Add NEON optimization of rotated bilinear sampling
SSE2 has had a vectorized code-path for rotated sampling for a long time, but the NEON version has been missing due to a bug in the original commit. This patch reintroduces the NEON optimization. Change-Id: I69d63b60faee9ebf5d69192acd680f35b9619a23 Reviewed-by: Erik Verbruggen <erik.verbruggen@qt.io>bb10
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e231581f1f
commit
8ff2955f99
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@ -2417,6 +2417,87 @@ static const uint * QT_FASTCALL fetchTransformedBilinearARGB32PM(uint *buffer, c
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}
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fx = _mm_cvtsi128_si32(v_fx);
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fy = _mm_cvtsi128_si32(v_fy);
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#elif defined(__ARM_NEON__)
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BILINEAR_ROTATE_BOUNDS_PROLOG
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const int16x8_t colorMask = vdupq_n_s16(0x00ff);
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const int16x8_t invColorMask = vmvnq_s16(colorMask);
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const int16x8_t v_256 = vdupq_n_s16(256);
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int32x4_t v_fdx = vdupq_n_s32(fdx * 4);
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int32x4_t v_fdy = vdupq_n_s32(fdy * 4);
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const uchar *textureData = data->texture.imageData;
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const int bytesPerLine = data->texture.bytesPerLine;
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int32x4_t v_fx = vmovq_n_s32(fx);
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int32x4_t v_fy = vmovq_n_s32(fy);
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fx += fdx; fy += fdy;
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v_fx = vsetq_lane_s32(fx, v_fx, 1);
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v_fy = vsetq_lane_s32(fy, v_fy, 1);
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fx += fdx; fy += fdy;
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v_fx = vsetq_lane_s32(fx, v_fx, 2);
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v_fy = vsetq_lane_s32(fy, v_fy, 2);
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fx += fdx; fy += fdy;
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v_fx = vsetq_lane_s32(fx, v_fx, 3);
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v_fy = vsetq_lane_s32(fy, v_fy, 3);
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fx += fdx; fy += fdy;
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const int32x4_t v_ffff_mask = vdupq_n_s32(0x0000ffff);
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const int32x4_t v_round = vdupq_n_s32(0x0800);
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while (b < boundedEnd) {
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uint32x4x2_t v_top, v_bot;
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int32x4_t v_fx_shifted, v_fy_shifted;
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v_fx_shifted = vshrq_n_s32(v_fx, 16);
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v_fy_shifted = vshrq_n_s32(v_fy, 16);
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int x1 = vgetq_lane_s32(v_fx_shifted, 0);
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int y1 = vgetq_lane_s32(v_fy_shifted, 0);
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const uchar *sl = textureData + bytesPerLine * y1;
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const uint *s1 = reinterpret_cast<const uint *>(sl);
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const uint *s2 = reinterpret_cast<const uint *>(sl + bytesPerLine);
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v_top = vld2q_lane_u32(s1 + x1, v_top, 0);
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v_bot = vld2q_lane_u32(s2 + x1, v_bot, 0);
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x1 = vgetq_lane_s32(v_fx_shifted, 1);
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y1 = vgetq_lane_s32(v_fy_shifted, 1);
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sl = textureData + bytesPerLine * y1;
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s1 = reinterpret_cast<const uint *>(sl);
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s2 = reinterpret_cast<const uint *>(sl + bytesPerLine);
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v_top = vld2q_lane_u32(s1 + x1, v_top, 1);
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v_bot = vld2q_lane_u32(s2 + x1, v_bot, 1);
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x1 = vgetq_lane_s32(v_fx_shifted, 2);
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y1 = vgetq_lane_s32(v_fy_shifted, 2);
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sl = textureData + bytesPerLine * y1;
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s1 = reinterpret_cast<const uint *>(sl);
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s2 = reinterpret_cast<const uint *>(sl + bytesPerLine);
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v_top = vld2q_lane_u32(s1 + x1, v_top, 2);
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v_bot = vld2q_lane_u32(s2 + x1, v_bot, 2);
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x1 = vgetq_lane_s32(v_fx_shifted, 3);
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y1 = vgetq_lane_s32(v_fy_shifted, 3);
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sl = textureData + bytesPerLine * y1;
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s1 = reinterpret_cast<const uint *>(sl);
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s2 = reinterpret_cast<const uint *>(sl + bytesPerLine);
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v_top = vld2q_lane_u32(s1 + x1, v_top, 3);
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v_bot = vld2q_lane_u32(s2 + x1, v_bot, 3);
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int32x4_t v_distx = vshrq_n_s32(vaddq_s32(vandq_s32(v_fx, v_ffff_mask), v_round), 12);
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int32x4_t v_disty = vshrq_n_s32(vaddq_s32(vandq_s32(v_fy, v_ffff_mask), v_round), 12);
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v_distx = vorrq_s32(v_distx, vshlq_n_s32(v_distx, 16));
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v_disty = vorrq_s32(v_disty, vshlq_n_s32(v_disty, 16));
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int16x8_t v_disty_ = vshlq_n_s16(vreinterpretq_s16_s32(v_disty), 4);
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interpolate_4_pixels_16_neon(
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vreinterpretq_s16_u32(v_top.val[0]), vreinterpretq_s16_u32(v_top.val[1]),
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vreinterpretq_s16_u32(v_bot.val[0]), vreinterpretq_s16_u32(v_bot.val[1]),
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vreinterpretq_s16_s32(v_distx), vreinterpretq_s16_s32(v_disty),
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v_disty_, colorMask, invColorMask, v_256, b);
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b += 4;
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v_fx = vaddq_s32(v_fx, v_fdx);
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v_fy = vaddq_s32(v_fy, v_fdy);
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}
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fx = vgetq_lane_s32(v_fx, 0);
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fy = vgetq_lane_s32(v_fy, 0);
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#endif
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}
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