// // WinogradOptFunctionHalf.cpp // MNN // // Created by MNN on 2021/03/12. // Copyright © 2018, Alibaba Group Holding Limited // #include "WinogradOptFunctionHalf.hpp" #include #include #include #include "core/Macro.h" #include "VecHalf.hpp" using BFVec4 = MNN::Math::VecHalf<4>; using VecType = BFVec4; using ElementType = int16_t; /* CAUTION: bf16 8x8 winograd would lead to larger error for some kinds of models. uncomment the following code only if you are sure accuracy is enough for your model. */ // #define USE_8x8_WINOGRAD_KERNEL // to be optimized into VecType::transpose12 #define TRANSPOSE_12X4_SAVE() \ VecType s0 = VecType::load(srcPtr + 0 * packCUnit); \ VecType s3 = VecType::load(srcPtr + 1 * packCUnit); \ VecType s6 = VecType::load(srcPtr + 2 * packCUnit); \ VecType s9 = VecType::load(srcPtr + 3 * packCUnit); \ VecType s1 = VecType::load(srcPtr + 4 * packCUnit); \ VecType s4 = VecType::load(srcPtr + 5 * packCUnit); \ VecType s7 = VecType::load(srcPtr + 6 * packCUnit); \ VecType s10 = VecType::load(srcPtr + 7 * packCUnit); \ VecType s2 = VecType::load(srcPtr + 8 * packCUnit); \ VecType s5 = VecType::load(srcPtr + 9 * packCUnit); \ VecType s8 = VecType::load(srcPtr + 10 * packCUnit); \ VecType s11 = VecType::load(srcPtr + 11 * packCUnit); \ VecType::transpose4(s0, s3, s6, s9); \ VecType::transpose4(s1, s4, s7, s10); \ VecType::transpose4(s2, s5, s8, s11); \ VecType::save(srcPtr + 0 * packCUnit, s0); \ VecType::save(srcPtr + 1 * packCUnit, s1); \ VecType::save(srcPtr + 2 * packCUnit, s2); \ VecType::save(srcPtr + 3 * packCUnit, s3); \ VecType::save(srcPtr + 4 * packCUnit, s4); \ VecType::save(srcPtr + 5 * packCUnit, s5); \ VecType::save(srcPtr + 6 * packCUnit, s6); \ VecType::save(srcPtr + 7 * packCUnit, s7); \ VecType::save(srcPtr + 8 * packCUnit, s8); \ VecType::save(srcPtr + 9 * packCUnit, s9); \ VecType::save(srcPtr + 10 * packCUnit, s10); \ VecType::save(srcPtr + 11 * packCUnit, s11); namespace MNN { static void _sourceTransformUnit4x4Pack12(ElementType* srcBlock, ElementType* dstStart, size_t dstStep) { // register number: (srcUnit + 1) * EPack/packCUnit constexpr int Nh = 4; // srcUnit constexpr int ePack = 12; constexpr size_t packCUnit = 4; const size_t loadTransposeStride = packCUnit * ePack; ElementType* srcPtr = srcBlock; for (int iNh = 0; iNh < Nh; ++iNh) { // register number : ePack // TRANSPOSE_12X4_SAVE(); VecType::transpose12(srcPtr, packCUnit); srcPtr += loadTransposeStride; } srcPtr = srcBlock; ElementType* dstPtr = dstStart; for (int i4c = 0; i4c < packCUnit; ++i4c) { // source transform D * B. register number : srcUnit * (EPack/4 + 1) VecType s00 = VecType::load(srcPtr + 0 * loadTransposeStride + 0 * packCUnit); VecType s01 = VecType::load(srcPtr + 0 * loadTransposeStride + 1 * packCUnit); VecType s02 = VecType::load(srcPtr + 0 * loadTransposeStride + 2 * packCUnit); VecType s10 = VecType::load(srcPtr + 1 * loadTransposeStride + 0 * packCUnit); VecType s11 = VecType::load(srcPtr + 1 * loadTransposeStride + 1 * packCUnit); VecType s12 = VecType::load(srcPtr + 1 * loadTransposeStride + 2 * packCUnit); VecType s20 = VecType::load(srcPtr + 2 * loadTransposeStride + 0 * packCUnit); VecType s21 = VecType::load(srcPtr + 2 * loadTransposeStride + 1 * packCUnit); VecType s22 = VecType::load(srcPtr + 2 * loadTransposeStride + 2 * packCUnit); VecType s30 = VecType::load(srcPtr + 3 * loadTransposeStride + 0 * packCUnit); VecType s31 = VecType::load(srcPtr + 3 * loadTransposeStride + 1 * packCUnit); VecType s32 = VecType::load(srcPtr + 3 * loadTransposeStride + 2 * packCUnit); // dstStep = ePack * pack * ic_4 auto ep0 = s00 - s20; auto ep1 = s01 - s21; auto ep2 = s02 - s22; VecType::save(dstPtr + 0 * dstStep + 0 * packCUnit, ep0); VecType::save(dstPtr + 0 * dstStep + 1 * packCUnit, ep1); VecType::save(dstPtr + 0 * dstStep + 2 * packCUnit, ep2); ep0 = s10 + s20; ep1 = s11 + s21; ep2 = s12 + s22; VecType::save(dstPtr + 1 * dstStep + 0 * packCUnit, ep0); VecType::save(dstPtr + 1 * dstStep + 1 * packCUnit, ep1); VecType::save(dstPtr + 1 * dstStep + 2 * packCUnit, ep2); ep0 = s20 - s10; ep1 = s21 - s11; ep2 = s22 - s12; VecType::save(dstPtr + 2 * dstStep + 0 * packCUnit, ep0); VecType::save(dstPtr + 2 * dstStep + 1 * packCUnit, ep1); VecType::save(dstPtr + 2 * dstStep + 2 * packCUnit, ep2); ep0 = s30 - s10; ep1 = s31 - s11; ep2 = s32 - s12; VecType::save(dstPtr + 3 * dstStep + 0 * packCUnit, ep0); VecType::save(dstPtr + 3 * dstStep + 1 * packCUnit, ep1); VecType::save(dstPtr + 3 * dstStep + 2 * packCUnit, ep2); // VecType::save(dstPtr + 0 * dstStep + 0 * packCUnit, s00); // VecType::save(dstPtr + 0 * dstStep + 1 * packCUnit, s01); // VecType::save(dstPtr + 0 * dstStep + 2 * packCUnit, s02); // VecType::save(dstPtr + 1 * dstStep + 0 * packCUnit, s10); // VecType::save(dstPtr + 1 * dstStep + 1 * packCUnit, s11); // VecType::save(dstPtr + 1 * dstStep + 2 * packCUnit, s12); // VecType::save(dstPtr + 2 * dstStep + 0 * packCUnit, s20); // VecType::save(dstPtr + 2 * dstStep + 1 * packCUnit, s21); // VecType::save(dstPtr + 2 * dstStep + 2 * packCUnit, s22); // VecType::save(dstPtr + 3 * dstStep + 0 * packCUnit, s30); // VecType::save(dstPtr + 3 * dstStep + 1 * packCUnit, s31); // VecType::save(dstPtr + 3 * dstStep + 2 * packCUnit, s32); // MNN_PRINT("\nwinograd in BT*D*B, iNh:0-3, i4c:%d\n", i4c); // formatMatrix(dstPtr + 0 * dstStep , {ePack}); // formatMatrix(dstPtr + 1 * dstStep , {ePack}); // formatMatrix(dstPtr + 2 * dstStep , {ePack}); // formatMatrix(dstPtr + 3 * dstStep , {ePack}); srcPtr += ePack; dstPtr += ePack; } } static void _sourceTransformUnit8x8Pack12(ElementType* srcBlock, ElementType* dstStart, size_t dstStep) { // source transform D * B. register number : (srcUnit + 1) * EPack/packCUnit = 27 // todo: impliment constexpr int Nh = 8; // srcUnit constexpr int ePack = 12; constexpr size_t packCUnit = 4; const size_t loadTransposeStride = packCUnit * ePack; ElementType* srcPtr = srcBlock; for (int iNh = 0; iNh < Nh; ++iNh) { // register number : ePack VecType::transpose12(srcPtr, packCUnit); srcPtr += loadTransposeStride; } srcPtr = srcBlock; ElementType* dstPtr = dstStart; for (int i4c = 0; i4c < packCUnit; ++i4c) { VecType s00 = VecType::load(srcPtr + 0 * loadTransposeStride + 0 * packCUnit); VecType s01 = VecType::load(srcPtr + 0 * loadTransposeStride + 1 * packCUnit); VecType s02 = VecType::load(srcPtr + 0 * loadTransposeStride + 2 * packCUnit); VecType s10 = VecType::load(srcPtr + 1 * loadTransposeStride + 0 * packCUnit); VecType s11 = VecType::load(srcPtr + 1 * loadTransposeStride + 1 * packCUnit); VecType s12 = VecType::load(srcPtr + 1 * loadTransposeStride + 2 * packCUnit); VecType s20 = VecType::load(srcPtr + 2 * loadTransposeStride + 0 * packCUnit); VecType s21 = VecType::load(srcPtr + 2 * loadTransposeStride + 1 * packCUnit); VecType s22 = VecType::load(srcPtr + 2 * loadTransposeStride + 2 * packCUnit); VecType s30 = VecType::load(srcPtr + 3 * loadTransposeStride + 0 * packCUnit); VecType s31 = VecType::load(srcPtr + 3 * loadTransposeStride + 1 * packCUnit); VecType s32 = VecType::load(srcPtr + 3 * loadTransposeStride + 2 * packCUnit); VecType s40 = VecType::load(srcPtr + 4 * loadTransposeStride + 0 * packCUnit); VecType s41 = VecType::load(srcPtr + 4 * loadTransposeStride + 1 * packCUnit); VecType s42 = VecType::load(srcPtr + 4 * loadTransposeStride + 2 * packCUnit); VecType s50 = VecType::load(srcPtr + 5 * loadTransposeStride + 0 * packCUnit); VecType s51 = VecType::load(srcPtr + 5 * loadTransposeStride + 1 * packCUnit); VecType s52 = VecType::load(srcPtr + 5 * loadTransposeStride + 2 * packCUnit); VecType s60 = VecType::load(srcPtr + 6 * loadTransposeStride + 0 * packCUnit); VecType s61 = VecType::load(srcPtr + 6 * loadTransposeStride + 1 * packCUnit); VecType s62 = VecType::load(srcPtr + 6 * loadTransposeStride + 2 * packCUnit); VecType s70 = VecType::load(srcPtr + 7 * loadTransposeStride + 0 * packCUnit); VecType s71 = VecType::load(srcPtr + 7 * loadTransposeStride + 1 * packCUnit); VecType s72 = VecType::load(srcPtr + 7 * loadTransposeStride + 2 * packCUnit); // to-try: reorder complicated commpute of 8x8 auto ep0 = s00 * 36.f - s20 * 49.f + s40 * 14.f - s60; auto ep1 = s01 * 36.f - s21 * 49.f + s41 * 14.f - s61; auto ep2 = s02 * 36.f - s22 * 49.f + s42 * 14.f - s62; VecType::save(dstPtr + 0 * dstStep + 0 * packCUnit, ep0); VecType::save(dstPtr + 0 * dstStep + 1 * packCUnit, ep1); VecType::save(dstPtr + 0 * dstStep + 2 * packCUnit, ep2); ep0 = (s10 + s20) * 36.f - (s30 + s40) * 13.f + (s50 + s60); ep1 = (s11 + s21) * 36.f - (s31 + s41) * 13.f + (s51 + s61); ep2 = (s12 + s22) * 36.f - (s32 + s42) * 13.f + (s52 + s62); VecType::save(dstPtr + 1 * dstStep + 0 * packCUnit, ep0); VecType::save(dstPtr + 1 * dstStep + 1 * packCUnit, ep1); VecType::save(dstPtr + 1 * dstStep + 2 * packCUnit, ep2); ep0 = (s20 - s10) * 36.f + (s30 - s40) * 13.f + (s60 - s50); ep1 = (s21 - s11) * 36.f + (s31 - s41) * 13.f + (s61 - s51); ep2 = (s22 - s12) * 36.f + (s32 - s42) * 13.f + (s62 - s52); VecType::save(dstPtr + 2 * dstStep + 0 * packCUnit, ep0); VecType::save(dstPtr + 2 * dstStep + 1 * packCUnit, ep1); VecType::save(dstPtr + 2 * dstStep + 2 * packCUnit, ep2); ep0 = s10 * 18.f + s20 * 9.f - s30 * 20.f - s40 * 10.f + s50 * 2.f + s60; ep1 = s11 * 18.f + s21 * 9.f - s31 * 20.f - s41 * 10.f + s51 * 2.f + s61; ep2 = s12 * 18.f + s22 * 9.f - s32 * 20.f - s42 * 10.f + s52 * 2.f + s62; VecType::save(dstPtr + 3 * dstStep + 0 * packCUnit, ep0); VecType::save(dstPtr + 3 * dstStep + 1 * packCUnit, ep1); VecType::save(dstPtr + 3 * dstStep + 2 * packCUnit, ep2); ep0 = s20 * 9.f - s10 * 18.f + s30 * 20.f - s40 * 10.f - s50 * 2.f + s60; ep1 = s21 * 9.f - s11 * 18.f + s31 * 20.f - s41 * 10.f - s51 * 2.f + s61; ep2 = s22 * 9.f - s12 * 18.f + s32 * 20.f - s42 * 10.f - s52 * 2.f + s62; VecType::save(dstPtr + 4 * dstStep + 0 * packCUnit, ep0); VecType::save(dstPtr + 4 * dstStep + 1 * packCUnit, ep1); VecType::save(dstPtr + 4 * dstStep + 2 * packCUnit, ep2); ep0 = s10 * 12.f + s20 * 4.f - s30 * 15.f - s40 * 5.f + s50 * 3.f + s60; ep1 = s11 * 12.f + s21 * 4.f - s31 * 15.f - s41 * 5.f + s51 * 3.f + s61; ep2 = s12 * 12.f + s22 * 4.f - s32 * 15.f - s42 * 5.f + s52 * 3.f + s62; VecType::save(dstPtr + 5 * dstStep + 0 * packCUnit, ep0); VecType::save(dstPtr + 5 * dstStep + 1 * packCUnit, ep1); VecType::save(dstPtr + 5 * dstStep + 2 * packCUnit, ep2); ep0 = s20 * 4.f - s10 * 12.f + s30 * 15.f - s40 * 5.f - s50 * 3.f + s60; ep1 = s21 * 4.f - s11 * 12.f + s31 * 15.f - s41 * 5.f - s51 * 3.f + s61; ep2 = s22 * 4.f - s12 * 12.f + s32 * 15.f - s42 * 5.f - s52 * 3.f + s62; VecType::save(dstPtr + 6 * dstStep + 0 * packCUnit, ep0); VecType::save(dstPtr + 6 * dstStep + 1 * packCUnit, ep1); VecType::save(dstPtr + 6 * dstStep + 2 * packCUnit, ep2); ep0 = s30 * 49.f - s10 * 36.f - s50 * 14.f + s70; ep1 = s31 * 49.f - s11 * 36.f - s51 * 14.f + s71; ep2 = s32 * 49.f - s12 * 36.f - s52 * 14.f + s72; VecType::save(dstPtr + 7 * dstStep + 0 * packCUnit, ep0); VecType::save(dstPtr + 7 * dstStep + 1 * packCUnit, ep1); VecType::save(dstPtr + 7 * dstStep + 2 * packCUnit, ep2); srcPtr += ePack; dstPtr += ePack; } } static void _sourceTransformUnit6x6Pack12(ElementType* srcBlock, ElementType* dstStart, size_t dstStep) { // source transform D * B. register number : (srcUnit + 1) * EPack/packCUnit constexpr int Nh = 6; // srcUnit constexpr int ePack = 12; constexpr size_t packCUnit = 4; const size_t loadTransposeStride = packCUnit * ePack; ElementType* srcPtr = srcBlock; for (int iNh = 0; iNh < Nh; ++iNh) { // register number : ePack VecType::transpose12(srcPtr, packCUnit); srcPtr += loadTransposeStride; } srcPtr = srcBlock; ElementType* dstPtr = dstStart; for (int i4c = 0; i4c < packCUnit; ++i4c) { VecType s00 = VecType::load(srcPtr + 0 * loadTransposeStride + 0 * packCUnit); VecType s01 = VecType::load(srcPtr + 0 * loadTransposeStride + 1 * packCUnit); VecType s02 = VecType::load(srcPtr + 0 * loadTransposeStride + 2 * packCUnit); VecType s10 = VecType::load(srcPtr + 1 * loadTransposeStride + 0 * packCUnit); VecType s11 = VecType::load(srcPtr + 1 * loadTransposeStride + 1 * packCUnit); VecType s12 = VecType::load(srcPtr + 1 * loadTransposeStride + 2 * packCUnit); VecType s20 = VecType::load(srcPtr + 2 * loadTransposeStride + 0 * packCUnit); VecType s21 = VecType::load(srcPtr + 2 * loadTransposeStride + 1 * packCUnit); VecType s22 = VecType::load(srcPtr + 2 * loadTransposeStride + 2 * packCUnit); VecType s30 = VecType::load(srcPtr + 3 * loadTransposeStride + 0 * packCUnit); VecType s31 = VecType::load(srcPtr + 3 * loadTransposeStride + 1 * packCUnit); VecType s32 = VecType::load(srcPtr + 3 * loadTransposeStride + 2 * packCUnit); VecType s40 = VecType::load(srcPtr + 4 * loadTransposeStride + 0 * packCUnit); VecType s41 = VecType::load(srcPtr + 4 * loadTransposeStride + 1 * packCUnit); VecType s42 = VecType::load(srcPtr + 4 * loadTransposeStride + 2 * packCUnit); VecType s50 = VecType::load(srcPtr + 5 * loadTransposeStride + 0 * packCUnit); VecType s51 = VecType::load(srcPtr + 5 * loadTransposeStride + 1 * packCUnit); VecType s52 = VecType::load(srcPtr + 5 * loadTransposeStride + 2 * packCUnit); // to-try: reorder auto ep0 = s00 * 4.f - s20 * 5.f + s40; auto ep1 = s01 * 4.f - s21 * 5.f + s41; auto ep2 = s02 * 4.f - s22 * 5.f + s42; VecType::save(dstPtr + 0 * dstStep + 0 * packCUnit, ep0); VecType::save(dstPtr + 0 * dstStep + 1 * packCUnit, ep1); VecType::save(dstPtr + 0 * dstStep + 2 * packCUnit, ep2); ep0 = (s10 + s20) * (-4.f) + s30 + s40; ep1 = (s11 + s21) * (-4.f) + s31 + s41; ep2 = (s12 + s22) * (-4.f) + s32 + s42; VecType::save(dstPtr + 1 * dstStep + 0 * packCUnit, ep0); VecType::save(dstPtr + 1 * dstStep + 1 * packCUnit, ep1); VecType::save(dstPtr + 1 * dstStep + 2 * packCUnit, ep2); ep0 = (s10 - s20) * (4.f) + s40 - s30; ep1 = (s11 - s21) * (4.f) + s41 - s31; ep2 = (s12 - s22) * (4.f) + s42 - s32; VecType::save(dstPtr + 2 * dstStep + 0 * packCUnit, ep0); VecType::save(dstPtr + 2 * dstStep + 1 * packCUnit, ep1); VecType::save(dstPtr + 2 * dstStep + 2 * packCUnit, ep2); ep0 = s10 * (-2.f) - s20 + s30 * 2.f + s40; ep1 = s11 * (-2.f) - s21 + s31 * 2.f + s41; ep2 = s12 * (-2.f) - s22 + s32 * 2.f + s42; VecType::save(dstPtr + 3 * dstStep + 0 * packCUnit, ep0); VecType::save(dstPtr + 3 * dstStep + 1 * packCUnit, ep1); VecType::save(dstPtr + 3 * dstStep + 2 * packCUnit, ep2); ep0 = s10 * 2.f - s20 - s30 * 2.f + s40; ep1 = s11 * 2.f - s21 - s31 * 2.f + s41; ep2 = s12 * 2.f - s22 - s32 * 2.f + s42; VecType::save(dstPtr + 4 * dstStep + 0 * packCUnit, ep0); VecType::save(dstPtr + 4 * dstStep + 1 * packCUnit, ep1); VecType::save(dstPtr + 4 * dstStep + 2 * packCUnit, ep2); ep0 = s10 * 4.f - s30 * 5.f + s50; ep1 = s11 * 4.f - s31 * 5.f + s51; ep2 = s12 * 4.f - s32 * 5.f + s52; VecType::save(dstPtr + 5 * dstStep + 0 * packCUnit, ep0); VecType::save(dstPtr + 5 * dstStep + 1 * packCUnit, ep1); VecType::save(dstPtr + 5 * dstStep + 2 * packCUnit, ep2); srcPtr += ePack; dstPtr += ePack; } } static void _sourceUnrollTransformUnit4x4(const ElementType* srcBlock, ElementType* dstStart, size_t srcRowStep, size_t dstRowStep, size_t srcStep, size_t dstStep) { constexpr size_t srcUnit = 4; // srcUnit VecType s0 = VecType::load(srcBlock + 0 * srcStep); VecType s1 = VecType::load(srcBlock + 1 * srcStep); VecType s2 = VecType::load(srcBlock + 2 * srcStep); VecType s3 = VecType::load(srcBlock + 3 * srcStep); for (int i = 0; i < srcUnit - 1; ++i) { //Nw iteration auto srcFloatPtr = (const ElementType*)(srcBlock + (i + 1) * srcRowStep); auto dstFloatPtr = (ElementType*)(dstStart + i * dstRowStep); auto m0 = s0 - s2; auto m1 = s1 + s2; auto m2 = s2 - s1; auto m3 = s3 - s1; s0 = VecType::load(srcFloatPtr + 0 * srcStep); VecType::save(dstFloatPtr + 0 * dstStep, m0); s1 = VecType::load(srcFloatPtr + 1 * srcStep); VecType::save(dstFloatPtr + 1 * dstStep, m1); s2 = VecType::load(srcFloatPtr + 2 * srcStep); VecType::save(dstFloatPtr + 2 * dstStep, m2); s3 = VecType::load(srcFloatPtr + 3 * srcStep); VecType::save(dstFloatPtr + 3 * dstStep, m3); } auto dstFloatPtr = (ElementType*)(dstStart + (srcUnit - 1) * dstRowStep); auto m0 = s0 - s2; auto m1 = s1 + s2; auto m2 = s2 - s1; auto m3 = s3 - s1; VecType::save(dstFloatPtr + 0 * dstStep, m0); VecType::save(dstFloatPtr + 1 * dstStep, m1); VecType::save(dstFloatPtr + 2 * dstStep, m2); VecType::save(dstFloatPtr + 3 * dstStep, m3); } static void _sourceUnrollTransformUnit6x6(const ElementType* srcBlock, ElementType* dstStart, size_t srcRowStep, size_t dstRowStep, size_t srcStep, size_t dstStep) { VecType two(2.f); VecType four(4.f); VecType five(5.f); constexpr size_t srcUnit = 6; // srcUnit VecType buf0 = VecType::load(srcBlock + 0 * srcStep); VecType buf1 = VecType::load(srcBlock + 1 * srcStep); VecType buf2 = VecType::load(srcBlock + 2 * srcStep); VecType buf3 = VecType::load(srcBlock + 3 * srcStep); VecType buf4 = VecType::load(srcBlock + 4 * srcStep); VecType buf5 = VecType::load(srcBlock + 5 * srcStep); // #pragma unroll(srcUnit) for (int i = 0; i < srcUnit - 1; ++i) { //Nw iteration auto srcFloatPtr = (const ElementType*)(srcBlock + (i + 1) * srcRowStep); auto dstFloatPtr = (ElementType*)(dstStart + i * dstRowStep); auto mid0 = VecType::fma(buf4, buf2, VecType(-4)); auto mid1 = VecType::fma(buf3, buf1, VecType(-4)); auto mid2 = VecType::fma(buf2, buf0, VecType(-4)); auto mid3 = VecType::fma(buf5, buf3, VecType(-4)); auto mid4 = buf4 - buf2; auto mid5 = (buf3 - buf1) * VecType(2); VecType m0 = mid0 - mid2; VecType m1 = mid0 + mid1; VecType m2 = mid0 - mid1; VecType m3 = mid4 + mid5; VecType m4 = mid4 - mid5; VecType m5 = mid3 - mid1; buf0 = VecType::load(srcFloatPtr + 0 * srcStep); VecType::save(dstFloatPtr + 0 * dstStep, m0); buf1 = VecType::load(srcFloatPtr + 1 * srcStep); VecType::save(dstFloatPtr + 1 * dstStep, m1); buf2 = VecType::load(srcFloatPtr + 2 * srcStep); VecType::save(dstFloatPtr + 2 * dstStep, m2); buf3 = VecType::load(srcFloatPtr + 3 * srcStep); VecType::save(dstFloatPtr + 3 * dstStep, m3); buf4 = VecType::load(srcFloatPtr + 4 * srcStep); VecType::save(dstFloatPtr + 4 * dstStep, m4); buf5 = VecType::load(srcFloatPtr + 5 * srcStep); VecType::save(dstFloatPtr + 5 * dstStep, m5); } auto dstFloatPtr = (ElementType*)(dstStart + (srcUnit - 1) * dstRowStep); auto mid0 = VecType::fma(buf4, buf2, VecType(-4)); auto mid1 = VecType::fma(buf3, buf1, VecType(-4)); auto mid2 = VecType::fma(buf2, buf0, VecType(-4)); auto mid3 = VecType::fma(buf5, buf3, VecType(-4)); auto mid4 = buf4 - buf2; auto mid5 = (buf3 - buf1) * VecType(2); VecType m0 = mid0 - mid2; VecType m1 = mid0 + mid1; VecType m2 = mid0 - mid1; VecType m3 = mid4 + mid5; VecType m4 = mid4 - mid5; VecType m5 = mid3 - mid1; VecType::save(dstFloatPtr + 0 * dstStep, m0); VecType::save(dstFloatPtr + 1 * dstStep, m1); VecType::save(dstFloatPtr + 2 * dstStep, m2); VecType::save(dstFloatPtr + 3 * dstStep, m3); VecType::save(dstFloatPtr + 4 * dstStep, m4); VecType::save(dstFloatPtr + 5 * dstStep, m5); } static void _sourceUnrollTransformUnit8x8(const ElementType* srcBlock, ElementType* dstStart, size_t srcRowStep, size_t