Thu, 22 Jan 2015 13:21:57 +0100
Incorporate requested changes from Mozilla in review:
https://bugzilla.mozilla.org/show_bug.cgi?id=1123480#c6
1 ////////////////////////////////////////////////////////////////////////////////
2 ///
3 /// SSE optimized routines for Pentium-III, Athlon-XP and later CPUs. All SSE
4 /// optimized functions have been gathered into this single source
5 /// code file, regardless to their class or original source code file, in order
6 /// to ease porting the library to other compiler and processor platforms.
7 ///
8 /// The SSE-optimizations are programmed using SSE compiler intrinsics that
9 /// are supported both by Microsoft Visual C++ and GCC compilers, so this file
10 /// should compile with both toolsets.
11 ///
12 /// NOTICE: If using Visual Studio 6.0, you'll need to install the "Visual C++
13 /// 6.0 processor pack" update to support SSE instruction set. The update is
14 /// available for download at Microsoft Developers Network, see here:
15 /// http://msdn.microsoft.com/en-us/vstudio/aa718349.aspx
16 ///
17 /// If the above URL is expired or removed, go to "http://msdn.microsoft.com" and
18 /// perform a search with keywords "processor pack".
19 ///
20 /// Author : Copyright (c) Olli Parviainen
21 /// Author e-mail : oparviai 'at' iki.fi
22 /// SoundTouch WWW: http://www.surina.net/soundtouch
23 ///
24 ////////////////////////////////////////////////////////////////////////////////
25 //
26 // Last changed : $Date: 2014-01-07 12:25:40 -0600 (Tue, 07 Jan 2014) $
27 // File revision : $Revision: 4 $
28 //
29 // $Id: sse_optimized.cpp 184 2014-01-07 18:25:40Z oparviai $
30 //
31 ////////////////////////////////////////////////////////////////////////////////
32 //
33 // License :
34 //
35 // SoundTouch audio processing library
36 // Copyright (c) Olli Parviainen
37 //
38 // This library is free software; you can redistribute it and/or
39 // modify it under the terms of the GNU Lesser General Public
40 // License as published by the Free Software Foundation; either
41 // version 2.1 of the License, or (at your option) any later version.
42 //
43 // This library is distributed in the hope that it will be useful,
44 // but WITHOUT ANY WARRANTY; without even the implied warranty of
45 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
46 // Lesser General Public License for more details.
47 //
48 // You should have received a copy of the GNU Lesser General Public
49 // License along with this library; if not, write to the Free Software
50 // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
51 //
52 ////////////////////////////////////////////////////////////////////////////////
54 #include "cpu_detect.h"
55 #include "STTypes.h"
57 using namespace soundtouch;
59 #ifdef SOUNDTOUCH_ALLOW_SSE
61 // SSE routines available only with float sample type
63 //////////////////////////////////////////////////////////////////////////////
64 //
65 // implementation of SSE optimized functions of class 'TDStretchSSE'
66 //
67 //////////////////////////////////////////////////////////////////////////////
69 #include "TDStretch.h"
70 #include <xmmintrin.h>
71 #include <math.h>
73 // Calculates cross correlation of two buffers
74 double TDStretchSSE::calcCrossCorr(const float *pV1, const float *pV2, double &norm) const
75 {
76 int i;
77 const float *pVec1;
78 const __m128 *pVec2;
79 __m128 vSum, vNorm;
81 // Note. It means a major slow-down if the routine needs to tolerate
82 // unaligned __m128 memory accesses. It's way faster if we can skip
83 // unaligned slots and use _mm_load_ps instruction instead of _mm_loadu_ps.
84 // This can mean up to ~ 10-fold difference (incl. part of which is
85 // due to skipping every second round for stereo sound though).
86 //
87 // Compile-time define SOUNDTOUCH_ALLOW_NONEXACT_SIMD_OPTIMIZATION is provided
88 // for choosing if this little cheating is allowed.
