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mesa/format_utils: Add NEON-optimized RGBA to BGRA conversion
Add ARM NEON implementation of convert_ubyte_rgba_to_bgra() using architecture-specific instructions for efficient channel shuffling. ARM64 uses vqtbl1q_u8 for table-based shuffling, while ARM32 uses vrev32q_u8 + vextq_u8 for byte reversal. The implementation processes multiple pixels per iteration with proper handling of non-aligned widths via a scalar tail path. Performance improvements across three ARM platforms: ARM32 Cortex-A9: - 64x64: 3.1x faster (0.85 GB/s → 2.63 GB/s) - 1920x1080: 1.06x faster (0.83 GB/s → 0.88 GB/s) - 3840x2160: 1.07x faster (0.85 GB/s → 0.90 GB/s) ARM64 Cortex-A53: - 64x64: 3.8x faster (2.30 GB/s → 8.78 GB/s) - 1920x1080: 1.4x faster (2.85 GB/s → 3.98 GB/s) - 3840x2160: 1.4x faster (2.89 GB/s → 4.12 GB/s) Apple M2: - 64x64: 3.3x faster (21.1 GB/s → 69.7 GB/s) - 1920x1080: 1.7x faster (58.2 GB/s → 96.7 GB/s) - 3840x2160: 1.3x faster (53.5 GB/s → 68.8 GB/s) The optimization provides consistent speedups across image sizes and ARM variants, with larger gains on smaller images due to better cache utilization. On large images, performance becomes memory bandwidth-limited across all platforms. The NEON path is enabled for both AARCH64 and ARM when NEON is available (!__SOFTFP__), falling back to the existing scalar implementation on other architectures or when explicitly disabled via NO_FORMAT_ASM. Signed-off-by: Christian Gmeiner <cgmeiner@igalia.com>
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1 changed files with 148 additions and 1 deletions
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@ -29,6 +29,7 @@
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#include "glformats.h"
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#include "format_pack.h"
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#include "format_unpack.h"
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#include "util/detect_arch.h"
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const mesa_array_format RGBA32_FLOAT =
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MESA_ARRAY_FORMAT(MESA_ARRAY_FORMAT_BASE_FORMAT_RGBA_VARIANTS,
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@ -195,6 +196,152 @@ _mesa_compute_rgba2base2rgba_component_mapping(GLenum baseFormat, uint8_t *map)
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* Special case conversion function to swap r/b channels from the source
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* image to the dest image.
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*/
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#if DETECT_ARCH_AARCH64 && !defined(NO_FORMAT_ASM) && !defined(__SOFTFP__)
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#include <arm_neon.h>
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static void
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convert_ubyte_rgba_to_bgra(size_t width, size_t height,
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const uint8_t *src, size_t src_stride,
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uint8_t *dst, size_t dst_stride)
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{
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/* shuffle table for RGBA -> BGRA */
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static const uint8_t tbl_data[16] = {
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2, 1, 0, 3, /* B←R, G←G, R←B, A←A */
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6, 5, 4, 7,
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10, 9, 8, 11,
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14, 13, 12, 15
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};
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uint8x16_t shuffle_tbl = vld1q_u8(tbl_data);
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const size_t vec_width_16 = width & ~15u; /* 16 pixels per iteration */
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const size_t vec_width_4 = width & ~3u; /* 4 pixels per iteration */
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for (size_t row = 0; row < height; row++) {
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const uint8_t *s = src;
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uint8_t *d = dst;
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size_t x;
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/* process 16 pixels (64 bytes) at a time */
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for (x = 0; x < vec_width_16; x += 16) {
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uint8x16_t rgba0 = vld1q_u8(s);
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uint8x16_t rgba1 = vld1q_u8(s + 16);
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uint8x16_t rgba2 = vld1q_u8(s + 32);
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uint8x16_t rgba3 = vld1q_u8(s + 48);
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uint8x16_t bgra0 = vqtbl1q_u8(rgba0, shuffle_tbl);
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uint8x16_t bgra1 = vqtbl1q_u8(rgba1, shuffle_tbl);
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uint8x16_t bgra2 = vqtbl1q_u8(rgba2, shuffle_tbl);
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uint8x16_t bgra3 = vqtbl1q_u8(rgba3, shuffle_tbl);
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vst1q_u8(d, bgra0);
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vst1q_u8(d + 16, bgra1);
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vst1q_u8(d + 32, bgra2);
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vst1q_u8(d + 48, bgra3);
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s += 64;
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d += 64;
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}
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/* process remaining 4-pixel chunks */
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for (; x < vec_width_4; x += 4) {
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uint8x16_t rgba = vld1q_u8(s);
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uint8x16_t bgra = vqtbl1q_u8(rgba, shuffle_tbl);
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vst1q_u8(d, bgra);
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s += 16;
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d += 16;
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}
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/* scalar tail for 1-3 remaining pixels */
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for (; x < width; x++) {
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uint32_t pixel = ((const uint32_t *)s)[0];
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((uint32_t *)d)[0] = (pixel & 0xff00ff00) |
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((pixel & 0xff) << 16) |
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((pixel & 0xff0000) >> 16);
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s += 4;
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d += 4;
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}
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src += src_stride;
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dst += dst_stride;
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}
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}
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#elif DETECT_ARCH_ARM && !defined(NO_FORMAT_ASM) && !defined(__SOFTFP__)
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#include <arm_neon.h>
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/* armhf builds default to vfp, not neon, and refuses to compile neon intrinsics
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* unless you tell it "no really".
