On Tue, 27 May 2025, Dmitriy Kovalenko wrote:
This particular set of changes is a small improvement to all the
existing functions and macro. The biggest performance gain is
coming from post loading increment of the pointer and immediate
prefetching
How certain are you about the prefetching actually making a notable
difference here? I tried this patch, on an M3 Pro, and I see no difference
in the benchmark numbers from checkasm if I remove those prefetch
instructions. Do you have a setup where you can actually measure that they
do make a difference?
So far, nothing within ffmpeg uses prefetch instructions anywhere, and I
haven't seen a case where they would actually do anything beneficial. (The
conventional wisdom I've heard is that they mostly don't do anything or
actually end up harmful. In this case, they also add a direct dependence
on the updated pointer register from the directly preceding instruction,
which _is_ harmful on in-order cores, unless it entirely ignores the
instruction.)
diff --git a/libswscale/aarch64/input.S b/libswscale/aarch64/input.S
index c1c0adffc8..ee8eb24c14 100644
--- a/libswscale/aarch64/input.S
+++ b/libswscale/aarch64/input.S
@@ -1,5 +1,4 @@
-/*
- * Copyright (c) 2024 Zhao Zhili <[email protected]>
+/* Copyright (c) 2024 Zhao Zhili <[email protected]>
This is an unrelated change
*
* This file is part of FFmpeg.
*
@@ -57,20 +56,41 @@
sqshrn2 \dst\().8h, \dst2\().4s, \right_shift // dst_higher_half =
dst2 >> right_shift
.endm
+// interleaved product version of the rgb to yuv gives slightly better
performance on non-performant mobile
+.macro rgb_to_uv_interleaved_product r, g, b, u_coef0, u_coef1, u_coef2,
v_coef0, v_coef1, v_coef2, u_dst1, u_dst2, v_dst1, v_dst2, u_dst, v_dst,
right_shift
+ smlal \u_dst1\().4s, \u_coef0\().4h, \r\().4h // U += ru * r (first
4)
+ smlal \v_dst1\().4s, \v_coef0\().4h, \r\().4h // V += rv * r (first
4)
+ smlal2 \u_dst2\().4s, \u_coef0\().8h, \r\().8h // U += ru * r (second
4)
+ smlal2 \v_dst2\().4s, \v_coef0\().8h, \r\().8h // V += rv * r (second
4)
+
The patch adds trailing whitespace here and in many other places; make
sure you don't do that. (It is visible by doing e.g. "git show".)
Also, as a general rule, indent instructions within macros in the same way
as elsewhere.
+ smlal \u_dst1\().4s, \u_coef1\().4h, \g\().4h // U += gu * g (first
4)
+ smlal \v_dst1\().4s, \v_coef1\().4h, \g\().4h // V += gv * g (first
4)
+ smlal2 \u_dst2\().4s, \u_coef1\().8h, \g\().8h // U += gu * g (second
4)
+ smlal2 \v_dst2\().4s, \v_coef1\().8h, \g\().8h // V += gv * g (second
4)
If you with "non-performant mobile" mean small in-order cores, most of
them can handle repeated accumulation like these even faster, if you
sequence these so that all accumulations to one register is sequentially.
E.g. first all "smlal \u_dst1\().4s", followed by all "smlal
\u_dst2\().4s", followed by \v_dst1, followed by \v_dst2. It's worth
benchmarking if you do have access to such cores (e.g. Cortex-A53/A55;
perhaps that's also the case on the Cortex-R you mentioned in the commit
message).
That kind of code sequence is very counterintuitive, when considering
instruction scheduling for an in-order core, but there is an explicit
mention of it in the code optimization guides for them; it's usually
worthwhile to test out such a form of these accumulations.
