libyuv/source/rotate_neon.s
frkoenig@google.com ed6edcab8b Fixed image rotators.
90, 180, 270 rotate of array with a minimum size of 8x8.
Also deinterleave on rotate for NV12/NV21 formats.
Review URL: http://webrtc-codereview.appspot.com/195002

git-svn-id: http://libyuv.googlecode.com/svn/trunk@23 16f28f9a-4ce2-e073-06de-1de4eb20be90
2011-10-12 21:37:43 +00:00

255 lines
6.4 KiB
ArmAsm

.global ReverseLine_NEON
.global Transpose_wx8_NEON
.type ReverseLine_NEON, function
.type Transpose_wx8_NEON, function
@ void ReverseLine_NEON (const uint8* src, uint8* dst, int width)
@ r0 const uint8* src
@ r1 uint8* dst
@ r2 width
ReverseLine_NEON:
@ compute where to start writing destination
add r1, r2 @ dst + width
@ work on segments that are multiples of 16
lsrs r3, r2, #4
@ the output is written in two block. 8 bytes followed
@ by another 8. reading is done sequentially, from left to
@ right. writing is done from right to left in block sizes
@ r1, the destination pointer is incremented after writing
@ the first of the two blocks. need to subtract that 8 off
@ along with 16 to get the next location.
mov r3, #-24
beq .line_residuals
@ back of destination by the size of the register that is
@ going to be reversed
sub r1, #16
@ the loop needs to run on blocks of 16. what will be left
@ over is either a negative number, the residuals that need
@ to be done, or 0. if this isn't subtracted off here the
@ loop will run one extra time.
sub r2, #16
.segments_of_16:
vld1.8 {q0}, [r0]! @ src += 16
@ reverse the bytes in the 64 bit segments. unable to reverse
@ the bytes in the entire 128 bits in one go.
vrev64.8 q0, q0
@ because of the inability to reverse the entire 128 bits
@ reverse the writing out of the two 64 bit segments.
vst1.8 {d1}, [r1]!
vst1.8 {d0}, [r1], r3 @ dst -= 16
subs r2, #16
bge .segments_of_16
@ add 16 back to the counter. if the result is 0 there is no
@ residuals so return
adds r2, #16
bxeq lr
add r1, #16
.line_residuals:
mov r3, #-3
sub r1, #2
subs r2, #2
@ check for 16*n+1 scenarios where segments_of_2 should not
@ be run, but there is something left over.
blt .segment_of_1
@ do this in neon registers as per
@ http://blogs.arm.com/software-enablement/196-coding-for-neon-part-2-dealing-with-leftovers/
.segments_of_2:
vld2.8 {d0[0], d1[0]}, [r0]! @ src += 2
vst1.8 {d1[0]}, [r1]!
vst1.8 {d0[0]}, [r1], r3 @ dst -= 2
subs r2, #2
bge .segments_of_2
adds r2, #2
bxeq lr
.segment_of_1:
add r1, #1
vld1.8 {d0[0]}, [r0]
vst1.8 {d0[0]}, [r1]
bx lr
@ void Transpose_wx8_NEON (const uint8* src, int src_pitch,
@ uint8* dst, int dst_pitch,
@ int w)
@ r0 const uint8* src
@ r1 int src_pitch
@ r2 uint8* dst
@ r3 int dst_pitch
@ stack int w
Transpose_wx8_NEON:
push {r4,r8,r9,lr}
