source/backend/cpu/compute/WinogradOptFunction.cpp (1,469 lines of code) (raw):
//
// WinogradOptFunction.cpp
// MNN
//
// Created by MNN on 2018/10/08.
// Copyright © 2018, Alibaba Group Holding Limited
//
#include "backend/cpu/compute/WinogradOptFunction.hpp"
#include <cstring>
#include <memory>
#include <map>
#include "core/Macro.h"
#include "math/Vec.hpp"
#include "core/MemoryFormater.h"
using Vec4 = MNN::Math::Vec<float, 4>;
#define DEFAULT_UNIT 8
namespace MNN {
int WinogradFunction::getPreferNumber() {
return DEFAULT_UNIT;
}
static void _sourceTransformUnit4x4Pack12(float* srcBlock, float* dstStart, size_t dstStep) {
// register number: (srcUnit + 1) * EPack/4 = 15
constexpr int Nh = 4; // srcUnit
constexpr int ePack = 12;
constexpr size_t packCUnit = 4;
const size_t loadTransposeStride = packCUnit * ePack;
float* srcPtr = srcBlock;
for (int iNh = 0; iNh < Nh; ++iNh)
{
// transpose 12x4 to 4x12
// register number : EPack
Vec4 s0 = Vec4::load(srcPtr + 0 * packCUnit);
Vec4 s3 = Vec4::load(srcPtr + 1 * packCUnit);
Vec4 s6 = Vec4::load(srcPtr + 2 * packCUnit);
Vec4 s9 = Vec4::load(srcPtr + 3 * packCUnit);
Vec4 s1 = Vec4::load(srcPtr + 4 * packCUnit);
Vec4 s4 = Vec4::load(srcPtr + 5 * packCUnit);
Vec4 s7 = Vec4::load(srcPtr + 6 * packCUnit);
Vec4 s10 = Vec4::load(srcPtr + 7 * packCUnit);
Vec4 s2 = Vec4::load(srcPtr + 8 * packCUnit);
Vec4 s5 = Vec4::load(srcPtr + 9 * packCUnit);
Vec4 s8 = Vec4::load(srcPtr + 10 * packCUnit);
Vec4 s11 = Vec4::load(srcPtr + 11 * packCUnit);
Vec4::transpose4(s0, s3, s6, s9);
Vec4::transpose4(s1, s4, s7, s10);
Vec4::transpose4(s2, s5, s8, s11);
// to-optimize: interleave load and save in loop
// deal with pack when packCUnit is 8
Vec4::save(srcPtr + 0 * packCUnit, s0);
Vec4::save(srcPtr + 1 * packCUnit, s1);
Vec4::save(srcPtr + 2 * packCUnit, s2);
Vec4::save(srcPtr + 3 * packCUnit, s3);
Vec4::save(srcPtr + 4 * packCUnit, s4);
Vec4::save(srcPtr + 5 * packCUnit, s5);
Vec4::save(srcPtr + 6 * packCUnit, s6);
Vec4::save(srcPtr + 7 * packCUnit, s7);
Vec4::save(srcPtr + 8 * packCUnit, s8);
Vec4::save(srcPtr + 9 * packCUnit, s9);
Vec4::save(srcPtr + 10 * packCUnit, s10);
Vec4::save(srcPtr + 11 * packCUnit, s11);
srcPtr += loadTransposeStride;
}
// MNN_PRINT("winograd in BT*D*B, transpose, loadTransposeStride:%zu, dstStep:%zu\n", loadTransposeStride, dstStep);
// formatMatrix((const float*)srcBlock, {Nh, static_cast<int>(packCUnit), ePack});
srcPtr = srcBlock;
float* dstPtr = dstStart;
for (int i4c = 0; i4c < packCUnit; ++i4c)
{
// source transform D * B. register number : srcUnit * (EPack/4 + 1)
Vec4 s00 = Vec4::load(srcPtr + 0 * loadTransposeStride + 0 * packCUnit);
Vec4 s01 = Vec4::load(srcPtr + 0 * loadTransposeStride + 1 * packCUnit);
Vec4 s02 = Vec4::load(srcPtr + 0 * loadTransposeStride + 2 * packCUnit);
Vec4 s10 = Vec4::load(srcPtr + 1 * loadTransposeStride + 0 * packCUnit);
Vec4 s11 = Vec4::load(srcPtr + 1 * loadTransposeStride + 1 * packCUnit);
Vec4 s12 = Vec4::load(srcPtr + 1 * loadTransposeStride + 2 * packCUnit);
Vec4 s20 = Vec4::load(srcPtr + 2 * loadTransposeStride + 0 * packCUnit);
Vec4 s21 = Vec4::load(srcPtr + 2 * loadTransposeStride + 1 * packCUnit);
Vec4 s22 = Vec4::load(srcPtr + 2 * loadTransposeStride + 2 * packCUnit);
Vec4 s30 = Vec4::load(srcPtr + 3 * loadTransposeStride + 0 * packCUnit);
Vec4 s31 = Vec4::load(srcPtr + 3 * loadTransposeStride + 1 * packCUnit);
Vec4 s32 = Vec4::load(srcPtr + 3 * loadTransposeStride + 2 * packCUnit);
// dstStep = ePack * pack * ic_4
auto ep0 = s00 - s20;
auto ep1 = s01 - s21;
auto ep2 = s02 - s22;
Vec4::save(dstPtr + 0 * dstStep + 0 * packCUnit, ep0);
Vec4::save(dstPtr + 0 * dstStep + 1 * packCUnit, ep1);
Vec4::save(dstPtr + 0 * dstStep + 2 * packCUnit, ep2);
ep0 = s10 + s20;
ep1 = s11 + s21;
ep2 = s12 + s22;
Vec4::save(dstPtr + 1 * dstStep + 0 * packCUnit, ep0);
Vec4::save(dstPtr + 1 * dstStep + 1 * packCUnit, ep1);
Vec4::save(dstPtr + 1 * dstStep + 2 * packCUnit, ep2);
ep0 = s20 - s10;
ep1 = s21 - s11;
ep2 = s22 - s12;
Vec4::save(dstPtr + 2 * dstStep + 0 * packCUnit, ep0);
Vec4::save(dstPtr + 2 * dstStep + 1 * packCUnit, ep1);
Vec4::save(dstPtr + 2 * dstStep + 2 * packCUnit, ep2);
ep0 = s30 - s10;
ep1 = s31 - s11;
ep2 = s32 - s12;
Vec4::save(dstPtr + 3 * dstStep + 0 * packCUnit, ep0);
Vec4::save(dstPtr + 3 * dstStep + 1 * packCUnit, ep1);
Vec4::save(dstPtr + 3 * dstStep + 2 * packCUnit, ep2);
// MNN_PRINT("\nwinograd in BT*D*B, iNh:0-3, i4c:%d\n", i4c);
// formatMatrix(dstPtr + 0 * dstStep , {ePack});
// formatMatrix(dstPtr + 1 * dstStep , {ePack});
// formatMatrix(dstPtr + 2 * dstStep , {ePack});
// formatMatrix(dstPtr + 3 * dstStep , {ePack});
srcPtr += ePack;
dstPtr += ePack;
}
}
static void _sourceTransformUnit4x4(const float* srcBlock, float* dstStart, size_t srcStep, size_t dstStep) {
Vec4 s0 = Vec4::load(srcBlock + 0 * srcStep);
Vec4 s1 = Vec4::load(srcBlock + 1 * srcStep);
Vec4 s2 = Vec4::load(srcBlock + 2 * srcStep);
Vec4 s3 = Vec4::load(srcBlock + 3 * srcStep);
auto m0 = s0 - s2;
auto m1 = s1 + s2;
auto m2 = s2 - s1;
auto m3 = s3 - s1;
Vec4::save(dstStart + 0 * dstStep, m0);
Vec4::save(dstStart + 1 * dstStep, m1);
Vec4::save(dstStart + 2 * dstStep, m2);
Vec4::save(dstStart + 3 * dstStep, m3);
}
static void _destTransformUnit4x2(const float* srcBlock, float* dstStart, size_t srcStep, size_t dstStep) {
Vec4 s0 = Vec4::load(srcBlock + 0 * srcStep);
Vec4 s1 = Vec4::load(srcBlock + 1 * srcStep);
Vec4 s2 = Vec4::load(srcBlock + 2 * srcStep);
Vec4 s3 = Vec4::load(srcBlock + 3 * srcStep);
auto m0 = s0 + s1 + s2;
auto m1 = (s1 - s2) + s3;
Vec4::save(dstStart + 0 * dstStep, m0);
Vec4::save(dstStart + 1 * dstStep, m1);
}
static void _destTransformUnit4x3(const float* srcBlock, float* dstStart, size_t srcStep, size_t dstStep) {
Vec4 s0 = Vec4::load(srcBlock + 0 * srcStep);
Vec4 s1 = Vec4::load(srcBlock + 1 * srcStep);
Vec4 s2 = Vec4::load(srcBlock + 2 * srcStep);
Vec4 s3 = Vec4::load(srcBlock + 3 * srcStep);
auto m0 = s0 + s1 + s2;
auto m1 = (s1 - s2);
auto m2 = (s1 + s2) + s3;
Vec4::save(dstStart + 0 * dstStep, m0);
Vec4::save(dstStart + 1 * dstStep, m1);
Vec4::save(dstStart + 2 * dstStep, m2);
}
#define LOAD8 \
Vec4 s0 = Vec4::load(srcBlock + 0 * srcStep); \
Vec4 s1 = Vec4::load(srcBlock + 1 * srcStep); \
Vec4 s2 = Vec4::load(srcBlock + 2 * srcStep); \
Vec4 s3 = Vec4::load(srcBlock + 3 * srcStep); \
Vec4 s4 = Vec4::load(srcBlock + 4 * srcStep); \
Vec4 s5 = Vec4::load(srcBlock + 5 * srcStep); \
Vec4 s6 = Vec4::load(srcBlock + 6 * srcStep); \
Vec4 s7 = Vec4::load(srcBlock + 7 * srcStep);
static void _sourceTransformUnit8x8(const float* srcBlock, float* dstStart, size_t srcStep, size_t dstStep) {
LOAD8;
Vec4 m0 = s0 * 36.f - s2 * 49.f + s4 * 14.f - s6;
Vec4 m1 = (s1 + s2) * 36.f - (s3 + s4) * 13.f + (s5 + s6);
Vec4 m2 = (s2 - s1) * 36.f + (s3 - s4) * 13.f + (s6 - s5);
Vec4 m3 = s1 * 18.f + s2 * 9.f - s3 * 20.f - s4 * 10.f + s5 * 2.f + s6;
Vec4 m4 = s2 * 9.f - s1 * 18.f + s3 * 20.f - s4 * 10.f - s5 * 2.f + s6;
Vec4 m5 = s1 * 12.f + s2 * 4.f - s3 * 15.f - s4 * 5.f + s5 * 3.f + s6;
Vec4 m6 = s2 * 4.f - s1 * 12.f + s3 * 15.f - s4 * 5.f - s5 * 3.f + s6;
Vec4 m7 = s3 * 49.f - s1 * 36.f - s5 * 14.f + s7;
Vec4::save(dstStart + 0 * dstStep, m0);
Vec4::save(dstStart + 1 * dstStep, m1);
Vec4::save(dstStart + 2 * dstStep, m2);
Vec4::save(dstStart + 3 * dstStep, m3);
Vec4::save(dstStart + 4 * dstStep, m4);
Vec4::save(dstStart + 5 * dstStep, m5);
Vec4::save(dstStart + 6 * dstStep, m6);
Vec4::save(dstStart + 7 * dstStep, m7);
// LOAD8;
// Vec4::save(dstStart + 0 * dstStep, s0);
// Vec4::save(dstStart + 1 * dstStep, s1);
// Vec4::save(dstStart + 2 * dstStep, s2);
// Vec4::save(dstStart + 3 * dstStep, s3);