90 #ifdef SOUNDTOUCH_ALLOW_NONEXACT_SIMD_OPTIMIZATION
91 // Little cheating allowed, return valid correlation only for
92 // aligned locations, meaning every second round for stereo sound.
94 #define _MM_LOAD _mm_load_ps
96 if (((ulongptr)pV1) & 15) return -1e50; // skip unaligned locations
98 #else
99 // No cheating allowed, use unaligned load & take the resulting
100 // performance hit.
101 #define _MM_LOAD _mm_loadu_ps
102 #endif
104 // ensure overlapLength is divisible by 8
105 assert((overlapLength % 8) == 0);
107 // Calculates the cross-correlation value between 'pV1' and 'pV2' vectors
108 // Note: pV2 _must_ be aligned to 16-bit boundary, pV1 need not.
109 pVec1 = (const float*)pV1;
110 pVec2 = (const __m128*)pV2;
111 vSum = vNorm = _mm_setzero_ps();
113 // Unroll the loop by factor of 4 * 4 operations. Use same routine for
114 // stereo & mono, for mono it just means twice the amount of unrolling.
115 for (i = 0; i < channels * overlapLength / 16; i ++)
116 {
117 __m128 vTemp;
118 // vSum += pV1[0..3] * pV2[0..3]
119 vTemp = _MM_LOAD(pVec1);
120 vSum = _mm_add_ps(vSum, _mm_mul_ps(vTemp ,pVec2[0]));
121 vNorm = _mm_add_ps(vNorm, _mm_mul_ps(vTemp ,vTemp));
123 // vSum += pV1[4..7] * pV2[4..7]
124 vTemp = _MM_LOAD(pVec1 + 4);
125 vSum = _mm_add_ps(vSum, _mm_mul_ps(vTemp, pVec2[1]));
126 vNorm = _mm_add_ps(vNorm, _mm_mul_ps(vTemp ,vTemp));
128 // vSum += pV1[8..11] * pV2[8..11]
129 vTemp = _MM_LOAD(pVec1 + 8);
130 vSum = _mm_add_ps(vSum, _mm_mul_ps(vTemp, pVec2[2]));
131 vNorm = _mm_add_ps(vNorm, _mm_mul_ps(vTemp ,vTemp));
133 // vSum += pV1[12..15] * pV2[12..15]
134 vTemp = _MM_LOAD(pVec1 + 12);
135 vSum = _mm_add_ps(vSum, _mm_mul_ps(vTemp, pVec2[3]));
136 vNorm = _mm_add_ps(vNorm, _mm_mul_ps(vTemp ,vTemp));
138 pVec1 += 16;
139 pVec2 += 4;
140 }
142 // return value = vSum[0] + vSum[1] + vSum[2] + vSum[3]
143 float *pvNorm = (float*)&vNorm;
144 norm = (pvNorm[0] + pvNorm[1] + pvNorm[2] + pvNorm[3]);
146 float *pvSum = (float*)&vSum;
147 return (double)(pvSum[0] + pvSum[1] + pvSum[2] + pvSum[3]) / sqrt(norm < 1e-9 ? 1.0 : norm);
149 /* This is approximately corresponding routine in C-language yet without normalization:
150 double corr, norm;
151 uint i;
153 // Calculates the cross-correlation value between 'pV1' and 'pV2' vectors
154 corr = norm = 0.0;
155 for (i = 0; i < channels * overlapLength / 16; i ++)
156 {
157 corr += pV1[0] * pV2[0] +
158 pV1[1] * pV2[1] +
159 pV1[2] * pV2[2] +
160 pV1[3] * pV2[3] +
161 pV1[4] * pV2[4] +
162 pV1[5] * pV2[5] +
163 pV1[6] * pV2[6] +
164 pV1[7] * pV2[7] +
165 pV1[8] * pV2[8] +
166 pV1[9] * pV2[9] +
167 pV1[10] * pV2[10] +
168 pV1[11] * pV2[11] +
169 pV1[12] * pV2[12] +
170 pV1[13] * pV2[13] +
171 pV1[14] * pV2[14] +
172 pV1[15] * pV2[15];
174 for (j = 0; j < 15; j ++) norm += pV1[j] * pV1[j];
176 pV1 += 16;
177 pV2 += 16;
178 }
179 return corr / sqrt(norm);
180 */
181 }
185 double TDStretchSSE::calcCrossCorrAccumulate(const float *pV1, const float *pV2, double &norm) const
186 {
187 // call usual calcCrossCorr function because SSE does not show big benefit of
188 // accumulating "norm" value, and also the "norm" rolling algorithm would get
189 // complicated due to SSE-specific alignment-vs-nonexact correlation rules.
