Commit 82069e7a authored by fbarchard@google.com's avatar fbarchard@google.com

pld and palign for performance consistency.

BUG=113
TEST=unittest run on linux neon
Review URL: https://webrtc-codereview.appspot.com/860008

git-svn-id: http://libyuv.googlecode.com/svn/trunk@394 16f28f9a-4ce2-e073-06de-1de4eb20be90
parent c74fe987
Name: libyuv Name: libyuv
URL: http://code.google.com/p/libyuv/ URL: http://code.google.com/p/libyuv/
Version: 393 Version: 394
License: BSD License: BSD
License File: LICENSE License File: LICENSE
......
...@@ -11,6 +11,6 @@ ...@@ -11,6 +11,6 @@
#ifndef INCLUDE_LIBYUV_VERSION_H_ // NOLINT #ifndef INCLUDE_LIBYUV_VERSION_H_ // NOLINT
#define INCLUDE_LIBYUV_VERSION_H_ #define INCLUDE_LIBYUV_VERSION_H_
#define LIBYUV_VERSION 393 #define LIBYUV_VERSION 394
#endif // INCLUDE_LIBYUV_VERSION_H_ NOLINT #endif // INCLUDE_LIBYUV_VERSION_H_ NOLINT
...@@ -68,6 +68,7 @@ void I422ToARGBRow_NEON(const uint8* y_buf, ...@@ -68,6 +68,7 @@ void I422ToARGBRow_NEON(const uint8* y_buf,
"vmov.u8 d26, #128 \n" "vmov.u8 d26, #128 \n"
"vmov.u16 q14, #74 \n" "vmov.u16 q14, #74 \n"
"vmov.u16 q15, #16 \n" "vmov.u16 q15, #16 \n"
".p2align 2 \n"
"1: \n" "1: \n"
YUV422TORGB YUV422TORGB
"vmov.u8 d21, d16 \n" "vmov.u8 d21, d16 \n"
...@@ -100,6 +101,7 @@ void I422ToBGRARow_NEON(const uint8* y_buf, ...@@ -100,6 +101,7 @@ void I422ToBGRARow_NEON(const uint8* y_buf,
"vmov.u8 d26, #128 \n" "vmov.u8 d26, #128 \n"
"vmov.u16 q14, #74 \n" "vmov.u16 q14, #74 \n"
"vmov.u16 q15, #16 \n" "vmov.u16 q15, #16 \n"
".p2align 2 \n"
"1: \n" "1: \n"
YUV422TORGB YUV422TORGB
"vswp.u8 d20, d22 \n" "vswp.u8 d20, d22 \n"
...@@ -133,6 +135,7 @@ void I422ToABGRRow_NEON(const uint8* y_buf, ...@@ -133,6 +135,7 @@ void I422ToABGRRow_NEON(const uint8* y_buf,
"vmov.u8 d26, #128 \n" "vmov.u8 d26, #128 \n"
"vmov.u16 q14, #74 \n" "vmov.u16 q14, #74 \n"
"vmov.u16 q15, #16 \n" "vmov.u16 q15, #16 \n"
".p2align 2 \n"
"1: \n" "1: \n"
YUV422TORGB YUV422TORGB
"vswp.u8 d20, d22 \n" "vswp.u8 d20, d22 \n"
...@@ -166,6 +169,7 @@ void I422ToRGBARow_NEON(const uint8* y_buf, ...@@ -166,6 +169,7 @@ void I422ToRGBARow_NEON(const uint8* y_buf,
"vmov.u8 d26, #128 \n" "vmov.u8 d26, #128 \n"
"vmov.u16 q14, #74 \n" "vmov.u16 q14, #74 \n"
"vmov.u16 q15, #16 \n" "vmov.u16 q15, #16 \n"
".p2align 2 \n"
"1: \n" "1: \n"
YUV422TORGB YUV422TORGB
"vmov.u8 d21, d16 \n" "vmov.u8 d21, d16 \n"
...@@ -191,11 +195,12 @@ void I422ToRGBARow_NEON(const uint8* y_buf, ...@@ -191,11 +195,12 @@ void I422ToRGBARow_NEON(const uint8* y_buf,
// Alignment requirement: 16 bytes for pointers, and multiple of 16 pixels. // Alignment requirement: 16 bytes for pointers, and multiple of 16 pixels.