// Vec4::save(dstStart + 4 * dstStep, s4);
// Vec4::save(dstStart + 5 * dstStep, s5);
// Vec4::save(dstStart + 6 * dstStep, s6);
// Vec4::save(dstStart + 7 * dstStep, s7);
}
static void _sourceTransformUnit8x8Pack12(float* srcBlock, float* dstStart, size_t dstStep) {
// source transform D * B. register number : (srcUnit + 1) * EPack/4 = 27
// todo: impliment
constexpr int Nh = 8; // srcUnit
constexpr int ePack = 12;
constexpr size_t packCUnit = 4;
const size_t loadTransposeStride = packCUnit * ePack;
float* srcPtr = srcBlock;
for (int iNh = 0; iNh < Nh; ++iNh)
{
// transpose 12x4 to 4x12
// register number : EPack
Vec4 s0 = Vec4::load(srcPtr + 0 * packCUnit);
Vec4 s3 = Vec4::load(srcPtr + 1 * packCUnit);
Vec4 s6 = Vec4::load(srcPtr + 2 * packCUnit);
Vec4 s9 = Vec4::load(srcPtr + 3 * packCUnit);
Vec4 s1 = Vec4::load(srcPtr + 4 * packCUnit);
Vec4 s4 = Vec4::load(srcPtr + 5 * packCUnit);
Vec4 s7 = Vec4::load(srcPtr + 6 * packCUnit);
Vec4 s10 = Vec4::load(srcPtr + 7 * packCUnit);
Vec4 s2 = Vec4::load(srcPtr + 8 * packCUnit);
Vec4 s5 = Vec4::load(srcPtr + 9 * packCUnit);
Vec4 s8 = Vec4::load(srcPtr + 10 * packCUnit);
Vec4 s11 = Vec4::load(srcPtr + 11 * packCUnit);
Vec4::transpose4(s0, s3, s6, s9);
Vec4::transpose4(s1, s4, s7, s10);
Vec4::transpose4(s2, s5, s8, s11);
// to-optimize: interleave load and save in loop
// deal with pack when packCUnit is 8
Vec4::save(srcPtr + 0 * packCUnit, s0);
Vec4::save(srcPtr + 1 * packCUnit, s1);
Vec4::save(srcPtr + 2 * packCUnit, s2);
Vec4::save(srcPtr + 3 * packCUnit, s3);
Vec4::save(srcPtr + 4 * packCUnit, s4);
Vec4::save(srcPtr + 5 * packCUnit, s5);
Vec4::save(srcPtr + 6 * packCUnit, s6);
Vec4::save(srcPtr + 7 * packCUnit, s7);
Vec4::save(srcPtr + 8 * packCUnit, s8);
Vec4::save(srcPtr + 9 * packCUnit, s9);
Vec4::save(srcPtr + 10 * packCUnit, s10);
Vec4::save(srcPtr + 11 * packCUnit, s11);
srcPtr += loadTransposeStride;
}
// MNN_PRINT("winograd in BT*D*B, transpose, loadTransposeStride:%zu, dstStep:%zu\n", loadTransposeStride, dstStep);
// formatMatrix((const float*)srcBlock, {Nh, static_cast<int>(packCUnit), ePack});
srcPtr = srcBlock;
float* dstPtr = dstStart;
for (int i4c = 0; i4c < packCUnit; ++i4c)
{
Vec4 s00 = Vec4::load(srcPtr + 0 * loadTransposeStride + 0 * packCUnit);
Vec4 s01 = Vec4::load(srcPtr + 0 * loadTransposeStride + 1 * packCUnit);
Vec4 s02 = Vec4::load(srcPtr + 0 * loadTransposeStride + 2 * packCUnit);
Vec4 s10 = Vec4::load(srcPtr + 1 * loadTransposeStride + 0 * packCUnit);
Vec4 s11 = Vec4::load(srcPtr + 1 * loadTransposeStride + 1 * packCUnit);
Vec4 s12 = Vec4::load(srcPtr + 1 * loadTransposeStride + 2 * packCUnit);
Vec4 s20 = Vec4::load(srcPtr + 2 * loadTransposeStride + 0 * packCUnit);
Vec4 s21 = Vec4::load(srcPtr + 2 * loadTransposeStride + 1 * packCUnit);
Vec4 s22 = Vec4::load(srcPtr + 2 * loadTransposeStride + 2 * packCUnit);
Vec4 s30 = Vec4::load(srcPtr + 3 * loadTransposeStride + 0 * packCUnit);
Vec4 s31 = Vec4::load(srcPtr + 3 * loadTransposeStride + 1 * packCUnit);
Vec4 s32 = Vec4::load(srcPtr + 3 * loadTransposeStride + 2 * packCUnit);
Vec4 s40 = Vec4::load(srcPtr + 4 * loadTransposeStride + 0 * packCUnit);
Vec4 s41 = Vec4::load(srcPtr + 4 * loadTransposeStride + 1 * packCUnit);
Vec4 s42 = Vec4::load(srcPtr + 4 * loadTransposeStride + 2 * packCUnit);
Vec4 s50 = Vec4::load(srcPtr + 5 * loadTransposeStride + 0 * packCUnit);
Vec4 s51 = Vec4::load(srcPtr + 5 * loadTransposeStride + 1 * packCUnit);
Vec4 s52 = Vec4::load(srcPtr + 5 * loadTransposeStride + 2 * packCUnit);
Vec4 s60 = Vec4::load(srcPtr + 6 * loadTransposeStride + 0 * packCUnit);
Vec4 s61 = Vec4::load(srcPtr + 6 * loadTransposeStride + 1 * packCUnit);
Vec4 s62 = Vec4::load(srcPtr + 6 * loadTransposeStride + 2 * packCUnit);
Vec4 s70 = Vec4::load(srcPtr + 7 * loadTransposeStride + 0 * packCUnit);
Vec4 s71 = Vec4::load(srcPtr + 7 * loadTransposeStride + 1 * packCUnit);
Vec4 s72 = Vec4::load(srcPtr + 7 * loadTransposeStride + 2 * packCUnit);
// to-try: reorder complicated commpute of 8x8
auto ep0 = s00 * 36.f - s20 * 49.f + s40 * 14.f - s60;
auto ep1 = s01 * 36.f - s21 * 49.f + s41 * 14.f - s61;
auto ep2 = s02 * 36.f - s22 * 49.f + s42 * 14.f - s62;
Vec4::save(dstPtr + 0 * dstStep + 0 * packCUnit, ep0);
Vec4::save(dstPtr + 0 * dstStep + 1 * packCUnit, ep1);
Vec4::save(dstPtr + 0 * dstStep + 2 * packCUnit, ep2);
ep0 = (s10 + s20) * 36.f - (s30 + s40) * 13.f + (s50 + s60);
ep1 = (s11 + s21) * 36.f - (s31 + s41) * 13.f + (s51 + s61);
ep2 = (s12 + s22) * 36.f - (s32 + s42) * 13.f + (s52 + s62);
Vec4::save(dstPtr + 1 * dstStep + 0 * packCUnit, ep0);
Vec4::save(dstPtr + 1 * dstStep + 1 * packCUnit, ep1);
Vec4::save(dstPtr + 1 * dstStep + 2 * packCUnit, ep2);
ep0 = (s20 - s10) * 36.f + (s30 - s40) * 13.f + (s60 - s50);
ep1 = (s21 - s11) * 36.f + (s31 - s41) * 13.f + (s61 - s51);
ep2 = (s22 - s12) * 36.f + (s32 - s42) * 13.f + (s62 - s52);
Vec4::save(dstPtr + 2 * dstStep + 0 * packCUnit, ep0);
Vec4::save(dstPtr + 2 * dstStep + 1 * packCUnit, ep1);
Vec4::save(dstPtr + 2 * dstStep + 2 * packCUnit, ep2);
ep0 = s10 * 18.f + s20 * 9.f - s30 * 20.f - s40 * 10.f + s50 * 2.f + s60;
ep1 = s11 * 18.f + s21 * 9.f - s31 * 20.f - s41 * 10.f + s51 * 2.f + s61;
ep2 = s12 * 18.f + s22 * 9.f - s32 * 20.f - s42 * 10.f + s52 * 2.f + s62;
Vec4::save(dstPtr + 3 * dstStep + 0 * packCUnit, ep0);
Vec4::save(dstPtr + 3 * dstStep + 1 * packCUnit, ep1);
Vec4::save(dstPtr + 3 * dstStep + 2 * packCUnit, ep2);
ep0 = s20 * 9.f - s10 * 18.f + s30 * 20.f - s40 * 10.f - s50 * 2.f + s60;
ep1 = s21 * 9.f - s11 * 18.f + s31 * 20.f - s41 * 10.f - s51 * 2.f + s61;
ep2 = s22 * 9.f - s12 * 18.f + s32 * 20.f - s42 * 10.f - s52 * 2.f + s62;
Vec4::save(dstPtr + 4 * dstStep + 0 * packCUnit, ep0);
Vec4::save(dstPtr + 4 * dstStep + 1 * packCUnit, ep1);
Vec4::save(dstPtr + 4 * dstStep + 2 * packCUnit, ep2);
ep0 = s10 * 12.f + s20 * 4.f - s30 * 15.f - s40 * 5.f + s50 * 3.f + s60;
ep1 = s11 * 12.f + s21 * 4.f - s31 * 15.f - s41 * 5.f + s51 * 3.f + s61;
ep2 = s12 * 12.f + s22 * 4.f - s32 * 15.f - s42 * 5.f + s52 * 3.f + s62;
Vec4::save(dstPtr + 5 * dstStep + 0 * packCUnit, ep0);
Vec4::save(dstPtr + 5 * dstStep + 1 * packCUnit, ep1);
Vec4::save(dstPtr + 5 * dstStep + 2 * packCUnit, ep2);
ep0 = s20 * 4.f - s10 * 12.f + s30 * 15.f - s40 * 5.f - s50 * 3.f + s60;
ep1 = s21 * 4.f - s11 * 12.f + s31 * 15.f - s41 * 5.f - s51 * 3.f + s61;
ep2 = s22 * 4.f - s12 * 12.f + s32 * 15.f - s42 * 5.f - s52 * 3.f + s62;
Vec4::save(dstPtr + 6 * dstStep + 0 * packCUnit, ep0);
Vec4::save(dstPtr + 6 * dstStep + 1 * packCUnit, ep1);
Vec4::save(dstPtr + 6 * dstStep + 2 * packCUnit, ep2);
ep0 = s30 * 49.f - s10 * 36.f - s50 * 14.f + s70;
ep1 = s31 * 49.f - s11 * 36.f - s51 * 14.f + s71;
ep2 = s32 * 49.f - s12 * 36.f - s52 * 14.f + s72;
Vec4::save(dstPtr + 7 * dstStep + 0 * packCUnit, ep0);
Vec4::save(dstPtr + 7 * dstStep + 1 * packCUnit, ep1);
Vec4::save(dstPtr + 7 * dstStep + 2 * packCUnit, ep2);
srcPtr += ePack;
dstPtr += ePack;
}
}
static void _destTransformUnit8x2(const float* srcBlock, float* dstStart, size_t srcStep, size_t dstStep) {
LOAD8;
auto m0 = s0 + s1 + s2 + s3 + s4 + s5 + s6;
auto m1 = (s1 - s2) + (s3 - s4) * 2.f + (s5 - s6) * 3.f + s7;
Vec4::save(dstStart + 0 * dstStep, m0);
Vec4::save(dstStart + 1 * dstStep, m1);
}
static void _destTransformUnit8x3(const float* srcBlock, float* dstStart, size_t srcStep, size_t dstStep) {
LOAD8;
auto m0 = s0 + s1 + s2 + s3 + s4 + s5 + s6;
auto m1 = (s1 - s2) + (s3 - s4) * 2.f + (s5 - s6) * 3.f;
auto m2 = (s1 + s2) + (s3 + s4) * 4.f + (s5 + s6) * 9.f + s7;
Vec4::save(dstStart + 0 * dstStep, m0);
Vec4::save(dstStart + 1 * dstStep, m1);
Vec4::save(dstStart + 2 * dstStep, m2);
