gfx/ycbcr/yuv_row_arm.s

Tue, 06 Jan 2015 21:39:09 +0100

author
Michael Schloh von Bennewitz <michael@schloh.com>
date
Tue, 06 Jan 2015 21:39:09 +0100
branch
TOR_BUG_9701
changeset 8
97036ab72558
permissions
-rw-r--r--

Conditionally force memory storage according to privacy.thirdparty.isolate;
This solves Tor bug #9701, complying with disk avoidance documented in
https://www.torproject.org/projects/torbrowser/design/#disk-avoidance.

     1 /* This Source Code Form is subject to the terms of the Mozilla Public
     2  * License, v. 2.0. If a copy of the MPL was not distributed with this
     3  * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
     5     .arch   armv7-a
     6     .fpu    neon
     7 /* Allow to build on targets not supporting neon, and force the object file
     8  * target to avoid bumping the final binary target */
     9     .object_arch armv4t
    10     .text
    11     .align
    13     .balign 64
    14 YCbCr42xToRGB565_DITHER03_CONSTS_NEON:
    15     .short -14240
    16     .short -14240+384
    17     .short   8672
    18     .short   8672+192
    19     .short -17696
    20     .short -17696+384
    21     .byte 102
    22     .byte  25
    23     .byte  52
    24     .byte 129
    25 YCbCr42xToRGB565_DITHER12_CONSTS_NEON:
    26     .short -14240+128
    27     .short -14240+256
    28     .short   8672+64
    29     .short   8672+128
    30     .short -17696+128
    31     .short -17696+256
    32     .byte 102
    33     .byte  25
    34     .byte  52
    35     .byte 129
    36 YCbCr42xToRGB565_DITHER21_CONSTS_NEON:
    37     .short -14240+256
    38     .short -14240+128
    39     .short   8672+128
    40     .short   8672+64
    41     .short -17696+256
    42     .short -17696+128
    43     .byte 102
    44     .byte  25
    45     .byte  52
    46     .byte 129
    47 YCbCr42xToRGB565_DITHER30_CONSTS_NEON:
    48     .short -14240+384
    49     .short -14240
    50     .short   8672+192
    51     .short   8672
    52     .short -17696+384
    53     .short -17696
    54     .byte 102
    55     .byte  25
    56     .byte  52
    57     .byte 129
    59 @ void ScaleYCbCr42xToRGB565_BilinearY_Row_NEON(
    60 @  yuv2rgb565_row_scale_bilinear_ctx *ctx, int dither);
    61 @
    62 @ ctx = {
    63 @   uint16_t *rgb_row;       /*r0*/
    64 @   const uint8_t *y_row;    /*r1*/
    65 @   const uint8_t *u_row;    /*r2*/
    66 @   const uint8_t *v_row;    /*r3*/
    67 @   int y_yweight;           /*r4*/
    68 @   int y_pitch;             /*r5*/
    69 @   int width;               /*r6*/
    70 @   int source_x0_q16;       /*r7*/
    71 @   int source_dx_q16;       /*r8*/
    72 @   int source_uv_xoffs_q16; /*r9*/
    73 @ };
    74     .global ScaleYCbCr42xToRGB565_BilinearY_Row_NEON
    75     .type   ScaleYCbCr42xToRGB565_BilinearY_Row_NEON, %function
    76     .balign 64
    77     .fnstart
    78 ScaleYCbCr42xToRGB565_BilinearY_Row_NEON:
    79     STMFD       r13!,{r4-r9,r14}       @ 8 words.
    80     ADR         r14,YCbCr42xToRGB565_DITHER03_CONSTS_NEON
    81     VPUSH       {Q4-Q7}                @ 16 words.
    82     ADD         r14,r14,r1, LSL #4     @ Select the dither table to use
    83     LDMIA       r0, {r0-r9}
    84     @ Set up image index registers.
