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/* Copyright 2016-2018 INRIA and Microsoft Corporation
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef __Vec_H
#define __Vec_H
#ifdef __MSVC__
#define forceinline __forceinline inline
#elif (defined(__GNUC__) || defined(__clang__))
#define forceinline __attribute__((always_inline)) inline
#else
#define forceinline inline
#endif
#if defined(__SSSE3__) || defined(__AVX2__) || defined(__AVX__)
#include <emmintrin.h>
#include <tmmintrin.h>
#define VEC128
#define vec_size 4
typedef __m128i vec;
static forceinline vec
vec_rotate_left_8(vec v)
{
__m128i x = _mm_set_epi8(14, 13, 12, 15, 10, 9, 8, 11, 6, 5, 4, 7, 2, 1, 0, 3);
return _mm_shuffle_epi8(v, x);
}
static forceinline vec
vec_rotate_left_16(vec v)
{
__m128i x = _mm_set_epi8(13, 12, 15, 14, 9, 8, 11, 10, 5, 4, 7, 6, 1, 0, 3, 2);
return _mm_shuffle_epi8(v, x);
}
static forceinline vec
vec_rotate_left(vec v, unsigned int n)
{
if (n == 8)
return vec_rotate_left_8(v);
if (n == 16)
return vec_rotate_left_16(v);
return _mm_xor_si128(_mm_slli_epi32(v, n),
_mm_srli_epi32(v, 32 - n));
}
static forceinline vec
vec_rotate_right(vec v, unsigned int n)
{
return (vec_rotate_left(v, 32 - n));
}
#define vec_shuffle_right(x, n) \
_mm_shuffle_epi32(x, _MM_SHUFFLE((3 + (n)) % 4, (2 + (n)) % 4, (1 + (n)) % 4, (n) % 4))
#define vec_shuffle_left(x, n) vec_shuffle_right((x), 4 - (n))
static forceinline vec
vec_load_32x4(uint32_t x1, uint32_t x2, uint32_t x3, uint32_t x4)
{
return _mm_set_epi32(x4, x3, x2, x1);
}
static forceinline vec
vec_load_32x8(uint32_t x1, uint32_t x2, uint32_t x3, uint32_t x4, uint32_t x5, uint32_t x6, uint32_t x7, uint32_t x8)
{
return _mm_set_epi32(x4, x3, x2, x1);
}
static forceinline vec
vec_load_le(const unsigned char* in)
{
return _mm_loadu_si128((__m128i*)(in));
}
static forceinline vec
vec_load128_le(const unsigned char* in)
{
return vec_load_le(in);
}
static forceinline void
vec_store_le(unsigned char* out, vec v)
{
_mm_storeu_si128((__m128i*)(out), v);
}
static forceinline vec
vec_add(vec v1, vec v2)
{
return _mm_add_epi32(v1, v2);
}
static forceinline vec
vec_add_u32(vec v1, uint32_t x)
{
vec v2 = vec_load_32x4(x, 0, 0, 0);
return _mm_add_epi32(v1, v2);
}
static forceinline vec
vec_increment(vec v1)
{
vec one = vec_load_32x4(1, 0, 0, 0);
return _mm_add_epi32(v1, one);
}
static forceinline vec
vec_xor(vec v1, vec v2)
{
return _mm_xor_si128(v1, v2);
}
#define vec_zero() _mm_set_epi32(0, 0, 0, 0)
#elif defined(__ARM_NEON__) || defined(__ARM_NEON)
#include <arm_neon.h>
typedef uint32x4_t vec;
static forceinline vec
vec_xor(vec v1, vec v2)
{
return veorq_u32(v1, v2);
}
#define vec_rotate_left(x, n) \
vsriq_n_u32(vshlq_n_u32((x), (n)), (x), 32 - (n))
#define vec_rotate_right(a, b) \
vec_rotate_left((b), 32 - (b))
#define vec_shuffle_right(x, n) \
vextq_u32((x), (x), (n))
#define vec_shuffle_left(a, b) \
vec_shuffle_right((a), 4 - (b))
static forceinline vec
vec_load_32x4(uint32_t x1, uint32_t x2, uint32_t x3, uint32_t x4)
{
uint32_t a[4] = { x1, x2, x3, x4 };
return vld1q_u32(a);
}
static forceinline vec
vec_load_32(uint32_t x1)
{