}
static void _destTransformUnit8x4(const float* srcBlock, float* dstStart, size_t srcStep, size_t dstStep) {
LOAD8;
auto m0 = s0 + s1 + s2 + s3 + s4 + s5 + s6;
auto m1 = (s1 - s2) + (s3 - s4) * 2.f + (s5 - s6) * 3.f;
auto m2 = (s1 + s2) + (s3 + s4) * 4.f + (s5 + s6) * 9.f;
auto m3 = (s1 - s2) + (s3 - s4) * 8.f + (s5 - s6) * 27.f + s7;
Vec4::save(dstStart + 0 * dstStep, m0);
Vec4::save(dstStart + 1 * dstStep, m1);
Vec4::save(dstStart + 2 * dstStep, m2);
Vec4::save(dstStart + 3 * dstStep, m3);
}
static void _destTransformUnit8x5(const float* srcBlock, float* dstStart, size_t srcStep, size_t dstStep) {
LOAD8;
auto m0 = s0 + s1 + s2 + s3 + s4 + s5 + s6;
auto m1 = (s1 - s2) + (s3 - s4) * 2.f + (s5 - s6) * 3.f;
auto m2 = (s1 + s2) + (s3 + s4) * 4.f + (s5 + s6) * 9.f;
auto m3 = (s1 - s2) + (s3 - s4) * 8.f + (s5 - s6) * 27.f;
auto m4 = (s1 + s2) + (s3 + s4) * 16.f + (s5 + s6) * 81.f + s7;
Vec4::save(dstStart + 0 * dstStep, m0);
Vec4::save(dstStart + 1 * dstStep, m1);
Vec4::save(dstStart + 2 * dstStep, m2);
Vec4::save(dstStart + 3 * dstStep, m3);
Vec4::save(dstStart + 4 * dstStep, m4);
}
static void _destTransformUnit8x6(const float* srcBlock, float* dstStart, size_t srcStep, size_t dstStep) {
Vec4 s0 = Vec4::load(srcBlock + 0 * srcStep);
Vec4 s1 = Vec4::load(srcBlock + 1 * srcStep);
Vec4 s2 = Vec4::load(srcBlock + 2 * srcStep);
Vec4 s3 = Vec4::load(srcBlock + 3 * srcStep);
Vec4 s4 = Vec4::load(srcBlock + 4 * srcStep);
Vec4 s5 = Vec4::load(srcBlock + 5 * srcStep);
Vec4 s6 = Vec4::load(srcBlock + 6 * srcStep);
Vec4 s7 = Vec4::load(srcBlock + 7 * srcStep);
auto m0 = s0 + s1 + s2 + s3 + s4 + s5 + s6;
auto m1 = (s1 - s2) + (s3 - s4) * 2.f + (s5 - s6) * 3.f;
auto m2 = (s1 + s2) + (s3 + s4) * 4.f + (s5 + s6) * 9.f;
auto m3 = (s1 - s2) + (s3 - s4) * 8.f + (s5 - s6) * 27.f;
auto m4 = (s1 + s2) + (s3 + s4) * 16.f + (s5 + s6) * 81.f;
auto m5 = (s1 - s2) + (s3 - s4) * 32.f + (s5 - s6) * 243.f + s7;
Vec4::save(dstStart + 0 * dstStep, m0);
Vec4::save(dstStart + 1 * dstStep, m1);
Vec4::save(dstStart + 2 * dstStep, m2);
Vec4::save(dstStart + 3 * dstStep, m3);
Vec4::save(dstStart + 4 * dstStep, m4);
Vec4::save(dstStart + 5 * dstStep, m5);
}
static void _destTransformUnit8x7(const float* srcBlock, float* dstStart, size_t srcStep, size_t dstStep) {
Vec4 s0 = Vec4::load(srcBlock + 0 * srcStep);
Vec4 s1 = Vec4::load(srcBlock + 1 * srcStep);
Vec4 s2 = Vec4::load(srcBlock + 2 * srcStep);
Vec4 s3 = Vec4::load(srcBlock + 3 * srcStep);
Vec4 s4 = Vec4::load(srcBlock + 4 * srcStep);
Vec4 s5 = Vec4::load(srcBlock + 5 * srcStep);
Vec4 s6 = Vec4::load(srcBlock + 6 * srcStep);
Vec4 s7 = Vec4::load(srcBlock + 7 * srcStep);
auto m0 = s0 + s1 + s2 + s3 + s4 + s5 + s6;
auto m1 = (s1 - s2) + (s3 - s4) * 2.f + (s5 - s6) * 3.f;
auto m2 = (s1 + s2) + (s3 + s4) * 4.f + (s5 + s6) * 9.f;
auto m3 = (s1 - s2) + (s3 - s4) * 8.f + (s5 - s6) * 27.f;
auto m4 = (s1 + s2) + (s3 + s4) * 16.f + (s5 + s6) * 81.f;
auto m5 = (s1 - s2) + (s3 - s4) * 32.f + (s5 - s6) * 243.f;
auto m6 = (s1 + s2) + (s3 + s4) * 64.f + (s5 + s6) * 729.f + s7;
Vec4::save(dstStart + 0 * dstStep, m0);
Vec4::save(dstStart + 1 * dstStep, m1);
Vec4::save(dstStart + 2 * dstStep, m2);
Vec4::save(dstStart + 3 * dstStep, m3);
Vec4::save(dstStart + 4 * dstStep, m4);
Vec4::save(dstStart + 5 * dstStep, m5);
Vec4::save(dstStart + 6 * dstStep, m6);
}
static void _sourceTransformUnit6x6Pack12(float* srcBlock, float* dstStart, size_t dstStep) {
// source transform D * B. register number : (srcUnit + 1) * EPack/4 = 21
constexpr int Nh = 6; // srcUnit
constexpr int ePack = 12;
constexpr size_t packCUnit = 4;
const size_t loadTransposeStride = packCUnit * ePack;
float* srcPtr = srcBlock;
for (int iNh = 0; iNh < Nh; ++iNh)
{
// transpose 12x4 to 4x12
// register number : EPack
Vec4 s0 = Vec4::load(srcPtr + 0 * packCUnit);
Vec4 s3 = Vec4::load(srcPtr + 1 * packCUnit);
Vec4 s6 = Vec4::load(srcPtr + 2 * packCUnit);
Vec4 s9 = Vec4::load(srcPtr + 3 * packCUnit);
Vec4 s1 = Vec4::load(srcPtr + 4 * packCUnit);
Vec4 s4 = Vec4::load(srcPtr + 5 * packCUnit);
Vec4 s7 = Vec4::load(srcPtr + 6 * packCUnit);
Vec4 s10 = Vec4::load(srcPtr + 7 * packCUnit);
Vec4 s2 = Vec4::load(srcPtr + 8 * packCUnit);
Vec4 s5 = Vec4::load(srcPtr + 9 * packCUnit);
Vec4 s8 = Vec4::load(srcPtr + 10 * packCUnit);
Vec4 s11 = Vec4::load(srcPtr + 11 * packCUnit);
Vec4::transpose4(s0, s3, s6, s9);
Vec4::transpose4(s1, s4, s7, s10);
Vec4::transpose4(s2, s5, s8, s11);
// to-optimize: interleave load and save in loop
// deal with pack when packCUnit is 8
Vec4::save(srcPtr + 0 * packCUnit, s0);
Vec4::save(srcPtr + 1 * packCUnit, s1);
Vec4::save(srcPtr + 2 * packCUnit, s2);
Vec4::save(srcPtr + 3 * packCUnit, s3);
Vec4::save(srcPtr + 4 * packCUnit, s4);
Vec4::save(srcPtr + 5 * packCUnit, s5);
Vec4::save(srcPtr + 6 * packCUnit, s6);
Vec4::save(srcPtr + 7 * packCUnit, s7);
Vec4::save(srcPtr + 8 * packCUnit, s8);
Vec4::save(srcPtr + 9 * packCUnit, s9);
Vec4::save(srcPtr + 10 * packCUnit, s10);
Vec4::save(srcPtr + 11 * packCUnit, s11);
srcPtr += loadTransposeStride;
}
srcPtr = srcBlock;
float* dstPtr = dstStart;
for (int i4c = 0; i4c < packCUnit; ++i4c)
{
Vec4 s00 = Vec4::load(srcPtr + 0 * loadTransposeStride + 0 * packCUnit);
Vec4 s01 = Vec4::load(srcPtr + 0 * loadTransposeStride + 1 * packCUnit);
Vec4 s02 = Vec4::load(srcPtr + 0 * loadTransposeStride + 2 * packCUnit);
Vec4 s10 = Vec4::load(srcPtr + 1 * loadTransposeStride + 0 * packCUnit);
Vec4 s11 = Vec4::load(srcPtr + 1 * loadTransposeStride + 1 * packCUnit);
Vec4 s12 = Vec4::load(srcPtr + 1 * loadTransposeStride + 2 * packCUnit);
Vec4 s20 = Vec4::load(srcPtr + 2 * loadTransposeStride + 0 * packCUnit);
Vec4 s21 = Vec4::load(srcPtr + 2 * loadTransposeStride + 1 * packCUnit);
Vec4 s22 = Vec4::load(srcPtr + 2 * loadTransposeStride + 2 * packCUnit);
Vec4 s30 = Vec4::load(srcPtr + 3 * loadTransposeStride + 0 * packCUnit);
Vec4 s31 = Vec4::load(srcPtr + 3 * loadTransposeStride + 1 * packCUnit);
Vec4 s32 = Vec4::load(srcPtr + 3 * loadTransposeStride + 2 * packCUnit);
Vec4 s40 = Vec4::load(srcPtr + 4 * loadTransposeStride + 0 * packCUnit);
Vec4 s41 = Vec4::load(srcPtr + 4 * loadTransposeStride + 1 * packCUnit);
Vec4 s42 = Vec4::load(srcPtr + 4 * loadTransposeStride + 2 * packCUnit);
Vec4 s50 = Vec4::load(srcPtr + 5 * loadTransposeStride + 0 * packCUnit);
Vec4 s51 = Vec4::load(srcPtr + 5 * loadTransposeStride + 1 * packCUnit);
Vec4 s52 = Vec4::load(srcPtr + 5 * loadTransposeStride + 2 * packCUnit);
// to-try: reorder
auto ep0 = s00 * 4.f - s20 * 5.f + s40;
auto ep1 = s01 * 4.f - s21 * 5.f + s41;
auto ep2 = s02 * 4.f - s22 * 5.f + s42;
Vec4::save(dstPtr + 0 * dstStep + 0 * packCUnit, ep0);
Vec4::save(dstPtr + 0 * dstStep + 1 * packCUnit, ep1);
Vec4::save(dstPtr + 0 * dstStep + 2 * packCUnit, ep2);
ep0 = (s10 + s20) * (-4.f) + s30 + s40;
ep1 = (s11 + s21) * (-4.f) + s31 + s41;
ep2 = (s12 + s22) * (-4.f) + s32 + s42;
Vec4::save(dstPtr + 1 * dstStep + 0 * packCUnit, ep0);
Vec4::save(dstPtr + 1 * dstStep + 1 * packCUnit, ep1);
Vec4::save(dstPtr + 1 * dstStep + 2 * packCUnit, ep2);
ep0 = (s10 - s20) * (4.f) + s40 - s30;
ep1 = (s11 - s21) * (4.f) + s41 - s31;
ep2 = (s12 - s22) * (4.f) + s42 - s32;
Vec4::save(dstPtr + 2 * dstStep + 0 * packCUnit, ep0);
Vec4::save(dstPtr + 2 * dstStep + 1 * packCUnit, ep1);
Vec4::save(dstPtr + 2 * dstStep + 2 * packCUnit, ep2);
ep0 = s10 * (-2.f) - s20 + s30 * 2.f + s40;
ep1 = s11 * (-2.f) - s21 + s31 * 2.f + s41;
ep2 = s12 * (-2.f) - s22 + s32 * 2.f + s42;
Vec4::save(dstPtr + 3 * dstStep + 0 * packCUnit, ep0);
Vec4::save(dstPtr + 3 * dstStep + 1 * packCUnit, ep1);
Vec4::save(dstPtr + 3 * dstStep + 2 * packCUnit, ep2);
ep0 = s10 * 2.f - s20 - s30 * 2.f + s40;
