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-rw-r--r--media/libvpx/libvpx/vpx_dsp/ppc/deblock_vsx.c374
1 files changed, 374 insertions, 0 deletions
diff --git a/media/libvpx/libvpx/vpx_dsp/ppc/deblock_vsx.c b/media/libvpx/libvpx/vpx_dsp/ppc/deblock_vsx.c
new file mode 100644
index 0000000000..2129911696
--- /dev/null
+++ b/media/libvpx/libvpx/vpx_dsp/ppc/deblock_vsx.c
@@ -0,0 +1,374 @@
+/*
+ * Copyright (c) 2018 The WebM project authors. All Rights Reserved.
+ *
+ * Use of this source code is governed by a BSD-style license
+ * that can be found in the LICENSE file in the root of the source
+ * tree. An additional intellectual property rights grant can be found
+ * in the file PATENTS. All contributing project authors may
+ * be found in the AUTHORS file in the root of the source tree.
+ */
+
+#include <assert.h>
+
+#include "./vpx_dsp_rtcd.h"
+#include "vpx_dsp/ppc/types_vsx.h"
+
+extern const int16_t vpx_rv[];
+
+static const uint8x16_t load_merge = { 0x00, 0x02, 0x04, 0x06, 0x08, 0x0A,
+ 0x0C, 0x0E, 0x18, 0x19, 0x1A, 0x1B,
+ 0x1C, 0x1D, 0x1E, 0x1F };
+
+static const uint8x16_t st8_perm = { 0x00, 0x01, 0x02, 0x03, 0x04, 0x05,
+ 0x06, 0x07, 0x18, 0x19, 0x1A, 0x1B,
+ 0x1C, 0x1D, 0x1E, 0x1F };
+
+static INLINE uint8x16_t apply_filter(uint8x16_t ctx[4], uint8x16_t v,
+ uint8x16_t filter) {
+ const uint8x16_t k1 = vec_avg(ctx[0], ctx[1]);
+ const uint8x16_t k2 = vec_avg(ctx[3], ctx[2]);
+ const uint8x16_t k3 = vec_avg(k1, k2);
+ const uint8x16_t f_a = vec_max(vec_absd(v, ctx[0]), vec_absd(v, ctx[1]));
+ const uint8x16_t f_b = vec_max(vec_absd(v, ctx[2]), vec_absd(v, ctx[3]));
+ const bool8x16_t mask = vec_cmplt(vec_max(f_a, f_b), filter);
+ return vec_sel(v, vec_avg(k3, v), mask);
+}
+
+static INLINE void vert_ctx(uint8x16_t ctx[4], int col, uint8_t *src,
+ int stride) {
+ ctx[0] = vec_vsx_ld(col - 2 * stride, src);
+ ctx[1] = vec_vsx_ld(col - stride, src);
+ ctx[2] = vec_vsx_ld(col + stride, src);
+ ctx[3] = vec_vsx_ld(col + 2 * stride, src);
+}
+
+static INLINE void horz_ctx(uint8x16_t ctx[4], uint8x16_t left_ctx,
+ uint8x16_t v, uint8x16_t right_ctx) {
+ static const uint8x16_t l2_perm = { 0x0E, 0x0F, 0x10, 0x11, 0x12, 0x13,
+ 0x14, 0x15, 0x16, 0x17, 0x18, 0x19,
+ 0x1A, 0x1B, 0x1C, 0x1D };
+
+ static const uint8x16_t l1_perm = { 0x0F, 0x10, 0x11, 0x12, 0x13, 0x14,
+ 0x15, 0x16, 0x17, 0x18, 0x19, 0x1A,
