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-rw-r--r--gfx/2d/BlurLS3.cpp588
1 files changed, 588 insertions, 0 deletions
diff --git a/gfx/2d/BlurLS3.cpp b/gfx/2d/BlurLS3.cpp
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index 000000000..20c28b37e
--- /dev/null
+++ b/gfx/2d/BlurLS3.cpp
@@ -0,0 +1,588 @@
+/* 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/. */
+
+#include "Blur.h"
+
+#include <string.h>
+
+#ifdef _MIPS_ARCH_LOONGSON3A
+
+#include "MMIHelpers.h"
+
+namespace mozilla {
+namespace gfx {
+
+typedef struct { double l; double h; } __m128i;
+
+MOZ_ALWAYS_INLINE
+__m128i loadUnaligned128(__m128i *p)
+{
+ __m128i v;
+
+ asm volatile (
+ ".set push \n\t"
+ ".set arch=loongson3a \n\t"
+ "gsldlc1 %[vh], 0xf(%[p]) \n\t"
+ "gsldrc1 %[vh], 0x8(%[p]) \n\t"
+ "gsldlc1 %[vl], 0x7(%[p]) \n\t"
+ "gsldrc1 %[vl], 0x0(%[p]) \n\t"
+ ".set pop \n\t"
+ :[vh]"=f"(v.h), [vl]"=f"(v.l)
+ :[p]"r"(p)
+ :"memory"
+ );
+
+ return v;
+}
+
+MOZ_ALWAYS_INLINE
+__m128i Divide(__m128i aValues, __m128i aDivisor)
+{
+ uint64_t tmp;
+ double srl32;
+ __m128i mask, ra, p4321, t1, t2;
+
+ asm volatile (
+ ".set push \n\t"
+ ".set arch=loongson3a \n\t"
+ "li %[tmp], 0x80000000 \n\t"
+ "mtc1 %[tmp], %[ral] \n\t"
+ "xor %[maskl], %[maskl], %[maskl] \n\t"
+ "mov.d %[rah], %[ral] \n\t"
+ "li %[tmp], 0xffffffff \n\t"
+ "mthc1 %[tmp], %[maskl] \n\t"
+ "mov.d %[maskh], %[maskl] \n\t"
+ ".set pop \n\t"
+ :[rah]"=f"(ra.h), [ral]"=f"(ra.l),
+ [maskh]"=f"(mask.h), [maskl]"=f"(mask.l),
+ [tmp]"=&r"(tmp)
+ );
+
+ asm volatile (
+ ".set push \n\t"
+ ".set arch=loongson3a \n\t"
+ "ori %[tmp], $0, 32 \n\t"
+ "mtc1 %[tmp], %[srl32] \n\t"
+ _mm_pmuluw(t1, av, ad)
+ _mm_psrld(t2, av, srl32)
+ _mm_pmuluw(t2, t2, ad)
+ // Add 1 << 31 before shifting or masking the lower 32 bits away, so that the
+ // result is rounded.
