/* * 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 #include #include "aom_dsp/x86/mem_sse2.h" #include "aom_dsp/x86/synonyms_avx2.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, __m256i *xy_sum_32, __m256i *xz_sum_32, __m256i *x_sum_32, __m256i *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 __m256i pixels = _mm256_set_epi64x( loadu_int64(&diff[0 * stride]), loadu_int64(&diff[1 * stride]), loadu_int64(&diff[2 * stride]), loadu_int64(&diff[3 * stride])); // pixels = [d c b a h g f e] [l k j i p o n m] as i16 const __m256i slli = _mm256_slli_epi64(pixels, 16); // slli = [c b a 0 g f e 0] [k j i 0 o n m 0] as i16 const __m256i madd_xy = _mm256_madd_epi16(pixels, slli); // madd_xy = [bc+cd ab fg+gh ef] [jk+kl ij no+op mn] as i32 *xy_sum_32 = _mm256_add_epi32(*xy_sum_32, madd_xy); // Permute control [3 2] [1 0] => [2 1] [0 0], 0b10010000 = 0x90 const __m256i perm = _mm256_permute4x64_epi64(slli, 0x90); // perm = [g f e 0 k j i 0] [o n m 0 o n m 0] as i16 const __m256i madd_xz = _mm256_madd_epi16(slli, perm); // madd_xz = [cg+bf ae gk+fj ei] [ko+jn im oo+nn mm] as i32 *xz_sum_32 = _mm256_add_epi32(*xz_sum_32, madd_xz); // Sum every element in slli (and then also their squares) const __m256i madd1_slli = _mm256_madd_epi16(slli, _mm256_set1_epi16(1)); // madd1_slli = [c+b a g+f e] [k+j i o+n m] as i32 *x_sum_32 = _mm256_add_epi32(*x_sum_32, madd1_slli); const __m256i madd_slli = _mm256_madd_epi16(slli, slli); // madd_slli = [cc+bb aa gg+ff ee] [kk+jj ii oo+nn mm] as i32 *x2_sum_32 = _mm256_add_epi32(*x2_sum_32, madd_slli); } void av1_get_horver_correlation_full_avx2(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_xz_tmp[8] = { 0 }, x_x2_tmp[8] = { 0 }; __m256i xy_sum_32 = _mm256_setzero_si256(); __m256i xz_sum_32 = _mm256_setzero_si256(); __m256i x_sum_32 = _mm256_setzero_si256(); __m256i x2_sum_32 = _mm256_setzero_si256(); 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); } const __m256i hadd_xy_xz = _mm256_hadd_epi32(xy_sum_32, xz_sum_32); // hadd_xy_xz = [ae+bf+cg ei+fj+gk ab+bc+cd ef+fg+gh] // [im+jn+ko mm+nn+oo ij+jk+kl mn+no+op] as i32 yy_storeu_256(xy_xz_tmp, hadd_xy_xz); xy_sum += (int64_t)xy_xz_tmp[5] + xy_xz_tmp[4] + xy_xz_tmp[1]; xz_sum += (int64_t)xy_xz_tmp[7] + xy_xz_tmp[6] + xy_xz_tmp[3]; const __m256i hadd_x_x2 = _mm256_hadd_epi32(x_sum_32, x2_sum_32); // hadd_x_x2 = [aa+bb+cc ee+ff+gg a+b+c e+f+g] // [ii+jj+kk mm+nn+oo i+j+k m+n+o] as i32 yy_storeu_256(x_x2_tmp, hadd_x_x2); x_sum += (int64_t)x_x2_tmp[5] + x_x2_tmp[4] + x_x2_tmp[1]; x2_sum += (int64_t)x_x2_tmp[7] + x_x2_tmp[6] + x_x2_tmp[3]; xy_sum_32 = _mm256_setzero_si256(); xz_sum_32 = _mm256_setzero_si256(); x_sum_32 = _mm256_setzero_si256(); x2_sum_32 = _mm256_setzero_si256(); } // 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; } }