+ 0x1B, 0x1C, 0x1D, 0x1E };
+
+ static const uint8x16_t r1_perm = { 0x01, 0x02, 0x03, 0x04, 0x05, 0x06,
+ 0x07, 0x08, 0x09, 0x0A, 0x0B, 0x0C,
+ 0x0D, 0x0E, 0x0F, 0x10 };
+
+ static const uint8x16_t r2_perm = { 0x02, 0x03, 0x04, 0x05, 0x06, 0x07,
+ 0x08, 0x09, 0x0A, 0x0B, 0x0C, 0x0D,
+ 0x0E, 0x0F, 0x10, 0x11 };
+ ctx[0] = vec_perm(left_ctx, v, l2_perm);
+ ctx[1] = vec_perm(left_ctx, v, l1_perm);
+ ctx[2] = vec_perm(v, right_ctx, r1_perm);
+ ctx[3] = vec_perm(v, right_ctx, r2_perm);
+}
+void vpx_post_proc_down_and_across_mb_row_vsx(unsigned char *src_ptr,
+ unsigned char *dst_ptr,
+ int src_pixels_per_line,
+ int dst_pixels_per_line, int cols,
+ unsigned char *f, int size) {
+ int row, col;
+ uint8x16_t ctx[4], out, v, left_ctx;
+
+ for (row = 0; row < size; row++) {
+ for (col = 0; col < cols - 8; col += 16) {
+ const uint8x16_t filter = vec_vsx_ld(col, f);
+ v = vec_vsx_ld(col, src_ptr);
+ vert_ctx(ctx, col, src_ptr, src_pixels_per_line);
+ vec_vsx_st(apply_filter(ctx, v, filter), col, dst_ptr);
+ }
+
+ if (col != cols) {
+ const uint8x16_t filter = vec_vsx_ld(col, f);
+ v = vec_vsx_ld(col, src_ptr);
+ vert_ctx(ctx, col, src_ptr, src_pixels_per_line);
+ out = apply_filter(ctx, v, filter);
+ vec_vsx_st(vec_perm(out, v, st8_perm), col, dst_ptr);
+ }
+
+ /* now post_proc_across */
+ left_ctx = vec_splats(dst_ptr[0]);
+ v = vec_vsx_ld(0, dst_ptr);
+ for (col = 0; col < cols - 8; col += 16) {
+ const uint8x16_t filter = vec_vsx_ld(col, f);
+ const uint8x16_t right_ctx = (col + 16 == cols)
+ ? vec_splats(dst_ptr[cols - 1])
+ : vec_vsx_ld(col, dst_ptr + 16);
+ horz_ctx(ctx, left_ctx, v, right_ctx);
+ vec_vsx_st(apply_filter(ctx, v, filter), col, dst_ptr);
+ left_ctx = v;
+ v = right_ctx;
+ }
+
+ if (col != cols) {
+ const uint8x16_t filter = vec_vsx_ld(col, f);
+ const uint8x16_t right_ctx = vec_splats(dst_ptr[cols - 1]);
+ horz_ctx(ctx, left_ctx, v, right_ctx);
+ out = apply_filter(ctx, v, filter);
+ vec_vsx_st(vec_perm(out, v, st8_perm), col, dst_ptr);
+ }
+
+ src_ptr += src_pixels_per_line;
+ dst_ptr += dst_pixels_per_line;
+ }
+}
+
+// C: s[c + 7]
+static INLINE int16x8_t next7l_s16(uint8x16_t c) {
+ static const uint8x16_t next7_perm = {
+ 0x07, 0x10, 0x08, 0x11, 0x09, 0x12, 0x0A, 0x13,
+ 0x0B, 0x14, 0x0C, 0x15, 0x0D, 0x16, 0x0E, 0x17,
+ };
+ return (int16x8_t)vec_perm(c, vec_zeros_u8, next7_perm);
+}
+
+// Slide across window and add.
