/* * Copyright (c) 2018, Alliance for Open Media. All rights reserved. * * This source code is subject to the terms of the BSD 2 Clause License and * the Alliance for Open Media Patent License 1.0. If the BSD 2 Clause License * was not distributed with this source code in the LICENSE file, you can * obtain it at www.aomedia.org/license/software. If the Alliance for Open * Media Patent License 1.0 was not distributed with this source code in the * PATENTS file, you can obtain it at www.aomedia.org/license/patent.
*/
// Process horizontal and vertical correlations in a 4x4 block of pixels. // We actually use the 4x4 pixels to calculate correlations corresponding to // the top-left 3x3 pixels, so this function must be called with 1x1 overlap, // moving the window along/down by 3 pixels at a time. staticinlinevoid horver_correlation_4x4(const int16_t *diff, int stride,
__m256i *xy_sum_32,
__m256i *xz_sum_32, __m256i *x_sum_32,
__m256i *x2_sum_32) { // Pixels in this 4x4 [ a b c d ] // are referred to as: [ e f g h ] // [ i j k l ] // [ m n o p ]
const __m256i pixels = _mm256_set_epi64x(
loadu_int64(&diff[0 * stride]), loadu_int64(&diff[1 * stride]),
loadu_int64(&diff[2 * stride]), loadu_int64(&diff[3 * stride])); // pixels = [d c b a h g f e] [l k j i p o n m] as i16
const __m256i slli = _mm256_slli_epi64(pixels, 16); // slli = [c b a 0 g f e 0] [k j i 0 o n m 0] as i16
const __m256i madd_xy = _mm256_madd_epi16(pixels, slli); // madd_xy = [bc+cd ab fg+gh ef] [jk+kl ij no+op mn] as i32
*xy_sum_32 = _mm256_add_epi32(*xy_sum_32, madd_xy);
// Permute control [3 2] [1 0] => [2 1] [0 0], 0b10010000 = 0x90 const __m256i perm = _mm256_permute4x64_epi64(slli, 0x90); // perm = [g f e 0 k j i 0] [o n m 0 o n m 0] as i16
// Sum every element in slli (and then also their squares) const __m256i madd1_slli = _mm256_madd_epi16(slli, _mm256_set1_epi16(1)); // madd1_slli = [c+b a g+f e] [k+j i o+n m] as i32
*x_sum_32 = _mm256_add_epi32(*x_sum_32, madd1_slli);
const __m256i madd_slli = _mm256_madd_epi16(slli, slli); // madd_slli = [cc+bb aa gg+ff ee] [kk+jj ii oo+nn mm] as i32
*x2_sum_32 = _mm256_add_epi32(*x2_sum_32, madd_slli);
}
void av1_get_horver_correlation_full_avx2(const int16_t *diff, int stride, int width, int height, float *hcorr, float *vcorr) { // The following notation is used: // x - current pixel // y - right neighbour pixel // z - below neighbour pixel // w - down-right neighbour pixel
int64_t xy_sum = 0, xz_sum = 0;
int64_t x_sum = 0, x2_sum = 0;
// Process horizontal and vertical correlations through the body in 4x4 // blocks. This excludes the final row and column and possibly one extra // column depending how 3 divides into width and height
int32_t xy_xz_tmp[8] = { 0 }, x_x2_tmp[8] = { 0 };
__m256i xy_sum_32 = _mm256_setzero_si256();
__m256i xz_sum_32 = _mm256_setzero_si256();
__m256i x_sum_32 = _mm256_setzero_si256();
__m256i x2_sum_32 = _mm256_setzero_si256(); for (int i = 0; i <= height - 4; i += 3) { for (int j = 0; j <= width - 4; j += 3) {
horver_correlation_4x4(&diff[i * stride + j], stride, &xy_sum_32,
&xz_sum_32, &x_sum_32, &x2_sum_32);
} const __m256i hadd_xy_xz = _mm256_hadd_epi32(xy_sum_32, xz_sum_32); // hadd_xy_xz = [ae+bf+cg ei+fj+gk ab+bc+cd ef+fg+gh] // [im+jn+ko mm+nn+oo ij+jk+kl mn+no+op] as i32
