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[pkgsrc/trunk]: pkgsrc/www/seamonkey/patches evert previous.



details:   https://anonhg.NetBSD.org/pkgsrc/rev/45a6a812265e
branches:  trunk
changeset: 352908:45a6a812265e
user:      wiz <wiz%pkgsrc.org@localhost>
date:      Mon Sep 19 22:39:21 2016 +0000

description:
evert previous.

diffstat:

 www/seamonkey/patches/patch-mozilla_gfx_ycbcr_yuv__row__arm.S |  317 ++++++++++
 1 files changed, 317 insertions(+), 0 deletions(-)

diffs (truncated from 321 to 300 lines):

diff -r cb06fcb696ce -r 45a6a812265e www/seamonkey/patches/patch-mozilla_gfx_ycbcr_yuv__row__arm.S
--- /dev/null   Thu Jan 01 00:00:00 1970 +0000
+++ b/www/seamonkey/patches/patch-mozilla_gfx_ycbcr_yuv__row__arm.S     Mon Sep 19 22:39:21 2016 +0000
@@ -0,0 +1,317 @@
+$NetBSD: patch-mozilla_gfx_ycbcr_yuv__row__arm.S,v 1.3 2016/09/19 22:39:21 wiz Exp $
+
+--- mozilla/gfx/ycbcr/yuv_row_arm.S.orig       2015-01-01 17:44:52.000000000 +0000
++++ mozilla/gfx/ycbcr/yuv_row_arm.S
+@@ -0,0 +1,312 @@
++/* This Source Code Form is subject to the terms of the Mozilla Public
++ * License, v. 2.0. If a copy of the MPL was not distributed with this
++ * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
++
++#if defined(__ARM_EABI__) && !defined(__ARM_DWARF_EH__)
++#define UNWIND
++#else
++#define UNWIND @
++#endif
++
++    .arch   armv7-a
++    .fpu    neon
++/* Allow to build on targets not supporting neon, and force the object file
++ * target to avoid bumping the final binary target */
++    .object_arch armv4t
++    .text
++    .align
++
++    .balign 64
++YCbCr42xToRGB565_DITHER03_CONSTS_NEON:
++    .short -14240
++    .short -14240+384
++    .short   8672
++    .short   8672+192
++    .short -17696
++    .short -17696+384
++    .byte 102
++    .byte  25
++    .byte  52
++    .byte 129
++YCbCr42xToRGB565_DITHER12_CONSTS_NEON:
++    .short -14240+128
++    .short -14240+256
++    .short   8672+64
++    .short   8672+128
++    .short -17696+128
++    .short -17696+256
++    .byte 102
++    .byte  25
++    .byte  52
++    .byte 129
++YCbCr42xToRGB565_DITHER21_CONSTS_NEON:
++    .short -14240+256
++    .short -14240+128
++    .short   8672+128
++    .short   8672+64
++    .short -17696+256
++    .short -17696+128
++    .byte 102
++    .byte  25
++    .byte  52
++    .byte 129
++YCbCr42xToRGB565_DITHER30_CONSTS_NEON:
++    .short -14240+384
++    .short -14240
++    .short   8672+192
++    .short   8672
++    .short -17696+384
++    .short -17696
++    .byte 102
++    .byte  25
++    .byte  52
++    .byte 129
++
++@ void ScaleYCbCr42xToRGB565_BilinearY_Row_NEON(
++@  yuv2rgb565_row_scale_bilinear_ctx *ctx, int dither);
++@
++@ ctx = {
++@   uint16_t *rgb_row;       /*r0*/
++@   const uint8_t *y_row;    /*r1*/
++@   const uint8_t *u_row;    /*r2*/
++@   const uint8_t *v_row;    /*r3*/
++@   int y_yweight;           /*r4*/
++@   int y_pitch;             /*r5*/
++@   int width;               /*r6*/
++@   int source_x0_q16;       /*r7*/
++@   int source_dx_q16;       /*r8*/
++@   int source_uv_xoffs_q16; /*r9*/
++@ };
++    .global ScaleYCbCr42xToRGB565_BilinearY_Row_NEON
++    .type   ScaleYCbCr42xToRGB565_BilinearY_Row_NEON, %function
++    .balign 64
++    .cfi_startproc
++    UNWIND .fnstart
++ScaleYCbCr42xToRGB565_BilinearY_Row_NEON:
++    STMFD       r13!,{r4-r9,r14}       @ 8 words.
