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-rw-r--r--third_party/dav1d/src/arm/32/looprestoration.S791
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diff --git a/third_party/dav1d/src/arm/32/looprestoration.S b/third_party/dav1d/src/arm/32/looprestoration.S
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+/*
+ * Copyright © 2018, VideoLAN and dav1d authors
+ * Copyright © 2019, Martin Storsjo
+ * All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ *
+ * 1. Redistributions of source code must retain the above copyright notice, this
+ * list of conditions and the following disclaimer.
+ *
+ * 2. Redistributions in binary form must reproduce the above copyright notice,
+ * this list of conditions and the following disclaimer in the documentation
+ * and/or other materials provided with the distribution.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
+ * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
+ * ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+#include "src/arm/asm.S"
+#include "util.S"
+
+const right_ext_mask_buf
+ .byte 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00
+ .byte 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00
+ .byte 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00
+ .byte 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00
+right_ext_mask:
+ .byte 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff
+ .byte 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff
+ .byte 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff
+ .byte 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff
+endconst
+
+// void dav1d_wiener_filter_h_8bpc_neon(int16_t *dst, const pixel (*left)[4],
+// const pixel *src, ptrdiff_t stride,
+// const int16_t fh[8], intptr_t w,
+// int h, enum LrEdgeFlags edges);
+function wiener_filter_h_8bpc_neon, export=1
+ push {r4-r11,lr}
+ vpush {q4-q7}
+ ldrd r4, r5, [sp, #100]
+ ldrd r6, r7, [sp, #108]
+ mov r8, r5
+ vld1.16 {q0}, [r4, :128]
+ movw r9, #(1 << 14) - (1 << 2)
+ vdup.16 q14, r9
+ vmov.s16 q15, #2048
+ // Calculate mid_stride
+ add r10, r5, #7
+ bic r10, r10, #7
+ lsl r10, r10, #1
+
+ // Set up pointers for reading/writing alternate rows
+ add r12, r0, r10
+ lsl r10, r10, #1
+ add lr, r2, r3
+ lsl r3, r3, #1
+
+ // Subtract the aligned width from mid_stride
+ add r11, r5, #7
+ bic r11, r11, #7
+ sub r10, r10, r11, lsl #1
+
+ // Subtract the number of pixels read from the source stride
+ add r11, r11, #8
+ sub r3, r3, r11
+
+ // Set up the src pointers to include the left edge, for LR_HAVE_LEFT, left == NULL
+ tst r7, #1 // LR_HAVE_LEFT
+ beq 2f
+ // LR_HAVE_LEFT
+ cmp r1, #0
+ bne 0f
+ // left == NULL
+ sub r2, r2, #3
+ sub lr, lr, #3
+ b 1f
+0: // LR_HAVE_LEFT, left != NULL
+2: // !LR_HAVE_LEFT, increase the stride.
+ // For this case we don't read the left 3 pixels from the src pointer,
+ // but shift it as if we had done that.
+ add r3, r3, #3
+
+
+1: // Loop vertically
+ vld1.8 {q2}, [r2]!
+ vld1.8 {q9}, [lr]!
+
+ tst r7, #1 // LR_HAVE_LEFT
+ beq 0f
+ cmp r1, #0
+ beq 2f
+ // LR_HAVE_LEFT, left != NULL
+ vld1.32 {d3[1]}, [r1]!
+ // Move r2/lr back to account for the last 3 bytes we loaded earlier,
+ // which we'll shift out.
+ sub r2, r2, #3
+ sub lr, lr, #3
+ vld1.32 {d17[1]}, [r1]!
+ vext.8 q2, q1, q2, #13
+ vext.8 q9, q8, q9, #13
+ b 2f
+0:
+ // !LR_HAVE_LEFT, fill q1 with the leftmost byte
+ // and shift q2 to have 3x the first byte at the front.
+ vdup.8 q1, d4[0]
+ vdup.8 q8, d18[0]
+ // Move r2 back to account for the last 3 bytes we loaded before,
+ // which we shifted out.
+ sub r2, r2, #3
+ sub lr, lr, #3
+ vext.8 q2, q1, q2, #13
+ vext.8 q9, q8, q9, #13
+
+2:
+ vmovl.u8 q1, d4
+ vmovl.u8 q2, d5
+ vmovl.u8 q8, d18
+ vmovl.u8 q9, d19
+
+ tst r7, #2 // LR_HAVE_RIGHT
+ bne 4f
+ // If we'll need to pad the right edge, load that byte to pad with
+ // here since we can find it pretty easily from here.