    85     ADD         r12,r8, r8
    86     VMOV.I32    D16,#0         @ Q8 = < 2| 2| 0| 0>*source_dx_q16
    87     VDUP.32     D17,r12
    88     ADD         r12,r12,r12
    89     VTRN.32     D16,D17        @ Q2 = < 2| 0| 2| 0>*source_dx_q16
    90     VDUP.32     D19,r12        @ Q9 = < 4| 4| ?| ?>*source_dx_q16
    91     ADD         r12,r12,r12
    92     VDUP.32     Q0, r7         @ Q0 = < 1| 1| 1| 1>*source_x0_q16
    93     VADD.I32    D17,D17,D19    @ Q8 = < 6| 4| 2| 0>*source_dx_q16
    94     CMP         r8, #0                 @ If source_dx_q16 is negative...
    95     VDUP.32     Q9, r12        @ Q9 = < 8| 8| 8| 8>*source_dx_q16
    96     ADDLT       r7, r7, r8, LSL #4     @ Make r7 point to the end of the block
    97     VADD.I32    Q0, Q0, Q8     @ Q0 = < 6| 4| 2| 0>*source_dx_q16+source_x0_q16
    98     SUBLT       r7, r7, r8             @ (i.e., the lowest address we'll use)
    99     VADD.I32    Q1, Q0, Q9     @ Q1 = <14|12|10| 8>*source_dx_q16+source_x0_q16
   100     VDUP.I32    Q9, r8         @ Q8 = < 1| 1| 1| 1>*source_dx_q16
   101     VADD.I32    Q2, Q0, Q9     @ Q2 = < 7| 5| 3| 1>*source_dx_q16+source_x0_q16
   102     VADD.I32    Q3, Q1, Q9     @ Q3 = <15|13|11| 9>*source_dx_q16+source_x0_q16
   103     VLD1.64     {D30,D31},[r14,:128]   @ Load some constants
   104     VMOV.I8     D28,#52
   105     VMOV.I8     D29,#129
   106     @ The basic idea here is to do aligned loads of a block of data and then
   107     @  index into it using VTBL to extract the data from the source X
   108     @  coordinate corresponding to each destination pixel.
   109     @ This is significantly less code and significantly fewer cycles than doing
   110     @  a series of single-lane loads, but it means that the X step between
   111     @  pixels must be limited to 2.0 or less, otherwise we couldn't guarantee
   112     @  that we could read 8 pixels from a single aligned 32-byte block of data.
   113     @ Q0...Q3 contain the 16.16 fixed-point X coordinates of each pixel,
   114     @  separated into even pixels and odd pixels to make extracting offsets and
   115     @  weights easier.
   116     @ We then pull out two bytes from the middle of each coordinate: the top
   117     @  byte corresponds to the integer part of the X coordinate, and the bottom
   118     @  byte corresponds to the weight to use for bilinear blending.
   119     @ These are separated out into different registers with VTRN.
   120     @ Then by subtracting the integer X coordinate of the first pixel in the
   121     @  data block we loaded, we produce an index register suitable for use by
   122     @  VTBL.
   123 s42xbily_neon_loop:
   124     @ Load the Y' data.