+
+ smlal \u_dst1\().4s, \u_coef2\().4h, \b\().4h // U += bu * b (first
4)
+ smlal \v_dst1\().4s, \v_coef2\().4h, \b\().4h // V += bv * b (first
4)
+ smlal2 \u_dst2\().4s, \u_coef2\().8h, \b\().8h // U += bu * b (second
4)
+ smlal2 \v_dst2\().4s, \v_coef2\().8h, \b\().8h // V += bv * b (second
4)
+
+ sqshrn \u_dst\().4h, \u_dst1\().4s, \right_shift // U first 4 pixels
+ sqshrn2 \u_dst\().8h, \u_dst2\().4s, \right_shift // U all 8 pixels
+ sqshrn \v_dst\().4h, \v_dst1\().4s, \right_shift // V first 4 pixels
+ sqshrn2 \v_dst\().8h, \v_dst2\().4s, \right_shift // V all 8 pixels
+.endm
+
.macro rgbToY_neon fmt_bgr, fmt_rgb, element, alpha_first=0
function ff_\fmt_bgr\()ToY_neon, export=1
- cmp w4, #0 // check width > 0
+ cbz w4, 3f // check width > 0
ldp w12, w11, [x5] // w12: ry, w11: gy
ldr w10, [x5, #8] // w10: by
- b.gt 4f
- ret
+ b 4f
endfunc
function ff_\fmt_rgb\()ToY_neon, export=1
- cmp w4, #0 // check width > 0
+ cbz w4, 3f // check width > 0
ldp w10, w11, [x5] // w10: ry, w11: gy
ldr w12, [x5, #8] // w12: by
- b.le 3f
4:
mov w9, #256 // w9 = 1 << (RGB2YUV_SHIFT - 7)
movk w9, #8, lsl #16 // w9 += 32 << (RGB2YUV_SHIFT -
1)
@@ -158,8 +178,7 @@ rgbToY_neon abgr32, argb32, element=4, alpha_first=1
.macro rgbToUV_half_neon fmt_bgr, fmt_rgb, element, alpha_first=0
function ff_\fmt_bgr\()ToUV_half_neon, export=1
- cmp w5, #0 // check width > 0
- b.le 3f
+ cbz w5, 3f // check width > 0
ldp w12, w11, [x6, #12]
ldp w10, w15, [x6, #20]
@@ -168,7 +187,7 @@ function ff_\fmt_bgr\()ToUV_half_neon, export=1
endfunc
function ff_\fmt_rgb\()ToUV_half_neon, export=1
- cmp w5, #0 // check width > 0
+ cmp w5, #0 // check width > 0
b.le 3f
ldp w10, w11, [x6, #12] // w10: ru, w11: gu
@@ -178,32 +197,41 @@ function ff_\fmt_rgb\()ToUV_half_neon, export=1
cmp w5, #8
rgb_set_uv_coeff half=1
b.lt 2f
-1:
+1: // load 16 pixels and prefetch memory for the next block
.if \element == 3
- ld3 { v16.16b, v17.16b, v18.16b }, [x3]
+ ld3 { v16.16b, v17.16b, v18.16b }, [x3], #48
+ prfm pldl1strm, [x3, #48]
.else
- ld4 { v16.16b, v17.16b, v18.16b, v19.16b }, [x3]
+ ld4 { v16.16b, v17.16b, v18.16b, v19.16b }, [x3], #64
+ prfm pldl1strm, [x3, #64]
.endif
+
.if \alpha_first
- uaddlp v21.8h, v19.16b
- uaddlp v20.8h, v18.16b
- uaddlp v19.8h, v17.16b
+ uaddlp v21.8h, v19.16b // v21: summed b pairs
+ uaddlp v20.8h, v18.16b // v20: summed g pairs
+ uaddlp v19.8h, v17.16b // v19: summed r pairs
.else
- uaddlp v19.8h, v16.16b // v19: r
- uaddlp v20.8h, v17.16b // v20: g
- uaddlp v21.8h, v18.16b // v21: b
+ uaddlp v19.8h, v16.16b // v19: summed r pairs
+ uaddlp v20.8h, v17.16b // v20: summed g pairs
+ uaddlp v21.8h, v18.16b // v21: summed b pairs
.endif
- rgb_to_yuv_product v19, v20, v21, v22, v23, v16, v0, v1, v2, #10
- rgb_to_yuv_product v19, v20, v21, v24, v25, v17, v3, v4, v5, #10
- sub w5, w5, #8 // width -= 8
- add x3, x3, #(16*\element)
- cmp w5, #8 // width >= 8 ?