void SplitUV_NEON(const uint8* src_uv, uint8* dst_u, uint8* dst_v, int width) { void SplitUV_NEON(const uint8* src_uv, uint8* dst_u, uint8* dst_v, int width) {
asm volatile ( asm volatile (
".p2align 2 \n"
"1: \n" "1: \n"
"vld2.u8 {q0, q1}, [%0]! \n" // load 16 pairs of UV "vld2.u8 {q0, q1}, [%0]! \n" // load 16 pairs of UV
"subs %3, %3, #16 \n" // 16 processed per loop
"vst1.u8 {q0}, [%1]! \n" // store U "vst1.u8 {q0}, [%1]! \n" // store U
"vst1.u8 {q1}, [%2]! \n" // Store V "vst1.u8 {q1}, [%2]! \n" // Store V
"subs %3, %3, #16 \n" // 16 processed per loop
"bgt 1b \n" "bgt 1b \n"
: "+r"(src_uv), // %0 : "+r"(src_uv), // %0
"+r"(dst_u), // %1 "+r"(dst_u), // %1
...@@ -211,11 +216,12 @@ void SplitUV_NEON(const uint8* src_uv, uint8* dst_u, uint8* dst_v, int width) { ...@@ -211,11 +216,12 @@ void SplitUV_NEON(const uint8* src_uv, uint8* dst_u, uint8* dst_v, int width) {
// Copy multiple of 64 // Copy multiple of 64
void CopyRow_NEON(const uint8* src, uint8* dst, int count) { void CopyRow_NEON(const uint8* src, uint8* dst, int count) {
asm volatile ( asm volatile (
".p2align 2 \n"
"1: \n" "1: \n"
"pld [%0, #0xC0] \n" // preload "pld [%0, #192] \n" // preload
"vldm %0!,{q0, q1, q2, q3} \n" // load 64 "vldm %0!,{q0, q1, q2, q3} \n" // load 64
"subs %2, %2, #64 \n" // 64 processed per loop
"vstm %1!,{q0, q1, q2, q3} \n" // store 64 "vstm %1!,{q0, q1, q2, q3} \n" // store 64
"subs %2, %2, #64 \n" // 64 processed per loop
"bgt 1b \n" "bgt 1b \n"
: "+r"(src), // %0 : "+r"(src), // %0
"+r"(dst), // %1 "+r"(dst), // %1
...@@ -255,6 +261,7 @@ void MirrorRow_NEON(const uint8* src, uint8* dst, int width) { ...@@ -255,6 +261,7 @@ void MirrorRow_NEON(const uint8* src, uint8* dst, int width) {
// the bytes in the entire 128 bits in one go. // the bytes in the entire 128 bits in one go.
// because of the inability to mirror the entire 128 bits // because of the inability to mirror the entire 128 bits
// mirror the writing out of the two 64 bit segments. // mirror the writing out of the two 64 bit segments.
