ffmpeg/libavfilter/x86/vf_lut3d_init.c

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avfilter/vf_lut3d: add x86-optimized tetrahedral interpolation I spotted an interesting pattern that I didn't see before that leads to the implementation being faster. The bit shifting table I was using before is no longer needed, and was able to remove quite a few lines.  I also add use of FMA on the AVX2 version. f32 1920x1080 1 thread with prelut c impl 1434012700 UNITS in lut3d->interp,       1 runs,      0 skips 1434035335 UNITS in lut3d->interp,       2 runs,      0 skips 1423615347 UNITS in lut3d->interp,       4 runs,      0 skips 1426268863 UNITS in lut3d->interp,       8 runs,      0 skips sse2 905484420 UNITS in lut3d->interp,       1 runs,      0 skips 905659010 UNITS in lut3d->interp,       2 runs,      0 skips 915167140 UNITS in lut3d->interp,       4 runs,      0 skips 915834222 UNITS in lut3d->interp,       8 runs,      0 skips avx 574794860 UNITS in lut3d->interp,       1 runs,      0 skips 581035090 UNITS in lut3d->interp,       2 runs,      0 skips 584116720 UNITS in lut3d->interp,       4 runs,      0 skips 581460290 UNITS in lut3d->interp,       8 runs,      0 skips avx2 301698880 UNITS in lut3d->interp,       1 runs,      0 skips 301982880 UNITS in lut3d->interp,       2 runs,      0 skips 306962430 UNITS in lut3d->interp,       4 runs,      0 skips 305472025 UNITS in lut3d->interp,       8 runs,      0 skips gbrap16 1920x1080 1 thread with prelut c impl 1480894840 UNITS in lut3d->interp,       1 runs,      0 skips 1502922990 UNITS in lut3d->interp,       2 runs,      0 skips 1496114307 UNITS in lut3d->interp,       4 runs,      0 skips 1492554551 UNITS in lut3d->interp,       8 runs,      0 skips sse2 980777180 UNITS in lut3d->interp,       1 runs,      0 skips 986121520 UNITS in lut3d->interp,       2 runs,      0 skips 986489840 UNITS in lut3d->interp,       4 runs,      0 skips 998832248 UNITS in lut3d->interp,       8 runs,      0 skips avx 622212360 UNITS in lut3d->interp,       1 runs,      0 skips 622981160 UNITS in lut3d->interp,       2 runs,      0 skips 645396315 UNITS in lut3d->interp,       4 runs,      0 skips 641057075 UNITS in lut3d->interp,       8 runs,      0 skips avx2 321336400 UNITS in lut3d->interp,       1 runs,      0 skips 321268920 UNITS in lut3d->interp,       2 runs,      0 skips 323459895 UNITS in lut3d->interp,       4 runs,      0 skips 324949967 UNITS in lut3d->interp,       8 runs,      0 skips
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/*
* Copyright (c) 2021 Mark Reid <mindmark@gmail.com>
*
* This file is part of FFmpeg.
*
* FFmpeg 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.
*
* FFmpeg 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 FFmpeg; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*/
#include "libavutil/attributes.h"
#include "libavutil/cpu.h"
#include "libavutil/x86/cpu.h"
#include "libavfilter/lut3d.h"
#define DEFINE_INTERP_FUNC(name, format, opt) \
void ff_interp_##name##_##format##_##opt(LUT3DContext *lut3d, Lut3DPreLut *prelut, AVFrame *src, AVFrame *dst, int slice_start, int slice_end, int has_alpha); \
static int interp_##name##_##format##_##opt(AVFilterContext *ctx, void *arg, int jobnr, int nb_jobs) \
{ \
LUT3DContext *lut3d = ctx->priv; \
Lut3DPreLut *prelut = lut3d->prelut.size > 0? &lut3d->prelut: NULL; \
ThreadData *td = arg; \
AVFrame *in = td->in; \
AVFrame *out = td->out; \
int has_alpha = in->linesize[3] && out != in; \
int slice_start = (in->height * jobnr ) / nb_jobs; \
int slice_end = (in->height * (jobnr+1)) / nb_jobs; \
ff_interp_##name##_##format##_##opt(lut3d, prelut, in, out, slice_start, slice_end, has_alpha); \
return 0; \
}
#if ARCH_X86_64