+ mov v22.16b, v6.16b // U first half
+ mov v23.16b, v6.16b // U second half
+ mov v24.16b, v6.16b // V first half
+ mov v25.16b, v6.16b // V second half
+
+ rgb_to_uv_interleaved_product v19, v20, v21, v0, v1, v2, v3, v4, v5,
v22, v23, v24, v25, v16, v17, #10
+
str q16, [x0], #16 // store dst_u
str q17, [x1], #16 // store dst_v
+
+ sub w5, w5, #8 // width -= 8
+ cmp w5, #8 // width >= 8 ?
b.ge 1b
- cbz w5, 3f
-2:
+ cbz w5, 3f // No pixels left? Exit
+
+2: // Scalar fallback for remaining pixels
.if \alpha_first
rgb_load_add_half 1, 5, 2, 6, 3, 7
.else
@@ -213,21 +241,24 @@ function ff_\fmt_rgb\()ToUV_half_neon, export=1
rgb_load_add_half 0, 4, 1, 5, 2, 6
.endif
.endif
-
smaddl x8, w2, w10, x9 // dst_u = ru * r + const_offset
+ smaddl x16, w2, w13, x9 // dst_v = rv * r +
const_offset (parallel)
+
smaddl x8, w4, w11, x8 // dst_u += gu * g
+ smaddl x16, w4, w14, x16 // dst_v += gv * g (parallel)
+
smaddl x8, w7, w12, x8 // dst_u += bu * b
- asr x8, x8, #10 // dst_u >>= 10
+ smaddl x16, w7, w15, x16 // dst_v += bv * b (parallel)
+
+ asr w8, w8, #10 // dst_u >>= 10
+ asr w16, w16, #10 // dst_v >>= 10
+
strh w8, [x0], #2 // store dst_u
-
- smaddl x8, w2, w13, x9 // dst_v = rv * r +
const_offset
- smaddl x8, w4, w14, x8 // dst_v += gv * g
- smaddl x8, w7, w15, x8 // dst_v += bv * b
- asr x8, x8, #10 // dst_v >>= 10
- sub w5, w5, #1
- add x3, x3, #(2*\element)
- strh w8, [x1], #2 // store dst_v
- cbnz w5, 2b
+ strh w16, [x1], #2 // store dst_v
+
+ sub w5, w5, #1 // width--
+ add x3, x3, #(2*\element) // Advance source pointer
+ cbnz w5, 2b // Process next pixel if any
left
3:
ret
endfunc
@@ -244,9 +275,9 @@ function ff_\fmt_bgr\()ToUV_neon, export=1
cmp w5, #0 // check width > 0
b.le 3f
- ldp w12, w11, [x6, #12]
- ldp w10, w15, [x6, #20]
- ldp w14, w13, [x6, #28]
+ ldp w12, w11, [x6, #12] // bu, gu
+ ldp w10, w15, [x6, #20] // ru, bv
+ ldp w14, w13, [x6, #28] // gv, rv
b 4f
endfunc
@@ -263,21 +294,48 @@ function ff_\fmt_rgb\()ToUV_neon, export=1
b.lt 2f
1:
.if \alpha_first
- argb_to_yuv_load_rgb x3
+ ld4 { v16.16b, v17.16b, v18.16b, v19.16b }, [x3], #64
+ uxtl v21.8h, v19.8b // v21: b
+ uxtl2 v24.8h, v19.16b // v24: b
+ uxtl v19.8h, v17.8b // v19: r
+ uxtl v20.8h, v18.8b // v20: g
+ uxtl2 v22.8h, v17.16b // v22: r
+ uxtl2 v23.8h, v18.16b // v23: g
The code here, and below, is exactly the same as before, except for the
postincrement on the load (plus the prefetch). Can we add the
postincrement to the macro rather than unmacroing the code?
