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Add sse2 version of inverse transform

pull/1819/head
Brian Popow 5 years ago
parent
commit
6e8def1cc8
  1. 60
      src/ImageSharp/Formats/Webp/Lossy/LossyUtils.cs
  2. 204
      src/ImageSharp/Formats/Webp/Lossy/Vp8Encoding.cs

60
src/ImageSharp/Formats/Webp/Lossy/LossyUtils.cs

@ -661,28 +661,7 @@ namespace SixLabors.ImageSharp.Formats.Webp.Lossy
// a20 a21 a22 a23 b20 b21 b22 b23
// a30 a31 a32 a33 b30 b31 b32 b33
// Transpose the two 4x4.
Vector128<short> transpose00 = Sse2.UnpackLow(b0, b1);
Vector128<short> transpose01 = Sse2.UnpackLow(b2, b3);
Vector128<short> transpose02 = Sse2.UnpackHigh(b0, b1);
Vector128<short> transpose03 = Sse2.UnpackHigh(b2, b3);
// a00 a10 a01 a11 a02 a12 a03 a13
// a20 a30 a21 a31 a22 a32 a23 a33
// b00 b10 b01 b11 b02 b12 b03 b13
// b20 b30 b21 b31 b22 b32 b23 b33
Vector128<int> transpose10 = Sse2.UnpackLow(transpose00.AsInt32(), transpose01.AsInt32());
Vector128<int> transpose11 = Sse2.UnpackLow(transpose02.AsInt32(), transpose03.AsInt32());
Vector128<int> transpose12 = Sse2.UnpackHigh(transpose00.AsInt32(), transpose01.AsInt32());
Vector128<int> transpose13 = Sse2.UnpackHigh(transpose02.AsInt32(), transpose03.AsInt32());
// a00 a10 a20 a30 a01 a11 a21 a31
// b00 b10 b20 b30 b01 b11 b21 b31
// a02 a12 a22 a32 a03 a13 a23 a33
// b02 b12 a22 b32 b03 b13 b23 b33
Vector128<long> output0 = Sse2.UnpackLow(transpose10.AsInt64(), transpose11.AsInt64());
Vector128<long> output1 = Sse2.UnpackHigh(transpose10.AsInt64(), transpose11.AsInt64());
Vector128<long> output2 = Sse2.UnpackLow(transpose12.AsInt64(), transpose13.AsInt64());
Vector128<long> output3 = Sse2.UnpackHigh(transpose12.AsInt64(), transpose13.AsInt64());
Vp8Transpose_2_4x4_16b(b0, b1, b2, b3, out Vector128<long> output0, out Vector128<long> output1, out Vector128<long> output2, out Vector128<long> output3);
// a00 a10 a20 a30 b00 b10 b20 b30
// a01 a11 a21 a31 b01 b11 b21 b31
@ -728,6 +707,43 @@ namespace SixLabors.ImageSharp.Formats.Webp.Lossy
Unsafe.As<int, Vector128<int>>(ref outputRef) = result.AsInt32();
return sum[3] + sum[2] + sum[1] + sum[0];
}
// Transpose two 4x4 16b matrices horizontally stored in registers.
public static void Vp8Transpose_2_4x4_16b(Vector128<short> b0, Vector128<short> b1, Vector128<short> b2, Vector128<short> b3, out Vector128<long> output0, out Vector128<long> output1, out Vector128<long> output2, out Vector128<long> output3)
{
// Transpose the two 4x4.