+ sub r9, r5, #14
+ ldrb r11, [r2, r9]
+ ldrb r9, [lr, r9]
+ // Fill q12/q13 with the right padding pixel
+ vdup.16 q12, r11
+ vdup.16 q13, r9
+3: // !LR_HAVE_RIGHT
+
+ // Check whether we need to pad the right edge
+ cmp r5, #11
+ bge 4f // If w >= 11, all used input pixels are valid
+
+ // 1 <= w < 11, w+3 pixels valid in q1-q2. For w=9 or w=10,
+ // this ends up called again; it's not strictly needed in those
+ // cases (we pad enough here), but keeping the code as simple as possible.
+
+ // Insert padding in q1/2.h[w+3] onwards; fuse the +3 (*2) into the
+ // buffer pointer.
+ movrel_local r4, right_ext_mask, -6
+ sub r4, r4, r5, lsl #1
+ vld1.8 {q10, q11}, [r4]
+
+ vbit q1, q12, q10
+ vbit q2, q12, q11
+ vbit q8, q13, q10
+ vbit q9, q13, q11
+
+4: // Loop horizontally
+ vext.8 q11, q1, q2, #4
+ vext.8 q5, q1, q2, #8
+ vext.8 q10, q1, q2, #2
+ vext.8 q6, q1, q2, #10
+ vext.8 q7, q1, q2, #12
+ vext.8 q4, q1, q2, #6
+ vadd.i16 q5, q5, q11
+ vadd.i16 q6, q6, q10
+ vadd.i16 q7, q7, q1
+ vmul.s16 q3, q4, d0[3]
+ vmla.s16 q3, q5, d1[0]
+ vmla.s16 q3, q6, d1[1]
+ vmla.s16 q3, q7, d1[2]
+
+ vext.8 q4, q8, q9, #4
+ vext.8 q6, q8, q9, #8
+ vext.8 q11, q8, q9, #2
+ vext.8 q7, q8, q9, #10
+ vadd.i16 q6, q6, q4
+ vext.8 q4, q8, q9, #12
+ vext.8 q5, q8, q9, #6
+ vadd.i16 q7, q7, q11
+ vadd.i16 q4, q4, q8
+ vmul.s16 q10, q5, d0[3]
+ vmla.s16 q10, q6, d1[0]
+ vmla.s16 q10, q7, d1[1]
+ vmla.s16 q10, q4, d1[2]
+
+ vext.8 q1, q1, q2, #6
+ vext.8 q8, q8, q9, #6
+ vshl.s16 q1, q1, #7
+ vshl.s16 q8, q8, #7
+ vsub.s16 q1, q1, q14
+ vsub.s16 q8, q8, q14
+ vqadd.s16 q3, q3, q1
+ vqadd.s16 q10, q10, q8
+ vshr.s16 q3, q3, #3
+ vshr.s16 q10, q10, #3
+ vadd.s16 q3, q3, q15
+ vadd.s16 q10, q10, q15
+ subs r5, r5, #8
+ vst1.16 {q3}, [r0, :128]!
+ vst1.16 {q10}, [r12, :128]!
+
+ ble 9f
+ tst r7, #2 // LR_HAVE_RIGHT
+ vmov q1, q2
+ vmov q8, q9
+ vld1.8 {d4}, [r2]!
+ vld1.8 {d18}, [lr]!
+ vmovl.u8 q2, d4
+ vmovl.u8 q9, d18
+ bne 4b // If we don't need to pad, just keep filtering.
+ b 3b // If we need to pad, check how many pixels we have left.