ep1 = s11 * 2.f - s21 - s31 * 2.f + s41;
ep2 = s12 * 2.f - s22 - s32 * 2.f + s42;
Vec4::save(dstPtr + 4 * dstStep + 0 * packCUnit, ep0);
Vec4::save(dstPtr + 4 * dstStep + 1 * packCUnit, ep1);
Vec4::save(dstPtr + 4 * dstStep + 2 * packCUnit, ep2);
ep0 = s10 * 4.f - s30 * 5.f + s50;
ep1 = s11 * 4.f - s31 * 5.f + s51;
ep2 = s12 * 4.f - s32 * 5.f + s52;
Vec4::save(dstPtr + 5 * dstStep + 0 * packCUnit, ep0);
Vec4::save(dstPtr + 5 * dstStep + 1 * packCUnit, ep1);
Vec4::save(dstPtr + 5 * dstStep + 2 * packCUnit, ep2);
srcPtr += ePack;
dstPtr += ePack;
}
}
#define LOAD6 \
Vec4 s0 = Vec4::load(srcBlock + 0 * srcStep); \
Vec4 s1 = Vec4::load(srcBlock + 1 * srcStep); \
Vec4 s2 = Vec4::load(srcBlock + 2 * srcStep); \
Vec4 s3 = Vec4::load(srcBlock + 3 * srcStep); \
Vec4 s4 = Vec4::load(srcBlock + 4 * srcStep); \
Vec4 s5 = Vec4::load(srcBlock + 5 * srcStep);
static void _sourceTransformUnit6x6(const float* srcBlock, float* dstStart, size_t srcStep, size_t dstStep) {
LOAD6;
Vec4 m0 = s0 * 4.f - s2 * 5.f + s4;
Vec4 m1 = (s1 + s2) * (-4.f) + (s3 + s4);
Vec4 m2 = (s1 - s2) * (4.f) + (s4 - s3);
Vec4 m3 = s1 * -2.f - s2 + s3 * 2.f + s4;
Vec4 m4 = s1 * 2.f - s2 - s3 * 2.f + s4;
Vec4 m5 = s1 * 4.f - s3 * 5.f + s5;
Vec4::save(dstStart + 0 * dstStep, m0);
Vec4::save(dstStart + 1 * dstStep, m1);
Vec4::save(dstStart + 2 * dstStep, m2);
Vec4::save(dstStart + 3 * dstStep, m3);
Vec4::save(dstStart + 4 * dstStep, m4);
Vec4::save(dstStart + 5 * dstStep, m5);
}
static void _destTransformUnit6x5(const float* srcBlock, float* dstStart, size_t srcStep, size_t dstStep) {
Vec4 s0 = Vec4::load(srcBlock + 0 * srcStep);
Vec4 s1 = Vec4::load(srcBlock + 1 * srcStep);
Vec4 s2 = Vec4::load(srcBlock + 2 * srcStep);
Vec4 s3 = Vec4::load(srcBlock + 3 * srcStep);
Vec4 s4 = Vec4::load(srcBlock + 4 * srcStep);
Vec4 s5 = Vec4::load(srcBlock + 5 * srcStep);
auto m0 = s0 + s1 + s2 + s3 + s4;
auto m1 = (s1 - s2) + (s3 - s4) * 2.f;
auto m2 = (s1 + s2) + (s3 + s4) * 4.f;
auto m3 = (s1 - s2) + (s3 - s4) * 8.f;
auto m4 = (s1 + s2) + (s3 + s4) * 16.f + s5;
Vec4::save(dstStart + 0 * dstStep, m0);
Vec4::save(dstStart + 1 * dstStep, m1);
Vec4::save(dstStart + 2 * dstStep, m2);
Vec4::save(dstStart + 3 * dstStep, m3);
Vec4::save(dstStart + 4 * dstStep, m4);
}
static void _destTransformUnit6x4(const float* srcBlock, float* dstStart, size_t srcStep, size_t dstStep) {
Vec4 s0 = Vec4::load(srcBlock + 0 * srcStep);
Vec4 s1 = Vec4::load(srcBlock + 1 * srcStep);
Vec4 s2 = Vec4::load(srcBlock + 2 * srcStep);
Vec4 s3 = Vec4::load(srcBlock + 3 * srcStep);
Vec4 s4 = Vec4::load(srcBlock + 4 * srcStep);
Vec4 s5 = Vec4::load(srcBlock + 5 * srcStep);
auto v0 = s3 + s4;
auto v1 = s3 - s4;
auto v2 = s1 + s2;
auto v3 = s1 - s2;
auto m0 = s0 + v2 + v0;
auto m1 = v3 + v1 + v1;
auto m2 = v2 + v0 * 4.f;
auto m3 = v3 + v1 * 8.f + s5;
Vec4::save(dstStart + 0 * dstStep, m0);
Vec4::save(dstStart + 1 * dstStep, m1);
Vec4::save(dstStart + 2 * dstStep, m2);
Vec4::save(dstStart + 3 * dstStep, m3);
}
static void _destTransformUnit6x3(const float* srcBlock, float* dstStart, size_t srcStep, size_t dstStep) {
Vec4 s0 = Vec4::load(srcBlock + 0 * srcStep);
Vec4 s1 = Vec4::load(srcBlock + 1 * srcStep);
Vec4 s2 = Vec4::load(srcBlock + 2 * srcStep);
Vec4 s3 = Vec4::load(srcBlock + 3 * srcStep);
Vec4 s4 = Vec4::load(srcBlock + 4 * srcStep);
Vec4 s5 = Vec4::load(srcBlock + 5 * srcStep);
auto m0 = s0 + s1 + s2 + s3 + s4;
auto m1 = (s1 - s2) + (s3 - s4) * 2.f;
auto m2 = (s1 + s2) + (s3 + s4) * 4.f + s5;
Vec4::save(dstStart + 0 * dstStep, m0);
Vec4::save(dstStart + 1 * dstStep, m1);
Vec4::save(dstStart + 2 * dstStep, m2);
}
static void _destTransformUnit6x2(const float* srcBlock, float* dstStart, size_t srcStep, size_t dstStep) {
Vec4 s0 = Vec4::load(srcBlock + 0 * srcStep);
Vec4 s1 = Vec4::load(srcBlock + 1 * srcStep);
Vec4 s2 = Vec4::load(srcBlock + 2 * srcStep);
Vec4 s3 = Vec4::load(srcBlock + 3 * srcStep);
Vec4 s4 = Vec4::load(srcBlock + 4 * srcStep);
Vec4 s5 = Vec4::load(srcBlock + 5 * srcStep);
auto m0 = s0 + s1 + s2 + s3 + s4;
auto m1 = (s1 - s2) + (s3 - s4) * 2.f + s5;
Vec4::save(dstStart + 0 * dstStep, m0);
Vec4::save(dstStart + 1 * dstStep, m1);
}
static void _sourceUnrollTransformUnit4x4(const float* srcBlock, float* dstStart, size_t srcRowStep, size_t dstRowStep, size_t srcStep, size_t dstStep) {
constexpr size_t srcUnit = 4; // srcUnit
Vec4 s0 = Vec4::load(srcBlock + 0 * srcStep);
Vec4 s1 = Vec4::load(srcBlock + 1 * srcStep);
Vec4 s2 = Vec4::load(srcBlock + 2 * srcStep);
Vec4 s3 = Vec4::load(srcBlock + 3 * srcStep);
for (int i = 0; i < srcUnit - 1; ++i) { //Nw iteration
auto srcFloatPtr = (const float*)(srcBlock + (i + 1) * srcRowStep);
auto dstFloatPtr = (float*)(dstStart + i * dstRowStep);
auto m0 = s0 - s2;
auto m1 = s1 + s2;
auto m2 = s2 - s1;
auto m3 = s3 - s1;
s0 = Vec4::load(srcFloatPtr + 0 * srcStep);
Vec4::save(dstFloatPtr + 0 * dstStep, m0);
s1 = Vec4::load(srcFloatPtr + 1 * srcStep);
Vec4::save(dstFloatPtr + 1 * dstStep, m1);
s2 = Vec4::load(srcFloatPtr + 2 * srcStep);
Vec4::save(dstFloatPtr + 2 * dstStep, m2);
s3 = Vec4::load(srcFloatPtr + 3 * srcStep);
Vec4::save(dstFloatPtr + 3 * dstStep, m3);
}
auto dstFloatPtr = (float*)(dstStart + (srcUnit - 1) * dstRowStep);
auto m0 = s0 - s2;
auto m1 = s1 + s2;
auto m2 = s2 - s1;
auto m3 = s3 - s1;
Vec4::save(dstFloatPtr + 0 * dstStep, m0);
Vec4::save(dstFloatPtr + 1 * dstStep, m1);
Vec4::save(dstFloatPtr + 2 * dstStep, m2);
Vec4::save(dstFloatPtr + 3 * dstStep, m3);
}
static void _sourceUnrollTransformUnit6x6(const float* srcBlock, float* dstStart, size_t srcRowStep, size_t dstRowStep, size_t srcStep, size_t dstStep) {
Vec4 two(2.f);
Vec4 four(4.f);
Vec4 five(5.f);
constexpr size_t srcUnit = 6; // srcUnit
Vec4 buf0 = Vec4::load(srcBlock + 0 * srcStep);
Vec4 buf1 = Vec4::load(srcBlock + 1 * srcStep);
Vec4 buf2 = Vec4::load(srcBlock + 2 * srcStep);
Vec4 buf3 = Vec4::load(srcBlock + 3 * srcStep);
Vec4 buf4 = Vec4::load(srcBlock + 4 * srcStep);
Vec4 buf5 = Vec4::load(srcBlock + 5 * srcStep);
for (int i = 0; i < srcUnit - 1; ++i) { //Nw iteration
auto srcFloatPtr = (const float*)(srcBlock + (i + 1) * srcRowStep);
auto dstFloatPtr = (float*)(dstStart + i * dstRowStep);
auto mid0 = Vec4::fma(buf4, buf2, Vec4(-4));
auto mid1 = Vec4::fma(buf3, buf1, Vec4(-4));
auto mid2 = Vec4::fma(buf2, buf0, Vec4(-4));
auto mid3 = Vec4::fma(buf5, buf3, Vec4(-4));
auto mid4 = buf4 - buf2;
auto mid5 = (buf3 - buf1) * Vec4(2);
Vec4 m0 = mid0 - mid2;
Vec4 m1 = mid0 + mid1;
Vec4 m2 = mid0 - mid1;
Vec4 m3 = mid4 + mid5;
Vec4 m4 = mid4 - mid5;
Vec4 m5 = mid3 - mid1;
buf0 = Vec4::load(srcFloatPtr + 0 * srcStep);
Vec4::save(dstFloatPtr + 0 * dstStep, m0);
buf1 = Vec4::load(srcFloatPtr + 1 * srcStep);
Vec4::save(dstFloatPtr + 1 * dstStep, m1);
buf2 = Vec4::load(srcFloatPtr + 2 * srcStep);
Vec4::save(dstFloatPtr + 2 * dstStep, m2);
buf3 = Vec4::load(srcFloatPtr + 3 * srcStep);
Vec4::save(dstFloatPtr + 3 * dstStep, m3);
buf4 = Vec4::load(srcFloatPtr + 4 * srcStep);
Vec4::save(dstFloatPtr + 4 * dstStep, m4);
buf5 = Vec4::load(srcFloatPtr + 5 * srcStep);
Vec4::save(dstFloatPtr + 5 * dstStep, m5);
}
auto dstFloatPtr = (float*)(dstStart + (srcUnit - 1) * dstRowStep);
auto mid0 = Vec4::fma(buf4, buf2, Vec4(-4));
auto mid1 = Vec4::fma(buf3, buf1, Vec4(-4));
auto mid2 = Vec4::fma(buf2, buf0, Vec4(-4));
auto mid3 = Vec4::fma(buf5, buf3, Vec4(-4));
auto mid4 = buf4 - buf2;
auto mid5 = (buf3 - buf1) * Vec4(2);
Vec4 m0 = mid0 - mid2;
Vec4 m1 = mid0 + mid1;
Vec4 m2 = mid0 - mid1;
Vec4 m3 = mid4 + mid5;
Vec4 m4 = mid4 - mid5;
Vec4 m5 = mid3 - mid1;
Vec4::save(dstFloatPtr + 0 * dstStep, m0);
Vec4::save(dstFloatPtr + 1 * dstStep, m1);