// a00 a01 a02 a03 b00 b01 b02 b03
// a10 a11 a12 a13 b10 b11 b12 b13
// a20 a21 a22 a23 b20 b21 b22 b23
// a30 a31 a32 a33 b30 b31 b32 b33
Vector128<short> transpose00 = Sse2.UnpackLow(b0, b1);
Vector128<short> transpose01 = Sse2.UnpackLow(b2, b3);
Vector128<short> transpose02 = Sse2.UnpackHigh(b0, b1);
Vector128<short> transpose03 = Sse2.UnpackHigh(b2, b3);
// a00 a10 a01 a11 a02 a12 a03 a13
// a20 a30 a21 a31 a22 a32 a23 a33
// b00 b10 b01 b11 b02 b12 b03 b13
// b20 b30 b21 b31 b22 b32 b23 b33
Vector128<int> transpose10 = Sse2.UnpackLow(transpose00.AsInt32(), transpose01.AsInt32());
Vector128<int> transpose11 = Sse2.UnpackLow(transpose02.AsInt32(), transpose03.AsInt32());
Vector128<int> transpose12 = Sse2.UnpackHigh(transpose00.AsInt32(), transpose01.AsInt32());
Vector128<int> transpose13 = Sse2.UnpackHigh(transpose02.AsInt32(), transpose03.AsInt32());
// a00 a10 a20 a30 a01 a11 a21 a31
// b00 b10 b20 b30 b01 b11 b21 b31
// a02 a12 a22 a32 a03 a13 a23 a33
// b02 b12 a22 b32 b03 b13 b23 b33
output0 = Sse2.UnpackLow(transpose10.AsInt64(), transpose11.AsInt64());
output1 = Sse2.UnpackHigh(transpose10.AsInt64(), transpose11.AsInt64());
output2 = Sse2.UnpackLow(transpose12.AsInt64(), transpose13.AsInt64());
output3 = Sse2.UnpackHigh(transpose12.AsInt64(), transpose13.AsInt64());
// a00 a10 a20 a30 b00 b10 b20 b30
// a01 a11 a21 a31 b01 b11 b21 b31
// a02 a12 a22 a32 b02 b12 b22 b32
// a03 a13 a23 a33 b03 b13 b23 b33
}
#endif
public static void TransformTwo(Span<short> src, Span<byte> dst, Span<int> scratch)

204
src/ImageSharp/Formats/Webp/Lossy/Vp8Encoding.cs

@ -4,6 +4,11 @@
using System;
using System.Buffers.Binary;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
#if SUPPORTS_RUNTIME_INTRINSICS
using System.Runtime.Intrinsics;
using System.Runtime.Intrinsics.X86;
#endif
namespace SixLabors.ImageSharp.Formats.Webp.Lossy
{
@ -60,6 +65,12 @@ namespace SixLabors.ImageSharp.Formats.Webp.Lossy
public static readonly int[] Vp8I4ModeOffsets = { I4DC4, I4TM4, I4VE4, I4HE4, I4RD4, I4VR4, I4LD4, I4VL4, I4HD4, I4HU4 };
#if SUPPORTS_RUNTIME_INTRINSICS
public static readonly Vector128<short> K1 = Vector128.Create((short)20091).AsInt16();
public static readonly Vector128<short> K2 = Vector128.Create((short)-30068).AsInt16();
#endif
static Vp8Encoding()
{
for (int i = -255; i <= 255 + 255; i++)
@ -68,12 +79,199 @@ namespace SixLabors.ImageSharp.Formats.Webp.Lossy
}
}
// Transforms (Paragraph 14.4)
// Does one or two inverse transforms.
public static void ITransform(Span<byte> reference, Span<short> input, Span<byte> dst, bool doTwo, Span<int> scratch)
{
ITransformOne(reference, input, dst, scratch);
if (doTwo)
#if SUPPORTS_RUNTIME_INTRINSICS
if (Sse2.IsSupported)
{
ITransformOne(reference.Slice(4), input.Slice(16), dst.Slice(4), scratch);
// This implementation makes use of 16-bit fixed point versions of two
// multiply constants:
// K1 = sqrt(2) * cos (pi/8) ~= 85627 / 2^16
// K2 = sqrt(2) * sin (pi/8) ~= 35468 / 2^16
//
// To be able to use signed 16-bit integers, we use the following trick to
// have constants within range:
// - Associated constants are obtained by subtracting the 16-bit fixed point
// version of one:
// k = K - (1 << 16) => K = k + (1 << 16)
// K1 = 85267 => k1 = 20091
// K2 = 35468 => k2 = -30068
// - The multiplication of a variable by a constant become the sum of the
// variable and the multiplication of that variable by the associated
// constant:
// (x * K) >> 16 = (x * (k + (1 << 16))) >> 16 = ((x * k ) >> 16) + x
// Load and concatenate the transform coefficients (we'll do two inverse
// transforms in parallel). In the case of only one inverse transform, the
// second half of the vectors will just contain random value we'll never
// use nor store.