+
+9:
+ subs r6, r6, #2
+ ble 0f
+ // Jump to the next row and loop horizontally
+ add r0, r0, r10
+ add r12, r12, r10
+ add r2, r2, r3
+ add lr, lr, r3
+ mov r5, r8
+ b 1b
+0:
+ vpop {q4-q7}
+ pop {r4-r11,pc}
+endfunc
+
+// void dav1d_wiener_filter_v_8bpc_neon(pixel *dst, ptrdiff_t stride,
+// const int16_t *mid, int w, int h,
+// const int16_t fv[8], enum LrEdgeFlags edges,
+// ptrdiff_t mid_stride);
+function wiener_filter_v_8bpc_neon, export=1
+ push {r4-r7,lr}
+ vpush {q4-q6}
+ ldrd r4, r5, [sp, #68]
+ ldrd r6, r7, [sp, #76]
+ mov lr, r4
+ vld1.16 {q0}, [r5, :128]
+
+ // Calculate the number of rows to move back when looping vertically
+ mov r12, r4
+ tst r6, #4 // LR_HAVE_TOP
+ beq 0f
+ sub r2, r2, r7, lsl #1
+ add r12, r12, #2
+0:
+ tst r6, #8 // LR_HAVE_BOTTOM
+ beq 1f
+ add r12, r12, #2
+
+1: // Start of horizontal loop; start one vertical filter slice.
+ // Load rows into q8-q11 and pad properly.
+ tst r6, #4 // LR_HAVE_TOP
+ vld1.16 {q8}, [r2, :128], r7
+ beq 2f
+ // LR_HAVE_TOP
+ vld1.16 {q10}, [r2, :128], r7
+ vmov q9, q8
+ vld1.16 {q11}, [r2, :128], r7
+ b 3f
+2: // !LR_HAVE_TOP
+ vmov q9, q8
+ vmov q10, q8
+ vmov q11, q8
+
+3:
+ cmp r4, #4
+ blt 5f
+ // Start filtering normally; fill in q12-q14 with unique rows.
+ vld1.16 {q12}, [r2, :128], r7
+ vld1.16 {q13}, [r2, :128], r7
+ vld1.16 {q14}, [r2, :128], r7
+
+4:
+.macro filter compare
+ subs r4, r4, #1
+ // Interleaving the mul/mla chains actually hurts performance
+ // significantly on Cortex A53, thus keeping mul/mla tightly
+ // chained like this.
+ vadd.i16 q4, q10, q12
+ vadd.i16 q5, q9, q13
+ vadd.i16 q6, q8, q14
+ vmull.s16 q2, d22, d0[3]
+ vmlal.s16 q2, d8, d1[0]
+ vmlal.s16 q2, d10, d1[1]
+ vmlal.s16 q2, d12, d1[2]
+ vmull.s16 q3, d23, d0[3]
+ vmlal.s16 q3, d9, d1[0]
+ vmlal.s16 q3, d11, d1[1]
+ vmlal.s16 q3, d13, d1[2]
+ vqrshrun.s32 d4, q2, #11
+ vqrshrun.s32 d5, q3, #11
+ vqmovun.s16 d4, q2
+ vst1.8 {d4}, [r0, :64], r1
+.if \compare
+ cmp r4, #4
+.else
+ ble 9f
+.endif
+ vmov q8, q9
+ vmov q9, q10
+ vmov q10, q11
+ vmov q11, q12
+ vmov q12, q13
+ vmov q13, q14
+.endm
+ filter 1
+ blt 7f
+ vld1.16 {q14}, [r2, :128], r7
+ b 4b
+
+5: // Less than 4 rows in total; not all of q12-q13 are filled yet.
+ tst r6, #8 // LR_HAVE_BOTTOM
+ beq 6f
+ // LR_HAVE_BOTTOM
+ cmp r4, #2
+ // We load at least 2 rows in all cases.
+ vld1.16 {q12}, [r2, :128], r7
+ vld1.16 {q13}, [r2, :128], r7
+ bgt 53f // 3 rows in total
+ beq 52f // 2 rows in total
+51: // 1 row in total, q11 already loaded, load edge into q12-q14.
+ vmov q13, q12
+ b 8f
+52: // 2 rows in total, q11 already loaded, load q12 with content data
+ // and 2 rows of edge.
+ vld1.16 {q14}, [r2, :128], r7
+ vmov q15, q14
+ b 8f
+53:
+ // 3 rows in total, q11 already loaded, load q12 and q13 with content
+ // and 2 rows of edge.
+ vld1.16 {q14}, [r2, :128], r7
+ vld1.16 {q15}, [r2, :128], r7
+ vmov q1, q15
+ b 8f
+
+6:
+ // !LR_HAVE_BOTTOM
+ cmp r4, #2
+ bgt 63f // 3 rows in total
+ beq 62f // 2 rows in total
+61: // 1 row in total, q11 already loaded, pad that into q12-q14.