+static INLINE int16x8_t slide_sum_s16(int16x8_t x) {
+ // x = A B C D E F G H
+ //
+ // 0 A B C D E F G
+ const int16x8_t sum1 = vec_add(x, vec_slo(x, vec_splats((int8_t)(2 << 3))));
+ // 0 0 A B C D E F
+ const int16x8_t sum2 = vec_add(vec_slo(x, vec_splats((int8_t)(4 << 3))),
+ // 0 0 0 A B C D E
+ vec_slo(x, vec_splats((int8_t)(6 << 3))));
+ // 0 0 0 0 A B C D
+ const int16x8_t sum3 = vec_add(vec_slo(x, vec_splats((int8_t)(8 << 3))),
+ // 0 0 0 0 0 A B C
+ vec_slo(x, vec_splats((int8_t)(10 << 3))));
+ // 0 0 0 0 0 0 A B
+ const int16x8_t sum4 = vec_add(vec_slo(x, vec_splats((int8_t)(12 << 3))),
+ // 0 0 0 0 0 0 0 A
+ vec_slo(x, vec_splats((int8_t)(14 << 3))));
+ return vec_add(vec_add(sum1, sum2), vec_add(sum3, sum4));
+}
+
+// Slide across window and add.
+static INLINE int32x4_t slide_sumsq_s32(int32x4_t xsq_even, int32x4_t xsq_odd) {
+ // 0 A C E
+ // + 0 B D F
+ int32x4_t sumsq_1 = vec_add(vec_slo(xsq_even, vec_splats((int8_t)(4 << 3))),
+ vec_slo(xsq_odd, vec_splats((int8_t)(4 << 3))));
+ // 0 0 A C
+ // + 0 0 B D
+ int32x4_t sumsq_2 = vec_add(vec_slo(xsq_even, vec_splats((int8_t)(8 << 3))),
+ vec_slo(xsq_odd, vec_splats((int8_t)(8 << 3))));
+ // 0 0 0 A
+ // + 0 0 0 B
+ int32x4_t sumsq_3 = vec_add(vec_slo(xsq_even, vec_splats((int8_t)(12 << 3))),
+ vec_slo(xsq_odd, vec_splats((int8_t)(12 << 3))));
+ sumsq_1 = vec_add(sumsq_1, xsq_even);
+ sumsq_2 = vec_add(sumsq_2, sumsq_3);
+ return vec_add(sumsq_1, sumsq_2);
+}
+
+// C: (b + sum + val) >> 4
+static INLINE int16x8_t filter_s16(int16x8_t b, int16x8_t sum, int16x8_t val) {
+ return vec_sra(vec_add(vec_add(b, sum), val), vec_splats((uint16_t)4));
+}
+
+// C: sumsq * 15 - sum * sum
+static INLINE bool16x8_t mask_s16(int32x4_t sumsq_even, int32x4_t sumsq_odd,
+ int16x8_t sum, int32x4_t lim) {
+ static const uint8x16_t mask_merge = { 0x00, 0x01, 0x10, 0x11, 0x04, 0x05,
+ 0x14, 0x15, 0x08, 0x09, 0x18, 0x19,
+ 0x0C, 0x0D, 0x1C, 0x1D };
+ const int32x4_t sumsq_odd_scaled =
+ vec_mul(sumsq_odd, vec_splats((int32_t)15));
+ const int32x4_t sumsq_even_scaled =
+ vec_mul(sumsq_even, vec_splats((int32_t)15));
+ const int32x4_t thres_odd = vec_sub(sumsq_odd_scaled, vec_mulo(sum, sum));
+ const int32x4_t thres_even = vec_sub(sumsq_even_scaled, vec_mule(sum, sum));
+
+ const bool32x4_t mask_odd = vec_cmplt(thres_odd, lim);
+ const bool32x4_t mask_even = vec_cmplt(thres_even, lim);
+ return vec_perm((bool16x8_t)mask_even, (bool16x8_t)mask_odd, mask_merge);
+}
+
+void vpx_mbpost_proc_across_ip_vsx(unsigned char *src, int pitch, int rows,
+ int cols, int flimit) {
+ int row, col;
+ const int32x4_t lim = vec_splats(flimit);
+
+ // 8 columns are processed at a time.