   125     MOV         r12,r7, ASR #16
   126     VRSHRN.S32  D16,Q0, #8
   127     AND         r12,r12,#~15   @ Read 16-byte aligned blocks
   128     VDUP.I8     D20,r12
   129     ADD         r12,r1, r12    @ r12 = y_row+(source_x&~7)
   130     VRSHRN.S32  D17,Q1, #8
   131     PLD         [r12,#64]
   132     VLD1.64     {D8, D9, D10,D11},[r12,:128],r5        @ Load Y' top row
   133     ADD         r14,r7, r8, LSL #3
   134     VRSHRN.S32  D18,Q2, #8
   135     MOV         r14,r14,ASR #16
   136     VRSHRN.S32  D19,Q3, #8
   137     AND         r14,r14,#~15   @ Read 16-byte aligned blocks
   138     VLD1.64     {D12,D13,D14,D15},[r12,:128]           @ Load Y' bottom row
   139     PLD         [r12,#64]
   140     VDUP.I8     D21,r14
   141     ADD         r14,r1, r14    @ r14 = y_row+(source_x&~7)
   142     VMOV.I8     Q13,#1
   143     PLD         [r14,#64]
   144     VTRN.8      Q8, Q9         @ Q8  = <wFwEwDwCwBwAw9w8w7w6w5w4w3w2w1w0>
   145                                @ Q9  = <xFxExDxCxBxAx9x8x7x6x5x4x3x2x1x0>
   146     VSUB.S8     Q9, Q9, Q10    @ Make offsets relative to the data we loaded.
   147     @ First 8 Y' pixels
   148     VTBL.8      D20,{D8, D9, D10,D11},D18      @ Index top row at source_x
   149     VTBL.8      D24,{D12,D13,D14,D15},D18      @ Index bottom row at source_x
   150     VADD.S8     Q13,Q9, Q13                    @ Add 1 to source_x
   151     VTBL.8      D22,{D8, D9, D10,D11},D26      @ Index top row at source_x+1
   152     VTBL.8      D26,{D12,D13,D14,D15},D26      @ Index bottom row at source_x+1
   153     @ Next 8 Y' pixels
   154     VLD1.64     {D8, D9, D10,D11},[r14,:128],r5        @ Load Y' top row
   155     VLD1.64     {D12,D13,D14,D15},[r14,:128]           @ Load Y' bottom row
   156     PLD         [r14,#64]
   157     VTBL.8      D21,{D8, D9, D10,D11},D19      @ Index top row at source_x
   158     VTBL.8      D25,{D12,D13,D14,D15},D19      @ Index bottom row at source_x
   159     VTBL.8      D23,{D8, D9, D10,D11},D27      @ Index top row at source_x+1
   160     VTBL.8      D27,{D12,D13,D14,D15},D27      @ Index bottom row at source_x+1
   161     @ Blend Y'.
   162     VDUP.I16    Q9, r4         @ Load the y weights.
   163     VSUBL.U8    Q4, D24,D20    @ Q5:Q4 = c-a
   164     VSUBL.U8    Q5, D25,D21
   165     VSUBL.U8    Q6, D26,D22    @ Q7:Q6 = d-b
   166     VSUBL.U8    Q7, D27,D23
   167     VMUL.S16    Q4, Q4, Q9     @ Q5:Q4 = (c-a)*yweight
   168     VMUL.S16    Q5, Q5, Q9
   169     VMUL.S16    Q6, Q6, Q9     @ Q7:Q6 = (d-b)*yweight
   170     VMUL.S16    Q7, Q7, Q9
   171     VMOVL.U8    Q12,D16        @ Promote the x weights to 16 bits.
   172     VMOVL.U8    Q13,D17        @ Sadly, there's no VMULW.
   173     VRSHRN.S16  D8, Q4, #8     @ Q4 = (c-a)*yweight+128>>8
   174     VRSHRN.S16  D9, Q5, #8
   175     VRSHRN.S16  D12,Q6, #8     @ Q6 = (d-b)*yweight+128>>8
   176     VRSHRN.S16  D13,Q7, #8
   177     VADD.I8     Q10,Q10,Q4     @ Q10 = a+((c-a)*yweight+128>>8)
   178     VADD.I8     Q11,Q11,Q6     @ Q11 = b+((d-b)*yweight+128>>8)
   179     VSUBL.U8    Q4, D22,D20    @ Q5:Q4 = b-a
   180     VSUBL.U8    Q5, D23,D21
   181     VMUL.S16    Q4, Q4, Q12    @ Q5:Q4 = (b-a)*xweight
   182     VMUL.S16    Q5, Q5, Q13
   183     VRSHRN.S16  D8, Q4, #8     @ Q4 = (b-a)*xweight+128>>8
   184     ADD         r12,r7, r9
   185     VRSHRN.S16  D9, Q5, #8
   186     MOV         r12,r12,ASR #17
   187     VADD.I8     Q8, Q10,Q4     @ Q8 = a+((b-a)*xweight+128>>8)
   188     @ Start extracting the chroma x coordinates, and load Cb and Cr.