.else
- rgb_to_yuv_load_rgb x3, \element
+ .if \element == 3
+ ld3 { v16.16b, v17.16b, v18.16b }, [x3], #48
+ prfm pldl1strm, [x3, #48]
Instead of adding unusual indentation of the instructions here, you could
use 2 instead of 4 spaces for the .if directives, to keep the vertical
alignment of the instructions.
+ .else // element == 4
+ ld4 { v16.16b, v17.16b, v18.16b, v19.16b }, [x3], #64
+ prfm pldl1strm, [x3, #64]
+ .endif
+ uxtl v19.8h, v16.8b // v19: r
+ uxtl v20.8h, v17.8b // v20: g
+ uxtl v21.8h, v18.8b // v21: b
+ uxtl2 v22.8h, v16.16b // v22: r
+ uxtl2 v23.8h, v17.16b // v23: g
+ uxtl2 v24.8h, v18.16b // v24: b
.endif
- rgb_to_yuv_product v19, v20, v21, v25, v26, v16, v0, v1, v2, #9
- rgb_to_yuv_product v22, v23, v24, v27, v28, v17, v0, v1, v2, #9
- rgb_to_yuv_product v19, v20, v21, v25, v26, v18, v3, v4, v5, #9
- rgb_to_yuv_product v22, v23, v24, v27, v28, v19, v3, v4, v5, #9
- sub w5, w5, #16
- add x3, x3, #(16*\element)
- cmp w5, #16
- stp q16, q17, [x0], #32 // store to dst_u
- stp q18, q19, [x1], #32 // store to dst_v
+ // process 2 groups of 8 pixels
+ mov v25.16b, v6.16b // U_dst1 = const_offset
(32-bit accumulators)
+ mov v26.16b, v6.16b // U_dst2 = const_offset
+ mov v27.16b, v6.16b // V_dst1 = const_offset
+ mov v28.16b, v6.16b // V_dst2 = const_offset
+ rgb_to_uv_interleaved_product v19, v20, v21, v0, v1, v2, v3, v4, v5,
v25, v26, v27, v28, v16, v18, #9
+
+ mov v25.16b, v6.16b
+ mov v26.16b, v6.16b
+ mov v27.16b, v6.16b
+ mov v28.16b, v6.16b
+ rgb_to_uv_interleaved_product v22, v23, v24, v0, v1, v2, v3, v4, v5,
v25, v26, v27, v28, v17, v19, #9
+
+ sub w5, w5, #16 // width -= 16
+ cmp w5, #16 // width >= 16 ?
+ stp q16, q17, [x0], #32 // store to dst_u
(post-increment)
+ stp q18, q19, [x1], #32 // store to dst_v
(post-increment)
b.ge 1b
- cbz w5, 3f
+ cbz w5, 3f // No pixels left? Exit
+
2:
.if \alpha_first
ldrb w16, [x3, #1] // w16: r
@@ -292,13 +350,13 @@ function ff_\fmt_rgb\()ToUV_neon, export=1
smaddl x8, w16, w10, x9 // x8 = ru * r + const_offset
smaddl x8, w17, w11, x8 // x8 += gu * g
smaddl x8, w4, w12, x8 // x8 += bu * b
- asr w8, w8, #9 // x8 >>= 9
+ asr x8, x8, #9 // x8 >>= 9
strh w8, [x0], #2 // store to dst_u
Does this make any practical difference, as we're just storing the lower
32 bits anyway?
// Martin
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