ldr r8, [sp, #16] @ width
@ loops are on blocks of 8. loop will stop when
@ counter gets to or below 0. starting the counter
@ at w-8 allow for this
sub r8, #8
@ handle 8x8 blocks. this should be the majority of the plane
.loop_8x8:
mov r9, r0
vld1.8 {d0}, [r9], r1
vld1.8 {d1}, [r9], r1
vld1.8 {d2}, [r9], r1
vld1.8 {d3}, [r9], r1
vld1.8 {d4}, [r9], r1
vld1.8 {d5}, [r9], r1
vld1.8 {d6}, [r9], r1
vld1.8 {d7}, [r9]
vtrn.8 d1, d0
vtrn.8 d3, d2
vtrn.8 d5, d4
vtrn.8 d7, d6
vtrn.16 d1, d3
vtrn.16 d0, d2
vtrn.16 d5, d7
vtrn.16 d4, d6
vtrn.32 d1, d5
vtrn.32 d0, d4
vtrn.32 d3, d7
vtrn.32 d2, d6
vrev16.8 q0, q0
vrev16.8 q1, q1
vrev16.8 q2, q2
vrev16.8 q3, q3
mov r9, r2
vst1.8 {d1}, [r9], r3
vst1.8 {d0}, [r9], r3
vst1.8 {d3}, [r9], r3
vst1.8 {d2}, [r9], r3
vst1.8 {d5}, [r9], r3
vst1.8 {d4}, [r9], r3
vst1.8 {d7}, [r9], r3
vst1.8 {d6}, [r9]
add r0, #8 @ src += 8
add r2, r3, lsl #3 @ dst += 8 * dst_pitch
subs r8, #8 @ w -= 8
bge .loop_8x8
@ add 8 back to counter. if the result is 0 there are
@ no residuals.
adds r8, #8
beq .done
@ some residual, so between 1 and 7 lines left to transpose
cmp r8, #2
blt .block_1x8
cmp r8, #4
blt .block_2x8
.block_4x8:
mov r9, r0
vld1.32 {d0[0]}, [r9], r1
vld1.32 {d0[1]}, [r9], r1
vld1.32 {d1[0]}, [r9], r1
vld1.32 {d1[1]}, [r9], r1
vld1.32 {d2[0]}, [r9], r1
vld1.32 {d2[1]}, [r9], r1
vld1.32 {d3[0]}, [r9], r1
vld1.32 {d3[1]}, [r9]
mov r9, r2
adr r12, vtbl_4x4_transpose
vld1.8 {q3}, [r12]
vtbl.8 d4, {d0, d1}, d6
vtbl.8 d5, {d0, d1}, d7
vtbl.8 d0, {d2, d3}, d6
vtbl.8 d1, {d2, d3}, d7
@ TODO: rework shuffle above to write
@ out with 4 instead of 8 writes
vst1.32 {d4[0]}, [r9], r3
vst1.32 {d4[1]}, [r9], r3
vst1.32 {d5[0]}, [r9], r3
vst1.32 {d5[1]}, [r9]
add r9, r2, #4
vst1.32 {d0[0]}, [r9], r3
vst1.32 {d0[1]}, [r9], r3
vst1.32 {d1[0]}, [r9], r3
vst1.32 {d1[1]}, [r9]
add r0, #4 @ src += 4
add r2, r3, lsl #2 @ dst += 4 * dst_pitch
subs r8, #4 @ w -= 4
beq .done
@ some residual, check to see if it includes a 2x8 block,
@ or less
cmp r8, #2
blt .block_1x8
.block_2x8:
mov r9, r0
vld1.16 {d0[0]}, [r9], r1
vld1.16 {d1[0]}, [r9], r1
vld1.16 {d0[1]}, [r9], r1
vld1.16 {d1[1]}, [r9], r1
vld1.16 {d0[2]}, [r9], r1
vld1.16 {d1[2]}, [r9], r1
vld1.16 {d0[3]}, [r9], r1
vld1.16 {d1[3]}, [r9]
vtrn.8 d0, d1
mov r9, r2
vst1.64 {d0}, [r9], r3
vst1.64 {d1}, [r9]
add r0, #2 @ src += 2
add r2, r3, lsl #1 @ dst += 2 * dst_pitch
subs r8, #2 @ w -= 2
beq .done
.block_1x8:
vld1.8 {d0[0]}, [r0], r1
vld1.8 {d0[1]}, [r0], r1
vld1.8 {d0[2]}, [r0], r1
vld1.8 {d0[3]}, [r0], r1
vld1.8 {d0[4]}, [r0], r1
vld1.8 {d0[5]}, [r0], r1
vld1.8 {d0[6]}, [r0], r1
vld1.8 {d0[7]}, [r0]
vst1.64 {d0}, [r2]
.done:
pop {r4,r8,r9,pc}
vtbl_4x4_transpose:
.byte 0, 4, 8, 12, 1, 5, 9, 13, 2, 6, 10, 14, 3, 7, 11, 15