   189     AND         r12,r12,#~15   @ Read 16-byte aligned blocks
   190     VDUP.I32    Q9, r9         @ Q9 = source_uv_xoffs_q16 x 4
   191     ADD         r14,r2, r12
   192     VADD.I32    Q10,Q0, Q9
   193     VLD1.64     {D8, D9, D10,D11},[r14,:128]   @ Load Cb
   194     PLD         [r14,#64]
   195     VADD.I32    Q11,Q1, Q9
   196     ADD         r14,r3, r12
   197     VADD.I32    Q12,Q2, Q9
   198     VLD1.64     {D12,D13,D14,D15},[r14,:128]   @ Load Cr
   199     PLD         [r14,#64]
   200     VADD.I32    Q13,Q3, Q9
   201     VRSHRN.S32  D20,Q10,#9     @ Q10 = <xEwExCwCxAwAx8w8x6w6x4w4x2w2x0w0>
   202     VRSHRN.S32  D21,Q11,#9
   203     VDUP.I8     Q9, r12
   204     VRSHRN.S32  D22,Q12,#9     @ Q11 = <xFwFxDwDxBwBx9w9x7w7x5w5x3w3x1w1>
   205     VRSHRN.S32  D23,Q13,#9
   206     @ We don't actually need the x weights, but we get them for free.
   207     @ Free ALU slot
   208     VTRN.8      Q10,Q11        @ Q10 = <wFwEwDwCwBwAw9w8w7w6w5w4w3w2w1w0>
   209     @ Free ALU slot            @ Q11 = <xFxExDxCxBxAx9x8x7x6x5x4x3x2x1x0>
   210     VSUB.S8     Q11,Q11,Q9     @ Make offsets relative to the data we loaded.
   211     VTBL.8      D18,{D8, D9, D10,D11},D22      @ Index Cb at source_x
   212     VMOV.I8     D24,#74
   213     VTBL.8      D19,{D8, D9, D10,D11},D23
   214     VMOV.I8     D26,#102
   215     VTBL.8      D20,{D12,D13,D14,D15},D22      @ Index Cr at source_x
   216     VMOV.I8     D27,#25
   217     VTBL.8      D21,{D12,D13,D14,D15},D23
   218     @ We now have Y' in Q8, Cb in Q9, and Cr in Q10
   219     @ We use VDUP to expand constants, because it's a permute instruction, so
   220     @  it can dual issue on the A8.
   221     SUBS        r6, r6, #16    @ width -= 16
   222     VMULL.U8    Q4, D16,D24    @  Q5:Q4  = Y'*74
   223     VDUP.32     Q6, D30[1]     @  Q7:Q6  = bias_G
   224     VMULL.U8    Q5, D17,D24
   225     VDUP.32     Q7, D30[1]
   226     VMLSL.U8    Q6, D18,D27    @  Q7:Q6  = -25*Cb+bias_G
   227     VDUP.32     Q11,D30[0]     @ Q12:Q11 = bias_R
   228     VMLSL.U8    Q7, D19,D27
   229     VDUP.32     Q12,D30[0]
   230     VMLAL.U8    Q11,D20,D26    @ Q12:Q11 = 102*Cr+bias_R
   231     VDUP.32     Q8, D31[0]     @ Q13:Q8  = bias_B
   232     VMLAL.U8    Q12,D21,D26
   233     VDUP.32     Q13,D31[0]
   234     VMLAL.U8    Q8, D18,D29    @ Q13:Q8  = 129*Cb+bias_B
   235     VMLAL.U8    Q13,D19,D29
   236     VMLSL.U8    Q6, D20,D28    @  Q7:Q6  = -25*Cb-52*Cr+bias_G
   237     VMLSL.U8    Q7, D21,D28
   238     VADD.S16    Q11,Q4, Q11    @ Q12:Q11 = 74*Y'+102*Cr+bias_R
   239     VADD.S16    Q12,Q5, Q12
   240     VQADD.S16   Q8, Q4, Q8     @ Q13:Q8  = 74*Y'+129*Cr+bias_B
   241     VQADD.S16   Q13,Q5, Q13
   242     VADD.S16    Q6, Q4, Q6     @  Q7:Q6  = 74*Y'-25*Cb-52*Cr+bias_G
   243     VADD.S16    Q7, Q5, Q7
   244     @ Push each value to the top of its word and saturate it.