+ vmov q12, q11
+ vmov q13, q11
+ vmov q14, q11
+ b 8f
+62: // 2 rows in total, q11 already loaded, load q12 and pad that into q12-q15.
+ vld1.16 {q12}, [r2, :128], r7
+ vmov q13, q12
+ vmov q14, q12
+ vmov q15, q12
+ b 8f
+63:
+ // 3 rows in total, q11 already loaded, load q12 and q13 and pad q13 into q14-q15,q1.
+ vld1.16 {q12}, [r2, :128], r7
+ vld1.16 {q13}, [r2, :128], r7
+ vmov q14, q13
+ vmov q15, q13
+ vmov q1, q13
+ b 8f
+
+7:
+ // All registers up to q13 are filled already, 3 valid rows left.
+ // < 4 valid rows left; fill in padding and filter the last
+ // few rows.
+ tst r6, #8 // LR_HAVE_BOTTOM
+ beq 71f
+ // LR_HAVE_BOTTOM; load 2 rows of edge.
+ vld1.16 {q14}, [r2, :128], r7
+ vld1.16 {q15}, [r2, :128], r7
+ vmov q1, q15
+ b 8f
+71:
+ // !LR_HAVE_BOTTOM, pad 3 rows
+ vmov q14, q13
+ vmov q15, q13
+ vmov q1, q13
+
+8: // At this point, all registers up to q14-15,q1 are loaded with
+ // edge/padding (depending on how many rows are left).
+ filter 0 // This branches to 9f when done
+ vmov q14, q15
+ vmov q15, q1
+ b 8b
+
+9: // End of one vertical slice.
+ subs r3, r3, #8
+ ble 0f
+ // Move pointers back up to the top and loop horizontally.
+ mls r0, r1, lr, r0
+ mls r2, r7, r12, r2
+ add r0, r0, #8
+ add r2, r2, #16
+ mov r4, lr
+ b 1b
+
+0:
+ vpop {q4-q6}
+ pop {r4-r7,pc}
+.purgem filter
+endfunc
+
+#define SUM_STRIDE (384+16)
+
+#include "looprestoration_tmpl.S"
+
+// void dav1d_sgr_box3_h_8bpc_neon(int32_t *sumsq, int16_t *sum,
+// const pixel (*left)[4],
+// const pixel *src, const ptrdiff_t stride,
+// const int w, const int h,
+// const enum LrEdgeFlags edges);
+function sgr_box3_h_8bpc_neon, export=1
+ push {r4-r11,lr}
+ vpush {q4-q7}
+ ldrd r4, r5, [sp, #100]
+ ldrd r6, r7, [sp, #108]
+ add r5, r5, #2 // w += 2
+
+ // Set up pointers for reading/writing alternate rows
+ add r10, r0, #(4*SUM_STRIDE) // sumsq
+ add r11, r1, #(2*SUM_STRIDE) // sum
+ add r12, r3, r4 // src
+ lsl r4, r4, #1
+ mov r9, #(2*2*SUM_STRIDE) // double sum stride
+
+ // Subtract the aligned width from the output stride.
+ add lr, r5, #7
+ bic lr, lr, #7
+ sub r9, r9, lr, lsl #1
+
+ // Store the width for the vertical loop
+ mov r8, r5
+
+ // Subtract the number of pixels read from the input from the stride
+ add lr, lr, #8
+ sub r4, r4, lr
+
+ // Set up the src pointers to include the left edge, for LR_HAVE_LEFT, left == NULL
+ tst r7, #1 // LR_HAVE_LEFT
+ beq 2f
+ // LR_HAVE_LEFT
+ cmp r2, #0
+ bne 0f
+ // left == NULL
+ sub r3, r3, #2
+ sub r12, r12, #2
+ b 1f
+0: // LR_HAVE_LEFT, left != NULL
+2: // !LR_HAVE_LEFT, increase the stride.
+ // For this case we don't read the left 2 pixels from the src pointer,
+ // but shift it as if we had done that.
+ add r4, r4, #2
+
+
+1: // Loop vertically
+ vld1.8 {q0}, [r3]!
+ vld1.8 {q4}, [r12]!