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*/
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#if defined(__clang__)
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__attribute__((target("neon")))
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#else
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__attribute__((target("fpu=neon")))
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#endif
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static void
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convert_ubyte_rgba_to_bgra(size_t width, size_t height,
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const uint8_t *src, size_t src_stride,
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uint8_t *dst, size_t dst_stride)
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{
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/* shuffle table for RGBA -> BGRA */
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static const uint8_t tbl_data[8] = {
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2, 1, 0, 3, /* pixel 0: B←R, G←G, R←B, A←A */
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6, 5, 4, 7
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};
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uint8x8_t shuffle_tbl = vld1_u8(tbl_data);
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const size_t vec_width_8 = width & ~7u; /* 8 pixels per iteration */
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const size_t vec_width_2 = width & ~1u; /* 2 pixels per iteration */
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for (size_t row = 0; row < height; row++) {
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const uint8_t *s = src;
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uint8_t *d = dst;
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size_t x;
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/* process 8 pixels (32 bytes) at a time */
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for (x = 0; x < vec_width_8; x += 8) {
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uint8x8_t rgba0 = vld1_u8(s);
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uint8x8_t rgba1 = vld1_u8(s + 8);
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uint8x8_t rgba2 = vld1_u8(s + 16);
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uint8x8_t rgba3 = vld1_u8(s + 24);
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uint8x8_t bgra0 = vtbl1_u8(rgba0, shuffle_tbl);
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uint8x8_t bgra1 = vtbl1_u8(rgba1, shuffle_tbl);
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uint8x8_t bgra2 = vtbl1_u8(rgba2, shuffle_tbl);
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uint8x8_t bgra3 = vtbl1_u8(rgba3, shuffle_tbl);
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vst1_u8(d, bgra0);
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vst1_u8(d + 8, bgra1);
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vst1_u8(d + 16, bgra2);
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vst1_u8(d + 24, bgra3);
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s += 32;
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d += 32;
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}
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/* process remaining 2-pixel chunks */
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for (; x < vec_width_2; x += 2) {
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uint8x8_t rgba = vld1_u8(s);
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uint8x8_t bgra = vtbl1_u8(rgba, shuffle_tbl);
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vst1_u8(d, bgra);
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s += 8;
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d += 8;
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}
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/* scalar tail for remaining pixel */
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for (; x < width; x++) {
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uint32_t pixel = ((const uint32_t *)s)[0];
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((uint32_t *)d)[0] = (pixel & 0xff00ff00) |
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((pixel & 0xff) << 16) |
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((pixel & 0xff0000) >> 16);
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s += 4;
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d += 4;
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}
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src += src_stride;
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dst += dst_stride;
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}
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}
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#else
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static void
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convert_ubyte_rgba_to_bgra(size_t width, size_t height,
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const uint8_t *src, size_t src_stride,
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@ -245,7 +392,7 @@ convert_ubyte_rgba_to_bgra(size_t width, size_t height,
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}
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}
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}
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#endif
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/**
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* This can be used to convert between most color formats.
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