And*_*iot 8 iphone assembly arm neon ios
我正在尝试使用NEON向量指令集在iOS上优化图像格式转换.我认为这将很好地映射到它,因为它处理一堆类似的数据.
尽管如此,我的尝试并没有那么好,与天真的c实现相比,只能实现边际加速:
for(int i = 0; i < pixelCount; ++i, ++inPixel32) {
const unsigned int r = ((*inPixel32 >> 0 ) & 0xFF);
const unsigned int g = ((*inPixel32 >> 8 ) & 0xFF);
const unsigned int b = ((*inPixel32 >> 16) & 0xFF);
*outPixel16++ = ((r >> 3) << 11) | ((g >> 2) << 5) | ((b >> 3) << 0);
}
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iPad 2上的100万像素图像阵列:
格式为[min avg max n =计时器样本数],以毫秒为单位
C:[14.446 14.632 18.405 n = 1000] ms
NEON:[11.920 12.032 15.336 n = 1000] ms
我对NEON实现的尝试如下:
int i;
const int pixelsPerLoop = 8;
for(i = 0; i < pixelCount; i += pixelsPerLoop, inPixel32 += pixelsPerLoop, outPixel16 += pixelsPerLoop) {
//Read all r,g,b pixels into 3 registers
uint8x8x4_t rgba = vld4_u8(inPixel32);
//Right-shift r,g,b as appropriate
uint8x8_t r = vshr_n_u8(rgba.val[0], 3);
uint8x8_t g = vshr_n_u8(rgba.val[1], 2);
uint8x8_t b = vshr_n_u8(rgba.val[2], 3);
//Widen b
uint16x8_t r5_g6_b5 = vmovl_u8(b);
//Widen r
uint16x8_t r16 = vmovl_u8(r);
//Left shift into position within 16-bit int
r16 = vshlq_n_u16(r16, 11);
r5_g6_b5 |= r16;
//Widen g
uint16x8_t g16 = vmovl_u8(g);
//Left shift into position within 16-bit int
g16 = vshlq_n_u16(g16, 5);
r5_g6_b5 |= g16;
//Now write back to memory
vst1q_u16(outPixel16, r5_g6_b5);
}
//Do the remainder on normal flt hardware
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代码通过LLVM 3.0编译为以下(删除了.loc和额外标签):
_DNConvert_ARGB8888toRGB565:
push {r4, r5, r7, lr}
mov r9, r1
mov.w r12, #0
add r7, sp, #8
cmp r2, #0
mov.w r1, #0
it ne
movne r1, #1
cmp r0, #0
mov.w r3, #0
it ne
movne r3, #1
cmp.w r9, #0
mov.w r4, #0
it ne
movne r4, #1
tst.w r9, #3
bne LBB0_8
ands r1, r3
ands r1, r4
cmp r1, #1
bne LBB0_8
movs r1, #0
lsr.w lr, r9, #2
cmp.w r1, r9, lsr #2
bne LBB0_9
mov r3, r2
mov r5, r0
b LBB0_5
LBB0_4:
movw r1, #65528
add.w r0, lr, #7
movt r1, #32767
ands r1, r0
LBB0_5:
mov.w r12, #1
cmp r1, lr
bhs LBB0_8
rsb r0, r1, r9, lsr #2
mov.w r9, #63488
mov.w lr, #2016
mov.w r12, #1
LBB0_7:
ldr r2, [r5], #4
subs r0, #1
and.w r1, r9, r2, lsl #8
and.w r4, lr, r2, lsr #5
ubfx r2, r2, #19, #5
orr.w r2, r2, r4
orr.w r1, r1, r2
strh r1, [r3], #2
bne LBB0_7
LBB0_8:
mov r0, r12
pop {r4, r5, r7, pc}
LBB0_9:
sub.w r1, lr, #1
movs r3, #32
add.w r3, r3, r1, lsl #2
bic r3, r3, #31
adds r5, r0, r3
movs r3, #16
add.w r1, r3, r1, lsl #1
bic r1, r1, #15
adds r3, r2, r1
movs r1, #0
LBB0_10:
vld4.8 {d16, d17, d18, d19}, [r0]!
adds r1, #8
cmp r1, lr
vshr.u8 d20, d16, #3
vshr.u8 d21, d17, #2
vshr.u8 d16, d18, #3
vmovl.u8 q11, d20
vmovl.u8 q9, d21
vmovl.u8 q8, d16
vshl.i16 q10, q11, #11
vshl.i16 q9, q9, #5
vorr q8, q8, q10
vorr q8, q8, q9
vst1.16 {d16, d17}, [r2]!