".p2align 2 \n"
"1: \n" "1: \n"
"vld1.8 {q0}, [%0]! \n" // src += 16 "vld1.8 {q0}, [%0]! \n" // src += 16
"vrev64.8 q0, q0 \n" "vrev64.8 q0, q0 \n"
...@@ -325,6 +332,7 @@ void MirrorRowUV_NEON(const uint8* src, uint8* dst_a, uint8* dst_b, int width) { ...@@ -325,6 +332,7 @@ void MirrorRowUV_NEON(const uint8* src, uint8* dst_a, uint8* dst_b, int width) {
"sub %3, #8 \n" "sub %3, #8 \n"
// mirror the bytes in the 64 bit segments // mirror the bytes in the 64 bit segments
".p2align 2 \n"
"1: \n" "1: \n"
"vld2.8 {d0, d1}, [%0]! \n" // src += 16 "vld2.8 {d0, d1}, [%0]! \n" // src += 16
"vrev64.8 q0, q0 \n" "vrev64.8 q0, q0 \n"
...@@ -363,12 +371,14 @@ void MirrorRowUV_NEON(const uint8* src, uint8* dst_a, uint8* dst_b, int width) { ...@@ -363,12 +371,14 @@ void MirrorRowUV_NEON(const uint8* src, uint8* dst_a, uint8* dst_b, int width) {
#ifdef HAS_BGRATOARGBROW_NEON #ifdef HAS_BGRATOARGBROW_NEON
void BGRAToARGBRow_NEON(const uint8* src_bgra, uint8* dst_argb, int pix) { void BGRAToARGBRow_NEON(const uint8* src_bgra, uint8* dst_argb, int pix) {
asm volatile ( asm volatile (
".p2align 2 \n"
"1: \n" "1: \n"
"pld [%0, #192] \n" // preload
"vld4.8 {d0, d1, d2, d3}, [%0]! \n" // load 8 pixels of BGRA. "vld4.8 {d0, d1, d2, d3}, [%0]! \n" // load 8 pixels of BGRA.
"subs %2, %2, #8 \n" // 8 processed per loop.
"vswp.u8 d1, d2 \n" // swap G, R "vswp.u8 d1, d2 \n" // swap G, R
"vswp.u8 d0, d3 \n" // swap B, A "vswp.u8 d0, d3 \n" // swap B, A
"vst4.8 {d0, d1, d2, d3}, [%1]! \n" // store 8 pixels of ARGB. "vst4.8 {d0, d1, d2, d3}, [%1]! \n" // store 8 pixels of ARGB.
"subs %2, %2, #8 \n" // 8 processed per loop.
"bgt 1b \n" "bgt 1b \n"
: "+r"(src_bgra), // %0 : "+r"(src_bgra), // %0
"+r"(dst_argb), // %1 "+r"(dst_argb), // %1
...@@ -382,11 +392,13 @@ void BGRAToARGBRow_NEON(const uint8* src_bgra, uint8* dst_argb, int pix) { ...@@ -382,11 +392,13 @@ void BGRAToARGBRow_NEON(const uint8* src_bgra, uint8* dst_argb, int pix) {
#ifdef HAS_ABGRTOARGBROW_NEON #ifdef HAS_ABGRTOARGBROW_NEON
void ABGRToARGBRow_NEON(const uint8* src_abgr, uint8* dst_argb, int pix) { void ABGRToARGBRow_NEON(const uint8* src_abgr, uint8* dst_argb, int pix) {
asm volatile ( asm volatile (
".p2align 2 \n"
"1: \n" "1: \n"
"pld [%0, #192] \n" // preload
"vld4.8 {d0, d1, d2, d3}, [%0]! \n" // load 8 pixels of ABGR. "vld4.8 {d0, d1, d2, d3}, [%0]! \n" // load 8 pixels of ABGR.
"subs %2, %2, #8 \n" // 8 processed per loop.
"vswp.u8 d0, d2 \n" // swap R, B "vswp.u8 d0, d2 \n" // swap R, B
"vst4.8 {d0, d1, d2, d3}, [%1]! \n" // store 8 pixels of ARGB. "vst4.8 {d0, d1, d2, d3}, [%1]! \n" // store 8 pixels of ARGB.
"subs %2, %2, #8 \n" // 8 processed per loop.