dstRowStep, size_t srcStep, size_t dstStep) { constexpr size_t srcUnit = 8; // srcUnit VecType buf0 = VecType::load(srcBlock + 0 * srcStep); VecType buf1 = VecType::load(srcBlock + 1 * srcStep); VecType buf2 = VecType::load(srcBlock + 2 * srcStep); VecType buf3 = VecType::load(srcBlock + 3 * srcStep); VecType buf4 = VecType::load(srcBlock + 4 * srcStep); VecType buf5 = VecType::load(srcBlock + 5 * srcStep); VecType buf6 = VecType::load(srcBlock + 6 * srcStep); VecType buf7 = VecType::load(srcBlock + 7 * srcStep); // #pragma unroll(srcUnit - 1) for (int i = 0; i < srcUnit - 1; ++i) { //Nw iteration auto srcFloatPtr = (const ElementType*)(srcBlock + (i + 1) * srcRowStep); auto dstFloatPtr = (ElementType*)(dstStart + i * dstRowStep); VecType mid0, mid1, mid2; mid0 = VecType::fma(VecType::fma(buf6, buf2, VecType(36)), buf4, VecType(-13)); mid1 = VecType::fma(VecType::fma(buf4, buf0, VecType(36)), buf2, VecType(-13)); VecType m0 = mid1 - mid0; mid2 = VecType::fma(VecType::fma(buf5, buf1, VecType(36)), buf3, VecType(-13)); VecType m1 = mid0 + mid2; VecType m2 = mid0 - mid2; mid1 = VecType::fma(VecType::fma(buf7, buf3, VecType(36)), buf5, VecType(-13)); VecType m7 = mid1 - mid2; mid0 = VecType::fma(VecType::fma(buf6, buf2, VecType(9)), buf4, VecType(-10)); mid1 = VecType::fma(buf5, buf1, VecType(18)) + VecType::fma(buf5, buf3, VecType(-20)); mid2 = VecType::fma(buf5 * 3, buf1, VecType(12)); VecType m3 = mid0 + mid1; VecType m4 = mid0 - mid1; mid0 = VecType::fma(VecType::fma(buf6, buf2, VecType(4)), buf4, VecType(-5)); mid1 = VecType::fma(mid2, buf3, VecType(-15)); VecType m5 = mid0 + mid1; VecType m6 = mid0 - mid1; buf0 = VecType::load(srcFloatPtr + 0 * srcStep); VecType::save(dstFloatPtr + 0 * dstStep, m0); buf1 = VecType::load(srcFloatPtr + 1 * srcStep); VecType::save(dstFloatPtr + 1 * dstStep, m1); buf2 = VecType::load(srcFloatPtr + 2 * srcStep); VecType::save(dstFloatPtr + 2 * dstStep, m2); buf3 = VecType::load(srcFloatPtr + 3 * srcStep); VecType::save(dstFloatPtr + 3 * dstStep, m3); buf4 = VecType::load(srcFloatPtr + 4 * srcStep); VecType::save(dstFloatPtr + 4 * dstStep, m4); buf5 = VecType::load(srcFloatPtr + 5 * srcStep); VecType::save(dstFloatPtr + 5 * dstStep, m5); buf6 = VecType::load(srcFloatPtr + 6 * srcStep); VecType::save(dstFloatPtr + 6 * dstStep, m6); buf7 = VecType::load(srcFloatPtr + 7 * srcStep); VecType::save(dstFloatPtr + 7 * dstStep, m7); } auto dstFloatPtr = (ElementType*)(dstStart + (srcUnit - 1) * dstRowStep); VecType mid0, mid1, mid2; mid0 = VecType::fma(VecType::fma(buf6, buf2, VecType(36)), buf4, VecType(-13)); mid1 = VecType::fma(VecType::fma(buf4, buf0, VecType(36)), buf2, VecType(-13)); VecType m0 = mid1 - mid0; mid2 = VecType::fma(VecType::fma(buf5, buf1, VecType(36)), buf3, VecType(-13)); VecType m1 = mid0 + mid2; VecType m2 = mid0 - mid2; mid1 = VecType::fma(VecType::fma(buf7, buf3, VecType(36)), buf5, VecType(-13)); VecType m7 = mid1 - mid2; mid0 = VecType::fma(VecType::fma(buf6, buf2, VecType(9)), buf4, VecType(-10)); mid1 = VecType::fma(buf5, buf1, VecType(18)) + VecType::fma(buf5, buf3, VecType(-20)); mid2 = VecType::fma(buf5 * 3, buf1, VecType(12)); VecType m3 = mid0 + mid1; VecType m4 = mid0 - mid1; mid0 = VecType::fma(VecType::fma(buf6, buf2, VecType(4)), buf4, VecType(-5)); mid1 = VecType::fma(mid2, buf3, VecType(-15)); VecType m5 = mid0 + mid1; VecType m6 = mid0 - mid1; VecType::save(dstFloatPtr + 0 * dstStep, m0); VecType::save(dstFloatPtr + 1 * dstStep, m1); VecType::save(dstFloatPtr + 2 * dstStep, m2); VecType::save(dstFloatPtr + 3 * dstStep, m3); VecType::save(dstFloatPtr + 4 * dstStep, m4); VecType::save(dstFloatPtr + 5 * dstStep, m5); VecType::save(dstFloatPtr + 6 * dstStep, m6); VecType::save(dstFloatPtr + 7 * dstStep, m7); } template static void _destUnrollTransformUnit4x2(const