uint32_t a[4] = { x1, x1, x1, x1 };
return vld1q_u32(a);
}
static forceinline vec
vec_load_32x8(uint32_t x1, uint32_t x2, uint32_t x3, uint32_t x4, uint32_t x5, uint32_t x6, uint32_t x7, uint32_t x8)
{
return vec_load_32x4(x1, x2, x3, x4);
}
static forceinline vec
vec_load_le(const unsigned char* in)
{
return vld1q_u32((uint32_t*)in);
}
static forceinline vec
vec_load128_le(const unsigned char* in)
{
return vec_load_le(in);
}
static forceinline void
vec_store_le(unsigned char* out, vec v)
{
vst1q_u32((uint32_t*)out, v);
}
static forceinline vec
vec_add(vec v1, vec v2)
{
return vaddq_u32(v1, v2);
}
static forceinline vec
vec_add_u32(vec v1, uint32_t x)
{
vec v2 = vec_load_32x4(x, 0, 0, 0);
return vec_add(v1, v2);
}
static forceinline vec
vec_increment(vec v1)
{
vec one = vec_load_32x4(1, 0, 0, 0);
return vec_add(v1, one);
}
#define vec_zero() vec_load_32x4(0, 0, 0, 0)
#else
#define VEC128
#define vec_size 4
typedef struct {
uint32_t v[4];
} vec;
static forceinline vec
vec_xor(vec v1, vec v2)
{
vec r;
r.v[0] = v1.v[0] ^ v2.v[0];
r.v[1] = v1.v[1] ^ v2.v[1];
r.v[2] = v1.v[2] ^ v2.v[2];
r.v[3] = v1.v[3] ^ v2.v[3];
return r;
}
static forceinline vec
vec_rotate_left(vec v, unsigned int n)
{
vec r;
r.v[0] = (v.v[0] << n) ^ (v.v[0] >> (32 - n));
r.v[1] = (v.v[1] << n) ^ (v.v[1] >> (32 - n));
r.v[2] = (v.v[2] << n) ^ (v.v[2] >> (32 - n));
r.v[3] = (v.v[3] << n) ^ (v.v[3] >> (32 - n));
return r;
}
static forceinline vec
vec_rotate_right(vec v, unsigned int n)
{
return (vec_rotate_left(v, 32 - n));
}
static forceinline vec
vec_shuffle_right(vec v, unsigned int n)
{
vec r;
r.v[0] = v.v[n % 4];
r.v[1] = v.v[(n + 1) % 4];
r.v[2] = v.v[(n + 2) % 4];
r.v[3] = v.v[(n + 3) % 4];
return r;
}
static forceinline vec
vec_shuffle_left(vec x, unsigned int n)
{
return vec_shuffle_right(x, 4 - n);
}
static forceinline vec
vec_load_32x4(uint32_t x0, uint32_t x1, uint32_t x2, uint32_t x3)
{
vec v;
v.v[0] = x0;
v.v[1] = x1;
v.v[2] = x2;
v.v[3] = x3;
return v;
}
static forceinline vec
vec_load_32(uint32_t x0)
{
vec v;
v.v[0] = x0;
v.v[1] = x0;
v.v[2] = x0;
v.v[3] = x0;
return v;
}
static forceinline vec
vec_load_le(const uint8_t* in)
{
vec r;
r.v[0] = load32_le((uint8_t*)in);
r.v[1] = load32_le((uint8_t*)in + 4);
r.v[2] = load32_le((uint8_t*)in + 8);
r.v[3] = load32_le((uint8_t*)in + 12);
return r;
}
static forceinline void
vec_store_le(unsigned char* out, vec r)
{
store32_le(out, r.v[0]);
store32_le(out + 4, r.v[1]);
store32_le(out + 8, r.v[2]);
store32_le(out + 12, r.v[3]);
}
static forceinline vec
vec_load128_le(const unsigned char* in)
{
return vec_load_le(in);
}
static forceinline vec
vec_add(vec v1, vec v2)
{
vec r;
r.v[0] = v1.v[0] + v2.v[0];
r.v[1] = v1.v[1] + v2.v[1];
r.v[2] = v1.v[2] + v2.v[2];
r.v[3] = v1.v[3] + v2.v[3];
return r;
}
static forceinline vec
vec_add_u32(vec v1, uint32_t x)
{
vec v2 = vec_load_32x4(x, 0, 0, 0);
return vec_add(v1, v2);
}
static forceinline vec
vec_increment(vec v1)
{
vec one = vec_load_32x4(1, 0, 0, 0);
return vec_add(v1, one);
}
#define vec_zero() vec_load_32x4(0, 0, 0, 0)
#endif
#endif
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