"bgt 1b \n" "bgt 1b \n"
: "+r"(src_abgr), // %0 : "+r"(src_abgr), // %0
"+r"(dst_argb), // %1 "+r"(dst_argb), // %1
...@@ -400,11 +412,13 @@ void ABGRToARGBRow_NEON(const uint8* src_abgr, uint8* dst_argb, int pix) { ...@@ -400,11 +412,13 @@ void ABGRToARGBRow_NEON(const uint8* src_abgr, uint8* dst_argb, int pix) {
#ifdef HAS_RGBATOARGBROW_NEON #ifdef HAS_RGBATOARGBROW_NEON
void RGBAToARGBRow_NEON(const uint8* src_rgba, uint8* dst_argb, int pix) { void RGBAToARGBRow_NEON(const uint8* src_rgba, uint8* dst_argb, int pix) {
asm volatile ( asm volatile (
".p2align 2 \n"
"1: \n" "1: \n"
"pld [%0, #192] \n" // preload
"vld1.8 {d0, d1, d2, d3}, [%0]! \n" // load 8 pixels of RGBA. "vld1.8 {d0, d1, d2, d3}, [%0]! \n" // load 8 pixels of RGBA.
"subs %2, %2, #8 \n" // 8 processed per loop.
"vmov.u8 d4, d0 \n" // move A after RGB "vmov.u8 d4, d0 \n" // move A after RGB
"vst4.8 {d1, d2, d3, d4}, [%1]! \n" // store 8 pixels of ARGB. "vst4.8 {d1, d2, d3, d4}, [%1]! \n" // store 8 pixels of ARGB.
"subs %2, %2, #8 \n" // 8 processed per loop.
"bgt 1b \n" "bgt 1b \n"
: "+r"(src_rgba), // %0 : "+r"(src_rgba), // %0
"+r"(dst_argb), // %1 "+r"(dst_argb), // %1
...@@ -419,10 +433,12 @@ void RGBAToARGBRow_NEON(const uint8* src_rgba, uint8* dst_argb, int pix) { ...@@ -419,10 +433,12 @@ void RGBAToARGBRow_NEON(const uint8* src_rgba, uint8* dst_argb, int pix) {
void RGB24ToARGBRow_NEON(const uint8* src_rgb24, uint8* dst_argb, int pix) { void RGB24ToARGBRow_NEON(const uint8* src_rgb24, uint8* dst_argb, int pix) {
asm volatile ( asm volatile (
"vmov.u8 d4, #255 \n" // Alpha "vmov.u8 d4, #255 \n" // Alpha
".p2align 2 \n"
"1: \n" "1: \n"
"pld [%0, #192] \n" // preload
"vld3.8 {d1, d2, d3}, [%0]! \n" // load 8 pixels of RGB24. "vld3.8 {d1, d2, d3}, [%0]! \n" // load 8 pixels of RGB24.
"subs %2, %2, #8 \n" // 8 processed per loop.
"vst4.8 {d1, d2, d3, d4}, [%1]! \n" // store 8 pixels of ARGB. "vst4.8 {d1, d2, d3, d4}, [%1]! \n" // store 8 pixels of ARGB.
"subs %2, %2, #8 \n" // 8 processed per loop.
"bgt 1b \n" "bgt 1b \n"
: "+r"(src_rgb24), // %0 : "+r"(src_rgb24), // %0
"+r"(dst_argb), // %1 "+r"(dst_argb), // %1
...@@ -437,11 +453,13 @@ void RGB24ToARGBRow_NEON(const uint8* src_rgb24, uint8* dst_argb, int pix) { ...@@ -437,11 +453,13 @@ void RGB24ToARGBRow_NEON(const uint8* src_rgb24, uint8* dst_argb, int pix) {
void RAWToARGBRow_NEON(const uint8* src_raw, uint8* dst_argb, int pix) { void RAWToARGBRow_NEON(const uint8* src_raw, uint8* dst_argb, int pix) {
asm volatile ( asm volatile (
"vmov.u8 d4, #255 \n" // Alpha "vmov.u8 d4, #255 \n" // Alpha
".p2align 2 \n"
"1: \n" "1: \n"
"pld [%0, #192] \n" // preload
"vld3.8 {d1, d2, d3}, [%0]! \n" // load 8 pixels of RAW. "vld3.8 {d1, d2, d3}, [%0]! \n" // load 8 pixels of RAW.