Vec4::save(dstFloatPtr + 2 * dstStep, m2);
Vec4::save(dstFloatPtr + 3 * dstStep, m3);
Vec4::save(dstFloatPtr + 4 * dstStep, m4);
Vec4::save(dstFloatPtr + 5 * dstStep, m5);
}
static void _sourceUnrollTransformUnit8x8(const float* srcBlock, float* dstStart, size_t srcRowStep, size_t dstRowStep, size_t srcStep, size_t dstStep) {
constexpr size_t srcUnit = 8; // srcUnit
Vec4 buf0 = Vec4::load(srcBlock + 0 * srcStep);
Vec4 buf1 = Vec4::load(srcBlock + 1 * srcStep);
Vec4 buf2 = Vec4::load(srcBlock + 2 * srcStep);
Vec4 buf3 = Vec4::load(srcBlock + 3 * srcStep);
Vec4 buf4 = Vec4::load(srcBlock + 4 * srcStep);
Vec4 buf5 = Vec4::load(srcBlock + 5 * srcStep);
Vec4 buf6 = Vec4::load(srcBlock + 6 * srcStep);
Vec4 buf7 = Vec4::load(srcBlock + 7 * srcStep);
// #pragma unroll(srcUnit - 1)
for (int i = 0; i < srcUnit - 1; ++i) { //Nw iteration
auto srcFloatPtr = (const float*)(srcBlock + (i + 1) * srcRowStep);
auto dstFloatPtr = (float*)(dstStart + i * dstRowStep);
Vec4 mid0, mid1, mid2;
mid0 = Vec4::fma(Vec4::fma(buf6, buf2, Vec4(36)), buf4, Vec4(-13));
mid1 = Vec4::fma(Vec4::fma(buf4, buf0, Vec4(36)), buf2, Vec4(-13));
Vec4 m0 = mid1 - mid0;
mid2 = Vec4::fma(Vec4::fma(buf5, buf1, Vec4(36)), buf3, Vec4(-13));
Vec4 m1 = mid0 + mid2;
Vec4 m2 = mid0 - mid2;
mid1 = Vec4::fma(Vec4::fma(buf7, buf3, Vec4(36)), buf5, Vec4(-13));
Vec4 m7 = mid1 - mid2;
mid0 = Vec4::fma(Vec4::fma(buf6, buf2, Vec4(9)), buf4, Vec4(-10));
mid1 = Vec4::fma(buf5, buf1, Vec4(18)) + Vec4::fma(buf5, buf3, Vec4(-20));
mid2 = Vec4::fma(buf5 * 3, buf1, Vec4(12));
Vec4 m3 = mid0 + mid1;
Vec4 m4 = mid0 - mid1;
mid0 = Vec4::fma(Vec4::fma(buf6, buf2, Vec4(4)), buf4, Vec4(-5));
mid1 = Vec4::fma(mid2, buf3, Vec4(-15));
Vec4 m5 = mid0 + mid1;
Vec4 m6 = mid0 - mid1;
buf0 = Vec4::load(srcFloatPtr + 0 * srcStep);
Vec4::save(dstFloatPtr + 0 * dstStep, m0);
buf1 = Vec4::load(srcFloatPtr + 1 * srcStep);
Vec4::save(dstFloatPtr + 1 * dstStep, m1);
buf2 = Vec4::load(srcFloatPtr + 2 * srcStep);
Vec4::save(dstFloatPtr + 2 * dstStep, m2);
buf3 = Vec4::load(srcFloatPtr + 3 * srcStep);
Vec4::save(dstFloatPtr + 3 * dstStep, m3);
buf4 = Vec4::load(srcFloatPtr + 4 * srcStep);
Vec4::save(dstFloatPtr + 4 * dstStep, m4);
buf5 = Vec4::load(srcFloatPtr + 5 * srcStep);
Vec4::save(dstFloatPtr + 5 * dstStep, m5);
buf6 = Vec4::load(srcFloatPtr + 6 * srcStep);
Vec4::save(dstFloatPtr + 6 * dstStep, m6);
buf7 = Vec4::load(srcFloatPtr + 7 * srcStep);
Vec4::save(dstFloatPtr + 7 * dstStep, m7);
}
auto dstFloatPtr = (float*)(dstStart + (srcUnit - 1) * dstRowStep);
Vec4 mid0, mid1, mid2;
mid0 = Vec4::fma(Vec4::fma(buf6, buf2, Vec4(36)), buf4, Vec4(-13));
mid1 = Vec4::fma(Vec4::fma(buf4, buf0, Vec4(36)), buf2, Vec4(-13));
Vec4 m0 = mid1 - mid0;
mid2 = Vec4::fma(Vec4::fma(buf5, buf1, Vec4(36)), buf3, Vec4(-13));
Vec4 m1 = mid0 + mid2;
Vec4 m2 = mid0 - mid2;
mid1 = Vec4::fma(Vec4::fma(buf7, buf3, Vec4(36)), buf5, Vec4(-13));
Vec4 m7 = mid1 - mid2;
mid0 = Vec4::fma(Vec4::fma(buf6, buf2, Vec4(9)), buf4, Vec4(-10));
mid1 = Vec4::fma(buf5, buf1, Vec4(18)) + Vec4::fma(buf5, buf3, Vec4(-20));
mid2 = Vec4::fma(buf5 * 3, buf1, Vec4(12));
Vec4 m3 = mid0 + mid1;
Vec4 m4 = mid0 - mid1;
mid0 = Vec4::fma(Vec4::fma(buf6, buf2, Vec4(4)), buf4, Vec4(-5));
mid1 = Vec4::fma(mid2, buf3, Vec4(-15));
Vec4 m5 = mid0 + mid1;
Vec4 m6 = mid0 - mid1;
Vec4::save(dstFloatPtr + 0 * dstStep, m0);
Vec4::save(dstFloatPtr + 1 * dstStep, m1);
Vec4::save(dstFloatPtr + 2 * dstStep, m2);
Vec4::save(dstFloatPtr + 3 * dstStep, m3);
Vec4::save(dstFloatPtr + 4 * dstStep, m4);
Vec4::save(dstFloatPtr + 5 * dstStep, m5);
Vec4::save(dstFloatPtr + 6 * dstStep, m6);
Vec4::save(dstFloatPtr + 7 * dstStep, m7);
}
template<size_t IterLoop>
static void _destUnrollTransformUnit4x2(const float* srcBlock, float* dstStart, const float* bias, const float* postParameters, size_t srcRowStep, size_t dstRowStep, size_t srcStep, size_t dstStep) {
Vec4 s0 = Vec4::load(srcBlock + 0 * srcStep);
Vec4 s1 = Vec4::load(srcBlock + 1 * srcStep);
Vec4 s2 = Vec4::load(srcBlock + 2 * srcStep);
Vec4 s3 = Vec4::load(srcBlock + 3 * srcStep);
for (int i = 0; i < IterLoop - 1; ++i) {
auto srcFloatPtr = (const float*)(srcBlock + (i + 1) * srcRowStep);
auto dstFloatPtr = (float*)(dstStart + i * dstRowStep);
auto m0 = s0 + s1 + s2;
s0 = Vec4::load(srcFloatPtr + 0 * srcStep);
auto m1 = (s1 - s2) + s3;
s1 = Vec4::load(srcFloatPtr + 1 * srcStep);
Vec4::save(dstFloatPtr + 0 * dstStep, m0);
s2 = Vec4::load(srcFloatPtr + 2 * srcStep);
Vec4::save(dstFloatPtr + 1 * dstStep, m1);
s3 = Vec4::load(srcFloatPtr + 3 * srcStep);
}
auto dstFloatPtr = (float*)(dstStart + (IterLoop - 1) * dstRowStep);
auto m0 = s0 + s1 + s2;
auto m1 = (s1 - s2) + s3;
Vec4::save(dstFloatPtr + 0 * dstStep, m0);
Vec4::save(dstFloatPtr + 1 * dstStep, m1);
}
template<size_t IterLoop>
static void _destUnrollTransformUnit4x3(const float* srcBlock, float* dstStart, const float* bias, const float* postParameters, size_t srcRowStep, size_t dstRowStep, size_t srcStep, size_t dstStep) {
Vec4 s0 = Vec4::load(srcBlock + 0 * srcStep);
Vec4 s1 = Vec4::load(srcBlock + 1 * srcStep);
Vec4 s2 = Vec4::load(srcBlock + 2 * srcStep);
Vec4 s3 = Vec4::load(srcBlock + 3 * srcStep);
for (int i = 0; i < IterLoop - 1; ++i) {
auto srcFloatPtr = (const float*)(srcBlock + (i + 1) * srcRowStep);
auto dstFloatPtr = (float*)(dstStart + i * dstRowStep);
auto m0 = s0 + s1 + s2;
auto m1 = (s1 - s2);
s0 = Vec4::load(srcFloatPtr + 0 * srcStep);
auto m2 = (s1 + s2) + s3;
s1 = Vec4::load(srcFloatPtr + 1 * srcStep);
Vec4::save(dstFloatPtr + 0 * dstStep, m0);
s2 = Vec4::load(srcFloatPtr + 2 * srcStep);
Vec4::save(dstFloatPtr + 1 * dstStep, m1);
s3 = Vec4::load(srcFloatPtr + 3 * srcStep);
Vec4::save(dstFloatPtr + 2 * dstStep, m2);
}
auto dstFloatPtr = (float*)(dstStart + (IterLoop - 1) * dstRowStep);
auto m0 = s0 + s1 + s2;
auto m1 = (s1 - s2);
auto m2 = (s1 + s2) + s3;
Vec4::save(dstFloatPtr + 0 * dstStep, m0);
Vec4::save(dstFloatPtr + 1 * dstStep, m1);
Vec4::save(dstFloatPtr + 2 * dstStep, m2);
}
template<size_t IterLoop>
static void _destUnrollTransformUnit6x5(const float* srcBlock, float* dstStart, const float* bias, const float* postParameters, size_t srcRowStep, size_t dstRowStep, size_t srcStep, size_t dstStep) {
Vec4 s0 = Vec4::load(srcBlock + 0 * srcStep);
Vec4 s1 = Vec4::load(srcBlock + 1 * srcStep);
Vec4 s2 = Vec4::load(srcBlock + 2 * srcStep);
Vec4 s3 = Vec4::load(srcBlock + 3 * srcStep);
Vec4 s4 = Vec4::load(srcBlock + 4 * srcStep);
Vec4 s5 = Vec4::load(srcBlock + 5 * srcStep);
for (int i = 0; i < IterLoop - 1; ++i) {
auto srcFloatPtr = (const float*)(srcBlock + (i + 1) * srcRowStep);
auto dstFloatPtr = (float*)(dstStart + i * dstRowStep);
auto m0 = s0 + s1 + s2 + s3 + s4;
auto m1 = (s1 - s2) + (s3 - s4) * 2.f;
auto m2 = (s1 + s2) + (s3 + s4) * 4.f;
auto m3 = (s1 - s2) + (s3 - s4) * 8.f;
s0 = Vec4::load(srcFloatPtr + 0 * srcStep);
auto m4 = (s1 + s2) + (s3 + s4) * 16.f + s5;
s1 = Vec4::load(srcFloatPtr + 1 * srcStep);
Vec4::save(dstFloatPtr + 0 * dstStep, m0);
s2 = Vec4::load(srcFloatPtr + 2 * srcStep);
Vec4::save(dstFloatPtr + 1 * dstStep, m1);
s3 = Vec4::load(srcFloatPtr + 3 * srcStep);
Vec4::save(dstFloatPtr + 2 * dstStep, m2);
s4 = Vec4::load(srcFloatPtr + 4 * srcStep);
Vec4::save(dstFloatPtr + 3 * dstStep, m3);
s5 = Vec4::load(srcFloatPtr + 5 * srcStep);
Vec4::save(dstFloatPtr + 4 * dstStep, m4);
}
auto dstFloatPtr = (float*)(dstStart + (IterLoop - 1) * dstRowStep);
auto m0 = s0 + s1 + s2 + s3 + s4;
auto m1 = (s1 - s2) + (s3 - s4) * 2.f;
auto m2 = (s1 + s2) + (s3 + s4) * 4.f;
auto m3 = (s1 - s2) + (s3 - s4) * 8.f;
auto m4 = (s1 + s2) + (s3 + s4) * 16.f + s5;
Vec4::save(dstFloatPtr + 0 * dstStep, m0);