190 return calcCrossCorr(pV1, pV2, norm);
191 }
194 //////////////////////////////////////////////////////////////////////////////
195 //
196 // implementation of SSE optimized functions of class 'FIRFilter'
197 //
198 //////////////////////////////////////////////////////////////////////////////
200 #include "FIRFilter.h"
202 FIRFilterSSE::FIRFilterSSE() : FIRFilter()
203 {
204 filterCoeffsAlign = NULL;
205 filterCoeffsUnalign = NULL;
206 }
209 FIRFilterSSE::~FIRFilterSSE()
210 {
211 delete[] filterCoeffsUnalign;
212 filterCoeffsAlign = NULL;
213 filterCoeffsUnalign = NULL;
214 }
217 // (overloaded) Calculates filter coefficients for SSE routine
218 void FIRFilterSSE::setCoefficients(const float *coeffs, uint newLength, uint uResultDivFactor)
219 {
220 uint i;
221 float fDivider;
223 FIRFilter::setCoefficients(coeffs, newLength, uResultDivFactor);
225 // Scale the filter coefficients so that it won't be necessary to scale the filtering result
226 // also rearrange coefficients suitably for SSE
227 // Ensure that filter coeffs array is aligned to 16-byte boundary
228 delete[] filterCoeffsUnalign;
229 filterCoeffsUnalign = new float[2 * newLength + 4];
230 filterCoeffsAlign = (float *)SOUNDTOUCH_ALIGN_POINTER_16(filterCoeffsUnalign);
232 fDivider = (float)resultDivider;
234 // rearrange the filter coefficients for mmx routines
235 for (i = 0; i < newLength; i ++)
236 {
237 filterCoeffsAlign[2 * i + 0] =
238 filterCoeffsAlign[2 * i + 1] = coeffs[i + 0] / fDivider;
239 }
240 }
244 // SSE-optimized version of the filter routine for stereo sound
245 uint FIRFilterSSE::evaluateFilterStereo(float *dest, const float *source, uint numSamples) const
246 {
247 int count = (int)((numSamples - length) & (uint)-2);
248 int j;
250 assert(count % 2 == 0);
252 if (count < 2) return 0;
254 assert(source != NULL);
255 assert(dest != NULL);
256 assert((length % 8) == 0);
257 assert(filterCoeffsAlign != NULL);
258 assert(((ulongptr)filterCoeffsAlign) % 16 == 0);
260 // filter is evaluated for two stereo samples with each iteration, thus use of 'j += 2'
261 for (j = 0; j < count; j += 2)
262 {
263 const float *pSrc;
264 const __m128 *pFil;
265 __m128 sum1, sum2;
266 uint i;
268 pSrc = (const float*)source; // source audio data
269 pFil = (const __m128*)filterCoeffsAlign; // filter coefficients. NOTE: Assumes coefficients
270 // are aligned to 16-byte boundary
271 sum1 = sum2 = _mm_setzero_ps();
273 for (i = 0; i < length / 8; i ++)
274 {
275 // Unroll loop for efficiency & calculate filter for 2*2 stereo samples
276 // at each pass
278 // sum1 is accu for 2*2 filtered stereo sound data at the primary sound data offset
279 // sum2 is accu for 2*2 filtered stereo sound data for the next sound sample offset.