"subs %2, %2, #8 \n" // 8 processed per loop.
"vswp.u8 d1, d3 \n" // swap R, B "vswp.u8 d1, d3 \n" // swap R, B
"vst4.8 {d1, d2, d3, d4}, [%1]! \n" // store 8 pixels of ARGB. "vst4.8 {d1, d2, d3, d4}, [%1]! \n" // store 8 pixels of ARGB.
"subs %2, %2, #8 \n" // 8 processed per loop.
"bgt 1b \n" "bgt 1b \n"
: "+r"(src_raw), // %0 : "+r"(src_raw), // %0
"+r"(dst_argb), // %1 "+r"(dst_argb), // %1
...@@ -455,11 +473,13 @@ void RAWToARGBRow_NEON(const uint8* src_raw, uint8* dst_argb, int pix) { ...@@ -455,11 +473,13 @@ void RAWToARGBRow_NEON(const uint8* src_raw, uint8* dst_argb, int pix) {
#ifdef HAS_ARGBTORGBAROW_NEON #ifdef HAS_ARGBTORGBAROW_NEON
void ARGBToRGBARow_NEON(const uint8* src_argb, uint8* dst_rgba, int pix) { void ARGBToRGBARow_NEON(const uint8* src_argb, uint8* dst_rgba, int pix) {
asm volatile ( asm volatile (
".p2align 2 \n"
"1: \n" "1: \n"
"pld [%0, #192] \n" // preload
"vld4.8 {d1, d2, d3, d4}, [%0]! \n" // load 8 pixels of ARGB. "vld4.8 {d1, d2, d3, d4}, [%0]! \n" // load 8 pixels of ARGB.
"subs %2, %2, #8 \n" // 8 processed per loop.
"vmov.u8 d0, d4 \n" // move A before RGB. "vmov.u8 d0, d4 \n" // move A before RGB.
"vst4.8 {d0, d1, d2, d3}, [%1]! \n" // store 8 pixels of RGBA. "vst4.8 {d0, d1, d2, d3}, [%1]! \n" // store 8 pixels of RGBA.
"subs %2, %2, #8 \n" // 8 processed per loop.
"bgt 1b \n" "bgt 1b \n"
: "+r"(src_argb), // %0 : "+r"(src_argb), // %0
"+r"(dst_rgba), // %1 "+r"(dst_rgba), // %1
...@@ -473,10 +493,12 @@ void ARGBToRGBARow_NEON(const uint8* src_argb, uint8* dst_rgba, int pix) { ...@@ -473,10 +493,12 @@ void ARGBToRGBARow_NEON(const uint8* src_argb, uint8* dst_rgba, int pix) {
#ifdef HAS_ARGBTORGB24ROW_NEON #ifdef HAS_ARGBTORGB24ROW_NEON
void ARGBToRGB24Row_NEON(const uint8* src_argb, uint8* dst_rgb24, int pix) { void ARGBToRGB24Row_NEON(const uint8* src_argb, uint8* dst_rgb24, int pix) {
asm volatile ( asm volatile (
".p2align 2 \n"
"1: \n" "1: \n"
"pld [%0, #192] \n" // preload
"vld4.8 {d1, d2, d3, d4}, [%0]! \n" // load 8 pixels of ARGB. "vld4.8 {d1, d2, d3, d4}, [%0]! \n" // load 8 pixels of ARGB.
"subs %2, %2, #8 \n" // 8 processed per loop.
"vst3.8 {d1, d2, d3}, [%1]! \n" // store 8 pixels of RGB24. "vst3.8 {d1, d2, d3}, [%1]! \n" // store 8 pixels of RGB24.
"subs %2, %2, #8 \n" // 8 processed per loop.
