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Use interleaving to prevent stack spills

pull/1374/head
James Jackson-South 5 years ago
parent
commit
093fbc4e57
  1. 92
      src/ImageSharp/Formats/Jpeg/Components/Block8x8F.cs

92
src/ImageSharp/Formats/Jpeg/Components/Block8x8F.cs

@ -628,57 +628,6 @@ namespace SixLabors.ImageSharp.Formats.Jpeg.Components
[MethodImpl(InliningOptions.ShortMethod)]
public void TransposeIntoAvx(ref Block8x8F d)
{
#if avxvariant1
Vector256<float> r0 = Unsafe.As<Vector4, Vector256<float>>(ref this.V0L);
Vector256<float> r1 = Unsafe.As<Vector4, Vector256<float>>(ref this.V1L);
Vector256<float> r2 = Unsafe.As<Vector4, Vector256<float>>(ref this.V2L);
Vector256<float> r3 = Unsafe.As<Vector4, Vector256<float>>(ref this.V3L);
Vector256<float> r4 = Unsafe.As<Vector4, Vector256<float>>(ref this.V4L);
Vector256<float> r5 = Unsafe.As<Vector4, Vector256<float>>(ref this.V5L);
Vector256<float> r6 = Unsafe.As<Vector4, Vector256<float>>(ref this.V6L);
Vector256<float> r7 = Unsafe.As<Vector4, Vector256<float>>(ref this.V7L);
Vector256<float> t0 = Avx.UnpackLow(r0, r1);
Vector256<float> t1 = Avx.UnpackHigh(r0, r1);
Vector256<float> t2 = Avx.UnpackLow(r2, r3);
Vector256<float> t3 = Avx.UnpackHigh(r2, r3);
Vector256<float> t4 = Avx.UnpackLow(r4, r5);
Vector256<float> t5 = Avx.UnpackHigh(r4, r5);
Vector256<float> t6 = Avx.UnpackLow(r6, r7);
Vector256<float> t7 = Avx.UnpackHigh(r6, r7);
// Controls generated via _MM_SHUFFLE
const byte Control1_0_1_0 = 0b1000100;
const byte Control3_2_3_2 = 0b11101110;
r0 = Avx.Shuffle(t0, t2, Control1_0_1_0);
r1 = Avx.Shuffle(t0, t2, Control3_2_3_2);
r2 = Avx.Shuffle(t1, t3, Control1_0_1_0);
r3 = Avx.Shuffle(t1, t3, Control3_2_3_2);
r4 = Avx.Shuffle(t4, t6, Control1_0_1_0);
r5 = Avx.Shuffle(t4, t6, Control3_2_3_2);
r6 = Avx.Shuffle(t5, t7, Control1_0_1_0);
r7 = Avx.Shuffle(t5, t7, Control3_2_3_2);
const byte Control0x20 = 0b100000;
const byte Control0x31 = 0b110001;
t0 = Avx.Permute2x128(r0, r4, Control0x20);
t1 = Avx.Permute2x128(r1, r5, Control0x20);
t2 = Avx.Permute2x128(r2, r6, Control0x20);
t3 = Avx.Permute2x128(r3, r7, Control0x20);
t4 = Avx.Permute2x128(r0, r4, Control0x31);
t5 = Avx.Permute2x128(r1, r5, Control0x31);
t6 = Avx.Permute2x128(r2, r6, Control0x31);
t7 = Avx.Permute2x128(r3, r7, Control0x31);
Unsafe.As<Vector4, Vector256<float>>(ref d.V0L) = t0;
Unsafe.As<Vector4, Vector256<float>>(ref d.V1L) = t1;
Unsafe.As<Vector4, Vector256<float>>(ref d.V2L) = t2;
Unsafe.As<Vector4, Vector256<float>>(ref d.V3L) = t3;