ref short inputRef = ref MemoryMarshal.GetReference(input);
var in0 = Vector128.Create(Unsafe.As<short, long>(ref inputRef), 0);
var in1 = Vector128.Create(Unsafe.As<short, long>(ref Unsafe.Add(ref inputRef, 4)), 0);
var in2 = Vector128.Create(Unsafe.As<short, long>(ref Unsafe.Add(ref inputRef, 8)), 0);
var in3 = Vector128.Create(Unsafe.As<short, long>(ref Unsafe.Add(ref inputRef, 12)), 0);
// a00 a10 a20 a30 x x x x
// a01 a11 a21 a31 x x x x
// a02 a12 a22 a32 x x x x
// a03 a13 a23 a33 x x x x
if (doTwo)
{
var inb0 = Vector128.Create(Unsafe.As<short, long>(ref Unsafe.Add(ref inputRef, 16)), 0);
var inb1 = Vector128.Create(Unsafe.As<short, long>(ref Unsafe.Add(ref inputRef, 20)), 0);
var inb2 = Vector128.Create(Unsafe.As<short, long>(ref Unsafe.Add(ref inputRef, 24)), 0);
var inb3 = Vector128.Create(Unsafe.As<short, long>(ref Unsafe.Add(ref inputRef, 28)), 0);
in0 = Sse2.UnpackLow(in0, inb0);
in1 = Sse2.UnpackLow(in1, inb1);
in2 = Sse2.UnpackLow(in2, inb2);
in3 = Sse2.UnpackLow(in3, inb3);
// a00 a10 a20 a30 b00 b10 b20 b30
// a01 a11 a21 a31 b01 b11 b21 b31
// a02 a12 a22 a32 b02 b12 b22 b32
// a03 a13 a23 a33 b03 b13 b23 b33
}
// Vertical pass and subsequent transpose.
// First pass, c and d calculations are longer because of the "trick" multiplications.
Vector128<short> a = Sse2.Add(in0.AsInt16(), in2.AsInt16());
Vector128<short> b = Sse2.Subtract(in0.AsInt16(), in2.AsInt16());
// c = MUL(in1, K2) - MUL(in3, K1) = MUL(in1, k2) - MUL(in3, k1) + in1 - in3
Vector128<short> c1 = Sse2.MultiplyHigh(in1.AsInt16(), K2.AsInt16());
Vector128<short> c2 = Sse2.MultiplyHigh(in3.AsInt16(), K1.AsInt16());
Vector128<long> c3 = Sse2.Subtract(in1, in3);
Vector128<short> c4 = Sse2.Subtract(c1, c2);
Vector128<short> c = Sse2.Add(c3.AsInt16(), c4.AsInt16());
// d = MUL(in1, K1) + MUL(in3, K2) = MUL(in1, k1) + MUL(in3, k2) + in1 + in3
Vector128<short> d1 = Sse2.MultiplyHigh(in1.AsInt16(), K1.AsInt16());
Vector128<short> d2 = Sse2.MultiplyHigh(in3.AsInt16(), K2.AsInt16());
Vector128<long> d3 = Sse2.Add(in1, in3);
Vector128<short> d4 = Sse2.Add(d1, d2);
Vector128<short> d = Sse2.Add(d3.AsInt16(), d4.AsInt16());
// Second pass.