+
+ tst r7, #1 // LR_HAVE_LEFT
+ beq 0f
+ cmp r2, #0
+ beq 2f
+ // LR_HAVE_LEFT, left != NULL
+ vld1.32 {d3[]}, [r2]!
+ // Move r3/r12 back to account for the last 2 bytes we loaded earlier,
+ // which we'll shift out.
+ sub r3, r3, #2
+ sub r12, r12, #2
+ vld1.32 {d11[]}, [r2]!
+ vext.8 q0, q1, q0, #14
+ vext.8 q4, q5, q4, #14
+ b 2f
+0:
+ // !LR_HAVE_LEFT, fill q1 with the leftmost byte
+ // and shift q0 to have 2x the first byte at the front.
+ vdup.8 q1, d0[0]
+ vdup.8 q5, d8[0]
+ // Move r3 back to account for the last 2 bytes we loaded before,
+ // which we shifted out.
+ sub r3, r3, #2
+ sub r12, r12, #2
+ vext.8 q0, q1, q0, #14
+ vext.8 q4, q5, q4, #14
+
+2:
+ vmull.u8 q1, d0, d0
+ vmull.u8 q2, d1, d1
+ vmull.u8 q5, d8, d8
+ vmull.u8 q6, d9, d9
+
+ tst r7, #2 // LR_HAVE_RIGHT
+ bne 4f
+ // If we'll need to pad the right edge, load that byte to pad with
+ // here since we can find it pretty easily from here.
+ sub lr, r5, #(2 + 16 - 2 + 1)
+ ldrb r11, [r3, lr]
+ ldrb lr, [r12, lr]
+ // Fill q14/q15 with the right padding pixel
+ vdup.8 q14, r11
+ vdup.8 q15, lr
+ // Restore r11 after using it for a temporary value
+ add r11, r1, #(2*SUM_STRIDE)
+3: // !LR_HAVE_RIGHT
+
+ // Check whether we need to pad the right edge
+ cmp r5, #10
+ bge 4f // If w >= 10, all used input pixels are valid
+
+ // 1 <= w < 10, w pixels valid in q0. For w=9, this ends up called
+ // again; it's not strictly needed in those cases (we pad enough here),
+ // but keeping the code as simple as possible.
+
+ // Insert padding in q0/4.b[w] onwards
+ movrel_local lr, right_ext_mask
+ sub lr, lr, r5
+ vld1.8 {q13}, [lr]
+
+ vbit q0, q14, q13
+ vbit q4, q15, q13
+
+ // Update the precalculated squares
+ vmull.u8 q1, d0, d0
+ vmull.u8 q2, d1, d1
+ vmull.u8 q5, d8, d8
+ vmull.u8 q6, d9, d9
+
+4: // Loop horizontally
+ vext.8 d16, d0, d1, #1
+ vext.8 d17, d0, d1, #2
+ vext.8 d18, d8, d9, #1
+ vext.8 d19, d8, d9, #2
+ vaddl.u8 q3, d0, d16
+ vaddw.u8 q3, q3, d17
+ vaddl.u8 q7, d8, d18
+ vaddw.u8 q7, q7, d19
+
+ vext.8 q8, q1, q2, #2
+ vext.8 q9, q1, q2, #4
+ vext.8 q10, q5, q6, #2
+ vext.8 q11, q5, q6, #4
+
+ vaddl.u16 q12, d2, d16
+ vaddl.u16 q13, d3, d17
+ vaddw.u16 q12, q12, d18
+ vaddw.u16 q13, q13, d19
+
+ vaddl.u16 q8, d10, d20
+ vaddl.u16 q9, d11, d21
+ vaddw.u16 q8, q8, d22
+ vaddw.u16 q9, q9, d23
+
+ subs r5, r5, #8
+ vst1.16 {q3}, [r1, :128]!
+ vst1.16 {q7}, [r11, :128]!
+ vst1.32 {q12, q13}, [r0, :128]!
+ vst1.32 {q8, q9}, [r10, :128]!
+
+ ble 9f
+ tst r7, #2 // LR_HAVE_RIGHT
+ vld1.8 {d6}, [r3]!
+ vld1.8 {d14}, [r12]!
+ vmov q1, q2
+ vmov q5, q6
+ vext.8 q0, q0, q3, #8
+ vext.8 q4, q4, q7, #8
+ vmull.u8 q2, d6, d6
+ vmull.u8 q6, d14, d14
+
+ bne 4b // If we don't need to pad, just keep summing.