ElementType* srcBlock, ElementType* dstStart, const float* bias, const float* postParameters, size_t srcRowStep, size_t dstRowStep, size_t srcStep, size_t dstStep) { VecType s0 = VecType::load(srcBlock + 0 * srcStep); VecType s1 = VecType::load(srcBlock + 1 * srcStep); VecType s2 = VecType::load(srcBlock + 2 * srcStep); VecType s3 = VecType::load(srcBlock + 3 * srcStep); for (int i = 0; i < IterLoop - 1; ++i) { auto srcFloatPtr = (const ElementType*)(srcBlock + (i + 1) * srcRowStep); auto dstFloatPtr = (ElementType*)(dstStart + i * dstRowStep); auto m0 = s0 + s1 + s2; s0 = VecType::load(srcFloatPtr + 0 * srcStep); auto m1 = (s1 - s2) + s3; s1 = VecType::load(srcFloatPtr + 1 * srcStep); VecType::save(dstFloatPtr + 0 * dstStep, m0); s2 = VecType::load(srcFloatPtr + 2 * srcStep); VecType::save(dstFloatPtr + 1 * dstStep, m1); s3 = VecType::load(srcFloatPtr + 3 * srcStep); } auto dstFloatPtr = (ElementType*)(dstStart + (IterLoop - 1) * dstRowStep); auto m0 = s0 + s1 + s2; auto m1 = (s1 - s2) + s3; VecType::save(dstFloatPtr + 0 * dstStep, m0); VecType::save(dstFloatPtr + 1 * dstStep, m1); } template static void _destUnrollTransformUnit4x3(const ElementType* srcBlock, ElementType* dstStart, const float* bias, const float* postParameters, size_t srcRowStep, size_t dstRowStep, size_t srcStep, size_t dstStep) { VecType s0 = VecType::load(srcBlock + 0 * srcStep); VecType s1 = VecType::load(srcBlock + 1 * srcStep); VecType s2 = VecType::load(srcBlock + 2 * srcStep); VecType s3 = VecType::load(srcBlock + 3 * srcStep); for (int i = 0; i < IterLoop - 1; ++i) { auto srcFloatPtr = (const ElementType*)(srcBlock + (i + 1) * srcRowStep); auto dstFloatPtr = (ElementType*)(dstStart + i * dstRowStep); auto m0 = s0 + s1 + s2; auto m1 = (s1 - s2); s0 = VecType::load(srcFloatPtr + 0 * srcStep); auto m2 = (s1 + s2) + s3; s1 = VecType::load(srcFloatPtr + 1 * srcStep); VecType::save(dstFloatPtr + 0 * dstStep, m0); s2 = VecType::load(srcFloatPtr + 2 * srcStep); VecType::save(dstFloatPtr + 1 * dstStep, m1); s3 = VecType::load(srcFloatPtr + 3 * srcStep); VecType::save(dstFloatPtr + 2 * dstStep, m2); } auto dstFloatPtr = (ElementType*)(dstStart + (IterLoop - 1) * dstRowStep); auto m0 = s0 + s1 + s2; auto m1 = (s1 - s2); auto m2 = (s1 + s2) + s3; VecType::save(dstFloatPtr + 0 * dstStep, m0); VecType::save(dstFloatPtr + 1 * dstStep, m1); VecType::save(dstFloatPtr + 2 * dstStep, m2); } template static void _destUnrollTransformUnit6x5(const ElementType* srcBlock, ElementType* dstStart, const float* bias, const float* postParameters, size_t srcRowStep, size_t dstRowStep, size_t srcStep, size_t dstStep) { VecType s0 = VecType::load(srcBlock + 0 * srcStep); VecType s1 = VecType::load(srcBlock + 1 * srcStep); VecType s2 = VecType::load(srcBlock + 2 * srcStep); VecType s3 = VecType::load(srcBlock + 3 * srcStep); VecType s4 = VecType::load(srcBlock + 4 * srcStep); VecType s5 = VecType::load(srcBlock + 5 * srcStep); for (int i = 0; i < IterLoop - 1; ++i) { auto srcFloatPtr = (const ElementType*)(srcBlock + (i + 1) * srcRowStep); auto dstFloatPtr = (ElementType*)(dstStart + i * dstRowStep); auto m0 = s0 + s1 + s2 + s3 + s4; auto m1 = (s1 - s2) + (s3 - s4) * 2.f; auto m2 = (s1 + s2) + (s3 + s4) * 4.f; auto m3 = (s1 - s2) + (s3 - s4) * 8.f; s0 = VecType::load(srcFloatPtr + 0 * srcStep); auto m4 = (s1 + s2) + (s3 + s4) * 16.f + s5; s1 = VecType::load(srcFloatPtr + 1 * srcStep); VecType::save(dstFloatPtr + 0 * dstStep, m0); s2 = VecType::load(srcFloatPtr + 2 * srcStep); VecType::save(dstFloatPtr + 1 * dstStep, m1); s3 = VecType::load(srcFloatPtr + 3 * srcStep); VecType::save(dstFloatPtr + 2 * dstStep, m2); s4 = VecType::load(srcFloatPtr + 4 * srcStep); VecType::save(dstFloatPtr + 3 * dstStep, m3); s5 = VecType::load(srcFloatPtr + 5 * srcStep); VecType::save(dstFloatPtr + 4 * dstStep, m4); } auto