+ assert(cols % 8 == 0);
+
+ for (row = 0; row < rows; row++) {
+ // The sum is signed and requires at most 13 bits.
+ // (8 bits + sign) * 15 (4 bits)
+ int16x8_t sum;
+ // The sum of squares requires at most 20 bits.
+ // (16 bits + sign) * 15 (4 bits)
+ int32x4_t sumsq_even, sumsq_odd;
+
+ // Fill left context with first col.
+ int16x8_t left_ctx = vec_splats((int16_t)src[0]);
+ int16_t s = src[0] * 9;
+ int32_t ssq = src[0] * src[0] * 9 + 16;
+
+ // Fill the next 6 columns of the sliding window with cols 2 to 7.
+ for (col = 1; col <= 6; ++col) {
+ s += src[col];
+ ssq += src[col] * src[col];
+ }
+ // Set this sum to every element in the window.
+ sum = vec_splats(s);
+ sumsq_even = vec_splats(ssq);
+ sumsq_odd = vec_splats(ssq);
+
+ for (col = 0; col < cols; col += 8) {
+ bool16x8_t mask;
+ int16x8_t filtered, masked;
+ uint8x16_t out;
+
+ const uint8x16_t val = vec_vsx_ld(0, src + col);
+ const int16x8_t val_high = unpack_to_s16_h(val);
+
+ // C: s[c + 7]
+ const int16x8_t right_ctx = (col + 8 == cols)
+ ? vec_splats((int16_t)src[col + 7])
+ : next7l_s16(val);
+
+ // C: x = s[c + 7] - s[c - 8];
+ const int16x8_t x = vec_sub(right_ctx, left_ctx);
+ const int32x4_t xsq_even =
+ vec_sub(vec_mule(right_ctx, right_ctx), vec_mule(left_ctx, left_ctx));
+ const int32x4_t xsq_odd =
+ vec_sub(vec_mulo(right_ctx, right_ctx), vec_mulo(left_ctx, left_ctx));
+
+ const int32x4_t sumsq_tmp = slide_sumsq_s32(xsq_even, xsq_odd);
+ // A C E G
+ // 0 B D F
+ // 0 A C E
+ // 0 0 B D
+ // 0 0 A C
+ // 0 0 0 B
+ // 0 0 0 A
+ sumsq_even = vec_add(sumsq_even, sumsq_tmp);
+ // B D F G
+ // A C E G
+ // 0 B D F
+ // 0 A C E
+ // 0 0 B D
+ // 0 0 A C
+ // 0 0 0 B
+ // 0 0 0 A
+ sumsq_odd = vec_add(sumsq_odd, vec_add(sumsq_tmp, xsq_odd));
+
+ sum = vec_add(sum, slide_sum_s16(x));
+
+ // C: (8 + sum + s[c]) >> 4
+ filtered = filter_s16(vec_splats((int16_t)8), sum, val_high);
+ // C: sumsq * 15 - sum * sum
+ mask = mask_s16(sumsq_even, sumsq_odd, sum, lim);
+ masked = vec_sel(val_high, filtered, mask);
+
+ out = vec_perm((uint8x16_t)masked, vec_vsx_ld(0, src + col), load_merge);
+ vec_vsx_st(out, 0, src + col);
+
+ // Update window sum and square sum
+ sum = vec_splat(sum, 7);
+ sumsq_even = vec_splat(sumsq_odd, 3);
+ sumsq_odd = vec_splat(sumsq_odd, 3);
+
+ // C: s[c - 8] (for next iteration)
+ left_ctx = val_high;
+ }
+ src += pitch;
+ }
+}
+
+void vpx_mbpost_proc_down_vsx(uint8_t *dst, int pitch, int rows, int cols,
+ int flimit) {
+ int col, row, i;
+ int16x8_t window[16];
+ const int32x4_t lim = vec_splats(flimit);
+
+ // 8 columns are processed at a time.
