// It is important _not_ to put header guards here. // This file will be intentionally included three times. #include "SkTypes.h" // Keep this before any #ifdef for skbug.com/3362 #if defined(SK4X_PREAMBLE) #include // Template metaprogramming to map scalar types to vector types. template struct SkScalarToSIMD; template <> struct SkScalarToSIMD { typedef float32x4_t Type; }; template <> struct SkScalarToSIMD { typedef int32x4_t Type; }; #elif defined(SK4X_PRIVATE) Sk4x(float32x4_t); Sk4x(int32x4_t); typename SkScalarToSIMD::Type fVec; #else // Vector Constructors //template <> inline Sk4f::Sk4x(int32x4_t v) : fVec(vcvtq_f32_s32(v)) {} template <> inline Sk4f::Sk4x(float32x4_t v) : fVec(v) {} template <> inline Sk4i::Sk4x(int32x4_t v) : fVec(v) {} //template <> inline Sk4i::Sk4x(float32x4_t v) : fVec(vcvtq_s32_f32(v)) {} // Generic Methods template Sk4x::Sk4x() {} template Sk4x::Sk4x(const Sk4x& other) { *this = other; } template Sk4x& Sk4x::operator=(const Sk4x& other) { fVec = other.fVec; return *this; } // Sk4f Methods #define M(...) template <> inline __VA_ARGS__ Sk4f:: M() Sk4x(float v) : fVec(vdupq_n_f32(v)) {} M() Sk4x(float a, float b, float c, float d) { // NEON lacks an intrinsic to make this easy. It is recommended to avoid // this constructor unless it is absolutely necessary. // I am choosing to use the set lane intrinsics. Particularly, in the case // of floating point, it is likely that the values are already in the right // register file, so this may be the best approach. However, I am not // certain that this is the fastest approach and experimentation might be // useful. fVec = vsetq_lane_f32(a, fVec, 0); fVec = vsetq_lane_f32(b, fVec, 1); fVec = vsetq_lane_f32(c, fVec, 2); fVec = vsetq_lane_f32(d, fVec, 3); } // As far as I can tell, it's not possible to provide an alignment hint to // NEON using intrinsics. However, I think it is possible at the assembly // level if we want to get into that. // TODO: Write our own aligned load and store. M(Sk4f) Load (const float fs[4]) { return vld1q_f32(fs); } M(Sk4f) LoadAligned(const float fs[4]) { return vld1q_f32(fs); } M(void) store (float fs[4]) const { vst1q_f32(fs, fVec); } M(void) storeAligned(float fs[4]) const { vst1q_f32 (fs, fVec); } template <> M(Sk4i) reinterpret() const { return vreinterpretq_s32_f32(fVec); } template <> M(Sk4i) cast() const { return vcvtq_s32_f32(fVec); } // We're going to skip allTrue(), anyTrue(), and bit-manipulators // for Sk4f. Code that calls them probably does so accidentally. // Ask msarett or mtklein to fill these in if you really need them. M(Sk4f) add (const Sk4f& o) const { return vaddq_f32(fVec, o.fVec); } M(Sk4f) subtract(const Sk4f& o) const { return vsubq_f32(fVec, o.fVec); } M(Sk4f) multiply(const Sk4f& o) const { return vmulq_f32(fVec, o.fVec); } M(Sk4f) divide (const Sk4f& o) const { float32x4_t est0 = vrecpeq_f32(o.fVec); float32x4_t est1 = vmulq_f32(vrecpsq_f32(est0, o.fVec), est0); float32x4_t est2 = vmulq_f32(vrecpsq_f32(est1, o.fVec), est1); return vmulq_f32(est2, fVec); } M(Sk4f) rsqrt() const { float32x4_t est0 = vrsqrteq_f32(fVec); float32x4_t est1 = vmulq_f32(vrsqrtsq_f32(fVec, vmulq_f32(est0, est0)), est0); float32x4_t est2 = vmulq_f32(vrsqrtsq_f32(fVec, vmulq_f32(est1, est1)), est1); return est2; } M(Sk4f) sqrt() const { return this->multiply(this->rsqrt()); } M(Sk4i) equal (const Sk4f& o) const { return vreinterpretq_s32_u32(vceqq_f32(fVec, o.fVec)); } M(Sk4i) notEqual (const Sk4f& o) const { return vreinterpretq_s32_u32(vmvnq_u32(vceqq_f32(fVec, o.fVec))); } M(Sk4i) lessThan (const Sk4f& o) const { return vreinterpretq_s32_u32(vcltq_f32(fVec, o.fVec)); } M(Sk4i) greaterThan (const Sk4f& o) const { return vreinterpretq_s32_u32(vcgtq_f32(fVec, o.fVec)); } M(Sk4i) lessThanEqual (const Sk4f& o) const { return vreinterpretq_s32_u32(vcleq_f32(fVec, o.fVec)); } M(Sk4i) greaterThanEqual(const Sk4f& o) const { return vreinterpretq_s32_u32(vcgeq_f32(fVec, o.fVec)); } M(Sk4f) Min(const Sk4f& a, const Sk4f& b) { return vminq_f32(a.fVec, b.fVec); } M(Sk4f) Max(const Sk4f& a, const Sk4f& b) { return vmaxq_f32(a.fVec, b.fVec); } // These shuffle operations are implemented more efficiently with SSE. // NEON has efficient zip, unzip, and transpose, but it is more costly to // exploit zip and unzip in order to shuffle. M(Sk4f) zwxy() const { float32x4x2_t zip = vzipq_f32(fVec, vdupq_n_f32(0.0)); return vuzpq_f32(zip.val[1], zip.val[0]).val[0]; } // Note that XYAB and ZWCD share code. If both are needed, they could be // implemented more efficiently together. Also, ABXY and CDZW are available // as well. M(Sk4f) XYAB(const Sk4f& xyzw, const Sk4f& abcd) { float32x4x2_t xayb_zcwd = vzipq_f32(xyzw.fVec, abcd.fVec); float32x4x2_t axby_czdw = vzipq_f32(abcd.fVec, xyzw.fVec); return vuzpq_f32(xayb_zcwd.val[0], axby_czdw.val[0]).val[0]; } M(Sk4f) ZWCD(const Sk4f& xyzw, const Sk4f& abcd) { float32x4x2_t xayb_zcwd = vzipq_f32(xyzw.fVec, abcd.fVec); float32x4x2_t axby_czdw = vzipq_f32(abcd.fVec, xyzw.fVec); return vuzpq_f32(xayb_zcwd.val[1], axby_czdw.val[1]).val[0]; } // Sk4i Methods #undef M #define M(...) template <> inline __VA_ARGS__ Sk4i:: M() Sk4x(int32_t v) : fVec(vdupq_n_s32(v)) {} M() Sk4x(int32_t a, int32_t b, int32_t c, int32_t d) { // NEON lacks an intrinsic to make this easy. It is recommended to avoid // this constructor unless it is absolutely necessary. // There are a few different implementation strategies. // uint64_t ab_i = ((uint32_t) a) | (((uint64_t) b) << 32); // uint64_t cd_i = ((uint32_t) c) | (((uint64_t) d) << 32); // int32x2_t ab = vcreate_s32(ab_i); // int32x2_t cd = vcreate_s32(cd_i); // fVec = vcombine_s32(ab, cd); // This might not be a bad idea for the integer case. Either way I think, // we will need to move values from general registers to NEON registers. // I am choosing to use the set lane intrinsics. I am not certain that // this is the fastest approach. It may be useful to try the above code // for integers. fVec = vsetq_lane_s32(a, fVec, 0); fVec = vsetq_lane_s32(b, fVec, 1); fVec = vsetq_lane_s32(c, fVec, 2); fVec = vsetq_lane_s32(d, fVec, 3); } // As far as I can tell, it's not possible to provide an alignment hint to // NEON using