+ _mm_paddd(t1, t1, ra)
+ _mm_psrld(t1, t1, srl32)
+ _mm_paddd(t2, t2, ra)
+ _mm_and(t2, t2, mask)
+ _mm_or(p4321, t1, t2)
+ ".set pop \n\t"
+ :[p4321h]"=&f"(p4321.h), [p4321l]"=&f"(p4321.l),
+ [t1h]"=&f"(t1.h), [t1l]"=&f"(t1.l),
+ [t2h]"=&f"(t2.h), [t2l]"=&f"(t2.l),
+ [srl32]"=&f"(srl32), [tmp]"=&r"(tmp)
+ :[rah]"f"(ra.h), [ral]"f"(ra.l),
+ [maskh]"f"(mask.h), [maskl]"f"(mask.l),
+ [avh]"f"(aValues.h), [avl]"f"(aValues.l),
+ [adh]"f"(aDivisor.h), [adl]"f"(aDivisor.l)
+ );
+
+ return p4321;
+}
+
+MOZ_ALWAYS_INLINE
+__m128i BlurFourPixels(const __m128i& aTopLeft, const __m128i& aTopRight,
+ const __m128i& aBottomRight, const __m128i& aBottomLeft,
+ const __m128i& aDivisor)
+{
+ __m128i values;
+
+ asm volatile (
+ ".set push \n\t"
+ ".set arch=loongson3a \n\t"
+ _mm_psubw(val, abr, atr)
+ _mm_psubw(val, val, abl)
+ _mm_paddw(val, val, atl)
+ ".set pop \n\t"
+ :[valh]"=&f"(values.h), [vall]"=&f"(values.l)
+ :[abrh]"f"(aBottomRight.h), [abrl]"f"(aBottomRight.l),
+ [atrh]"f"(aTopRight.h), [atrl]"f"(aTopRight.l),
+ [ablh]"f"(aBottomLeft.h), [abll]"f"(aBottomLeft.l),
+ [atlh]"f"(aTopLeft.h), [atll]"f"(aTopLeft.l)
+ );
+
+ return Divide(values, aDivisor);
+}
+
+MOZ_ALWAYS_INLINE
+void LoadIntegralRowFromRow(uint32_t *aDest, const uint8_t *aSource,
+ int32_t aSourceWidth, int32_t aLeftInflation,
+ int32_t aRightInflation)
+{
+ int32_t currentRowSum = 0;
+
+ for (int x = 0; x < aLeftInflation; x++) {
+ currentRowSum += aSource[0];
+ aDest[x] = currentRowSum;
+ }
+ for (int x = aLeftInflation; x < (aSourceWidth + aLeftInflation); x++) {
+ currentRowSum += aSource[(x - aLeftInflation)];
+ aDest[x] = currentRowSum;
+ }
+ for (int x = (aSourceWidth + aLeftInflation); x < (aSourceWidth + aLeftInflation + aRightInflation); x++) {
+ currentRowSum += aSource[aSourceWidth - 1];
+ aDest[x] = currentRowSum;
+ }
+}
+
+// This function calculates an integral of four pixels stored in the 4
+// 32-bit integers on aPixels. i.e. for { 30, 50, 80, 100 } this returns
+// { 30, 80, 160, 260 }. This seems to be the fastest way to do this after
+// much testing.
+MOZ_ALWAYS_INLINE
+__m128i AccumulatePixelSums(__m128i aPixels)
+{
+ uint64_t tr;
+ double tmp, s4, s64;
+ __m128i sumPixels, currentPixels, zero;
+
+ asm volatile (
+ ".set push \n\t"
+ ".set arch=loongson3a \n\t"
+ _mm_xor(z, z, z)
+ "li %[tr], 64 \n\t"
+ "mtc1 %[tr], %[s64] \n\t"
+ "li %[tr], 32 \n\t"
+ "mtc1 %[tr], %[s4] \n\t"
+ _mm_psllq(cp, ap, s4, s64, t)
+ _mm_paddw(sp, ap, cp)
+ _mm_punpckldq(cp, z, sp)
+ _mm_paddw(sp, sp, cp)
+ ".set pop \n\t"
+ :[sph]"=&f"(sumPixels.h), [spl]"=&f"(sumPixels.l),
+ [cph]"=&f"(currentPixels.h), [cpl]"=&f"(currentPixels.l),
+ [zh]"=&f"(zero.h), [zl]"=&f"(zero.l),
+ [s4]"=&f"(s4), [s64]"=&f"(s64), [t]"=&f"(tmp), [tr]"=&r"(tr)
+ :[aph]"f"(aPixels.h), [apl]"f"(aPixels.l)
+ );
+
+ return sumPixels;
+}
+
+MOZ_ALWAYS_INLINE
+void GenerateIntegralImage_LS3(int32_t aLeftInflation, int32_t aRightInflation,
+ int32_t aTopInflation, int32_t aBottomInflation,
+ uint32_t *aIntegralImage, size_t aIntegralImageStride,
+ uint8_t *aSource, int32_t aSourceStride, const IntSize &aSize)
+{
+ MOZ_ASSERT(!(aLeftInflation & 3));
+
+ uint32_t stride32bit = aIntegralImageStride / 4;
+
+ IntSize integralImageSize(aSize.width + aLeftInflation + aRightInflation,