+ assert(cols % 8 == 0);
+ // If rows is less than 8 the bottom border extension fails.
+ assert(rows >= 8);
+
+ for (col = 0; col < cols; col += 8) {
+ // The sum is signed and requires at most 13 bits.
+ // (8 bits + sign) * 15 (4 bits)
+ int16x8_t r1, sum;
+ // The sum of squares requires at most 20 bits.
+ // (16 bits + sign) * 15 (4 bits)
+ int32x4_t sumsq_even, sumsq_odd;
+
+ r1 = unpack_to_s16_h(vec_vsx_ld(0, dst));
+ // Fill sliding window with first row.
+ for (i = 0; i <= 8; i++) {
+ window[i] = r1;
+ }
+ // First 9 rows of the sliding window are the same.
+ // sum = r1 * 9
+ sum = vec_mladd(r1, vec_splats((int16_t)9), vec_zeros_s16);
+
+ // sumsq = r1 * r1 * 9
+ sumsq_even = vec_mule(sum, r1);
+ sumsq_odd = vec_mulo(sum, r1);
+
+ // Fill the next 6 rows of the sliding window with rows 2 to 7.
+ for (i = 1; i <= 6; ++i) {
+ const int16x8_t next_row = unpack_to_s16_h(vec_vsx_ld(i * pitch, dst));
+ window[i + 8] = next_row;
+ sum = vec_add(sum, next_row);
+ sumsq_odd = vec_add(sumsq_odd, vec_mulo(next_row, next_row));
+ sumsq_even = vec_add(sumsq_even, vec_mule(next_row, next_row));
+ }
+
+ for (row = 0; row < rows; row++) {
+ int32x4_t d15_even, d15_odd, d0_even, d0_odd;
+ bool16x8_t mask;
+ int16x8_t filtered, masked;
+ uint8x16_t out;
+
+ const int16x8_t rv = vec_vsx_ld(0, vpx_rv + (row & 127));
+
+ // Move the sliding window
+ if (row + 7 < rows) {
+ window[15] = unpack_to_s16_h(vec_vsx_ld((row + 7) * pitch, dst));
+ } else {
+ window[15] = window[14];
+ }
+
+ // C: sum += s[7 * pitch] - s[-8 * pitch];
+ sum = vec_add(sum, vec_sub(window[15], window[0]));
+
+ // C: sumsq += s[7 * pitch] * s[7 * pitch] - s[-8 * pitch] * s[-8 *
+ // pitch];
+ // Optimization Note: Caching a squared-window for odd and even is
+ // slower than just repeating the multiplies.
+ d15_odd = vec_mulo(window[15], window[15]);
+ d15_even = vec_mule(window[15], window[15]);
+ d0_odd = vec_mulo(window[0], window[0]);
+ d0_even = vec_mule(window[0], window[0]);
+ sumsq_odd = vec_add(sumsq_odd, vec_sub(d15_odd, d0_odd));
+ sumsq_even = vec_add(sumsq_even, vec_sub(d15_even, d0_even));
+
+ // C: (vpx_rv[(r & 127) + (c & 7)] + sum + s[0]) >> 4
+ filtered = filter_s16(rv, sum, window[8]);
+
+ // C: sumsq * 15 - sum * sum
+ mask = mask_s16(sumsq_even, sumsq_odd, sum, lim);
+ masked = vec_sel(window[8], filtered, mask);
+
+ // TODO(ltrudeau) If cols % 16 == 0, we could just process 16 per
+ // iteration
+ out = vec_perm((uint8x16_t)masked, vec_vsx_ld(0, dst + row * pitch),
+ load_merge);
+ vec_vsx_st(out, 0, dst + row * pitch);
+
+ // Optimization Note: Turns out that the following loop is faster than
+ // using pointers to manage the sliding window.
+ for (i = 1; i < 16; i++) {
+ window[i - 1] = window[i];
+ }
+ }
+ dst += 8;
+ }
+}