yy_storeu_256(xy_xz_tmp, hadd_xy_xz);
xy_sum += (int64_t)xy_xz_tmp[5] + xy_xz_tmp[4] + xy_xz_tmp[1];
xz_sum += (int64_t)xy_xz_tmp[7] + xy_xz_tmp[6] + xy_xz_tmp[3];
// x_sum now covers every pixel except the final 1-2 rows and 1-2 cols
int64_t x_finalrow = 0, x_finalcol = 0, x2_finalrow = 0, x2_finalcol = 0;
// Do we have 2 rows remaining or just the one? Note that width and height // are powers of 2, so each modulo 3 must be 1 or 2. if (height % 3 == 1) { // Just horiz corrs on the final row const int16_t x0 = diff[(height - 1) * stride];
x_sum += x0;
x_finalrow += x0;
x2_sum += x0 * x0;
x2_finalrow += x0 * x0; for (int j = 0; j < width - 1; ++j) { const int16_t x = diff[(height - 1) * stride + j]; const int16_t y = diff[(height - 1) * stride + j + 1];
xy_sum += x * y;
x_sum += y;
x2_sum += y * y;
x_finalrow += y;
x2_finalrow += y * y;
}
} else { // Two rows remaining to do const int16_t x0 = diff[(height - 2) * stride]; const int16_t z0 = diff[(height - 1) * stride];
x_sum += x0 + z0;
x2_sum += x0 * x0 + z0 * z0;
x_finalrow += z0;
x2_finalrow += z0 * z0; for (int j = 0; j < width - 1; ++j) { const int16_t x = diff[(height - 2) * stride + j]; const int16_t y = diff[(height - 2) * stride + j + 1]; const int16_t z = diff[(height - 1) * stride + j]; const int16_t w = diff[(height - 1) * stride + j + 1];
// Horizontal and vertical correlations for the penultimate row:
xy_sum += x * y;
xz_sum += x * z;
// Now just horizontal correlations for the final row:
xy_sum += z * w;
x_sum += y + w;
x2_sum += y * y + w * w;
x_finalrow += w;
x2_finalrow += w * w;
}
}
// Do we have 2 columns remaining or just the one? if (width % 3 == 1) { // Just vert corrs on the final col const int16_t x0 = diff[width - 1];
x_sum += x0;
x_finalcol += x0;
x2_sum += x0 * x0;
x2_finalcol += x0 * x0; for (int i = 0; i < height - 1; ++i) { const int16_t x = diff[i * stride + width - 1]; const int16_t z = diff[(i + 1) * stride + width - 1];
xz_sum += x * z;
x_finalcol += z;
x2_finalcol += z * z; // So the bottom-right elements don't get counted twice: if (i < height - (height % 3 == 1 ? 2 : 3)) {
x_sum += z;
x2_sum += z * z;
}
}
} else { // Two cols remaining const int16_t x0 = diff[width - 2]; const int16_t y0 = diff[width - 1];
x_sum += x0 + y0;
x2_sum += x0 * x0 + y0 * y0;
x_finalcol += y0;
x2_finalcol += y0 * y0; for (int i = 0; i < height - 1; ++i) { const int16_t x = diff[i * stride + width - 2]; const int16_t y = diff[i * stride + width - 1]; const int16_t z = diff[(i + 1) * stride + width - 2]; const int16_t w = diff[(i + 1) * stride + width - 1];
// Horizontal and vertical correlations for the penultimate col: // Skip these on the last iteration of this loop if we also had two // rows remaining, otherwise the final horizontal and vertical correlation // get erroneously processed twice if (i < height - 2 || height % 3 == 1) {
xy_sum += x * y;
xz_sum += x * z;
}
x_finalcol += w;
x2_finalcol += w * w; // So the bottom-right elements don't get counted twice: if (i < height - (height % 3 == 1 ? 2 : 3)) {
x_sum += z + w;
x2_sum += z * z + w * w;
}
// Now just vertical correlations for the final column:
xz_sum += y * w;
}
}
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