+ aSize.height + aTopInflation + aBottomInflation);
+
+ LoadIntegralRowFromRow(aIntegralImage, aSource, aSize.width, aLeftInflation, aRightInflation);
+
+ for (int y = 1; y < aTopInflation + 1; y++) {
+ uint32_t *intRow = aIntegralImage + (y * stride32bit);
+ uint32_t *intPrevRow = aIntegralImage + (y - 1) * stride32bit;
+ uint32_t *intFirstRow = aIntegralImage;
+
+ for (int x = 0; x < integralImageSize.width; x += 4) {
+ __m128i firstRow, previousRow;
+
+ asm volatile (
+ ".set push \n\t"
+ ".set arch=loongson3a \n\t"
+ "gslqc1 %[frh], %[frl], (%[fr]) \n\t"
+ "gslqc1 %[prh], %[prl], (%[pr]) \n\t"
+ _mm_paddw(fr, fr, pr)
+ "gssqc1 %[frh], %[frl], (%[r]) \n\t"
+ ".set pop \n\t"
+ :[frh]"=&f"(firstRow.h), [frl]"=&f"(firstRow.l),
+ [prh]"=&f"(previousRow.h), [prl]"=&f"(previousRow.l)
+ :[fr]"r"(intFirstRow + x), [pr]"r"(intPrevRow + x),
+ [r]"r"(intRow + x)
+ :"memory"
+ );
+ }
+ }
+
+ uint64_t tmp;
+ double s44, see;
+ __m128i zero;
+ asm volatile (
+ ".set push \n\t"
+ ".set arch=loongson3a \n\t"
+ "li %[tmp], 0xee \n\t"
+ "mtc1 %[tmp], %[see] \n\t"
+ "li %[tmp], 0x44 \n\t"
+ "mtc1 %[tmp], %[s44] \n\t"
+ _mm_xor(zero, zero, zero)
+ ".set pop \n\t"
+ :[tmp]"=&r"(tmp), [s44]"=f"(s44), [see]"=f"(see),
+ [zeroh]"=f"(zero.h), [zerol]"=f"(zero.l)
+ );
+ for (int y = aTopInflation + 1; y < (aSize.height + aTopInflation); y++) {
+ __m128i currentRowSum;
+ uint32_t *intRow = aIntegralImage + (y * stride32bit);
+ uint32_t *intPrevRow = aIntegralImage + (y - 1) * stride32bit;
+ uint8_t *sourceRow = aSource + aSourceStride * (y - aTopInflation);
+ uint32_t pixel = sourceRow[0];
+
+ asm volatile (
+ ".set push \n\t"
+ ".set arch=loongson3a \n\t"
+ _mm_xor(cr, cr, cr)
+ ".set pop \n\t"
+ :[crh]"=f"(currentRowSum.h), [crl]"=f"(currentRowSum.l)
+ );
+ for (int x = 0; x < aLeftInflation; x += 4) {
+ __m128i sumPixels, t;
+ asm volatile (
+ ".set push \n\t"
+ ".set arch=loongson3a \n\t"
+ "mtc1 %[pix], %[spl] \n\t"
+ "punpcklwd %[spl], %[spl], %[spl] \n\t"
+ "mov.d %[sph], %[spl] \n\t"
+ "pshufh %[sph], %[spl], %[s44] \n\t"
+ "pshufh %[spl], %[spl], %[s44] \n\t"
+ ".set pop \n\t"
+ :[sph]"=&f"(sumPixels.h), [spl]"=&f"(sumPixels.l)
+ :[pix]"r"(pixel), [s44]"f"(s44)
+ );
+ sumPixels = AccumulatePixelSums(sumPixels);
+ asm volatile (
+ ".set push \n\t"
+ ".set arch=loongson3a \n\t"
+ _mm_paddw(sp, sp, cr)
+ "pshufh %[crh], %[sph], %[see] \n\t"
+ "pshufh %[crl], %[sph], %[see] \n\t"
+ "gslqc1 %[th], %[tl], (%[pr]) \n\t"
+ _mm_paddw(t, sp, t)
+ "gssqc1 %[th], %[tl], (%[r]) \n\t"
+ ".set pop \n\t"
+ :[th]"=&f"(t.h), [tl]"=&f"(t.l),
+ [sph]"+f"(sumPixels.h), [spl]"+f"(sumPixels.l),
+ [crh]"+f"(currentRowSum.h), [crl]"+f"(currentRowSum.l)
+ :[r]"r"(intRow + x), [pr]"r"(intPrevRow + x), [see]"f"(see)
+ :"memory"
+ );
+ }
+ for (int x = aLeftInflation; x < (aSize.width + aLeftInflation); x += 4) {
+ uint32_t pixels = *(uint32_t*)(sourceRow + (x - aLeftInflation));
+ __m128i sumPixels, t;
+
+ // It's important to shuffle here. When we exit this loop currentRowSum
+ // has to be set to sumPixels, so that the following loop can get the
+ // correct pixel for the currentRowSum. The highest order pixel in
+ // currentRowSum could've originated from accumulation in the stride.
