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authorMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
committerMatt A. Tobin <mattatobin@localhost.localdomain>2018-02-02 04:16:08 -0500
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+////////////////////////////////////////////////////////////////////////////////
+///
+/// SSE optimized routines for Pentium-III, Athlon-XP and later CPUs. All SSE
+/// optimized functions have been gathered into this single source
+/// code file, regardless to their class or original source code file, in order
+/// to ease porting the library to other compiler and processor platforms.
+///
+/// The SSE-optimizations are programmed using SSE compiler intrinsics that
+/// are supported both by Microsoft Visual C++ and GCC compilers, so this file
+/// should compile with both toolsets.
+///
+/// NOTICE: If using Visual Studio 6.0, you'll need to install the "Visual C++
+/// 6.0 processor pack" update to support SSE instruction set. The update is
+/// available for download at Microsoft Developers Network, see here:
+/// http://msdn.microsoft.com/en-us/vstudio/aa718349.aspx
+///
+/// If the above URL is expired or removed, go to "http://msdn.microsoft.com" and
+/// perform a search with keywords "processor pack".
+///
+/// Author : Copyright (c) Olli Parviainen
+/// Author e-mail : oparviai 'at' iki.fi
+/// SoundTouch WWW: http://www.surina.net/soundtouch
+///
+////////////////////////////////////////////////////////////////////////////////
+//
+// Last changed : $Date: 2015-02-21 21:24:29 +0000 (Sat, 21 Feb 2015) $
+// File revision : $Revision: 4 $
+//
+// $Id: sse_optimized.cpp 202 2015-02-21 21:24:29Z oparviai $
+//
+////////////////////////////////////////////////////////////////////////////////
+//
+// License :
+//
+// SoundTouch audio processing library
+// Copyright (c) Olli Parviainen
+//
+// This library is free software; you can redistribute it and/or
+// modify it under the terms of the GNU Lesser General Public
+// License as published by the Free Software Foundation; either
+// version 2.1 of the License, or (at your option) any later version.
+//
+// This library is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+// Lesser General Public License for more details.
+//
+// You should have received a copy of the GNU Lesser General Public
+// License along with this library; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+//
+////////////////////////////////////////////////////////////////////////////////
+
+#include "cpu_detect.h"
+#include "STTypes.h"
+
+using namespace soundtouch;
+
+#ifdef SOUNDTOUCH_ALLOW_SSE
+
+// SSE routines available only with float sample type
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// implementation of SSE optimized functions of class 'TDStretchSSE'
+//
+//////////////////////////////////////////////////////////////////////////////
+
+#include "TDStretch.h"
+#include <xmmintrin.h>
+#include <math.h>
+
+// Calculates cross correlation of two buffers
+double TDStretchSSE::calcCrossCorr(const float *pV1, const float *pV2, double &anorm) const
+{
+ int i;
+ const float *pVec1;
+ const __m128 *pVec2;
+ __m128 vSum, vNorm;
+
+ // Note. It means a major slow-down if the routine needs to tolerate
+ // unaligned __m128 memory accesses. It's way faster if we can skip
+ // unaligned slots and use _mm_load_ps instruction instead of _mm_loadu_ps.
+ // This can mean up to ~ 10-fold difference (incl. part of which is
+ // due to skipping every second round for stereo sound though).
+ //
+ // Compile-time define SOUNDTOUCH_ALLOW_NONEXACT_SIMD_OPTIMIZATION is provided
+ // for choosing if this little cheating is allowed.
+
+#ifdef SOUNDTOUCH_ALLOW_NONEXACT_SIMD_OPTIMIZATION
+ // Little cheating allowed, return valid correlation only for
+ // aligned locations, meaning every second round for stereo sound.
+
+ #define _MM_LOAD _mm_load_ps
+
+ if (((ulongptr)pV1) & 15) return -1e50; // skip unaligned locations
+
+#else
+ // No cheating allowed, use unaligned load & take the resulting
+ // performance hit.