#if HAVE_AVX2_EXTERNAL
DEFINE_INTERP_FUNC(tetrahedral, pf32, avx2)
DEFINE_INTERP_FUNC(tetrahedral, p16, avx2)
#endif
#if HAVE_AVX_EXTERNAL
DEFINE_INTERP_FUNC(tetrahedral, pf32, avx)
DEFINE_INTERP_FUNC(tetrahedral, p16, avx)
#endif
#if HAVE_SSE2_EXTERNAL
avfilter/vf_lut3d: add x86-optimized tetrahedral interpolation I spotted an interesting pattern that I didn't see before that leads to the implementation being faster. The bit shifting table I was using before is no longer needed, and was able to remove quite a few lines.  I also add use of FMA on the AVX2 version. f32 1920x1080 1 thread with prelut c impl 1434012700 UNITS in lut3d->interp,       1 runs,      0 skips 1434035335 UNITS in lut3d->interp,       2 runs,      0 skips 1423615347 UNITS in lut3d->interp,       4 runs,      0 skips 1426268863 UNITS in lut3d->interp,       8 runs,      0 skips sse2 905484420 UNITS in lut3d->interp,       1 runs,      0 skips 905659010 UNITS in lut3d->interp,       2 runs,      0 skips 915167140 UNITS in lut3d->interp,       4 runs,      0 skips 915834222 UNITS in lut3d->interp,       8 runs,      0 skips avx 574794860 UNITS in lut3d->interp,       1 runs,      0 skips 581035090 UNITS in lut3d->interp,       2 runs,      0 skips 584116720 UNITS in lut3d->interp,       4 runs,      0 skips 581460290 UNITS in lut3d->interp,       8 runs,      0 skips avx2 301698880 UNITS in lut3d->interp,       1 runs,      0 skips 301982880 UNITS in lut3d->interp,       2 runs,      0 skips 306962430 UNITS in lut3d->interp,       4 runs,      0 skips 305472025 UNITS in lut3d->interp,       8 runs,      0 skips gbrap16 1920x1080 1 thread with prelut c impl 1480894840 UNITS in lut3d->interp,       1 runs,      0 skips 1502922990 UNITS in lut3d->interp,       2 runs,      0 skips 1496114307 UNITS in lut3d->interp,       4 runs,      0 skips 1492554551 UNITS in lut3d->interp,       8 runs,      0 skips sse2 980777180 UNITS in lut3d->interp,       1 runs,      0 skips 986121520 UNITS in lut3d->interp,       2 runs,      0 skips 986489840 UNITS in lut3d->interp,       4 runs,      0 skips 998832248 UNITS in lut3d->interp,       8 runs,      0 skips avx 622212360 UNITS in lut3d->interp,       1 runs,      0 skips 622981160 UNITS in lut3d->interp,       2 runs,      0 skips 645396315 UNITS in lut3d->interp,       4 runs,      0 skips 641057075 UNITS in lut3d->interp,       8 runs,      0 skips avx2 321336400 UNITS in lut3d->interp,       1 runs,      0 skips 321268920 UNITS in lut3d->interp,       2 runs,      0 skips 323459895 UNITS in lut3d->interp,       4 runs,      0 skips 324949967 UNITS in lut3d->interp,       8 runs,      0 skips
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DEFINE_INTERP_FUNC(tetrahedral, pf32, sse2)
DEFINE_INTERP_FUNC(tetrahedral, p16, sse2)
#endif
#endif
avfilter/vf_lut3d: add x86-optimized tetrahedral interpolation I spotted an interesting pattern that I didn't see before that leads to the implementation being faster. The bit shifting table I was using before is no longer needed, and was able to remove quite a few lines.  I also add use of FMA on the AVX2 version. f32 1920x1080 1 thread with prelut c impl 1434012700 UNITS in lut3d->interp,       1 runs,      0 skips 1434035335 UNITS in lut3d->interp,       2 runs,      0 skips 1423615347 UNITS in lut3d->interp,       4 runs,      0 skips 1426268863 UNITS in lut3d->interp,       8 runs,      0 skips sse2 905484420 UNITS in lut3d->interp,       1 runs,      0 skips 905659010 UNITS in lut3d->interp,       2 runs,      0 skips 915167140 UNITS in lut3d->interp,       4 runs,      0 skips 915834222 UNITS in lut3d->interp,       8 runs,      0 skips avx 574794860 UNITS in lut3d->interp,       1 runs,      0 skips 581035090 UNITS in