void test_vmulQ_nu16 (void) { uint16x8_t out_uint16x8_t; uint16x8_t arg0_uint16x8_t; uint16_t arg1_uint16_t; out_uint16x8_t = vmulq_n_u16 (arg0_uint16x8_t, arg1_uint16_t); }
// // box blur a square array of pixels (power of 2, actually) // if we insist on powers of 2, we don't need to special case some end-of-row/col conditions // to a specific blur width // // also, we're using NEON to vectorize our arithmetic. // we need to do a division along the way, but NEON doesn't support integer division. // so rather than divide by, say "w", we multiply by magic(w). // magic(w) is chosen so that the result of multiplying by it will be the same as // dividing by w, except that the result will be in the high half of the result. // yes, dorothy... this is what compilers do, too... void NEONboxBlur(pixel *src, pixel *dest, unsigned int size, unsigned int blurRad) { unsigned int wid = 2 * blurRad + 1; // because NEON doesn't have integer division, we use "magic constants" that will give // use the result of division by multiplication -- the upper half of the result will be // (more or less) the result of the division. // for this, we need to compute the magic numbers corresponding to a given divisor struct magicu_info minfo = compute_unsigned_magic_info(wid, 16); int16x8_t preshift = vdupq_n_s16(-minfo.pre_shift); // negative means shift right int32x4_t postshift = vdupq_n_s32(-(minfo.post_shift+16)); // negative means shift right uint16x4_t magic = vdup_n_u16(minfo.multiplier); // fprintf(stderr,"width %5d, preshift %d, postshift %d + 16, increment %d, magic %d\n", wid, // minfo.pre_shift, minfo.post_shift, minfo.increment, minfo.multiplier); // if (minfo.pre_shift > 0) fprintf(stderr,"hey, not an odd number!\n"); int i, j, k, ch; for (i = 0 ; i < size ; i+=8) { // first, initialize the sum so that we can loop from 0 to size-1 // we'll initialize boxsum for index -1, so that we can move into 0 as part of our loop uint16x8x4_t boxsum; uint8x8x4_t firstpixel = vld4_u8((uint8_t *)(src + 0 * size + i)); for (ch = 0 ; ch < 4 ; ch++) { // boxsum[ch] = blurRad * srcpixel[ch] boxsum.val[ch] = vmulq_n_u16(vmovl_u8(firstpixel.val[ch]),(blurRad+1)+1); } for ( k = 1 ; k < blurRad ; k++) { uint8x8x4_t srcpixel = vld4_u8((uint8_t *)(src + k * size + i)); for (ch = 0 ; ch < 4 ; ch++ ) { boxsum.val[ch] = vaddw_u8(boxsum.val[ch], srcpixel.val[ch]); } } int right = blurRad-1; int left = -blurRad-1; if (minfo.increment) { for ( k = 0 ; k < size ; k++) { // move to next pixel unsigned int l = (left < 0)?0:left; // take off the old left left++; right++; unsigned int r = (right < size)?right:(size-1); // but add the new right uint8x8x4_t addpixel = vld4_u8((uint8_t *)(src + r * size + i)); uint8x8x4_t subpixel = vld4_u8((uint8_t *)(src + l * size + i)); for (ch = 0 ; ch < 4 ; ch++ ) { // boxsum[ch] += addpixel[ch] - subpixel[ch]; boxsum.val[ch] = vsubw_u8(vaddw_u8(boxsum.val[ch], addpixel.val[ch]), subpixel.val[ch]); } uint8x8x4_t destpixel; for (ch = 0 ; ch < 4 ; ch++ ) { // compute: destpixel = boxsum / wid // since 16bit multiplication leads to 32bit results, we need to // split our task into two chunks, for the hi and low half of our vector // (because otherwise, it won't all fit into 128 bits) // this is the meat of the magic division algorithm (see the include file...) uint16x8_t bsum_preshifted = vshlq_u16(boxsum.val[ch],preshift); // multiply by the magic number uint32x4_t res_hi = vmull_u16(vget_high_u16(bsum_preshifted), magic); res_hi = vaddw_u16(res_hi, magic); // take the high half and post-shift uint16x4_t q_hi = vmovn_u32(vshlq_u32(res_hi, postshift)); // pre-shift and multiply by the magic number uint32x4_t res_lo = vmull_u16(vget_low_u16(bsum_preshifted), magic); res_lo = vaddw_u16(res_lo, magic); // take the high half and post-shift uint16x4_t q_lo = vmovn_u32(vshlq_u32(res_lo, postshift)); destpixel.val[ch] = vqmovn_u16(vcombine_u16(q_lo, q_hi)); } pixel block[8]; vst4_u8((uint8_t *)&block, destpixel); for (j = 0 ; j < 8 ; j++ ) { dest[(i + j)*size + k] = block[j]; } // vst4_u8((uint8_t *)(dest + k * size + i), destpixel); } } else { for ( k = 0 ; k < size ; k++) { // move to next pixel unsigned int l = (left < 0)?0:left; // take off the old left left++; right++; unsigned int r = (right < size)?right:(size-1); // but add the new right uint8x8x4_t addpixel = vld4_u8((uint8_t *)(src + r * size + i)); uint8x8x4_t subpixel = vld4_u8((uint8_t *)(src + l * size + i)); for (ch = 0 ; ch < 4 ; ch++ ) { // boxsum[ch] += addpixel[ch] - subpixel[ch]; boxsum.val[ch] = vsubw_u8(vaddw_u8(boxsum.val[ch], addpixel.val[ch]), subpixel.val[ch]); } uint8x8x4_t destpixel; for (ch = 0 ; ch < 4 ; ch++ ) { // compute: destpixel = boxsum / wid // since 16bit multiplication leads to 32bit results, we need to // split our task into two chunks, for the hi and low half of our vector // (because otherwise, it won't all fit into 128 bits) // this is the meat of the magic division algorithm (see the include file...) uint16x8_t bsum_preshifted = vshlq_u16(boxsum.val[ch],preshift); // multiply by the magic number // take the high half and post-shift uint32x4_t res_hi = vmull_u16(vget_high_u16(bsum_preshifted), magic); uint16x4_t q_hi = vmovn_u32(vshlq_u32(res_hi, postshift)); // multiply by the magic number // take the high half and post-shift uint32x4_t res_lo = vmull_u16(vget_low_u16(bsum_preshifted), magic); uint16x4_t q_lo = vmovn_u32(vshlq_u32(res_lo, postshift)); destpixel.val[ch] = vqmovn_u16(vcombine_u16(q_lo, q_hi)); } pixel block[8]; vst4_u8((uint8_t *)&block, destpixel); for (j = 0 ; j < 8 ; j++ ) { dest[(i + j)*size + k] = block[j]; } // vst4_u8((uint8_t *)(dest + k * size + i), destpixel); } } } }