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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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| 
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| #include "cpu_detect.h"
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| #include "STTypes.h"
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| 
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| using namespace soundtouch;
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| 
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| #ifdef SOUNDTOUCH_ALLOW_SSE
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| 
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| // SSE routines available only with float sample type    
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|     #define _MM_LOAD    _mm_load_ps
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| 
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|     if (((ulongptr)pV1) & 15) return -1e50;    // skip unaligned locations
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| 
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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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| 
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|     // ensure overlapLength is divisible by 8
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|     assert((overlapLength % 8) == 0);
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|         pVec1 += 16;
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|         pVec2 += 4;
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|     }
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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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| 
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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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| 
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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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| 
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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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| 
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|     for (j = 0; j < 15; j ++) norm += pV1[j] * pV1[j];
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| 
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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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| 
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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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| //////////////////////////////////////////////////////////////////////////////
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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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| 
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| #include "FIRFilter.h"
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| 
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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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| 
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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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| 
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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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| 
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|     FIRFilter::setCoefficients(coeffs, newLength, uResultDivFactor);
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| 
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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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| 
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|     fDivider = (float)resultDivider;
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| 
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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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| 
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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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| 
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|     assert(count % 2 == 0);
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| 
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|     if (count < 2) return 0;
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|             pSrc += 16;
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|             pFil += 4;
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|         }
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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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| 
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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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| 
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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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| 
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|     return (uint)count;
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| #endif  // SOUNDTOUCH_ALLOW_SSE
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