lut3d->interp,       2 runs,      0 skips 584116720 UNITS in lut3d->interp,       4 runs,      0 skips 581460290 UNITS in lut3d->interp,       8 runs,      0 skips avx2 301698880 UNITS in lut3d->interp,       1 runs,      0 skips 301982880 UNITS in lut3d->interp,       2 runs,      0 skips 306962430 UNITS in lut3d->interp,       4 runs,      0 skips 305472025 UNITS in lut3d->interp,       8 runs,      0 skips gbrap16 1920x1080 1 thread with prelut c impl 1480894840 UNITS in lut3d->interp,       1 runs,      0 skips 1502922990 UNITS in lut3d->interp,       2 runs,      0 skips 1496114307 UNITS in lut3d->interp,       4 runs,      0 skips 1492554551 UNITS in lut3d->interp,       8 runs,      0 skips sse2 980777180 UNITS in lut3d->interp,       1 runs,      0 skips 986121520 UNITS in lut3d->interp,       2 runs,      0 skips 986489840 UNITS in lut3d->interp,       4 runs,      0 skips 998832248 UNITS in lut3d->interp,       8 runs,      0 skips avx 622212360 UNITS in lut3d->interp,       1 runs,      0 skips 622981160 UNITS in lut3d->interp,       2 runs,      0 skips 645396315 UNITS in lut3d->interp,       4 runs,      0 skips 641057075 UNITS in lut3d->interp,       8 runs,      0 skips avx2 321336400 UNITS in lut3d->interp,       1 runs,      0 skips 321268920 UNITS in lut3d->interp,       2 runs,      0 skips 323459895 UNITS in lut3d->interp,       4 runs,      0 skips 324949967 UNITS in lut3d->interp,       8 runs,      0 skips
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av_cold void ff_lut3d_init_x86(LUT3DContext *s, const AVPixFmtDescriptor *desc)
{
int cpu_flags = av_get_cpu_flags();
int planar = desc->flags & AV_PIX_FMT_FLAG_PLANAR;
int isfloat = desc->flags & AV_PIX_FMT_FLAG_FLOAT;
int depth = desc->comp[0].depth;
#if ARCH_X86_64
if (EXTERNAL_AVX2_FAST(cpu_flags) && EXTERNAL_FMA3(cpu_flags) && s->interpolation == INTERPOLATE_TETRAHEDRAL && planar) {
#if HAVE_AVX2_EXTERNAL
if (isfloat && planar) {
s->interp = interp_tetrahedral_pf32_avx2;
} else if (depth == 16) {
s->interp = interp_tetrahedral_p16_avx2;
}
#endif
} else if (EXTERNAL_AVX_FAST(cpu_flags) && s->interpolation == INTERPOLATE_TETRAHEDRAL && planar) {
#if HAVE_AVX_EXTERNAL
if (isfloat) {
s->interp = interp_tetrahedral_pf32_avx;
} else if (depth == 16) {
s->interp = interp_tetrahedral_p16_avx;
}
#endif
} else if (EXTERNAL_SSE2(cpu_flags) && s->interpolation == INTERPOLATE_TETRAHEDRAL && planar) {
#if HAVE_SSE2_EXTERNAL
avfilter/vf_lut3d: add x86-optimized tetrahedral interpolation I spotted an interesting pattern that I didn't see before that leads to the implementation being faster. The bit shifting table I was using before is no longer needed, and was able to remove quite a few lines.  I also add use of FMA on the AVX2 version. f32 1920x1080 1 thread with prelut c impl 1434012700 UNITS in lut3d->interp,       1 runs,      0 skips 1434035335 UNITS in lut3d->interp,       2 runs,      0 skips 1423615347 UNITS in lut3d->interp,       4 runs,      0 skips 1426268863 UNITS in lut3d->interp,       8 runs,      0 skips sse2 905484420 UNITS in lut3d->interp,       1 runs,      0 skips 905659010 UNITS in lut3d->interp,       2 runs,      0 skips 915167140 UNITS in lut3d->interp,       4 runs,      0 skips 915834222 UNITS in lut3d->interp,       8 runs,      0 skips avx 574794860 UNITS in lut3d->interp,       1 runs,      0 skips 581035090 UNITS in lut3d->interp,       2 runs,      0 skips 584116720 UNITS in lut3d->interp,       4 runs,      0 skips 581460290 UNITS in lut3d->interp,       8 runs,      0 skips avx2 301698880 UNITS in lut3d->interp,       1 runs,      0 skips 301982880 UNITS in lut3d->interp,       2 runs,      0 skips 306962430 UNITS in lut3d->interp,       4 runs,      0 skips 305472025 