Vec4::save(dstFloatPtr + 1 * dstStep, m1);
Vec4::save(dstFloatPtr + 2 * dstStep, m2);
Vec4::save(dstFloatPtr + 3 * dstStep, m3);
Vec4::save(dstFloatPtr + 4 * dstStep, m4);
}
template<size_t IterLoop>
static void _destUnrollTransformUnit6x4(const float* srcBlock, float* dstStart, const float* bias, const float* postParameters, size_t srcRowStep, size_t dstRowStep, size_t srcStep, size_t dstStep) {
Vec4 s0 = Vec4::load(srcBlock + 0 * srcStep);
Vec4 s1 = Vec4::load(srcBlock + 1 * srcStep);
Vec4 s2 = Vec4::load(srcBlock + 2 * srcStep);
Vec4 s3 = Vec4::load(srcBlock + 3 * srcStep);
Vec4 s4 = Vec4::load(srcBlock + 4 * srcStep);
Vec4 s5 = Vec4::load(srcBlock + 5 * srcStep);
for (int i = 0; i < IterLoop - 1; ++i) {
auto srcFloatPtr = (const float*)(srcBlock + (i + 1) * srcRowStep);
auto dstFloatPtr = (float*)(dstStart + i * dstRowStep);
auto v0 = s3 + s4;
auto v1 = s3 - s4;
auto v2 = s1 + s2;
auto v3 = s1 - s2;
auto m0 = s0 + v2 + v0;
auto m1 = v3 + v1 + v1;
s0 = Vec4::load(srcFloatPtr + 0 * srcStep);
auto m2 = v2 + v0 * 4.f;
s1 = Vec4::load(srcFloatPtr + 1 * srcStep);
auto m3 = v3 + v1 * 8.f + s5;
s2 = Vec4::load(srcFloatPtr + 2 * srcStep);
Vec4::save(dstFloatPtr + 0 * dstStep, m0);
s3 = Vec4::load(srcFloatPtr + 3 * srcStep);
Vec4::save(dstFloatPtr + 1 * dstStep, m1);
s4 = Vec4::load(srcFloatPtr + 4 * srcStep);
Vec4::save(dstFloatPtr + 2 * dstStep, m2);
s5 = Vec4::load(srcFloatPtr + 5 * srcStep);
Vec4::save(dstFloatPtr + 3 * dstStep, m3);
}
auto dstFloatPtr = (float*)(dstStart + (IterLoop - 1) * dstRowStep);
auto v0 = s3 + s4;
auto v1 = s3 - s4;
auto v2 = s1 + s2;
auto v3 = s1 - s2;
auto m0 = s0 + v2 + v0;
auto m1 = v3 + v1 + v1;
auto m2 = v2 + v0 * 4.f;
auto m3 = v3 + v1 * 8.f + s5;
Vec4::save(dstFloatPtr + 0 * dstStep, m0);
Vec4::save(dstFloatPtr + 1 * dstStep, m1);
Vec4::save(dstFloatPtr + 2 * dstStep, m2);
Vec4::save(dstFloatPtr + 3 * dstStep, m3);
}
template<size_t IterLoop>
static void _destUnrollTransformUnit6x3(const float* srcBlock, float* dstStart, const float* bias, const float* postParameters, size_t srcRowStep, size_t dstRowStep, size_t srcStep, size_t dstStep) {
Vec4 s0 = Vec4::load(srcBlock + 0 * srcStep);
Vec4 s1 = Vec4::load(srcBlock + 1 * srcStep);
Vec4 s2 = Vec4::load(srcBlock + 2 * srcStep);
Vec4 s3 = Vec4::load(srcBlock + 3 * srcStep);
Vec4 s4 = Vec4::load(srcBlock + 4 * srcStep);
Vec4 s5 = Vec4::load(srcBlock + 5 * srcStep);
for (int i = 0; i < IterLoop - 1; ++i) {
auto srcFloatPtr = (const float*)(srcBlock + (i + 1) * srcRowStep);
auto dstFloatPtr = (float*)(dstStart + i * dstRowStep);
auto m0 = s0 + s1 + s2 + s3 + s4;
auto m1 = (s1 - s2) + (s3 - s4) * 2.f;
s0 = Vec4::load(srcFloatPtr + 0 * srcStep);
auto m2 = (s1 + s2) + (s3 + s4) * 4.f + s5;
s1 = Vec4::load(srcFloatPtr + 1 * srcStep);
Vec4::save(dstFloatPtr + 0 * dstStep, m0);
s2 = Vec4::load(srcFloatPtr + 2 * srcStep);
Vec4::save(dstFloatPtr + 1 * dstStep, m1);
s3 = Vec4::load(srcFloatPtr + 3 * srcStep);
Vec4::save(dstFloatPtr + 2 * dstStep, m2);
s4 = Vec4::load(srcFloatPtr + 4 * srcStep);
s5 = Vec4::load(srcFloatPtr + 5 * srcStep);
}
auto dstFloatPtr = (float*)(dstStart + (IterLoop - 1) * dstRowStep);
auto m0 = s0 + s1 + s2 + s3 + s4;
auto m1 = (s1 - s2) + (s3 - s4) * 2.f;
auto m2 = (s1 + s2) + (s3 + s4) * 4.f + s5;
Vec4::save(dstFloatPtr + 0 * dstStep, m0);
Vec4::save(dstFloatPtr + 1 * dstStep, m1);
Vec4::save(dstFloatPtr + 2 * dstStep, m2);
}
template<size_t IterLoop>
static void _destUnrollTransformUnit6x2(const float* srcBlock, float* dstStart, const float* bias, const float* postParameters, size_t srcRowStep, size_t dstRowStep, size_t srcStep, size_t dstStep) {
Vec4 s0 = Vec4::load(srcBlock + 0 * srcStep);
Vec4 s1 = Vec4::load(srcBlock + 1 * srcStep);
Vec4 s2 = Vec4::load(srcBlock + 2 * srcStep);
Vec4 s3 = Vec4::load(srcBlock + 3 * srcStep);
Vec4 s4 = Vec4::load(srcBlock + 4 * srcStep);
Vec4 s5 = Vec4::load(srcBlock + 5 * srcStep);
for (int i = 0; i < IterLoop - 1; ++i) {
auto srcFloatPtr = (const float*)(srcBlock + (i + 1) * srcRowStep);
auto dstFloatPtr = (float*)(dstStart + i * dstRowStep);
auto m0 = s0 + s1 + s2 + s3 + s4;
s0 = Vec4::load(srcFloatPtr + 0 * srcStep);
auto m1 = (s1 - s2) + (s3 - s4) * 2.f + s5;
s1 = Vec4::load(srcFloatPtr + 1 * srcStep);
Vec4::save(dstFloatPtr + 0 * dstStep, m0);
s2 = Vec4::load(srcFloatPtr + 2 * srcStep);
Vec4::save(dstFloatPtr + 1 * dstStep, m1);
s3 = Vec4::load(srcFloatPtr + 3 * srcStep);
s4 = Vec4::load(srcFloatPtr + 4 * srcStep);
s5 = Vec4::load(srcFloatPtr + 5 * srcStep);
}
auto dstFloatPtr = (float*)(dstStart + (IterLoop - 1) * dstRowStep);
auto m0 = s0 + s1 + s2 + s3 + s4;
auto m1 = (s1 - s2) + (s3 - s4) * 2.f + s5;
Vec4::save(dstFloatPtr + 0 * dstStep, m0);
Vec4::save(dstFloatPtr + 1 * dstStep, m1);
}
template<size_t IterLoop>
static void _destUnrollTransformUnit8x2(const float* srcBlock, float* dstStart, const float* bias, const float* postParameters, size_t srcRowStep, size_t dstRowStep, size_t srcStep, size_t dstStep) {
for (int i = 0; i < IterLoop; ++i) {
auto srcFloatPtr = (const float*)(srcBlock + i * srcRowStep);
auto dstFloatPtr = (float*)(dstStart + i * dstRowStep);
Vec4 s0 = Vec4::load(srcFloatPtr + 0 * srcStep);
Vec4 s1 = Vec4::load(srcFloatPtr + 1 * srcStep);
Vec4 s2 = Vec4::load(srcFloatPtr + 2 * srcStep);
Vec4 s3 = Vec4::load(srcFloatPtr + 3 * srcStep);
Vec4 s4 = Vec4::load(srcFloatPtr + 4 * srcStep);
Vec4 s5 = Vec4::load(srcFloatPtr + 5 * srcStep);
Vec4 s6 = Vec4::load(srcFloatPtr + 6 * srcStep);
Vec4 s7 = Vec4::load(srcFloatPtr + 7 * srcStep);
auto m0 = s0 + s1 + s2 + s3 + s4 + s5 + s6;
auto m1 = (s1 - s2) + (s3 - s4) * 2.f + (s5 - s6) * 3.f + s7;
Vec4::save(dstFloatPtr + 0 * dstStep, m0);
Vec4::save(dstFloatPtr + 1 * dstStep, m1);
}
}
template<size_t IterLoop>
static void _destUnrollTransformUnit8x3(const float* srcBlock, float* dstStart, const float* bias, const float* postParameters, size_t srcRowStep, size_t dstRowStep, size_t srcStep, size_t dstStep) {
Vec4 s0 = Vec4::load(srcBlock + 0 * srcStep);
Vec4 s1 = Vec4::load(srcBlock + 1 * srcStep);
Vec4 s2 = Vec4::load(srcBlock + 2 * srcStep);
Vec4 s3 = Vec4::load(srcBlock + 3 * srcStep);
Vec4 s4 = Vec4::load(srcBlock + 4 * srcStep);
Vec4 s5 = Vec4::load(srcBlock + 5 * srcStep);
Vec4 s6 = Vec4::load(srcBlock + 6 * srcStep);
Vec4 s7 = Vec4::load(srcBlock + 7 * srcStep);
for (int i = 0; i < IterLoop - 1; ++i) {
auto srcFloatPtr = (const float*)(srcBlock + (i + 1) * srcRowStep);
auto dstFloatPtr = (float*)(dstStart + i * dstRowStep);
auto m0 = s0 + s1 + s2 + s3 + s4 + s5 + s6;
s0 = Vec4::load(srcFloatPtr + 0 * srcStep);
auto m2 = (s1 + s2) + (s3 + s4) * 4.f;
auto m1 = (s1 - s2) + (s3 - s4) * 2.f;
s1 = Vec4::load(srcFloatPtr + 1 * srcStep);
s2 = Vec4::load(srcFloatPtr + 2 * srcStep);
m2 += (s5 + s6) * 9.f + s7;
m1 += (s5 - s6) * 3.f;
s3 = Vec4::load(srcFloatPtr + 3 * srcStep);
s4 = Vec4::load(srcFloatPtr + 4 * srcStep);
Vec4::save(dstFloatPtr + 0 * dstStep, m0);
s5 = Vec4::load(srcFloatPtr + 5 * srcStep);
Vec4::save(dstFloatPtr + 1 * dstStep, m1);
s6 = Vec4::load(srcFloatPtr + 6 * srcStep);
Vec4::save(dstFloatPtr + 2 * dstStep, m2);
s7 = Vec4::load(srcFloatPtr + 7 * srcStep);
}
auto dstFloatPtr = (float*)(dstStart + (IterLoop - 1) * dstRowStep);
auto m0 = s0 + s1 + s2 + s3 + s4 + s5 + s6;
auto m1 = (s1 - s2) + (s3 - s4) * 2.f + (s5 - s6) * 3.f;
auto m2 = (s1 + s2) + (s3 + s4) * 4.f + (s5 + s6) * 9.f + s7;
Vec4::save(dstFloatPtr + 0 * dstStep, m0);
Vec4::save(dstFloatPtr + 1 * dstStep, m1);
Vec4::save(dstFloatPtr + 2 * dstStep, m2);
}
template<size_t IterLoop>
static void _destUnrollTransformUnit8x4(const float* srcBlock, float* dstStart, const float* bias, const float* postParameters, size_t srcRowStep, size_t dstRowStep, size_t srcStep, size_t dstStep) {