Vector128<short> tmp0 = Sse2.Add(a, d);
Vector128<short> tmp1 = Sse2.Add(b, c);
Vector128<short> tmp2 = Sse2.Subtract(b, c);
Vector128<short> tmp3 = Sse2.Subtract(a, d);
// Transpose the two 4x4.
LossyUtils.Vp8Transpose_2_4x4_16b(tmp0, tmp1, tmp2, tmp3, out Vector128<long> t0, out Vector128<long> t1, out Vector128<long> t2, out Vector128<long> t3);
// Horizontal pass and subsequent transpose.
// First pass, c and d calculations are longer because of the "trick" multiplications.
var four = Vector128.Create((short)4);
Vector128<short> dc = Sse2.Add(t0.AsInt16(), four);
a = Sse2.Add(dc, t2.AsInt16());
b = Sse2.Subtract(dc, t2.AsInt16());
// c = MUL(T1, K2) - MUL(T3, K1) = MUL(T1, k2) - MUL(T3, k1) + T1 - T3
c1 = Sse2.MultiplyHigh(t1.AsInt16(), K2);
c2 = Sse2.MultiplyHigh(t3.AsInt16(), K1);
c3 = Sse2.Subtract(t1, t3);
c4 = Sse2.Subtract(c1, c2);
c = Sse2.Add(c3.AsInt16(), c4);
// d = MUL(T1, K1) + MUL(T3, K2) = MUL(T1, k1) + MUL(T3, k2) + T1 + T3
d1 = Sse2.MultiplyHigh(t1.AsInt16(), K1);
d2 = Sse2.MultiplyHigh(t3.AsInt16(), K2);
d3 = Sse2.Add(t1, t3);
d4 = Sse2.Add(d1, d2);
d = Sse2.Add(d3.AsInt16(), d4);
// Second pass.
tmp0 = Sse2.Add(a, d);
tmp1 = Sse2.Add(b, c);
tmp2 = Sse2.Subtract(b, c);
tmp3 = Sse2.Subtract(a, d);
Vector128<short> shifted0 = Sse2.ShiftRightArithmetic(tmp0, 3);
Vector128<short> shifted1 = Sse2.ShiftRightArithmetic(tmp1, 3);
Vector128<short> shifted2 = Sse2.ShiftRightArithmetic(tmp2, 3);
Vector128<short> shifted3 = Sse2.ShiftRightArithmetic(tmp3, 3);
// Transpose the two 4x4.
LossyUtils.Vp8Transpose_2_4x4_16b(shifted0, shifted1, shifted2, shifted3, out t0, out t1, out t2, out t3);
// Add inverse transform to 'ref' and store.
// Load the reference(s).
Vector128<byte> ref0 = Vector128<byte>.Zero;
Vector128<byte> ref1 = Vector128<byte>.Zero;
Vector128<byte> ref2 = Vector128<byte>.Zero;
Vector128<byte> ref3 = Vector128<byte>.Zero;
ref byte referenceRef = ref MemoryMarshal.GetReference(reference);
if (doTwo)
{
// Load eight bytes/pixels per line.
ref0 = Vector128.Create(Unsafe.As<byte, long>(ref referenceRef), 0).AsByte();
ref1 = Vector128.Create(Unsafe.As<byte, long>(ref Unsafe.Add(ref referenceRef, WebpConstants.Bps)), 0).AsByte();
ref2 = Vector128.Create(Unsafe.As<byte, long>(ref Unsafe.Add(ref referenceRef, WebpConstants.Bps * 2)), 0).AsByte();
ref3 = Vector128.Create(Unsafe.As<byte, long>(ref Unsafe.Add(ref referenceRef, WebpConstants.Bps * 3)), 0).AsByte();
}
else
{
// Load four bytes/pixels per line.