281 sum1 = _mm_add_ps(sum1, _mm_mul_ps(_mm_loadu_ps(pSrc) , pFil[0]));
282 sum2 = _mm_add_ps(sum2, _mm_mul_ps(_mm_loadu_ps(pSrc + 2), pFil[0]));
284 sum1 = _mm_add_ps(sum1, _mm_mul_ps(_mm_loadu_ps(pSrc + 4), pFil[1]));
285 sum2 = _mm_add_ps(sum2, _mm_mul_ps(_mm_loadu_ps(pSrc + 6), pFil[1]));
287 sum1 = _mm_add_ps(sum1, _mm_mul_ps(_mm_loadu_ps(pSrc + 8) , pFil[2]));
288 sum2 = _mm_add_ps(sum2, _mm_mul_ps(_mm_loadu_ps(pSrc + 10), pFil[2]));
290 sum1 = _mm_add_ps(sum1, _mm_mul_ps(_mm_loadu_ps(pSrc + 12), pFil[3]));
291 sum2 = _mm_add_ps(sum2, _mm_mul_ps(_mm_loadu_ps(pSrc + 14), pFil[3]));
293 pSrc += 16;
294 pFil += 4;
295 }
297 // Now sum1 and sum2 both have a filtered 2-channel sample each, but we still need
298 // to sum the two hi- and lo-floats of these registers together.
300 // post-shuffle & add the filtered values and store to dest.
301 _mm_storeu_ps(dest, _mm_add_ps(
302 _mm_shuffle_ps(sum1, sum2, _MM_SHUFFLE(1,0,3,2)), // s2_1 s2_0 s1_3 s1_2
303 _mm_shuffle_ps(sum1, sum2, _MM_SHUFFLE(3,2,1,0)) // s2_3 s2_2 s1_1 s1_0
304 ));
305 source += 4;
306 dest += 4;
307 }
309 // Ideas for further improvement:
310 // 1. If it could be guaranteed that 'source' were always aligned to 16-byte
311 // boundary, a faster aligned '_mm_load_ps' instruction could be used.
312 // 2. If it could be guaranteed that 'dest' were always aligned to 16-byte
313 // boundary, a faster '_mm_store_ps' instruction could be used.
315 return (uint)count;
317 /* original routine in C-language. please notice the C-version has differently
318 organized coefficients though.
319 double suml1, suml2;
320 double sumr1, sumr2;
321 uint i, j;
323 for (j = 0; j < count; j += 2)
324 {
325 const float *ptr;
326 const float *pFil;
328 suml1 = sumr1 = 0.0;
329 suml2 = sumr2 = 0.0;
330 ptr = src;
331 pFil = filterCoeffs;
332 for (i = 0; i < lengthLocal; i ++)
333 {
334 // unroll loop for efficiency.
336 suml1 += ptr[0] * pFil[0] +
337 ptr[2] * pFil[2] +
338 ptr[4] * pFil[4] +
339 ptr[6] * pFil[6];
341 sumr1 += ptr[1] * pFil[1] +
342 ptr[3] * pFil[3] +
343 ptr[5] * pFil[5] +
344 ptr[7] * pFil[7];
346 suml2 += ptr[8] * pFil[0] +
347 ptr[10] * pFil[2] +
348 ptr[12] * pFil[4] +
349 ptr[14] * pFil[6];
351 sumr2 += ptr[9] * pFil[1] +
352 ptr[11] * pFil[3] +
353 ptr[13] * pFil[5] +
354 ptr[15] * pFil[7];
356 ptr += 16;
357 pFil += 8;
358 }
359 dest[0] = (float)suml1;
360 dest[1] = (float)sumr1;
361 dest[2] = (float)suml2;
362 dest[3] = (float)sumr2;
364 src += 4;
365 dest += 4;
366 }
367 */
368 }
370 #endif // SOUNDTOUCH_ALLOW_SSE