Vec4 s0 = Vec4::load(srcBlock + 0 * srcStep);
Vec4 s1 = Vec4::load(srcBlock + 1 * srcStep);
Vec4 s2 = Vec4::load(srcBlock + 2 * srcStep);
Vec4 s3 = Vec4::load(srcBlock + 3 * srcStep);
Vec4 s4 = Vec4::load(srcBlock + 4 * srcStep);
Vec4 s5 = Vec4::load(srcBlock + 5 * srcStep);
Vec4 s6 = Vec4::load(srcBlock + 6 * srcStep);
Vec4 s7 = Vec4::load(srcBlock + 7 * srcStep);
for (int i = 0; i < IterLoop - 1; ++i) {
auto srcFloatPtr = (const float*)(srcBlock + (i + 1) * srcRowStep);
auto dstFloatPtr = (float*)(dstStart + i * dstRowStep);
Vec4 mid0, mid1, mid2, mid3, mid4, mid5;
mid0 = s1 + s2;
mid1 = s1 - s2;
mid2 = s3 + s4;
mid3 = s3 - s4;
mid4 = s5 + s6;
mid5 = s5 - s6;
auto m0 = s0 + mid0 + mid2 + mid4;
s0 = Vec4::load(srcFloatPtr + 0 * srcStep);
auto m1 = mid1 + mid3 * 2.f + mid5 * 3.f;
s1 = Vec4::load(srcFloatPtr + 1 * srcStep);
auto m2 = mid0 + mid2 * 4.f + mid4 * 9.f;
s2 = Vec4::load(srcFloatPtr + 2 * srcStep);
auto m3 = mid1 + mid3 * 8.f + mid5 * 27.f + s7;
s3 = Vec4::load(srcFloatPtr + 3 * srcStep);
Vec4::save(dstFloatPtr + 0 * dstStep, m0);
s4 = Vec4::load(srcFloatPtr + 4 * srcStep);
Vec4::save(dstFloatPtr + 1 * dstStep, m1);
s5 = Vec4::load(srcFloatPtr + 5 * srcStep);
Vec4::save(dstFloatPtr + 2 * dstStep, m2);
s6 = Vec4::load(srcFloatPtr + 6 * srcStep);
Vec4::save(dstFloatPtr + 3 * dstStep, m3);
s7 = Vec4::load(srcFloatPtr + 7 * srcStep);
}
auto dstFloatPtr = (float*)(dstStart + (IterLoop - 1) * dstRowStep);
Vec4 mid0, mid1, mid2, mid3, mid4, mid5;
mid0 = s1 + s2;
mid1 = s1 - s2;
mid2 = s3 + s4;
mid3 = s3 - s4;
mid4 = s5 + s6;
mid5 = s5 - s6;
auto m0 = s0 + mid0 + mid2 + mid4;
auto m1 = mid1 + mid3 * 2.f + mid5 * 3.f;
auto m2 = mid0 + mid2 * 4.f + mid4 * 9.f;
auto m3 = mid1 + mid3 * 8.f + mid5 * 27.f + s7;
Vec4::save(dstFloatPtr + 0 * dstStep, m0);
Vec4::save(dstFloatPtr + 1 * dstStep, m1);
Vec4::save(dstFloatPtr + 2 * dstStep, m2);
Vec4::save(dstFloatPtr + 3 * dstStep, m3);
}
template<size_t IterLoop>
static void _destUnrollTransformUnit8x5(const float* srcBlock, float* dstStart, const float* bias, const float* postParameters, size_t srcRowStep, size_t dstRowStep, size_t srcStep, size_t dstStep) {
Vec4 s0 = Vec4::load(srcBlock + 0 * srcStep);
Vec4 s1 = Vec4::load(srcBlock + 1 * srcStep);
Vec4 s2 = Vec4::load(srcBlock + 2 * srcStep);
Vec4 s3 = Vec4::load(srcBlock + 3 * srcStep);
Vec4 s4 = Vec4::load(srcBlock + 4 * srcStep);
Vec4 s5 = Vec4::load(srcBlock + 5 * srcStep);
Vec4 s6 = Vec4::load(srcBlock + 6 * srcStep);
Vec4 s7 = Vec4::load(srcBlock + 7 * srcStep);
for (int i = 0; i < IterLoop - 1; ++i) {
auto srcFloatPtr = (const float*)(srcBlock + (i + 1) * srcRowStep);
auto dstFloatPtr = (float*)(dstStart + i * dstRowStep);
Vec4 mid0, mid1, mid2, mid3, mid4, mid5;
mid0 = s1 + s2;
mid1 = s1 - s2;
mid2 = s3 + s4;
mid3 = s3 - s4;
mid4 = s5 + s6;
mid5 = s5 - s6;
auto m0 = s0 + mid0 + mid2 + mid4;
auto m1 = mid1 + mid3 * 2.f + mid5 * 3.f;
s0 = Vec4::load(srcFloatPtr + 0 * srcStep);
auto m2 = mid0 + mid2 * 4.f + mid4 * 9.f;
s1 = Vec4::load(srcFloatPtr + 1 * srcStep);
auto m3 = mid1 + mid3 * 8.f + mid5 * 27.f;
s2 = Vec4::load(srcFloatPtr + 2 * srcStep);
auto m4 = mid0 + mid2 * 16.f + mid4 * 81.f + s7;
s3 = Vec4::load(srcFloatPtr + 3 * srcStep);
Vec4::save(dstFloatPtr + 0 * dstStep, m0);
s4 = Vec4::load(srcFloatPtr + 4 * srcStep);
Vec4::save(dstFloatPtr + 1 * dstStep, m1);
s5 = Vec4::load(srcFloatPtr + 5 * srcStep);
Vec4::save(dstFloatPtr + 2 * dstStep, m2);
s6 = Vec4::load(srcFloatPtr + 6 * srcStep);
Vec4::save(dstFloatPtr + 3 * dstStep, m3);
s7 = Vec4::load(srcFloatPtr + 7 * srcStep);
Vec4::save(dstFloatPtr + 4 * dstStep, m4);
}
auto dstFloatPtr = (float*)(dstStart + (IterLoop - 1) * dstRowStep);
Vec4 mid0, mid1, mid2, mid3, mid4, mid5;
mid0 = s1 + s2;
mid1 = s1 - s2;
mid2 = s3 + s4;
mid3 = s3 - s4;
mid4 = s5 + s6;
mid5 = s5 - s6;
auto m0 = s0 + mid0 + mid2 + mid4;
auto m1 = mid1 + mid3 * 2.f + mid5 * 3.f;
auto m2 = mid0 + mid2 * 4.f + mid4 * 9.f;
auto m3 = mid1 + mid3 * 8.f + mid5 * 27.f;
auto m4 = mid0 + mid2 * 16.f + mid4 * 81.f + s7;
Vec4::save(dstFloatPtr + 0 * dstStep, m0);
Vec4::save(dstFloatPtr + 1 * dstStep, m1);
Vec4::save(dstFloatPtr + 2 * dstStep, m2);
Vec4::save(dstFloatPtr + 3 * dstStep, m3);
Vec4::save(dstFloatPtr + 4 * dstStep, m4);
}
template<size_t IterLoop>
static void _destUnrollTransformUnit8x6(const float* srcBlock, float* dstStart, const float* bias, const float* postParameters, size_t srcRowStep, size_t dstRowStep, size_t srcStep, size_t dstStep) {
Vec4 s0 = Vec4::load(srcBlock + 0 * srcStep);
Vec4 s1 = Vec4::load(srcBlock + 1 * srcStep);
Vec4 s2 = Vec4::load(srcBlock + 2 * srcStep);
Vec4 s3 = Vec4::load(srcBlock + 3 * srcStep);
Vec4 s4 = Vec4::load(srcBlock + 4 * srcStep);
Vec4 s5 = Vec4::load(srcBlock + 5 * srcStep);
Vec4 s6 = Vec4::load(srcBlock + 6 * srcStep);
Vec4 s7 = Vec4::load(srcBlock + 7 * srcStep);
for (int i = 0; i < IterLoop - 1; ++i) {
auto srcFloatPtr = (const float*)(srcBlock + (i + 1) * srcRowStep);
auto dstFloatPtr = (float*)(dstStart + i * dstRowStep);
Vec4 mid0, mid1, mid2, mid3, mid4, mid5;
mid0 = s1 + s2;
mid1 = s1 - s2;
mid2 = s3 + s4;
mid3 = s3 - s4;
mid4 = s5 + s6;
mid5 = s5 - s6;
auto m0 = s0 + mid0 + mid2 + mid4;
auto m1 = mid1 + mid3 * 2.f + mid5 * 3.f;
auto m2 = mid0 + mid2 * 4.f + mid4 * 9.f;
auto m3 = mid1 + mid3 * 8.f + mid5 * 27.f;
s0 = Vec4::load(srcFloatPtr + 0 * srcStep);
auto m4 = mid0 + mid2 * 16.f + mid4 * 81.f;
s1 = Vec4::load(srcFloatPtr + 1 * srcStep);
auto m5 = mid1 + mid3 * 32.f + mid5 * 243.f + s7;
s2 = Vec4::load(srcFloatPtr + 2 * srcStep);
Vec4::save(dstFloatPtr + 0 * dstStep, m0);
s3 = Vec4::load(srcFloatPtr + 3 * srcStep);
Vec4::save(dstFloatPtr + 1 * dstStep, m1);
s4 = Vec4::load(srcFloatPtr + 4 * srcStep);
Vec4::save(dstFloatPtr + 2 * dstStep, m2);
s5 = Vec4::load(srcFloatPtr + 5 * srcStep);
Vec4::save(dstFloatPtr + 3 * dstStep, m3);
s6 = Vec4::load(srcFloatPtr + 6 * srcStep);
Vec4::save(dstFloatPtr + 4 * dstStep, m4);
s7 = Vec4::load(srcFloatPtr + 7 * srcStep);
Vec4::save(dstFloatPtr + 5 * dstStep, m5);
}
auto dstFloatPtr = (float*)(dstStart + (IterLoop - 1) * dstRowStep);
Vec4 mid0, mid1, mid2, mid3, mid4, mid5;
mid0 = s1 + s2;
mid1 = s1 - s2;
auto m0 = s0 + mid0;
mid2 = s3 + s4;
mid3 = s3 - s4;
m0 = m0 + mid2;
mid4 = s5 + s6;
mid5 = s5 - s6;
m0 = m0 + mid4;
auto m1 = mid1 + mid3 * 2.f + mid5 * 3.f;
auto m2 = mid0 + mid2 * 4.f + mid4 * 9.f;
auto m3 = mid1 + mid3 * 8.f + mid5 * 27.f;
auto m4 = mid0 + mid2 * 16.f + mid4 * 81.f;
auto m5 = mid1 + mid3 * 32.f + mid5 * 243.f + s7;
Vec4::save(dstFloatPtr + 0 * dstStep, m0);
Vec4::save(dstFloatPtr + 1 * dstStep, m1);
Vec4::save(dstFloatPtr + 2 * dstStep, m2);
Vec4::save(dstFloatPtr + 3 * dstStep, m3);
Vec4::save(dstFloatPtr + 4 * dstStep, m4);
Vec4::save(dstFloatPtr + 5 * dstStep, m5);
}
template<size_t IterLoop>
static void _destUnrollTransformUnit8x7(const float* srcBlock, float* dstStart, const float* bias, const float* postParameters, size_t srcRowStep, size_t dstRowStep, size_t srcStep, size_t dstStep) {
Vec4 s0 = Vec4::load(srcBlock + 0 * srcStep);
Vec4 s1 = Vec4::load(srcBlock + 1 * srcStep);
Vec4 s2 = Vec4::load(srcBlock + 2 * srcStep);
Vec4 s3 = Vec4::load(srcBlock + 3 * srcStep);
Vec4 s4 = Vec4::load(srcBlock + 4 * srcStep);
Vec4 s5 = Vec4::load(srcBlock + 5 * srcStep);
Vec4 s6 = Vec4::load(srcBlock + 6 * srcStep);
Vec4 s7 = Vec4::load(srcBlock + 7 * srcStep);
for (int i = 0; i < IterLoop - 1; ++i) {
auto srcFloatPtr = (const float*)(srcBlock + (i + 1) * srcRowStep);
auto dstFloatPtr = (float*)(dstStart + i * dstRowStep);
Vec4 mid0, mid1, mid2, mid3, mid4, mid5;