+ asm volatile (
+ ".set push \n\t"
+ ".set arch=loongson3a \n\t"
+ "pshufh %[crl], %[crh], %[see] \n\t"
+ "pshufh %[crh], %[crh], %[see] \n\t"
+ "mtc1 %[pix], %[spl] \n\t"
+ "punpcklwd %[spl], %[spl], %[spl] \n\t"
+ "mov.d %[sph], %[spl] \n\t"
+ _mm_punpcklbh(sp, sp, zero)
+ _mm_punpcklhw(sp, sp, zero)
+ ".set pop \n\t"
+ :[sph]"=&f"(sumPixels.h), [spl]"=&f"(sumPixels.l),
+ [crh]"+f"(currentRowSum.h), [crl]"+f"(currentRowSum.l)
+ :[pix]"r"(pixels), [see]"f"(see),
+ [zeroh]"f"(zero.h), [zerol]"f"(zero.l)
+ );
+ sumPixels = AccumulatePixelSums(sumPixels);
+ asm volatile (
+ ".set push \n\t"
+ ".set arch=loongson3a \n\t"
+ _mm_paddw(sp, sp, cr)
+ "mov.d %[crh], %[sph] \n\t"
+ "mov.d %[crl], %[spl] \n\t"
+ "gslqc1 %[th], %[tl], (%[pr]) \n\t"
+ _mm_paddw(t, sp, t)
+ "gssqc1 %[th], %[tl], (%[r]) \n\t"
+ ".set pop \n\t"
+ :[th]"=&f"(t.h), [tl]"=&f"(t.l),
+ [sph]"+f"(sumPixels.h), [spl]"+f"(sumPixels.l),
+ [crh]"+f"(currentRowSum.h), [crl]"+f"(currentRowSum.l)
+ :[r]"r"(intRow + x), [pr]"r"(intPrevRow + x)
+ :"memory"
+ );
+ }
+
+ pixel = sourceRow[aSize.width - 1];
+ int x = (aSize.width + aLeftInflation);
+ if ((aSize.width & 3)) {
+ // Deal with unaligned portion. Get the correct pixel from currentRowSum,
+ // see explanation above.
+ uint32_t intCurrentRowSum = ((uint32_t*)&currentRowSum)[(aSize.width % 4) - 1];
+ for (; x < integralImageSize.width; x++) {
+ // We could be unaligned here!
+ if (!(x & 3)) {
+ // aligned!
