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Fix vectorized subsampling

pull/1554/head
Nicolas Portmann 5 years ago
parent
commit
af4e4ff018
  1. 41
      src/ImageSharp/Formats/Jpeg/Components/Block8x8F.cs

41
src/ImageSharp/Formats/Jpeg/Components/Block8x8F.cs

@ -494,32 +494,35 @@ namespace SixLabors.ImageSharp.Formats.Jpeg.Components
var f2 = Vector256.Create(2f); var f2 = Vector256.Create(2f);
var f025 = Vector256.Create(0.25f); var f025 = Vector256.Create(0.25f);
Vector256<int> switchInnerDoubleWords = Unsafe.As<byte, Vector256<int>>(ref MemoryMarshal.GetReference(SimdUtils.HwIntrinsics.PermuteMaskSwitchInnerDWords8x32)); Vector256<int> switchInnerDoubleWords = Unsafe.As<byte, Vector256<int>>(ref MemoryMarshal.GetReference(SimdUtils.HwIntrinsics.PermuteMaskSwitchInnerDWords8x32));
ref Vector256<float> in1 = ref Unsafe.As<Block8x8F, Vector256<float>>(ref MemoryMarshal.GetReference(source));
ref Vector256<float> in2 = ref Unsafe.As<Block8x8F, Vector256<float>>(ref Unsafe.Add(ref MemoryMarshal.GetReference(source), 1));
ref Vector256<float> destRef = ref Unsafe.As<Block8x8F, Vector256<float>>(ref destination); ref Vector256<float> destRef = ref Unsafe.As<Block8x8F, Vector256<float>>(ref destination);
for (int i = 0; i < 8; i++) for (int i = 0; i < 2; i++)
{ {
Vector256<float> a = in1; ref Vector256<float> in1 = ref Unsafe.As<Block8x8F, Vector256<float>>(ref Unsafe.Add(ref MemoryMarshal.GetReference(source), 2 * i));
Vector256<float> b = Unsafe.Add(ref in1, 1); ref Vector256<float> in2 = ref Unsafe.As<Block8x8F, Vector256<float>>(ref Unsafe.Add(ref MemoryMarshal.GetReference(source), (2 * i) + 1));
Vector256<float> c = in2;
Vector256<float> d = Unsafe.Add(ref in2, 1); for (int j = 0; j < 4; j++)
{
Vector256<float> a = in1;
Vector256<float> b = Unsafe.Add(ref in1, 1);
Vector256<float> c = in2;
Vector256<float> d = Unsafe.Add(ref in2, 1);
Vector256<float> calc1 = Avx.Shuffle(a, c, 0b10_00_10_00); Vector256<float> calc1 = Avx.Shuffle(a, c, 0b10_00_10_00);
Vector256<float> calc2 = Avx.Shuffle(a, c, 0b11_01_11_01); Vector256<float> calc2 = Avx.Shuffle(a, c, 0b11_01_11_01);
Vector256<float> calc3 = Avx.Shuffle(b, d, 0b10_00_10_00); Vector256<float> calc3 = Avx.Shuffle(b, d, 0b10_00_10_00);
Vector256<float> calc4 = Avx.Shuffle(b, d, 0b11_01_11_01); Vector256<float> calc4 = Avx.Shuffle(b, d, 0b11_01_11_01);
Vector256<float> sum = Avx.Add(Avx.Add(calc1, calc2), Avx.Add(calc3, calc4)); Vector256<float> sum = Avx.Add(Avx.Add(calc1, calc2), Avx.Add(calc3, calc4));
Vector256<float> add = Avx.Add(sum, f2); Vector256<float> add = Avx.Add(sum, f2);
Vector256<float> res = Avx.Multiply(add, f025); Vector256<float> res = Avx.Multiply(add, f025);
destRef = Avx2.PermuteVar8x32(res, switchInnerDoubleWords); destRef = Avx2.PermuteVar8x32(res, switchInnerDoubleWords);
destRef = ref Unsafe.Add(ref destRef, 1); destRef = ref Unsafe.Add(ref destRef, 1);
in1 = ref Unsafe.Add(ref in1, 2); in1 = ref Unsafe.Add(ref in1, 2);
in2 = ref Unsafe.Add(ref in2, 2); in2 = ref Unsafe.Add(ref in2, 2);
}
} }
#endif #endif
} }

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