mid0 = s1 + s2;
mid1 = s1 - s2;
mid2 = s3 + s4;
mid3 = s3 - s4;
mid4 = s5 + s6;
mid5 = s5 - s6;
auto m0 = s0 + mid0 + mid2 + mid4;
auto m1 = mid1 + mid3 * 2.f + mid5 * 3.f;
auto m2 = mid0 + mid2 * 4.f + mid4 * 9.f;
auto m3 = mid1 + mid3 * 8.f + mid5 * 27.f;
auto m4 = mid0 + mid2 * 16.f + mid4 * 81.f;
auto m5 = mid1 + mid3 * 32.f + mid5 * 243.f;
s0 = Vec4::load(srcFloatPtr + 0 * srcStep);
auto m6 = mid0 + mid2 * 64.f + mid4 * 729.f + s7;
s1 = Vec4::load(srcFloatPtr + 1 * srcStep);
Vec4::save(dstFloatPtr + 0 * dstStep, m0);
s2 = Vec4::load(srcFloatPtr + 2 * srcStep);
Vec4::save(dstFloatPtr + 1 * dstStep, m1);
s3 = Vec4::load(srcFloatPtr + 3 * srcStep);
Vec4::save(dstFloatPtr + 2 * dstStep, m2);
s4 = Vec4::load(srcFloatPtr + 4 * srcStep);
Vec4::save(dstFloatPtr + 3 * dstStep, m3);
s5 = Vec4::load(srcFloatPtr + 5 * srcStep);
Vec4::save(dstFloatPtr + 4 * dstStep, m4);
s6 = Vec4::load(srcFloatPtr + 6 * srcStep);
Vec4::save(dstFloatPtr + 5 * dstStep, m5);
s7 = Vec4::load(srcFloatPtr + 7 * srcStep);
Vec4::save(dstFloatPtr + 6 * dstStep, m6);
}
auto dstFloatPtr = (float*)(dstStart +(IterLoop - 1) * dstRowStep);
Vec4 mid0, mid1, mid2, mid3, mid4, mid5;
mid0 = s1 + s2;
mid1 = s1 - s2;
mid2 = s3 + s4;
mid3 = s3 - s4;
mid4 = s5 + s6;
mid5 = s5 - s6;
auto m0 = s0 + mid0 + mid2 + mid4;
auto m1 = mid1 + mid3 * 2.f + mid5 * 3.f;
auto m2 = mid0 + mid2 * 4.f + mid4 * 9.f;
auto m3 = mid1 + mid3 * 8.f + mid5 * 27.f;
auto m4 = mid0 + mid2 * 16.f + mid4 * 81.f;
auto m5 = mid1 + mid3 * 32.f + mid5 * 243.f;
auto m6 = mid0 + mid2 * 64.f + mid4 * 729.f + s7;
Vec4::save(dstFloatPtr + 0 * dstStep, m0);
Vec4::save(dstFloatPtr + 1 * dstStep, m1);
Vec4::save(dstFloatPtr + 2 * dstStep, m2);
Vec4::save(dstFloatPtr + 3 * dstStep, m3);
Vec4::save(dstFloatPtr + 4 * dstStep, m4);
Vec4::save(dstFloatPtr + 5 * dstStep, m5);
Vec4::save(dstFloatPtr + 6 * dstStep, m6);
}
WinogradFunction::TransformFunc WinogradFunction::chooseSourceTransform(int k, int w) {
if (8 == k && 8 == w) {
return _sourceTransformUnit8x8;
}
if (6 == k && 6 == w) {
return _sourceTransformUnit6x6;
}
if (4 == k && 4 == w) {
return _sourceTransformUnit4x4;
}
MNN_ASSERT(false);
return nullptr;
}
WinogradFunction::TransformPackFunc WinogradFunction::chooseWinoSourceTransformPack(int k, int w, int ePack, int lPack, int packCUnit) {
if (ePack == 12 && lPack == 1 && packCUnit == 4) {
if (k == 4 && w == 4) {
return _sourceTransformUnit4x4Pack12;
}
if (k == 6 && w == 6) {
return _sourceTransformUnit6x6Pack12;
}
if (k == 8 && w == 8) {
return _sourceTransformUnit8x8Pack12;
}
// other packing size
}
return nullptr;
}
#define SELECT_KH(K, H) if (h == H) return _destTransformUnit##K##x##H
WinogradFunction::TransformFunc WinogradFunction::chooseDestTransform(int k, int h) {
if (8 == k) {
SELECT_KH(8, 7);
SELECT_KH(8, 6);
SELECT_KH(8, 5);
SELECT_KH(8, 4);
SELECT_KH(8, 3);
SELECT_KH(8, 2);
return nullptr;
}
if (6 == k) {
SELECT_KH(6, 5);
SELECT_KH(6, 4);
SELECT_KH(6, 3);
SELECT_KH(6, 2);
return nullptr;
}
if (2 == h && 4 == k) {
return _destTransformUnit4x2;
}
if (3 == h && 4 == k) {
return _destTransformUnit4x3;
}
return nullptr;
}
WinogradFunction::WinoUnrollTransFunc WinogradFunction::chooseSourceUnrollTransform(int k, int w) {
if (8 == k && 8 == w) {
return _sourceUnrollTransformUnit8x8;
}
if (6 == k && 6 == w) {
return _sourceUnrollTransformUnit6x6;
}
if (4 == k && 4 == w) {
return _sourceUnrollTransformUnit4x4;
}
MNN_ASSERT(false);
return nullptr;
}
void WinogradFunction::chooseWinoDestUnrollTransform(WinogradFunction::WinoUnrollDestTransFunc *destFunctions, size_t maxUnit, int k, int h) {
static WinogradFunction::WinoUnrollDestTransFunc gDestTransUnit4[][5] = {
{
nullptr,
nullptr,
nullptr,
nullptr,
nullptr
}, // 0
{
nullptr,
nullptr,
nullptr,
nullptr,
nullptr
}, // 1
{
nullptr,
_destUnrollTransformUnit4x2<1>,
_destUnrollTransformUnit4x2<2>,
_destUnrollTransformUnit4x2<3>,
_destUnrollTransformUnit4x2<4>
},
{
nullptr,
_destUnrollTransformUnit4x3<1>,
_destUnrollTransformUnit4x3<2>,
_destUnrollTransformUnit4x3<3>,
_destUnrollTransformUnit4x3<4>
}
};
static WinogradFunction::WinoUnrollDestTransFunc gDestTransUnit6[][7] = {
{
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr
}, // 0
{
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr
}, // 1
{
nullptr,
_destUnrollTransformUnit6x2<1>,
_destUnrollTransformUnit6x2<2>,
_destUnrollTransformUnit6x2<3>,
_destUnrollTransformUnit6x2<4>,
_destUnrollTransformUnit6x2<5>,
_destUnrollTransformUnit6x2<6>
},
{
nullptr,
_destUnrollTransformUnit6x3<1>,
_destUnrollTransformUnit6x3<2>,
_destUnrollTransformUnit6x3<3>,
_destUnrollTransformUnit6x3<4>,
_destUnrollTransformUnit6x3<5>,
_destUnrollTransformUnit6x3<6>
},
{
nullptr,
_destUnrollTransformUnit6x4<1>,
_destUnrollTransformUnit6x4<2>,
_destUnrollTransformUnit6x4<3>,
_destUnrollTransformUnit6x4<4>,
_destUnrollTransformUnit6x4<5>,
_destUnrollTransformUnit6x4<6>
},
{
nullptr,
_destUnrollTransformUnit6x5<1>,
_destUnrollTransformUnit6x5<2>,
_destUnrollTransformUnit6x5<3>,
_destUnrollTransformUnit6x5<4>,
_destUnrollTransformUnit6x5<5>,
_destUnrollTransformUnit6x5<6>
}
};
static WinogradFunction::WinoUnrollDestTransFunc gDestTransUnit8[][9] = {
{
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr
}, // 0
{
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr,
nullptr
}, // 1
{
nullptr,
_destUnrollTransformUnit8x2<1>,
_destUnrollTransformUnit8x2<2>,
_destUnrollTransformUnit8x2<3>,
_destUnrollTransformUnit8x2<4>,
_destUnrollTransformUnit8x2<5>,
_destUnrollTransformUnit8x2<6>,
_destUnrollTransformUnit8x2<7>,
_destUnrollTransformUnit8x2<8>
},
{
nullptr,
_destUnrollTransformUnit8x3<1>,
_destUnrollTransformUnit8x3<2>,
_destUnrollTransformUnit8x3<3>,
_destUnrollTransformUnit8x3<4>,
_destUnrollTransformUnit8x3<5>,
_destUnrollTransformUnit8x3<6>,
_destUnrollTransformUnit8x3<7>,
_destUnrollTransformUnit8x3<8>
},
{
nullptr,
_destUnrollTransformUnit8x4<1>,
_destUnrollTransformUnit8x4<2>,
_destUnrollTransformUnit8x4<3>,
_destUnrollTransformUnit8x4<4>,
_destUnrollTransformUnit8x4<5>,
_destUnrollTransformUnit8x4<6>,
_destUnrollTransformUnit8x4<7>,
_destUnrollTransformUnit8x4<8>
},
{
nullptr,
_destUnrollTransformUnit8x5<1>,
_destUnrollTransformUnit8x5<2>,
_destUnrollTransformUnit8x5<3>,
_destUnrollTransformUnit8x5<4>,
_destUnrollTransformUnit8x5<5>,
_destUnrollTransformUnit8x5<6>,
_destUnrollTransformUnit8x5<7>,
_destUnrollTransformUnit8x5<8>
},
{
nullptr,
_destUnrollTransformUnit8x6<1>,
_destUnrollTransformUnit8x6<2>,
_destUnrollTransformUnit8x6<3>,
_destUnrollTransformUnit8x6<4>,
_destUnrollTransformUnit8x6<5>,
_destUnrollTransformUnit8x6<6>,
_destUnrollTransformUnit8x6<7>,
_destUnrollTransformUnit8x6<8>
},
{
nullptr,
_destUnrollTransformUnit8x7<1>,
_destUnrollTransformUnit8x7<2>,
_destUnrollTransformUnit8x7<3>,
_destUnrollTransformUnit8x7<4>,
_destUnrollTransformUnit8x7<5>,
_destUnrollTransformUnit8x7<6>,
_destUnrollTransformUnit8x7<7>,
_destUnrollTransformUnit8x7<8>
}
};
::memset((void*)destFunctions, 0, maxUnit * sizeof(WinogradFunction::WinoUnrollDestTransFunc));
if (8 == k && h > 1 && h < 8) {
memcpy((void*)destFunctions, gDestTransUnit8[h], (8 + 1) * sizeof(WinogradFunction::WinoUnrollDestTransFunc));
return;
}
if (6 == k && h > 1 && h < 6) {
::memcpy((void*)destFunctions, gDestTransUnit6[h], (6 + 1) * sizeof(WinogradFunction::WinoUnrollDestTransFunc));
return;
}
if (4 == k && h > 1 && h < 4) {
memcpy((void*)destFunctions, gDestTransUnit4[h], (4 + 1) * sizeof(WinogradFunction::WinoUnrollDestTransFunc));
return;
}
MNN_ASSERT(false);
MNN_ERROR("Can not find function for chooseWinoDestUnrollTransform: k:%d, h:%d\n", k, h);
return;
}
} // namespace MNN