intrinsics. However, I think it is possible at the assembly // level if we want to get into that. M(Sk4i) Load (const int32_t is[4]) { return vld1q_s32(is); } M(Sk4i) LoadAligned(const int32_t is[4]) { return vld1q_s32(is); } M(void) store (int32_t is[4]) const { vst1q_s32(is, fVec); } M(void) storeAligned(int32_t is[4]) const { vst1q_s32 (is, fVec); } template <> M(Sk4f) reinterpret() const { return vreinterpretq_f32_s32(fVec); } template <> M(Sk4f) cast() const { return vcvtq_f32_s32(fVec); } M(bool) allTrue() const { int32_t a = vgetq_lane_s32(fVec, 0); int32_t b = vgetq_lane_s32(fVec, 1); int32_t c = vgetq_lane_s32(fVec, 2); int32_t d = vgetq_lane_s32(fVec, 3); return a & b & c & d; } M(bool) anyTrue() const { int32_t a = vgetq_lane_s32(fVec, 0); int32_t b = vgetq_lane_s32(fVec, 1); int32_t c = vgetq_lane_s32(fVec, 2); int32_t d = vgetq_lane_s32(fVec, 3); return a | b | c | d; } M(Sk4i) bitNot() const { return vmvnq_s32(fVec); } M(Sk4i) bitAnd(const Sk4i& o) const { return vandq_s32(fVec, o.fVec); } M(Sk4i) bitOr (const Sk4i& o) const { return vorrq_s32(fVec, o.fVec); } M(Sk4i) equal (const Sk4i& o) const { return vreinterpretq_s32_u32(vceqq_s32(fVec, o.fVec)); } M(Sk4i) notEqual (const Sk4i& o) const { return vreinterpretq_s32_u32(vmvnq_u32(vceqq_s32(fVec, o.fVec))); } M(Sk4i) lessThan (const Sk4i& o) const { return vreinterpretq_s32_u32(vcltq_s32(fVec, o.fVec)); } M(Sk4i) greaterThan (const Sk4i& o) const { return vreinterpretq_s32_u32(vcgtq_s32(fVec, o.fVec)); } M(Sk4i) lessThanEqual (const Sk4i& o) const { return vreinterpretq_s32_u32(vcleq_s32(fVec, o.fVec)); } M(Sk4i) greaterThanEqual(const Sk4i& o) const { return vreinterpretq_s32_u32(vcgeq_s32(fVec, o.fVec)); } M(Sk4i) add (const Sk4i& o) const { return vaddq_s32(fVec, o.fVec); } M(Sk4i) subtract(const Sk4i& o) const { return vsubq_s32(fVec, o.fVec); } M(Sk4i) multiply(const Sk4i& o) const { return vmulq_s32(fVec, o.fVec); } // NEON does not have integer reciprocal, sqrt, or division. M(Sk4i) Min(const Sk4i& a, const Sk4i& b) { return vminq_s32(a.fVec, b.fVec); } M(Sk4i) Max(const Sk4i& a, const Sk4i& b) { return vmaxq_s32(a.fVec, b.fVec); } // These shuffle operations are implemented more efficiently with SSE. // NEON has efficient zip, unzip, and transpose, but it is more costly to // exploit zip and unzip in order to shuffle. M(Sk4i) zwxy() const { int32x4x2_t zip = vzipq_s32(fVec, vdupq_n_s32(0.0)); return vuzpq_s32(zip.val[1], zip.val[0]).val[0]; } // Note that XYAB and ZWCD share code. If both are needed, they could be // implemented more efficiently together. Also, ABXY and CDZW are available // as well. M(Sk4i) XYAB(const Sk4i& xyzw, const Sk4i& abcd) { int32x4x2_t xayb_zcwd = vzipq_s32(xyzw.fVec, abcd.fVec); int32x4x2_t axby_czdw = vzipq_s32(abcd.fVec, xyzw.fVec); return vuzpq_s32(xayb_zcwd.val[0], axby_czdw.val[0]).val[0]; } M(Sk4i) ZWCD(const Sk4i& xyzw, const Sk4i& abcd) { int32x4x2_t xayb_zcwd = vzipq_s32(xyzw.fVec, abcd.fVec); int32x4x2_t axby_czdw = vzipq_s32(abcd.fVec, xyzw.fVec); return vuzpq_s32(xayb_zcwd.val[1], axby_czdw.val[1]).val[0]; } #undef M #endif