+ asm volatile (
+ ".set push \n\t"
+ ".set arch=loongson3a \n\t"
+ "mtc1 %[cr], %[crl] \n\t"
+ "punpcklwd %[crl], %[crl], %[crl] \n\t"
+ "mov.d %[crh], %[crl] \n\t"
+ ".set pop \n\t"
+ :[crh]"=f"(currentRowSum.h), [crl]"=f"(currentRowSum.l)
+ :[cr]"r"(intCurrentRowSum)
+ );
+ break;
+ }
+ intCurrentRowSum += pixel;
+ intRow[x] = intPrevRow[x] + intCurrentRowSum;
+ }
+ } else {
+ asm volatile (
+ ".set push \n\t"
+ ".set arch=loongson3a \n\t"
+ "pshufh %[crl], %[crh], %[see] \n\t"
+ "pshufh %[crh], %[crh], %[see] \n\t"
+ ".set pop \n\t"
+ :[crh]"+f"(currentRowSum.h), [crl]"+f"(currentRowSum.l)
+ :[see]"f"(see)
+ );
+ }
+ for (; x < integralImageSize.width; x += 4) {
+ __m128i sumPixels, t;
+ asm volatile (
+ ".set push \n\t"
+ ".set arch=loongson3a \n\t"
+ "mtc1 %[pix], %[spl] \n\t"
+ "punpcklwd %[spl], %[spl], %[spl] \n\t"
+ "mov.d %[sph], %[spl] \n\t"
+ ".set pop \n\t"
+ :[sph]"=f"(sumPixels.h), [spl]"=f"(sumPixels.l)
+ :[pix]"r"(pixel)
+ );
+ sumPixels = AccumulatePixelSums(sumPixels);
+ asm volatile (
+ ".set push \n\t"
+ ".set arch=loongson3a \n\t"
+ _mm_paddw(sp, sp, cr)
+ "pshufh %[crh], %[sph], %[see] \n\t"
+ "pshufh %[crl], %[sph], %[see] \n\t"
+ "gslqc1 %[th], %[tl], (%[pr]) \n\t"
+ _mm_paddw(t, sp, t)
+ "gssqc1 %[th], %[tl], (%[r]) \n\t"
+ ".set pop \n\t"
+ :[th]"=&f"(t.h), [tl]"=&f"(t.l),
+ [sph]"+f"(sumPixels.h), [spl]"+f"(sumPixels.l),
+ [crh]"+f"(currentRowSum.h), [crl]"+f"(currentRowSum.l)
+ :[r]"r"(intRow + x), [pr]"r"(intPrevRow + x), [see]"f"(see)
+ :"memory"
+ );
+ }
+ }
+
+ if (aBottomInflation) {
+ // Store the last valid row of our source image in the last row of
+ // our integral image. This will be overwritten with the correct values
+ // in the upcoming loop.
+ LoadIntegralRowFromRow(aIntegralImage + (integralImageSize.height - 1) * stride32bit,
+ aSource + (aSize.height - 1) * aSourceStride, aSize.width, aLeftInflation, aRightInflation);
+
+
+ for (int y = aSize.height + aTopInflation; y < integralImageSize.height; y++) {
+ __m128i *intRow = (__m128i*)(aIntegralImage + (y * stride32bit));
+ __m128i *intPrevRow = (__m128i*)(aIntegralImage + (y - 1) * stride32bit);
+ __m128i *intLastRow = (__m128i*)(aIntegralImage + (integralImageSize.height - 1) * stride32bit);
+
+ for (int x = 0; x < integralImageSize.width; x += 4) {
+ __m128i t1, t2;
+ asm volatile (
+ ".set push \n\t"
+ ".set arch=loongson3a \n\t"
+ "gslqc1 %[t1h], %[t1l], (%[lr]) \n\t"
+ "gslqc1 %[t2h], %[t2l], (%[pr]) \n\t"
+ _mm_paddw(t1, t1, t2)
+ "gssqc1 %[t1h], %[t1l], (%[r]) \n\t"
+ ".set pop \n\t"
+ :[t1h]"=&f"(t1.h), [t1l]"=&f"(t1.l),
+ [t2h]"=&f"(t2.h), [t2l]"=&f"(t2.l)
+ :[r]"r"(intRow + (x / 4)),
+ [lr]"r"(intLastRow + (x / 4)),
+ [pr]"r"(intPrevRow + (x / 4))
+ :"memory"
+ );
+ }
+ }
+ }
+}
+
+/**
+ * Attempt to do an in-place box blur using an integral image.