"bgt 1b \n" "bgt 1b \n"
: "+r"(src_argb), // %0 : "+r"(src_argb), // %0
"+r"(dst_rgb24), // %1 "+r"(dst_rgb24), // %1
...@@ -490,11 +512,13 @@ void ARGBToRGB24Row_NEON(const uint8* src_argb, uint8* dst_rgb24, int pix) { ...@@ -490,11 +512,13 @@ void ARGBToRGB24Row_NEON(const uint8* src_argb, uint8* dst_rgb24, int pix) {
#ifdef HAS_ARGBTORAWROW_NEON #ifdef HAS_ARGBTORAWROW_NEON
void ARGBToRAWRow_NEON(const uint8* src_argb, uint8* dst_raw, int pix) { void ARGBToRAWRow_NEON(const uint8* src_argb, uint8* dst_raw, int pix) {
asm volatile ( asm volatile (
".p2align 2 \n"
"1: \n" "1: \n"
"pld [%0, #192] \n" // preload
"vld4.8 {d1, d2, d3, d4}, [%0]! \n" // load 8 pixels of ARGB. "vld4.8 {d1, d2, d3, d4}, [%0]! \n" // load 8 pixels of ARGB.
"vswp.u8 d1, d3 \n" // swap R, B "vswp.u8 d1, d3 \n" // swap R, B
"subs %2, %2, #8 \n" // 8 processed per loop.
"vst3.8 {d1, d2, d3}, [%1]! \n" // store 8 pixels of RAW. "vst3.8 {d1, d2, d3}, [%1]! \n" // store 8 pixels of RAW.
"subs %2, %2, #8 \n" // 8 processed per loop.
"bgt 1b \n" "bgt 1b \n"
: "+r"(src_argb), // %0 : "+r"(src_argb), // %0
"+r"(dst_raw), // %1 "+r"(dst_raw), // %1
...@@ -508,10 +532,12 @@ void ARGBToRAWRow_NEON(const uint8* src_argb, uint8* dst_raw, int pix) { ...@@ -508,10 +532,12 @@ void ARGBToRAWRow_NEON(const uint8* src_argb, uint8* dst_raw, int pix) {
#ifdef HAS_YUY2TOYROW_NEON #ifdef HAS_YUY2TOYROW_NEON
void YUY2ToYRow_NEON(const uint8* src_yuy2, uint8* dst_y, int pix) { void YUY2ToYRow_NEON(const uint8* src_yuy2, uint8* dst_y, int pix) {
asm volatile ( asm volatile (
".p2align 2 \n"
"1: \n" "1: \n"
"pld [%0, #192] \n" // preload
"vld2.u8 {q0, q1}, [%0]! \n" // load 16 pixels of YUY2. "vld2.u8 {q0, q1}, [%0]! \n" // load 16 pixels of YUY2.
"subs %2, %2, #16 \n" // 16 processed per loop.
"vst1.u8 {q0}, [%1]! \n" // store 16 pixels of Y. "vst1.u8 {q0}, [%1]! \n" // store 16 pixels of Y.
"subs %2, %2, #16 \n" // 16 processed per loop.
"bgt 1b \n" "bgt 1b \n"
: "+r"(src_yuy2), // %0 : "+r"(src_yuy2), // %0
"+r"(dst_y), // %1 "+r"(dst_y), // %1
...@@ -525,10 +551,12 @@ void YUY2ToYRow_NEON(const uint8* src_yuy2, uint8* dst_y, int pix) { ...@@ -525,10 +551,12 @@ void YUY2ToYRow_NEON(const uint8* src_yuy2, uint8* dst_y, int pix) {
#ifdef HAS_UYVYTOYROW_NEON #ifdef HAS_UYVYTOYROW_NEON
void UYVYToYRow_NEON(const uint8* src_uyvy, uint8* dst_y, int pix) { void UYVYToYRow_NEON(const uint8* src_uyvy, uint8* dst_y, int pix) {
asm volatile ( asm volatile (
".p2align 2 \n"
"1: \n" "1: \n"
"pld [%0, #192] \n" // preload
"vld2.u8 {q0, q1}, [%0]! \n" // load 16 pixels of UYVY. "vld2.u8 {q0, q1}, [%0]! \n" // load 16 pixels of UYVY.