++    ADR         r14,YCbCr42xToRGB565_DITHER03_CONSTS_NEON
++    VPUSH       {Q4-Q7}                @ 16 words.
++    ADD         r14,r14,r1, LSL #4     @ Select the dither table to use
++    LDMIA       r0, {r0-r9}
++    @ Set up image index registers.
++    ADD         r12,r8, r8
++    VMOV.I32    D16,#0         @ Q8 = < 2| 2| 0| 0>*source_dx_q16
++    VDUP.32     D17,r12
++    ADD         r12,r12,r12
++    VTRN.32     D16,D17        @ Q2 = < 2| 0| 2| 0>*source_dx_q16
++    VDUP.32     D19,r12        @ Q9 = < 4| 4| ?| ?>*source_dx_q16
++    ADD         r12,r12,r12
++    VDUP.32     Q0, r7         @ Q0 = < 1| 1| 1| 1>*source_x0_q16
++    VADD.I32    D17,D17,D19    @ Q8 = < 6| 4| 2| 0>*source_dx_q16
++    CMP         r8, #0                 @ If source_dx_q16 is negative...
++    VDUP.32     Q9, r12        @ Q9 = < 8| 8| 8| 8>*source_dx_q16
++    ADDLT       r7, r7, r8, LSL #4     @ Make r7 point to the end of the block
++    VADD.I32    Q0, Q0, Q8     @ Q0 = < 6| 4| 2| 0>*source_dx_q16+source_x0_q16
++    SUBLT       r7, r7, r8             @ (i.e., the lowest address we'll use)
++    VADD.I32    Q1, Q0, Q9     @ Q1 = <14|12|10| 8>*source_dx_q16+source_x0_q16
++    VDUP.I32    Q9, r8         @ Q8 = < 1| 1| 1| 1>*source_dx_q16
++    VADD.I32    Q2, Q0, Q9     @ Q2 = < 7| 5| 3| 1>*source_dx_q16+source_x0_q16
++    VADD.I32    Q3, Q1, Q9     @ Q3 = <15|13|11| 9>*source_dx_q16+source_x0_q16
++    VLD1.64     {D30,D31},[r14,:128]   @ Load some constants
++    VMOV.I8     D28,#52
++    VMOV.I8     D29,#129
++    @ The basic idea here is to do aligned loads of a block of data and then
++    @  index into it using VTBL to extract the data from the source X
++    @  coordinate corresponding to each destination pixel.
++    @ This is significantly less code and significantly fewer cycles than doing
++    @  a series of single-lane loads, but it means that the X step between
++    @  pixels must be limited to 2.0 or less, otherwise we couldn't guarantee
++    @  that we could read 8 pixels from a single aligned 32-byte block of data.
++    @ Q0...Q3 contain the 16.16 fixed-point X coordinates of each pixel,
++    @  separated into even pixels and odd pixels to make extracting offsets and
++    @  weights easier.
++    @ We then pull out two bytes from the middle of each coordinate: the top
++    @  byte corresponds to the integer part of the X coordinate, and the bottom
++    @  byte corresponds to the weight to use for bilinear blending.
++    @ These are separated out into different registers with VTRN.
++    @ Then by subtracting the integer X coordinate of the first pixel in the
++    @  data block we loaded, we produce an index register suitable for use by
++    @  VTBL.
++s42xbily_neon_loop:
++    @ Load the Y' data.
++    MOV         r12,r7, ASR #16
++    VRSHRN.S32  D16,Q0, #8
++    AND         r12,r12,#~15   @ Read 16-byte aligned blocks
++    VDUP.I8     D20,r12
++    ADD         r12,r1, r12    @ r12 = y_row+(source_x&~7)
++    VRSHRN.S32  D17,Q1, #8
++    PLD         [r12,#64]
++    VLD1.64     {D8, D9, D10,D11},[r12,:128],r5        @ Load Y' top row
++    ADD         r14,r7, r8, LSL #3
++    VRSHRN.S32  D18,Q2, #8
++    MOV         r14,r14,ASR #16
++    VRSHRN.S32  D19,Q3, #8
++    AND         r14,r14,#~15   @ Read 16-byte aligned blocks
++    VLD1.64     {D12,D13,D14,D15},[r12,:128]           @ Load Y' bottom row