UNITS in lut3d->interp,       8 runs,      0 skips gbrap16 1920x1080 1 thread with prelut c impl 1480894840 UNITS in lut3d->interp,       1 runs,      0 skips 1502922990 UNITS in lut3d->interp,       2 runs,      0 skips 1496114307 UNITS in lut3d->interp,       4 runs,      0 skips 1492554551 UNITS in lut3d->interp,       8 runs,      0 skips sse2 980777180 UNITS in lut3d->interp,       1 runs,      0 skips 986121520 UNITS in lut3d->interp,       2 runs,      0 skips 986489840 UNITS in lut3d->interp,       4 runs,      0 skips 998832248 UNITS in lut3d->interp,       8 runs,      0 skips avx 622212360 UNITS in lut3d->interp,       1 runs,      0 skips 622981160 UNITS in lut3d->interp,       2 runs,      0 skips 645396315 UNITS in lut3d->interp,       4 runs,      0 skips 641057075 UNITS in lut3d->interp,       8 runs,      0 skips avx2 321336400 UNITS in lut3d->interp,       1 runs,      0 skips 321268920 UNITS in lut3d->interp,       2 runs,      0 skips 323459895 UNITS in lut3d->interp,       4 runs,      0 skips 324949967 UNITS in lut3d->interp,       8 runs,      0 skips
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if (isfloat) {
s->interp = interp_tetrahedral_pf32_sse2;
} else if (depth == 16) {
s->interp = interp_tetrahedral_p16_sse2;
}
#endif
avfilter/vf_lut3d: add x86-optimized tetrahedral interpolation I spotted an interesting pattern that I didn't see before that leads to the implementation being faster. The bit shifting table I was using before is no longer needed, and was able to remove quite a few lines.  I also add use of FMA on the AVX2 version. f32 1920x1080 1 thread with prelut c impl 1434012700 UNITS in lut3d->interp,       1 runs,      0 skips 1434035335 UNITS in lut3d->interp,       2 runs,      0 skips 1423615347 UNITS in lut3d->interp,       4 runs,      0 skips 1426268863 UNITS in lut3d->interp,       8 runs,      0 skips sse2 905484420 UNITS in lut3d->interp,       1 runs,      0 skips 905659010 UNITS in lut3d->interp,       2 runs,      0 skips 915167140 UNITS in lut3d->interp,       4 runs,      0 skips 915834222 UNITS in lut3d->interp,       8 runs,      0 skips avx 574794860 UNITS in lut3d->interp,       1 runs,      0 skips 581035090 UNITS in lut3d->interp,       2 runs,      0 skips 584116720 UNITS in lut3d->interp,       4 runs,      0 skips 581460290 UNITS in lut3d->interp,       8 runs,      0 skips avx2 301698880 UNITS in lut3d->interp,       1 runs,      0 skips 301982880 UNITS in lut3d->interp,       2 runs,      0 skips 306962430 UNITS in lut3d->interp,       4 runs,      0 skips 305472025 UNITS in lut3d->interp,       8 runs,      0 skips gbrap16 1920x1080 1 thread with prelut c impl 1480894840 UNITS in lut3d->interp,       1 runs,      0 skips 1502922990 UNITS in lut3d->interp,       2 runs,      0 skips 1496114307 UNITS in lut3d->interp,       4 runs,      0 skips 1492554551 UNITS in lut3d->interp,       8 runs,      0 skips sse2 980777180 UNITS in lut3d->interp,       1 runs,      0 skips 986121520 UNITS in lut3d->interp,       2 runs,      0 skips 986489840 UNITS in lut3d->interp,       4 runs,      0 skips 998832248 UNITS in lut3d->interp,       8 runs,      0 skips avx 622212360 UNITS in lut3d->interp,       1 runs,      0 skips 622981160 UNITS in lut3d->interp,       2 runs,      0 skips 645396315 UNITS in lut3d->interp,       4 runs,      0 skips 641057075 UNITS in lut3d->interp,       8 runs,      0 skips avx2 321336400 UNITS in lut3d->interp,       1 runs,      0 skips 321268920 UNITS in lut3d->interp,       2 runs,      0 skips 323459895 UNITS in lut3d->interp,       4 runs,      0 skips 324949967 UNITS in lut3d->interp,       8 runs,      0 skips
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}
#endif
}