   245     VQSHLU.S16 Q11,Q11,#2
   246     VQSHLU.S16 Q12,Q12,#2
   247     VQSHLU.S16 Q6, Q6, #2
   248     VQSHLU.S16 Q7, Q7, #2
   249     VQSHLU.S16 Q8, Q8, #2
   250     VQSHLU.S16 Q13,Q13,#2
   251     @ Merge G and B into R.
   252     VSRI.U16   Q11,Q6, #5
   253     VSRI.U16   Q12,Q7, #5
   254     VSRI.U16   Q11,Q8, #11
   255     MOV         r14,r8, LSL #4
   256     VSRI.U16   Q12,Q13,#11
   257     BLT s42xbily_neon_tail
   258     VDUP.I32    Q13,r14
   259     @ Store the result.
   260     VST1.16     {D22,D23,D24,D25},[r0]!
   261     BEQ s42xbily_neon_done
   262     @ Advance the x coordinates.
   263     VADD.I32    Q0, Q0, Q13
   264     VADD.I32    Q1, Q1, Q13
   265     ADD         r7, r14
   266     VADD.I32    Q2, Q2, Q13
   267     VADD.I32    Q3, Q3, Q13
   268     B s42xbily_neon_loop
   269 s42xbily_neon_tail:
   270     @ We have between 1 and 15 pixels left to write.
   271     @ -r6 == the number of pixels we need to skip writing.
   272     @ Adjust r0 to point to the last one we need to write, because we're going
   273     @  to write them in reverse order.
   274     ADD         r0, r0, r6, LSL #1
   275     MOV         r14,#-2
   276     ADD         r0, r0, #30
   277     @ Skip past the ones we don't need to write.
   278     SUB         PC, PC, r6, LSL #2
   279     ORR         r0, r0, r0
   280     VST1.16     {D25[3]},[r0,:16],r14
   281     VST1.16     {D25[2]},[r0,:16],r14
   282     VST1.16     {D25[1]},[r0,:16],r14
   283     VST1.16     {D25[0]},[r0,:16],r14
   284     VST1.16     {D24[3]},[r0,:16],r14
   285     VST1.16     {D24[2]},[r0,:16],r14
   286     VST1.16     {D24[1]},[r0,:16],r14
   287     VST1.16     {D24[0]},[r0,:16],r14
   288     VST1.16     {D23[3]},[r0,:16],r14
   289     VST1.16     {D23[2]},[r0,:16],r14
   290     VST1.16     {D23[1]},[r0,:16],r14
   291     VST1.16     {D23[0]},[r0,:16],r14
   292     VST1.16     {D22[3]},[r0,:16],r14
   293     VST1.16     {D22[2]},[r0,:16],r14
   294     VST1.16     {D22[1]},[r0,:16],r14
   295     VST1.16     {D22[0]},[r0,:16]
   296 s42xbily_neon_done:
   297     VPOP        {Q4-Q7}                @ 16 words.
   298     LDMFD       r13!,{r4-r9,PC}        @ 8 words.
   299     .fnend
   300     .size ScaleYCbCr42xToRGB565_BilinearY_Row_NEON, .-ScaleYCbCr42xToRGB565_BilinearY_Row_NEON
   302 #if defined(__ELF__)&&defined(__linux__)
   303     .section .note.GNU-stack,"",%progbits
   304 #endif

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