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Several of the existing SVE kernels used calculations of the form:
remainder = width & (vl - 1) == 0 ? vl : width & (vl - 1);
This is due to initial SVE contributed code unconditionally using the
predicated tail for the final iteration even if the width was a perfect
multiple of the vector length.
In the current code the fully-predicated main body loop will instead
iterate through the width completely and simply skip over the tail
entirely. Skipping over the tail means that the case handled by the
ternary condition now never occurs, and the remainder calculation can
now simply be:
remainder = width & (vl - 1);
This avoids the need for a compare and conditional select in the
function prologue.
Change-Id: Ia73f5f8bc66fad6bea64439dc2beeaccb54622d2
Reviewed-on: https://chromium-review.googlesource.com/c/libyuv/libyuv/+/6067151
Reviewed-by: Frank Barchard <fbarchard@chromium.org>
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| build_overrides | ||
| docs | ||
| include | ||
| infra/config | ||
| riscv_script | ||
| source | ||
| tools_libyuv | ||
| unit_test | ||
| util | ||
| .clang-format | ||
| .gitignore | ||
| .gn | ||
| .vpython | ||
| .vpython3 | ||
| Android.bp | ||
| Android.mk | ||
| AUTHORS | ||
| BUILD.gn | ||
| CM_linux_packages.cmake | ||
| CMakeLists.txt | ||
| codereview.settings | ||
| DEPS | ||
| DIR_METADATA | ||
| download_vs_toolchain.py | ||
| libyuv.gni | ||
| libyuv.gyp | ||
| libyuv.gypi | ||
| LICENSE | ||
| linux.mk | ||
| OWNERS | ||
| PATENTS | ||
| PRESUBMIT.py | ||
| public.mk | ||
| pylintrc | ||
| README.chromium | ||
| README.md | ||
| winarm.mk | ||
libyuv is an open source project that includes YUV scaling and conversion functionality.
- Scale YUV to prepare content for compression, with point, bilinear or box filter.
- Convert to YUV from webcam formats for compression.
- Convert to RGB formats for rendering/effects.
- Rotate by 90/180/270 degrees to adjust for mobile devices in portrait mode.
- Optimized for SSSE3/AVX2 on x86/x64.
- Optimized for Neon/SVE2/SME on Arm.
- Optimized for MSA on Mips.
- Optimized for RVV on RISC-V.
Development
See Getting started for instructions on how to get started developing.
You can also browse the docs directory for more documentation.