+ b 3b // If we need to pad, check how many pixels we have left.
+
+9:
+ subs r6, r6, #2
+ ble 0f
+ // Jump to the next row and loop horizontally
+ add r0, r0, r9, lsl #1
+ add r10, r10, r9, lsl #1
+ add r1, r1, r9
+ add r11, r11, r9
+ add r3, r3, r4
+ add r12, r12, r4
+ mov r5, r8
+ b 1b
+0:
+ vpop {q4-q7}
+ pop {r4-r11,pc}
+endfunc
+
+// void dav1d_sgr_box5_h_8bpc_neon(int32_t *sumsq, int16_t *sum,
+// const pixel (*left)[4],
+// const pixel *src, const ptrdiff_t stride,
+// const int w, const int h,
+// const enum LrEdgeFlags edges);
+function sgr_box5_h_8bpc_neon, export=1
+ push {r4-r11,lr}
+ vpush {q4-q7}
+ ldrd r4, r5, [sp, #100]
+ ldrd r6, r7, [sp, #108]
+ add r5, r5, #2 // w += 2
+
+ // Set up pointers for reading/writing alternate rows
+ add r10, r0, #(4*SUM_STRIDE) // sumsq
+ add r11, r1, #(2*SUM_STRIDE) // sum
+ add r12, r3, r4 // src
+ lsl r4, r4, #1
+ mov r9, #(2*2*SUM_STRIDE) // double sum stride
+
+ // Subtract the aligned width from the output stride.
+ add lr, r5, #7
+ bic lr, lr, #7
+ sub r9, r9, lr, lsl #1
+ add lr, lr, #8
+ sub r4, r4, lr
+
+ // Store the width for the vertical loop
+ mov r8, r5
+
+ // Set up the src pointers to include the left edge, for LR_HAVE_LEFT, left == NULL
+ tst r7, #1 // LR_HAVE_LEFT
+ beq 2f
+ // LR_HAVE_LEFT
+ cmp r2, #0
+ bne 0f
+ // left == NULL
+ sub r3, r3, #3
+ sub r12, r12, #3
+ b 1f
+0: // LR_HAVE_LEFT, left != NULL
+2: // !LR_HAVE_LEFT, increase the stride.
+ // For this case we don't read the left 3 pixels from the src pointer,
+ // but shift it as if we had done that.
+ add r4, r4, #3
+
+1: // Loop vertically
+ vld1.8 {q0}, [r3]!
+ vld1.8 {q4}, [r12]!
+
+ tst r7, #1 // LR_HAVE_LEFT
+ beq 0f
+ cmp r2, #0
+ beq 2f
+ // LR_HAVE_LEFT, left != NULL
+ vld1.32 {d3[]}, [r2]!
+ // Move r3/r12 back to account for the last 3 bytes we loaded earlier,
+ // which we'll shift out.
+ sub r3, r3, #3
+ sub r12, r12, #3
+ vld1.32 {d11[]}, [r2]!
+ vext.8 q0, q1, q0, #13
+ vext.8 q4, q5, q4, #13
+ b 2f
+0:
+ // !LR_HAVE_LEFT, fill q1 with the leftmost byte
+ // and shift q0 to have 3x the first byte at the front.
+ vdup.8 q1, d0[0]
+ vdup.8 q5, d8[0]
+ // Move r3 back to account for the last 3 bytes we loaded before,
+ // which we shifted out.
+ sub r3, r3, #3
+ sub r12, r12, #3
+ vext.8 q0, q1, q0, #13
+ vext.8 q4, q5, q4, #13
+
+2:
+ vmull.u8 q1, d0, d0
+ vmull.u8 q2, d1, d1
+ vmull.u8 q5, d8, d8
+ vmull.u8 q6, d9, d9
+
+ tst r7, #2 // LR_HAVE_RIGHT
+ bne 4f
+ // If we'll need to pad the right edge, load that byte to pad with
+ // here since we can find it pretty easily from here.