Ltmp28:
blo LBB0_10
b LBB0_4
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完整代码可在https://github.com/darknoon/DNImageConvert获得,我将不胜感激任何帮助,谢谢!
Jak*_*LEE 10
在这里,您可以为XCode手动优化NEON实现:
/* IT DOESN'T WORK!!! USE THE NEXT VERSION BELOW.
* BGRA2RGB565.s
*
* Created by Jake "Alquimista" Lee on 11. 11. 1..
* Copyright 2011 Jake Lee. All rights reserved.
*/
.align 2
.globl _bgra2rgb565_neon
.private_extern _bgra2rgb565_neon
// unsigned int * bgra2rgb565_neon(unsigned int * pDst, unsigned int * pSrc, unsigned int count);
//ARM
pDst .req r0
pSrc .req r1
count .req r2
//NEON
blu .req d16
grn .req d17
red .req d18
alp .req d19
rg .req red
gb .req blu
_bgra2rgb565_neon:
pld [pSrc]
tst count, #0x7
movne r0, #0
bxne lr
loop:
pld [pSrc, #32]
vld4.8 {blu, grn, red, alp}, [pSrc]!
subs count, count, #8
vshr.u8 red, red, #3
vext.8 rg, grn, red, #5
vshr.u8 grn, grn, #2
vext.8 gb, blu, grn, #3
vst2.8 {gb, rg}, [pDst]!
bgt loop
bx lr
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此版本将比您建议的速度快许多倍:
通过PLD提高缓存命中率
转换为"长"没有必要
循环中的指令较少
仍然有一些优化空间,你可以修改循环,使其每次迭代转换16个像素而不是8.然后你可以安排指令以完全避免两个停顿(这在8 /迭代版本中根本不可能)以上)并从NEON的双重发行能力中受益.
我没有这样做,因为它会使代码难以理解.
了解VEXT应该做什么很重要.
现在取决于你.:)
我验证了这段代码是在Xcode下正确编译的.虽然我很确定它也能正常工作,但我不能保证这一点,因为我没有测试环境.如果出现故障,请告知我们.我会相应地纠正它.
CYA
================================================== ============================
好吧,这是改进版.
由于VSRI指令的性质不允许除目标之外的两个操作数,因此不可能创建关于寄存器分配的更健壮的操作数.
请检查源图像的图像格式.(元素的确切字节顺序)
如果它不是B,G,R,A,这是iOS上的默认和本机版本,那么您的应用程序将受到iOS内部转换的严重影响.
如果由于某种原因绝对无法改变这一点,请告诉我.我会写一个与之匹配的新版本.
PS:我忘了在函数原型的开头删除下划线.现在它已经消失了.
/*
* BGRA2RGB565.s
*
* Created by Jake "Alquimista" Lee on 11. 11. 1..
* Copyright 2011 Jake Lee. All rights reserved.
*
* Version 1.1
* - bug fix
*
* Version 1.0
* - initial release
*/
.align 2
.globl _bgra2rgb565_neon
.private_extern _bgra2rgb565_neon
// unsigned int * bgra2rgb565_neon(unsigned int * pDst, unsigned int * pSrc, unsigned int count);
//ARM
pDst .req r0
pSrc .req r1
count .req r2
//NEON
blu .req d16
grn .req d17
red .req d18
alp .req d19
gb .req grn
rg .req red
_bgra2rgb565_neon:
pld [pSrc]
tst count, #0x7
movne r0, #0
bxne lr
.loop:
pld [pSrc, #32]
vld4.8 {blu, grn, red, alp}, [pSrc]!
subs count, count, #8
vsri.8 red, grn, #5
vshl.u8 gb, grn, #3
vsri.8 gb, blu, #3
vst2.8 {gb, rg}, [pDst]!
bgt .loop
bx lr
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