"subs %2, %2, #16 \n" // 16 processed per loop.
"vst1.u8 {q1}, [%1]! \n" // store 16 pixels of Y. "vst1.u8 {q1}, [%1]! \n" // store 16 pixels of Y.
"subs %2, %2, #16 \n" // 16 processed per loop.
"bgt 1b \n" "bgt 1b \n"
: "+r"(src_uyvy), // %0 : "+r"(src_uyvy), // %0
"+r"(dst_y), // %1 "+r"(dst_y), // %1
...@@ -546,11 +574,13 @@ void UYVYToYRow_NEON(const uint8* src_uyvy, uint8* dst_y, int pix) { ...@@ -546,11 +574,13 @@ void UYVYToYRow_NEON(const uint8* src_uyvy, uint8* dst_y, int pix) {
void YUY2ToUV422Row_NEON(const uint8* src_yuy2, uint8* dst_u, uint8* dst_v, void YUY2ToUV422Row_NEON(const uint8* src_yuy2, uint8* dst_u, uint8* dst_v,
int pix) { int pix) {
asm volatile ( asm volatile (
".p2align 2 \n"
"1: \n" "1: \n"
"pld [%0, #192] \n" // preload
"vld4.8 {d0, d1, d2, d3}, [%0]! \n" // load 16 pixels of YUY2. "vld4.8 {d0, d1, d2, d3}, [%0]! \n" // load 16 pixels of YUY2.
"subs %3, %3, #16 \n" // 16 pixels = 8 UVs.
"vst1.u8 {d1}, [%1]! \n" // store 8 U. "vst1.u8 {d1}, [%1]! \n" // store 8 U.
"vst1.u8 {d3}, [%2]! \n" // store 8 V. "vst1.u8 {d3}, [%2]! \n" // store 8 V.
"subs %3, %3, #16 \n" // 16 pixels = 8 UVs.
"bgt 1b \n" "bgt 1b \n"
: "+r"(src_yuy2), // %0 : "+r"(src_yuy2), // %0
"+r"(dst_u), // %1 "+r"(dst_u), // %1
...@@ -566,11 +596,13 @@ void YUY2ToUV422Row_NEON(const uint8* src_yuy2, uint8* dst_u, uint8* dst_v, ...@@ -566,11 +596,13 @@ void YUY2ToUV422Row_NEON(const uint8* src_yuy2, uint8* dst_u, uint8* dst_v,
void UYVYToUV422Row_NEON(const uint8* src_uyvy, uint8* dst_u, uint8* dst_v, void UYVYToUV422Row_NEON(const uint8* src_uyvy, uint8* dst_u, uint8* dst_v,
int pix) { int pix) {
asm volatile ( asm volatile (
".p2align 2 \n"
"1: \n" "1: \n"
"pld [%0, #192] \n" // preload
"vld4.8 {d0, d1, d2, d3}, [%0]! \n" // load 16 pixels of UYVY. "vld4.8 {d0, d1, d2, d3}, [%0]! \n" // load 16 pixels of UYVY.
"subs %3, %3, #16 \n" // 16 pixels = 8 UVs.
"vst1.u8 {d0}, [%1]! \n" // store 8 U. "vst1.u8 {d0}, [%1]! \n" // store 8 U.
"vst1.u8 {d2}, [%2]! \n" // store 8 V. "vst1.u8 {d2}, [%2]! \n" // store 8 V.
"subs %3, %3, #16 \n" // 16 pixels = 8 UVs.