+ */
+void
+AlphaBoxBlur::BoxBlur_LS3(uint8_t* aData,
+ int32_t aLeftLobe,
+ int32_t aRightLobe,
+ int32_t aTopLobe,
+ int32_t aBottomLobe,
+ uint32_t *aIntegralImage,
+ size_t aIntegralImageStride)
+{
+ IntSize size = GetSize();
+
+ MOZ_ASSERT(size.height > 0);
+
+ // Our 'left' or 'top' lobe will include the current pixel. i.e. when
+ // looking at an integral image the value of a pixel at 'x,y' is calculated
+ // using the value of the integral image values above/below that.
+ aLeftLobe++;
+ aTopLobe++;
+ int32_t boxSize = (aLeftLobe + aRightLobe) * (aTopLobe + aBottomLobe);
+
+ MOZ_ASSERT(boxSize > 0);
+
+ if (boxSize == 1) {
+ return;
+ }
+
+ uint32_t reciprocal = uint32_t((uint64_t(1) << 32) / boxSize);
+
+ uint32_t stride32bit = aIntegralImageStride / 4;
+ int32_t leftInflation = RoundUpToMultipleOf4(aLeftLobe).value();
+
+ GenerateIntegralImage_LS3(leftInflation, aRightLobe, aTopLobe, aBottomLobe,
+ aIntegralImage, aIntegralImageStride, aData,
+ mStride, size);
+
+ __m128i divisor, zero;
+ asm volatile (
+ ".set push \n\t"
+ ".set arch=loongson3a \n\t"
+ "mtc1 %[rec], %[divl] \n\t"
+ "punpcklwd %[divl], %[divl], %[divl] \n\t"
+ "mov.d %[divh], %[divl] \n\t"
+ _mm_xor(zero, zero, zero)
+ ".set pop \n\t"
+ :[divh]"=f"(divisor.h), [divl]"=f"(divisor.l),
+ [zeroh]"=f"(zero.h), [zerol]"=f"(zero.l)
+ :[rec]"r"(reciprocal)
+ );
+
+ // This points to the start of the rectangle within the IntegralImage that overlaps
+ // the surface being blurred.
+ uint32_t *innerIntegral = aIntegralImage + (aTopLobe * stride32bit) + leftInflation;
+
+ IntRect skipRect = mSkipRect;
+ int32_t stride = mStride;
+ uint8_t *data = aData;
+ for (int32_t y = 0; y < size.height; y++) {
+ bool inSkipRectY = y > skipRect.y && y < skipRect.YMost();
+
+ uint32_t *topLeftBase = innerIntegral + ((y - aTopLobe) * ptrdiff_t(stride32bit) - aLeftLobe);
+ uint32_t *topRightBase = innerIntegral + ((y - aTopLobe) * ptrdiff_t(stride32bit) + aRightLobe);
+ uint32_t *bottomRightBase = innerIntegral + ((y + aBottomLobe) * ptrdiff_t(stride32bit) + aRightLobe);
+ uint32_t *bottomLeftBase = innerIntegral + ((y + aBottomLobe) * ptrdiff_t(stride32bit) - aLeftLobe);
+
+ int32_t x = 0;
+ // Process 16 pixels at a time for as long as possible.
+ for (; x <= size.width - 16; x += 16) {
+ if (inSkipRectY && x > skipRect.x && x < skipRect.XMost()) {
+ x = skipRect.XMost() - 16;
+ // Trigger early jump on coming loop iterations, this will be reset
+ // next line anyway.
