_setzero_si128(); + for (int i = 0; i <= height - 4; i += 3) { + for (int j = 0; j <= width - 4; j += 3) { + horver_correlation_4x4(&diff[i * stride + j], stride, &xy_sum_32, + &xz_sum_32, &x_sum_32, &x2_sum_32); + } + xx_storeu_128(xy_tmp, xy_sum_32); + xx_storeu_128(xz_tmp, xz_sum_32); + xx_storeu_128(x_tmp, x_sum_32); + xx_storeu_128(x2_tmp, x2_sum_32); + xy_sum += (int64_t)xy_tmp[3] + xy_tmp[2] + xy_tmp[1]; + xz_sum += (int64_t)xz_tmp[3] + xz_tmp[2] + xz_tmp[0]; + x_sum += (int64_t)x_tmp[3] + x_tmp[2] + x_tmp[1] + x_tmp[0]; + x2_sum += (int64_t)x2_tmp[2] + x2_tmp[1] + x2_tmp[0]; + xy_sum_32 = _mm_setzero_si128(); + xz_sum_32 = _mm_setzero_si128(); + x_sum_32 = _mm_setzero_si128(); + x2_sum_32 = _mm_setzero_si128(); + } + + // x_sum now covers every pixel except the final 1-2 rows and 1-2 cols + int64_t x_finalrow = 0, x_finalcol = 0, x2_finalrow = 0, x2_finalcol = 0; + + // Do we have 2 rows remaining or just the one? Note that width and height + // are powers of 2, so each modulo 3 must be 1 or 2. + if (height % 3 == 1) { // Just horiz corrs on the final row + const int16_t x0 = diff[(height - 1) * stride]; + x_sum += x0; + x_finalrow += x0; + x2_sum += x0 * x0; + x2_finalrow += x0 * x0; + for (int j = 0; j < width - 1; ++j) { + const int16_t x = diff[(height - 1) * stride + j]; + const int16_t y = diff[(height - 1) * stride + j + 1]; + xy_sum += x * y; + x_sum += y; + x2_sum += y * y; + x_finalrow += y; + x2_finalrow += y * y; + } + } else { // Two rows remaining to do + const int16_t x0 = diff[(height - 2) * stride]; + const int16_t z0 = diff[(height - 1) * stride]; + x_sum += x0 + z0; + x2_sum += x0 * x0 + z0 * z0; + x_finalrow += z0; + x2_finalrow += z0 * z0; + for (int j = 0; j < width - 1; ++j) { + const int16_t x = diff[(height - 2) * stride + j]; + const int16_t y = diff[(height - 2) * stride + j + 1]; + const int16_t z = diff[(height - 1) * stride + j]; + const int16_t w = diff[(height - 1) * stride + j + 1]; + + // Horizontal and vertical correlations for the penultimate row: + xy_sum += x * y; + xz_sum += x * z; + + // Now just horizontal correlations for the final row: + xy_sum += z * w; + + x_sum += y + w; + x2_sum += y * y + w * w; + x_finalrow += w; + x2_finalrow += w * w; + } + } + + // Do we have 2 columns remaining or just the one? + if (width % 3 == 1) { // Just vert corrs on the final col + const int16_t x0 = diff[width - 1]; + x_sum += x0; + x_finalcol += x0; + x2_sum += x0 * x0; + x2_finalcol += x0 * x0; + for (int i = 0; i < height - 1; ++i) { + const int16_t x = diff[i * stride + width - 1]; + const int16_t z = diff[(i + 1) * stride + width - 1]; + xz_sum += x * z; + x_finalcol += z; + x2_finalcol += z * z; + // So the bottom-right elements don't get counted twice: + if (i < height - (height % 3 == 1 ? 2 : 3)) { + x_sum += z; + x2_sum += z * z; + } + } + } else { // Two cols remaining + const int16_t x0 = diff[width - 2]; + const int16_t y0 = diff[width - 1]; + x_sum += x0 + y0; + x2_sum += x0 * x0 + y0 * y0; + x_finalcol += y0; + x2_finalcol += y0 * y0; + for (int i = 0; i < height - 1; ++i) { + const int16_t x = diff[i * stride + width - 2]; + const int16_t y = diff[i * stride + width - 1]; + const int16_t z = diff[(i + 1) * stride + width - 2]; + const int16_t w = diff[(i + 1) * stride + width - 1]; + + // Horizontal and vertical correlations for the penultimate col: + // Skip these on the last iteration of this loop if we also had two + // rows remaining, otherwise the final horizontal and vertical correlation + // get erroneously processed twice + if (i < height - 2 || height % 3 == 1) { + xy_sum += x * y; + xz_sum += x * z; + } + + x_finalcol += w; + x2_finalcol += w * w; + // So the bottom-right elements don't get counted twice: + if (i < height - (height % 3 == 1 ? 2 : 3)) { + x_sum += z + w; + x2_sum += z * z + w * w; + } + + // Now just vertical correlations for the final column: + xz_sum += y * w; + } + } + + // Calculate the simple sums and squared-sums + int64_t x_firstrow = 0, x_firstcol = 0; + int64_t x2_firstrow = 0, x2_firstcol = 0; + + for (int j = 0; j < width; ++j) { + x_firstrow += diff[j]; + x2_firstrow += diff[j] * diff[j]; + } + for (int i = 0; i < height; ++i) { + x_firstcol += diff[i * stride]; + x2_firstcol += diff[i * stride] * diff[i * stride]; + } + + int64_t xhor_sum = x_sum - x_finalcol; + int64_t xver_sum = x_sum - x_finalrow; + int64_t y_sum = x_sum - x_firstcol; + int64_t z_sum = x_sum - x_firstrow; + int64_t x2hor_sum = x2_sum - x2_finalcol; + int64_t x2ver_sum = x2_sum - x2_finalrow; + int64_t y2_sum = x2_sum - x2_firstcol; + int64_t z2_sum = x2_sum - x2_firstrow; + + const float num_hor = (float)(height * (width - 1)); + const float num_ver = (float)((height - 1) * width); + + const float xhor_var_n = x2hor_sum - (xhor_sum * xhor_sum) / num_hor; + const float xver_var_n = x2ver_sum - (xver_sum * xver_sum) / num_ver; + + const float y_var_n = y2_sum - (y_sum * y_sum) / num_hor; + const float z_var_n = z2_sum - (z_sum * z_sum) / num_ver; + + const float xy_var_n = xy_sum - (xhor_sum * y_sum) / num_hor; + const float xz_var_n = xz_sum - (xver_sum * z_sum) / num_ver; + + if (xhor_var_n > 0 && y_var_n > 0) { + *hcorr = xy_var_n / sqrtf(xhor_var_n * y_var_n); + *hcorr = *hcorr < 0 ? 0 : *hcorr; + } else { + *hcorr = 1.0; + } + if (xver_var_n > 0 && z_var_n > 0) { + *vcorr = xz_var_n / sqrtf(xver_var_n * z_var_n); + *vcorr = *vcorr < 0 ? 0 : *vcorr; + } else { + *vcorr = 1.0; + } +} |