+ #define _MM_LOAD _mm_loadu_ps
+#endif
+
+ // ensure overlapLength is divisible by 8
+ assert((overlapLength % 8) == 0);
+
+ // Calculates the cross-correlation value between 'pV1' and 'pV2' vectors
+ // Note: pV2 _must_ be aligned to 16-bit boundary, pV1 need not.
+ pVec1 = (const float*)pV1;
+ pVec2 = (const __m128*)pV2;
+ vSum = vNorm = _mm_setzero_ps();
+
+ // Unroll the loop by factor of 4 * 4 operations. Use same routine for
+ // stereo & mono, for mono it just means twice the amount of unrolling.
+ for (i = 0; i < channels * overlapLength / 16; i ++)
+ {
+ __m128 vTemp;
+ // vSum += pV1[0..3] * pV2[0..3]
+ vTemp = _MM_LOAD(pVec1);
+ vSum = _mm_add_ps(vSum, _mm_mul_ps(vTemp ,pVec2[0]));
+ vNorm = _mm_add_ps(vNorm, _mm_mul_ps(vTemp ,vTemp));
+
+ // vSum += pV1[4..7] * pV2[4..7]
+ vTemp = _MM_LOAD(pVec1 + 4);
+ vSum = _mm_add_ps(vSum, _mm_mul_ps(vTemp, pVec2[1]));
+ vNorm = _mm_add_ps(vNorm, _mm_mul_ps(vTemp ,vTemp));
+
+ // vSum += pV1[8..11] * pV2[8..11]
+ vTemp = _MM_LOAD(pVec1 + 8);
+ vSum = _mm_add_ps(vSum, _mm_mul_ps(vTemp, pVec2[2]));
+ vNorm = _mm_add_ps(vNorm, _mm_mul_ps(vTemp ,vTemp));
+
+ // vSum += pV1[12..15] * pV2[12..15]
+ vTemp = _MM_LOAD(pVec1 + 12);
+ vSum = _mm_add_ps(vSum, _mm_mul_ps(vTemp, pVec2[3]));
+ vNorm = _mm_add_ps(vNorm, _mm_mul_ps(vTemp ,vTemp));
+
+ pVec1 += 16;
+ pVec2 += 4;
+ }
+
+ // return value = vSum[0] + vSum[1] + vSum[2] + vSum[3]
+ float *pvNorm = (float*)&vNorm;
+ float norm = (pvNorm[0] + pvNorm[1] + pvNorm[2] + pvNorm[3]);
+ anorm = norm;
+
+ float *pvSum = (float*)&vSum;
+ return (double)(pvSum[0] + pvSum[1] + pvSum[2] + pvSum[3]) / sqrt(norm < 1e-9 ? 1.0 : norm);
+
+ /* This is approximately corresponding routine in C-language yet without normalization:
+ double corr, norm;
+ uint i;
+
+ // Calculates the cross-correlation value between 'pV1' and 'pV2' vectors
+ corr = norm = 0.0;
+ for (i = 0; i < channels * overlapLength / 16; i ++)
+ {
+ corr += pV1[0] * pV2[0] +
+ pV1[1] * pV2[1] +
+ pV1[2] * pV2[2] +
+ pV1[3] * pV2[3] +
+ pV1[4] * pV2[4] +
+ pV1[5] * pV2[5] +
+ pV1[6] * pV2[6] +
+ pV1[7] * pV2[7] +
+ pV1[8] * pV2[8] +
+ pV1[9] * pV2[9] +
+ pV1[10] * pV2[10] +
+ pV1[11] * pV2[11] +
+ pV1[12] * pV2[12] +
+ pV1[13] * pV2[13] +
+ pV1[14] * pV2[14] +
+ pV1[15] * pV2[15];
+
+ for (j = 0; j < 15; j ++) norm += pV1[j] * pV1[j];
+
+ pV1 += 16;
+ pV2 += 16;
+ }
+ return corr / sqrt(norm);
+ */
+}
+
+
+
+double TDStretchSSE::calcCrossCorrAccumulate(const float *pV1, const float *pV2, double &norm) const
+{
+ // call usual calcCrossCorr function because SSE does not show big benefit of
+ // accumulating "norm" value, and also the "norm" rolling algorithm would get
+ // complicated due to SSE-specific alignment-vs-nonexact correlation rules.