Unsafe.As<Vector4, Vector256<float>>(ref d.V4L) = t4;
Unsafe.As<Vector4, Vector256<float>>(ref d.V5L) = t5;
Unsafe.As<Vector4, Vector256<float>>(ref d.V6L) = t6;
Unsafe.As<Vector4, Vector256<float>>(ref d.V7L) = t7;
#else
Vector256<float> r0 = Avx.InsertVector128(
Unsafe.As<Vector4, Vector128<float>>(ref this.V0L).ToVector256(),
Unsafe.As<Vector4, Vector128<float>>(ref this.V4L),
@ -720,39 +669,28 @@ namespace SixLabors.ImageSharp.Formats.Jpeg.Components
1);
Vector256<float> t0 = Avx.UnpackLow(r0, r1);
Vector256<float> t1 = Avx.UnpackHigh(r0, r1);
Vector256<float> t2 = Avx.UnpackLow(r2, r3);
Vector256<float> t3 = Avx.UnpackHigh(r2, r3);
Vector256<float> v = Avx.Shuffle(t0, t2, 0x4E);
Unsafe.As<Vector4, Vector256<float>>(ref d.V0L) = Avx.Blend(t0, v, 0xCC);
Unsafe.As<Vector4, Vector256<float>>(ref d.V1L) = Avx.Blend(t2, v, 0x33);
Vector256<float> t4 = Avx.UnpackLow(r4, r5);
Vector256<float> t5 = Avx.UnpackHigh(r4, r5);
Vector256<float> t6 = Avx.UnpackLow(r6, r7);
Vector256<float> t7 = Avx.UnpackHigh(r6, r7);
Vector256<float> v = Avx.Shuffle(t0, t2, 0x4E);
r0 = Avx.Blend(t0, v, 0xCC);
r1 = Avx.Blend(t2, v, 0x33);
v = Avx.Shuffle(t4, t6, 0x4E);
Unsafe.As<Vector4, Vector256<float>>(ref d.V4L) = Avx.Blend(t4, v, 0xCC);
Unsafe.As<Vector4, Vector256<float>>(ref d.V5L) = Avx.Blend(t6, v, 0x33);
Vector256<float> t1 = Avx.UnpackHigh(r0, r1);
Vector256<float> t3 = Avx.UnpackHigh(r2, r3);
v = Avx.Shuffle(t1, t3, 0x4E);
r2 = Avx.Blend(t1, v, 0xCC);
r3 = Avx.Blend(t3, v, 0x33);
v = Avx.Shuffle(t4, t6, 0x4E);
r4 = Avx.Blend(t4, v, 0xCC);
r5 = Avx.Blend(t6, v, 0x33);
Unsafe.As<Vector4, Vector256<float>>(ref d.V2L) = Avx.Blend(t1, v, 0xCC);
Unsafe.As<Vector4, Vector256<float>>(ref d.V3L) = Avx.Blend(t3, v, 0x33);
Vector256<float> t5 = Avx.UnpackHigh(r4, r5);
Vector256<float> t7 = Avx.UnpackHigh(r6, r7);
v = Avx.Shuffle(t5, t7, 0x4E);
r6 = Avx.Blend(t5, v, 0xCC);
r7 = Avx.Blend(t7, v, 0x33);
Unsafe.As<Vector4, Vector256<float>>(ref d.V0L) = r0;
Unsafe.As<Vector4, Vector256<float>>(ref d.V1L) = r1;
Unsafe.As<Vector4, Vector256<float>>(ref d.V2L) = r2;
Unsafe.As<Vector4, Vector256<float>>(ref d.V3L) = r3;
Unsafe.As<Vector4, Vector256<float>>(ref d.V4L) = r4;
Unsafe.As<Vector4, Vector256<float>>(ref d.V5L) = r5;
Unsafe.As<Vector4, Vector256<float>>(ref d.V6L) = r6;
Unsafe.As<Vector4, Vector256<float>>(ref d.V7L) = r7;
#endif
Unsafe.As<Vector4, Vector256<float>>(ref d.V6L) = Avx.Blend(t5, v, 0xCC);
Unsafe.As<Vector4, Vector256<float>>(ref d.V7L) = Avx.Blend(t7, v, 0x33);
}
#endif
}

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