+ sub lr, r5, #(2 + 16 - 3 + 1)
+ ldrb r11, [r3, lr]
+ ldrb lr, [r12, lr]
+ // Fill q14/q15 with the right padding pixel
+ vdup.8 q14, r11
+ vdup.8 q15, lr
+ // Restore r11 after using it for a temporary value
+ add r11, r1, #(2*SUM_STRIDE)
+3: // !LR_HAVE_RIGHT
+
+ // Check whether we need to pad the right edge
+ cmp r5, #11
+ bge 4f // If w >= 11, all used input pixels are valid
+
+ // 1 <= w < 11, w+1 pixels valid in q0. For w=9 or w=10,
+ // this ends up called again; it's not strictly needed in those
+ // cases (we pad enough here), but keeping the code as simple as possible.
+
+ // Insert padding in q0/4.b[w+1] onwards; fuse the +1 into the
+ // buffer pointer.
+ movrel_local lr, right_ext_mask, -1
+ sub lr, lr, r5
+ vld1.8 {q13}, [lr]
+
+ vbit q0, q14, q13
+ vbit q4, q15, q13
+
+ // Update the precalculated squares
+ vmull.u8 q1, d0, d0
+ vmull.u8 q2, d1, d1
+ vmull.u8 q5, d8, d8
+ vmull.u8 q6, d9, d9
+
+4: // Loop horizontally
+ vext.8 d16, d0, d1, #1
+ vext.8 d17, d0, d1, #2
+ vext.8 d18, d0, d1, #3
+ vext.8 d19, d0, d1, #4
+ vext.8 d20, d8, d9, #1
+ vext.8 d21, d8, d9, #2
+ vext.8 d22, d8, d9, #3
+ vext.8 d23, d8, d9, #4
+ vaddl.u8 q3, d0, d16
+ vaddl.u8 q12, d17, d18
+ vaddl.u8 q7, d8, d20
+ vaddl.u8 q13, d21, d22
+ vaddw.u8 q3, q3, d19
+ vaddw.u8 q7, q7, d23
+ vadd.u16 q3, q3, q12
+ vadd.u16 q7, q7, q13
+
+ vext.8 q8, q1, q2, #2
+ vext.8 q9, q1, q2, #4
+ vext.8 q10, q1, q2, #6
+ vext.8 q11, q1, q2, #8
+ vaddl.u16 q12, d2, d16
+ vaddl.u16 q13, d3, d17
+ vaddl.u16 q8, d18, d20
+ vaddl.u16 q9, d19, d21
+ vaddw.u16 q12, q12, d22
+ vaddw.u16 q13, q13, d23
+ vadd.i32 q12, q12, q8
+ vadd.i32 q13, q13, q9
+ vext.8 q8, q5, q6, #2
+ vext.8 q9, q5, q6, #4
+ vext.8 q10, q5, q6, #6
+ vext.8 q11, q5, q6, #8
+ vaddl.u16 q1, d10, d16
+ vaddl.u16 q5, d11, d17
+ vaddl.u16 q8, d18, d20
+ vaddl.u16 q9, d19, d21
+ vaddw.u16 q1, q1, d22
+ vaddw.u16 q5, q5, d23
+ vadd.i32 q10, q1, q8
+ vadd.i32 q11, q5, q9
+
+ subs r5, r5, #8
+ vst1.16 {q3}, [r1, :128]!
+ vst1.16 {q7}, [r11, :128]!
+ vst1.32 {q12, q13}, [r0, :128]!
+ vst1.32 {q10, q11}, [r10, :128]!
+
+ ble 9f
+ tst r7, #2 // LR_HAVE_RIGHT
+ vld1.8 {d6}, [r3]!
+ vld1.8 {d14}, [r12]!
+ vmov q1, q2
+ vmov q5, q6
+ vext.8 q0, q0, q3, #8
+ vext.8 q4, q4, q7, #8
+ vmull.u8 q2, d6, d6
+ vmull.u8 q6, d14, d14
+ bne 4b // If we don't need to pad, just keep summing.
+ b 3b // If we need to pad, check how many pixels we have left.
+
+9:
+ subs r6, r6, #2
+ ble 0f
+ // Jump to the next row and loop horizontally
+ add r0, r0, r9, lsl #1
+ add r10, r10, r9, lsl #1
+ add r1, r1, r9
+ add r11, r11, r9
+ add r3, r3, r4
+ add r12, r12, r4
+ mov r5, r8
+ b 1b
+0:
+ vpop {q4-q7}
+ pop {r4-r11,pc}
+endfunc
+
+sgr_funcs 8