+ return calcCrossCorr(pV1, pV2, norm);
+}
+
+
+//////////////////////////////////////////////////////////////////////////////
+//
+// implementation of SSE optimized functions of class 'FIRFilter'
+//
+//////////////////////////////////////////////////////////////////////////////
+
+#include "FIRFilter.h"
+
+FIRFilterSSE::FIRFilterSSE() : FIRFilter()
+{
+ filterCoeffsAlign = NULL;
+ filterCoeffsUnalign = NULL;
+}
+
+
+FIRFilterSSE::~FIRFilterSSE()
+{
+ delete[] filterCoeffsUnalign;
+ filterCoeffsAlign = NULL;
+ filterCoeffsUnalign = NULL;
+}
+
+
+// (overloaded) Calculates filter coefficients for SSE routine
+void FIRFilterSSE::setCoefficients(const float *coeffs, uint newLength, uint uResultDivFactor)
+{
+ uint i;
+ float fDivider;
+
+ FIRFilter::setCoefficients(coeffs, newLength, uResultDivFactor);
+
+ // Scale the filter coefficients so that it won't be necessary to scale the filtering result
+ // also rearrange coefficients suitably for SSE
+ // Ensure that filter coeffs array is aligned to 16-byte boundary
+ delete[] filterCoeffsUnalign;
+ filterCoeffsUnalign = new float[2 * newLength + 4];
+ filterCoeffsAlign = (float *)SOUNDTOUCH_ALIGN_POINTER_16(filterCoeffsUnalign);
+
+ fDivider = (float)resultDivider;
+
+ // rearrange the filter coefficients for mmx routines
+ for (i = 0; i < newLength; i ++)
+ {
+ filterCoeffsAlign[2 * i + 0] =
+ filterCoeffsAlign[2 * i + 1] = coeffs[i + 0] / fDivider;
+ }
+}
+
+
+
+// SSE-optimized version of the filter routine for stereo sound
+uint FIRFilterSSE::evaluateFilterStereo(float *dest, const float *source, uint numSamples) const
+{
+ int count = (int)((numSamples - length) & (uint)-2);
+ int j;
+
+ assert(count % 2 == 0);
+
+ if (count < 2) return 0;
+
+ assert(source != NULL);
+ assert(dest != NULL);
+ assert((length % 8) == 0);
+ assert(filterCoeffsAlign != NULL);
+ assert(((ulongptr)filterCoeffsAlign) % 16 == 0);
+
+ // filter is evaluated for two stereo samples with each iteration, thus use of 'j += 2'
+ #pragma omp parallel for
+ for (j = 0; j < count; j += 2)
+ {
+ const float *pSrc;
+ float *pDest;
+ const __m128 *pFil;
+ __m128 sum1, sum2;
+ uint i;
+
+ pSrc = (const float*)source + j * 2; // source audio data
+ pDest = dest + j * 2; // destination audio data
+ pFil = (const __m128*)filterCoeffsAlign; // filter coefficients. NOTE: Assumes coefficients
+ // are aligned to 16-byte boundary
+ sum1 = sum2 = _mm_setzero_ps();
+
+ for (i = 0; i < length / 8; i ++)
+ {
+ // Unroll loop for efficiency & calculate filter for 2*2 stereo samples
+ // at each pass
+
+ // sum1 is accu for 2*2 filtered stereo sound data at the primary sound data offset
+ // sum2 is accu for 2*2 filtered stereo sound data for the next sound sample offset.