++    PLD         [r12,#64]
++    VDUP.I8     D21,r14
++    ADD         r14,r1, r14    @ r14 = y_row+(source_x&~7)
++    VMOV.I8     Q13,#1
++    PLD         [r14,#64]
++    VTRN.8      Q8, Q9         @ Q8  = <wFwEwDwCwBwAw9w8w7w6w5w4w3w2w1w0>
++                               @ Q9  = <xFxExDxCxBxAx9x8x7x6x5x4x3x2x1x0>
++    VSUB.S8     Q9, Q9, Q10    @ Make offsets relative to the data we loaded.
++    @ First 8 Y' pixels
++    VTBL.8      D20,{D8, D9, D10,D11},D18      @ Index top row at source_x
++    VTBL.8      D24,{D12,D13,D14,D15},D18      @ Index bottom row at source_x
++    VADD.S8     Q13,Q9, Q13                    @ Add 1 to source_x
++    VTBL.8      D22,{D8, D9, D10,D11},D26      @ Index top row at source_x+1
++    VTBL.8      D26,{D12,D13,D14,D15},D26      @ Index bottom row at source_x+1
++    @ Next 8 Y' pixels
++    VLD1.64     {D8, D9, D10,D11},[r14,:128],r5        @ Load Y' top row
++    VLD1.64     {D12,D13,D14,D15},[r14,:128]           @ Load Y' bottom row
++    PLD         [r14,#64]
++    VTBL.8      D21,{D8, D9, D10,D11},D19      @ Index top row at source_x
++    VTBL.8      D25,{D12,D13,D14,D15},D19      @ Index bottom row at source_x
++    VTBL.8      D23,{D8, D9, D10,D11},D27      @ Index top row at source_x+1
++    VTBL.8      D27,{D12,D13,D14,D15},D27      @ Index bottom row at source_x+1
++    @ Blend Y'.
++    VDUP.I16    Q9, r4         @ Load the y weights.
++    VSUBL.U8    Q4, D24,D20    @ Q5:Q4 = c-a
++    VSUBL.U8    Q5, D25,D21
++    VSUBL.U8    Q6, D26,D22    @ Q7:Q6 = d-b
++    VSUBL.U8    Q7, D27,D23
++    VMUL.S16    Q4, Q4, Q9     @ Q5:Q4 = (c-a)*yweight
++    VMUL.S16    Q5, Q5, Q9
++    VMUL.S16    Q6, Q6, Q9     @ Q7:Q6 = (d-b)*yweight
++    VMUL.S16    Q7, Q7, Q9
++    VMOVL.U8    Q12,D16        @ Promote the x weights to 16 bits.
++    VMOVL.U8    Q13,D17        @ Sadly, there's no VMULW.
++    VRSHRN.S16  D8, Q4, #8     @ Q4 = (c-a)*yweight+128>>8
++    VRSHRN.S16  D9, Q5, #8
++    VRSHRN.S16  D12,Q6, #8     @ Q6 = (d-b)*yweight+128>>8
++    VRSHRN.S16  D13,Q7, #8
++    VADD.I8     Q10,Q10,Q4     @ Q10 = a+((c-a)*yweight+128>>8)
++    VADD.I8     Q11,Q11,Q6     @ Q11 = b+((d-b)*yweight+128>>8)
++    VSUBL.U8    Q4, D22,D20    @ Q5:Q4 = b-a
++    VSUBL.U8    Q5, D23,D21
++    VMUL.S16    Q4, Q4, Q12    @ Q5:Q4 = (b-a)*xweight
++    VMUL.S16    Q5, Q5, Q13
++    VRSHRN.S16  D8, Q4, #8     @ Q4 = (b-a)*xweight+128>>8
++    ADD         r12,r7, r9
++    VRSHRN.S16  D9, Q5, #8
++    MOV         r12,r12,ASR #17
++    VADD.I8     Q8, Q10,Q4     @ Q8 = a+((b-a)*xweight+128>>8)
++    @ Start extracting the chroma x coordinates, and load Cb and Cr.
++    AND         r12,r12,#~15   @ Read 16-byte aligned blocks
++    VDUP.I32    Q9, r9         @ Q9 = source_uv_xoffs_q16 x 4
++    ADD         r14,r2, r12
++    VADD.I32    Q10,Q0, Q9
++    VLD1.64     {D8, D9, D10,D11},[r14,:128]   @ Load Cb
++    PLD         [r14,#64]
++    VADD.I32    Q11,Q1, Q9
++    ADD         r14,r3, r12
++    VADD.I32    Q12,Q2, Q9
++    VLD1.64     {D12,D13,D14,D15},[r14,:128]   @ Load Cr
++    PLD         [r14,#64]
++    VADD.I32    Q13,Q3, Q9
++    VRSHRN.S32  D20,Q10,#9     @ Q10 = <xEwExCwCxAwAx8w8x6w6x4w4x2w2x0w0>
++    VRSHRN.S32  D21,Q11,#9
++    VDUP.I8     Q9, r12
++    VRSHRN.S32  D22,Q12,#9     @ Q11 = <xFwFxDwDxBwBx9w9x7w7x5w5x3w3x1w1>