ref0 = Sse2.ConvertScalarToVector128Int32(Unsafe.As<byte, int>(ref referenceRef)).AsByte();
ref1 = Sse2.ConvertScalarToVector128Int32(Unsafe.As<byte, int>(ref Unsafe.Add(ref referenceRef, WebpConstants.Bps))).AsByte();
ref2 = Sse2.ConvertScalarToVector128Int32(Unsafe.As<byte, int>(ref Unsafe.Add(ref referenceRef, WebpConstants.Bps * 2))).AsByte();
ref3 = Sse2.ConvertScalarToVector128Int32(Unsafe.As<byte, int>(ref Unsafe.Add(ref referenceRef, WebpConstants.Bps * 3))).AsByte();
}
// Convert to 16b.
ref0 = Sse2.UnpackLow(ref0, Vector128<byte>.Zero);
ref1 = Sse2.UnpackLow(ref1, Vector128<byte>.Zero);
ref2 = Sse2.UnpackLow(ref2, Vector128<byte>.Zero);
ref3 = Sse2.UnpackLow(ref3, Vector128<byte>.Zero);
// Add the inverse transform(s).
Vector128<ushort> ref0InvAdded = Sse2.Add(ref0.AsUInt16(), t0.AsUInt16());
Vector128<ushort> ref1InvAdded = Sse2.Add(ref1.AsUInt16(), t1.AsUInt16());
Vector128<ushort> ref2InvAdded = Sse2.Add(ref2.AsUInt16(), t2.AsUInt16());
Vector128<ushort> ref3InvAdded = Sse2.Add(ref3.AsUInt16(), t3.AsUInt16());
// Unsigned saturate to 8b.
ref0 = Sse2.PackUnsignedSaturate(ref0InvAdded.AsInt16(), ref0InvAdded.AsInt16());
ref1 = Sse2.PackUnsignedSaturate(ref1InvAdded.AsInt16(), ref1InvAdded.AsInt16());
ref2 = Sse2.PackUnsignedSaturate(ref2InvAdded.AsInt16(), ref2InvAdded.AsInt16());
ref3 = Sse2.PackUnsignedSaturate(ref3InvAdded.AsInt16(), ref3InvAdded.AsInt16());
// Unsigned saturate to 8b.
if (doTwo)
{
// Store eight bytes/pixels per line.
ref byte outputRef = ref MemoryMarshal.GetReference(dst);
Unsafe.As<byte, Vector128<byte>>(ref outputRef) = ref0;
Unsafe.As<byte, Vector128<byte>>(ref Unsafe.Add(ref outputRef, WebpConstants.Bps)) = ref1;
Unsafe.As<byte, Vector128<byte>>(ref Unsafe.Add(ref outputRef, WebpConstants.Bps * 2)) = ref2;
Unsafe.As<byte, Vector128<byte>>(ref Unsafe.Add(ref outputRef, WebpConstants.Bps * 3)) = ref3;
}
else
{
// Store four bytes/pixels per line.
int output0 = Sse2.ConvertToInt32(ref0.AsInt32());
int output1 = Sse2.ConvertToInt32(ref1.AsInt32());
int output2 = Sse2.ConvertToInt32(ref2.AsInt32());
int output3 = Sse2.ConvertToInt32(ref3.AsInt32());
ref byte outputRef = ref MemoryMarshal.GetReference(dst);
Unsafe.As<byte, int>(ref outputRef) = output0;
Unsafe.As<byte, int>(ref Unsafe.Add(ref outputRef, WebpConstants.Bps)) = output1;
Unsafe.As<byte, int>(ref Unsafe.Add(ref outputRef, WebpConstants.Bps * 2)) = output2;
Unsafe.As<byte, int>(ref Unsafe.Add(ref outputRef, WebpConstants.Bps * 3)) = output3;
}
}
else
#endif
{
ITransformOne(reference, input, dst, scratch);
if (doTwo)
{
ITransformOne(reference.Slice(4), input.Slice(16), dst.Slice(4), scratch);
}
}
}

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