+
+ sum1 = _mm_add_ps(sum1, _mm_mul_ps(_mm_loadu_ps(pSrc) , pFil[0]));
+ sum2 = _mm_add_ps(sum2, _mm_mul_ps(_mm_loadu_ps(pSrc + 2), pFil[0]));
+
+ sum1 = _mm_add_ps(sum1, _mm_mul_ps(_mm_loadu_ps(pSrc + 4), pFil[1]));
+ sum2 = _mm_add_ps(sum2, _mm_mul_ps(_mm_loadu_ps(pSrc + 6), pFil[1]));
+
+ sum1 = _mm_add_ps(sum1, _mm_mul_ps(_mm_loadu_ps(pSrc + 8) , pFil[2]));
+ sum2 = _mm_add_ps(sum2, _mm_mul_ps(_mm_loadu_ps(pSrc + 10), pFil[2]));
+
+ sum1 = _mm_add_ps(sum1, _mm_mul_ps(_mm_loadu_ps(pSrc + 12), pFil[3]));
+ sum2 = _mm_add_ps(sum2, _mm_mul_ps(_mm_loadu_ps(pSrc + 14), pFil[3]));
+
+ pSrc += 16;
+ pFil += 4;
+ }
+
+ // Now sum1 and sum2 both have a filtered 2-channel sample each, but we still need
+ // to sum the two hi- and lo-floats of these registers together.
+
+ // post-shuffle & add the filtered values and store to dest.
+ _mm_storeu_ps(pDest, _mm_add_ps(
+ _mm_shuffle_ps(sum1, sum2, _MM_SHUFFLE(1,0,3,2)), // s2_1 s2_0 s1_3 s1_2
+ _mm_shuffle_ps(sum1, sum2, _MM_SHUFFLE(3,2,1,0)) // s2_3 s2_2 s1_1 s1_0
+ ));
+ }
+
+ // Ideas for further improvement:
+ // 1. If it could be guaranteed that 'source' were always aligned to 16-byte
+ // boundary, a faster aligned '_mm_load_ps' instruction could be used.
+ // 2. If it could be guaranteed that 'dest' were always aligned to 16-byte
+ // boundary, a faster '_mm_store_ps' instruction could be used.
+
+ return (uint)count;
+
+ /* original routine in C-language. please notice the C-version has differently
+ organized coefficients though.
+ double suml1, suml2;
+ double sumr1, sumr2;
+ uint i, j;
+
+ for (j = 0; j < count; j += 2)
+ {
+ const float *ptr;
+ const float *pFil;
+
+ suml1 = sumr1 = 0.0;
+ suml2 = sumr2 = 0.0;
+ ptr = src;
+ pFil = filterCoeffs;
+ for (i = 0; i < lengthLocal; i ++)
+ {
+ // unroll loop for efficiency.
+
+ suml1 += ptr[0] * pFil[0] +
+ ptr[2] * pFil[2] +
+ ptr[4] * pFil[4] +
+ ptr[6] * pFil[6];
+
+ sumr1 += ptr[1] * pFil[1] +
+ ptr[3] * pFil[3] +
+ ptr[5] * pFil[5] +
+ ptr[7] * pFil[7];
+
+ suml2 += ptr[8] * pFil[0] +
+ ptr[10] * pFil[2] +
+ ptr[12] * pFil[4] +
+ ptr[14] * pFil[6];
+
+ sumr2 += ptr[9] * pFil[1] +
+ ptr[11] * pFil[3] +
+ ptr[13] * pFil[5] +
+ ptr[15] * pFil[7];
+
+ ptr += 16;
+ pFil += 8;
+ }
+ dest[0] = (float)suml1;
+ dest[1] = (float)sumr1;
+ dest[2] = (float)suml2;
+ dest[3] = (float)sumr2;
+
+ src += 4;
+ dest += 4;
+ }
+ */
+}
+
+#endif // SOUNDTOUCH_ALLOW_SSE