"bgt 1b \n" "bgt 1b \n"
: "+r"(src_uyvy), // %0 : "+r"(src_uyvy), // %0
"+r"(dst_u), // %1 "+r"(dst_u), // %1
...@@ -587,14 +619,16 @@ void YUY2ToUVRow_NEON(const uint8* src_yuy2, int stride_yuy2, ...@@ -587,14 +619,16 @@ void YUY2ToUVRow_NEON(const uint8* src_yuy2, int stride_yuy2,
uint8* dst_u, uint8* dst_v, int pix) { uint8* dst_u, uint8* dst_v, int pix) {
asm volatile ( asm volatile (
"adds %1, %0, %1 \n" // stride + src_yuy2 "adds %1, %0, %1 \n" // stride + src_yuy2
".p2align 2 \n"
"1: \n" "1: \n"
"pld [%0, #192] \n" // preload
"vld4.8 {d0, d1, d2, d3}, [%0]! \n" // load 16 pixels of YUY2. "vld4.8 {d0, d1, d2, d3}, [%0]! \n" // load 16 pixels of YUY2.
"vld4.8 {d4, d5, d6, d7}, [%1]! \n" // load next row YUY2. "vld4.8 {d4, d5, d6, d7}, [%1]! \n" // load next row YUY2.
"subs %4, %4, #16 \n" // 16 pixels = 8 UVs.
"vrhadd.u8 d1, d1, d5 \n" // average rows of U "vrhadd.u8 d1, d1, d5 \n" // average rows of U
"vrhadd.u8 d3, d3, d7 \n" // average rows of V "vrhadd.u8 d3, d3, d7 \n" // average rows of V
"vst1.u8 {d1}, [%2]! \n" // store 8 U. "vst1.u8 {d1}, [%2]! \n" // store 8 U.
"vst1.u8 {d3}, [%3]! \n" // store 8 V. "vst1.u8 {d3}, [%3]! \n" // store 8 V.
"subs %4, %4, #16 \n" // 16 pixels = 8 UVs.
"bgt 1b \n" "bgt 1b \n"
: "+r"(src_yuy2), // %0 : "+r"(src_yuy2), // %0
"+r"(stride_yuy2), // %1 "+r"(stride_yuy2), // %1
...@@ -612,14 +646,16 @@ void UYVYToUVRow_NEON(const uint8* src_uyvy, int stride_uyvy, ...@@ -612,14 +646,16 @@ void UYVYToUVRow_NEON(const uint8* src_uyvy, int stride_uyvy,
uint8* dst_u, uint8* dst_v, int pix) { uint8* dst_u, uint8* dst_v, int pix) {
asm volatile ( asm volatile (
"adds %1, %0, %1 \n" // stride + src_uyvy "adds %1, %0, %1 \n" // stride + src_uyvy
".p2align 2 \n"
"1: \n" "1: \n"
"pld [%0, #192] \n" // preload
"vld4.8 {d0, d1, d2, d3}, [%0]! \n" // load 16 pixels of UYVY. "vld4.8 {d0, d1, d2, d3}, [%0]! \n" // load 16 pixels of UYVY.
"vld4.8 {d4, d5, d6, d7}, [%1]! \n" // load next row UYVY. "vld4.8 {d4, d5, d6, d7}, [%1]! \n" // load next row UYVY.
"subs %4, %4, #16 \n" // 16 pixels = 8 UVs.
"vrhadd.u8 d0, d0, d4 \n" // average rows of U "vrhadd.u8 d0, d0, d4 \n" // average rows of U
"vrhadd.u8 d2, d2, d6 \n" // average rows of V "vrhadd.u8 d2, d2, d6 \n" // average rows of V
"vst1.u8 {d0}, [%2]! \n" // store 8 U. "vst1.u8 {d0}, [%2]! \n" // store 8 U.
"vst1.u8 {d2}, [%3]! \n" // store 8 V. "vst1.u8 {d2}, [%3]! \n" // store 8 V.
"subs %4, %4, #16 \n" // 16 pixels = 8 UVs.
"bgt 1b \n" "bgt 1b \n"
: "+r"(src_uyvy), // %0 : "+r"(src_uyvy), // %0
"+r"(stride_uyvy), // %1 "+r"(stride_uyvy), // %1
......
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