+ inSkipRectY = false;
+ continue;
+ }
+
+ __m128i topLeft;
+ __m128i topRight;
+ __m128i bottomRight;
+ __m128i bottomLeft;
+
+ topLeft = loadUnaligned128((__m128i*)(topLeftBase + x));
+ topRight = loadUnaligned128((__m128i*)(topRightBase + x));
+ bottomRight = loadUnaligned128((__m128i*)(bottomRightBase + x));
+ bottomLeft = loadUnaligned128((__m128i*)(bottomLeftBase + x));
+ __m128i result1 = BlurFourPixels(topLeft, topRight, bottomRight, bottomLeft, divisor);
+
+ topLeft = loadUnaligned128((__m128i*)(topLeftBase + x + 4));
+ topRight = loadUnaligned128((__m128i*)(topRightBase + x + 4));
+ bottomRight = loadUnaligned128((__m128i*)(bottomRightBase + x + 4));
+ bottomLeft = loadUnaligned128((__m128i*)(bottomLeftBase + x + 4));
+ __m128i result2 = BlurFourPixels(topLeft, topRight, bottomRight, bottomLeft, divisor);
+
+ topLeft = loadUnaligned128((__m128i*)(topLeftBase + x + 8));
+ topRight = loadUnaligned128((__m128i*)(topRightBase + x + 8));
+ bottomRight = loadUnaligned128((__m128i*)(bottomRightBase + x + 8));
+ bottomLeft = loadUnaligned128((__m128i*)(bottomLeftBase + x + 8));
+ __m128i result3 = BlurFourPixels(topLeft, topRight, bottomRight, bottomLeft, divisor);
+
+ topLeft = loadUnaligned128((__m128i*)(topLeftBase + x + 12));
+ topRight = loadUnaligned128((__m128i*)(topRightBase + x + 12));
+ bottomRight = loadUnaligned128((__m128i*)(bottomRightBase + x + 12));
+ bottomLeft = loadUnaligned128((__m128i*)(bottomLeftBase + x + 12));
+ __m128i result4 = BlurFourPixels(topLeft, topRight, bottomRight, bottomLeft, divisor);
+
+ double t;
+ __m128i final;
+ asm volatile (
+ ".set push \n\t"
+ ".set arch=loongson3a \n\t"
+ _mm_packsswh(r3, r3, r4, t)
+ _mm_packsswh(f, r1, r2, t)
+ _mm_packushb(f, f, r3, t)
+ "gssdlc1 %[fh], 0xf(%[d]) \n\t"
+ "gssdrc1 %[fh], 0x8(%[d]) \n\t"
+ "gssdlc1 %[fl], 0x7(%[d]) \n\t"
+ "gssdrc1 %[fl], 0x0(%[d]) \n\t"
+ ".set pop \n\t"
+ :[fh]"=&f"(final.h), [fl]"=&f"(final.l),
+ [r3h]"+f"(result3.h), [r3l]"+f"(result3.l),
+ [t]"=&f"(t)
+ :[r1h]"f"(result1.h), [r1l]"f"(result1.l),
+ [r2h]"f"(result2.h), [r2l]"f"(result2.l),
+ [r4h]"f"(result4.h), [r4l]"f"(result4.l),
+ [d]"r"(data + stride * y + x)
+ :"memory"
+ );
+ }
+
+ // Process the remaining pixels 4 bytes at a time.
+ for (; x < size.width; x += 4) {
+ if (inSkipRectY && x > skipRect.x && x < skipRect.XMost()) {
+ x = skipRect.XMost() - 4;
+ // Trigger early jump on coming loop iterations, this will be reset
+ // next line anyway.
+ inSkipRectY = false;
+ continue;
+ }
+ __m128i topLeft = loadUnaligned128((__m128i*)(topLeftBase + x));
+ __m128i topRight = loadUnaligned128((__m128i*)(topRightBase + x));
+ __m128i bottomRight = loadUnaligned128((__m128i*)(bottomRightBase + x));
+ __m128i bottomLeft = loadUnaligned128((__m128i*)(bottomLeftBase + x));
+
+ __m128i result = BlurFourPixels(topLeft, topRight, bottomRight, bottomLeft, divisor);
+
+ double t;
+ __m128i final;
+ asm volatile (
+ ".set push \n\t"
+ ".set arch=loongson3a \n\t"
+ _mm_packsswh(f, r, zero, t)
+ _mm_packushb(f, f, zero, t)
+ "swc1 %[fl], (%[d]) \n\t"
+ ".set pop \n\t"
+ :[fh]"=&f"(final.h), [fl]"=&f"(final.l),
+ [t]"=&f"(t)
+ :[d]"r"(data + stride * y + x),
+ [rh]"f"(result.h), [rl]"f"(result.l),
+ [zeroh]"f"(zero.h), [zerol]"f"(zero.l)
+ :"memory"
+ );
+ }
+ }
+
+}
+
+}
+}
+
+#endif /* _MIPS_ARCH_LOONGSON3A */