++    VRSHRN.S32  D23,Q13,#9
++    @ We don't actually need the x weights, but we get them for free.
++    @ Free ALU slot
++    VTRN.8      Q10,Q11        @ Q10 = <wFwEwDwCwBwAw9w8w7w6w5w4w3w2w1w0>
++    @ Free ALU slot            @ Q11 = <xFxExDxCxBxAx9x8x7x6x5x4x3x2x1x0>
++    VSUB.S8     Q11,Q11,Q9     @ Make offsets relative to the data we loaded.
++    VTBL.8      D18,{D8, D9, D10,D11},D22      @ Index Cb at source_x
++    VMOV.I8     D24,#74
++    VTBL.8      D19,{D8, D9, D10,D11},D23
++    VMOV.I8     D26,#102
++    VTBL.8      D20,{D12,D13,D14,D15},D22      @ Index Cr at source_x
++    VMOV.I8     D27,#25
++    VTBL.8      D21,{D12,D13,D14,D15},D23
++    @ We now have Y' in Q8, Cb in Q9, and Cr in Q10
++    @ We use VDUP to expand constants, because it's a permute instruction, so
++    @  it can dual issue on the A8.
++    SUBS        r6, r6, #16    @ width -= 16
++    VMULL.U8    Q4, D16,D24    @  Q5:Q4  = Y'*74
++    VDUP.32     Q6, D30[1]     @  Q7:Q6  = bias_G
++    VMULL.U8    Q5, D17,D24
++    VDUP.32     Q7, D30[1]
++    VMLSL.U8    Q6, D18,D27    @  Q7:Q6  = -25*Cb+bias_G
++    VDUP.32     Q11,D30[0]     @ Q12:Q11 = bias_R
++    VMLSL.U8    Q7, D19,D27
++    VDUP.32     Q12,D30[0]
++    VMLAL.U8    Q11,D20,D26    @ Q12:Q11 = 102*Cr+bias_R
++    VDUP.32     Q8, D31[0]     @ Q13:Q8  = bias_B
++    VMLAL.U8    Q12,D21,D26
++    VDUP.32     Q13,D31[0]
++    VMLAL.U8    Q8, D18,D29    @ Q13:Q8  = 129*Cb+bias_B
++    VMLAL.U8    Q13,D19,D29
++    VMLSL.U8    Q6, D20,D28    @  Q7:Q6  = -25*Cb-52*Cr+bias_G
++    VMLSL.U8    Q7, D21,D28
++    VADD.S16    Q11,Q4, Q11    @ Q12:Q11 = 74*Y'+102*Cr+bias_R
++    VADD.S16    Q12,Q5, Q12
++    VQADD.S16   Q8, Q4, Q8     @ Q13:Q8  = 74*Y'+129*Cr+bias_B
++    VQADD.S16   Q13,Q5, Q13
++    VADD.S16    Q6, Q4, Q6     @  Q7:Q6  = 74*Y'-25*Cb-52*Cr+bias_G
++    VADD.S16    Q7, Q5, Q7
++    @ Push each value to the top of its word and saturate it.
++    VQSHLU.S16 Q11,Q11,#2
++    VQSHLU.S16 Q12,Q12,#2
++    VQSHLU.S16 Q6, Q6, #2
++    VQSHLU.S16 Q7, Q7, #2
++    VQSHLU.S16 Q8, Q8, #2
++    VQSHLU.S16 Q13,Q13,#2
++    @ Merge G and B into R.
++    VSRI.U16   Q11,Q6, #5
++    VSRI.U16   Q12,Q7, #5
++    VSRI.U16   Q11,Q8, #11
++    MOV         r14,r8, LSL #4
++    VSRI.U16   Q12,Q13,#11
++    BLT s42xbily_neon_tail
++    VDUP.I32    Q13,r14
++    @ Store the result.
++    VST1.16     {D22,D23,D24,D25},[r0]!
++    BEQ s42xbily_neon_done
++    @ Advance the x coordinates.
++    VADD.I32    Q0, Q0, Q13
++    VADD.I32    Q1, Q1, Q13
++    ADD         r7, r14
++    VADD.I32    Q2, Q2, Q13
++    VADD.I32    Q3, Q3, Q13
++    B s42xbily_neon_loop
++s42xbily_neon_tail:
++    @ We have between 1 and 15 pixels left to write.
++    @ -r6 == the number of pixels we need to skip writing.
++    @ Adjust r0 to point to the last one we need to write, because we're going
++    @  to write them in reverse order.
++    ADD         r0, r0, r6, LSL #1
++    MOV         r14,#-2
++    ADD         r0, r0, #30
++    @ Skip past the ones we don't need to write.
++    SUB         PC, PC, r6, LSL #2
++    ORR         r0, r0, r0
++    VST1.16     {D25[3]},[r0,:16],r14
++    VST1.16     {D25[2]},[r0,:16],r14
++    VST1.16     {D25[1]},[r0,:16],r14
++    VST1.16     {D25[0]},[r0,:16],r14
++    VST1.16     {D24[3]},[r0,:16],r14



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