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