dstFloatPtr = (ElementType*)(dstStart + (IterLoop - 1) * dstRowStep); auto m0 = s0 + s1 + s2 + s3 + s4; auto m1 = (s1 - s2) + (s3 - s4) * 2.f; auto m2 = (s1 + s2) + (s3 + s4) * 4.f; auto m3 = (s1 - s2) + (s3 - s4) * 8.f; auto m4 = (s1 + s2) + (s3 + s4) * 16.f + s5; VecType::save(dstFloatPtr + 0 * dstStep, m0); VecType::save(dstFloatPtr + 1 * dstStep, m1); VecType::save(dstFloatPtr + 2 * dstStep, m2); VecType::save(dstFloatPtr + 3 * dstStep, m3); VecType::save(dstFloatPtr + 4 * dstStep, m4); } template static void _destUnrollTransformUnit6x4(const ElementType* srcBlock, ElementType* dstStart, const float* bias, const float* postParameters, size_t srcRowStep, size_t dstRowStep, size_t srcStep, size_t dstStep) { VecType s0 = VecType::load(srcBlock + 0 * srcStep); VecType s1 = VecType::load(srcBlock + 1 * srcStep); VecType s2 = VecType::load(srcBlock + 2 * srcStep); VecType s3 = VecType::load(srcBlock + 3 * srcStep); VecType s4 = VecType::load(srcBlock + 4 * srcStep); VecType s5 = VecType::load(srcBlock + 5 * srcStep); for (int i = 0; i < IterLoop - 1; ++i) { auto srcFloatPtr = (const ElementType*)(srcBlock + (i + 1) * srcRowStep); auto dstFloatPtr = (ElementType*)(dstStart + i * dstRowStep); auto v0 = s3 + s4; auto v1 = s3 - s4; auto v2 = s1 + s2; auto v3 = s1 - s2; auto m0 = s0 + v2 + v0; auto m1 = v3 + v1 + v1; s0 = VecType::load(srcFloatPtr + 0 * srcStep); auto m2 = v2 + v0 * 4.f; s1 = VecType::load(srcFloatPtr + 1 * srcStep); auto m3 = v3 + v1 * 8.f + s5; s2 = VecType::load(srcFloatPtr + 2 * srcStep); VecType::save(dstFloatPtr + 0 * dstStep, m0); s3 = VecType::load(srcFloatPtr + 3 * srcStep); VecType::save(dstFloatPtr + 1 * dstStep, m1); s4 = VecType::load(srcFloatPtr + 4 * srcStep); VecType::save(dstFloatPtr + 2 * dstStep, m2); s5 = VecType::load(srcFloatPtr + 5 * srcStep); VecType::save(dstFloatPtr + 3 * dstStep, m3); } auto dstFloatPtr = (ElementType*)(dstStart + (IterLoop - 1) * dstRowStep); auto v0 = s3 + s4; auto v1 = s3 - s4; auto v2 = s1 + s2; auto v3 = s1 - s2; auto m0 = s0 + v2 + v0; auto m1 = v3 + v1 + v1; auto m2 = v2 + v0 * 4.f; auto m3 = v3 + v1 * 8.f + s5; VecType::save(dstFloatPtr + 0 * dstStep, m0); VecType::save(dstFloatPtr + 1 * dstStep, m1); VecType::save(dstFloatPtr + 2 * dstStep, m2); VecType::save(dstFloatPtr + 3 * dstStep, m3); } template static void _destUnrollTransformUnit6x3(const ElementType* srcBlock, ElementType* dstStart, const float* bias, const float* postParameters, size_t srcRowStep, size_t dstRowStep, size_t srcStep, size_t dstStep) { VecType s0 = VecType::load(srcBlock + 0 * srcStep); VecType s1 = VecType::load(srcBlock + 1 * srcStep); VecType s2 = VecType::load(srcBlock + 2 * srcStep); VecType s3 = VecType::load(srcBlock + 3 * srcStep); VecType s4 = VecType::load(srcBlock + 4 * srcStep); VecType s5 = VecType::load(srcBlock + 5 * srcStep); for (int i = 0; i < IterLoop - 1; ++i) { auto srcFloatPtr = (const ElementType*)(srcBlock + (i + 1) * srcRowStep); auto dstFloatPtr = (ElementType*)(dstStart + i * dstRowStep); auto m0 = s0 + s1 + s2 + s3 + s4; auto m1 = (s1 - s2) + (s3 - s4) * 2.f; s0 = VecType::load(srcFloatPtr + 0 * srcStep); auto m2 = (s1 + s2) + (s3 + s4) * 4.f + s5; s1 = VecType::load(srcFloatPtr + 1 * srcStep); VecType::save(dstFloatPtr + 0 * dstStep, m0); s2 = VecType::load(srcFloatPtr + 2 * srcStep); VecType::save(dstFloatPtr + 1 * dstStep, m1); s3 = VecType::load(srcFloatPtr + 3 * srcStep); VecType::save(dstFloatPtr + 2 * dstStep, m2); s4 = VecType::load(srcFloatPtr + 4 * srcStep); s5 = VecType::load(srcFloatPtr + 5 * srcStep); } auto dstFloatPtr = (ElementType*)(dstStart + (IterLoop - 1) * dstRowStep); auto m0 = s0 + s1 + s2 + s3 + s4; auto m1 = (s1 - s2) + (s3 - s4) * 2.f; auto m2 = (s1 + s2) + (s3 + s4) * 4.f + s5; VecType::save(dstFloatPtr + 0 * dstStep, m0); VecType::save(dstFloatPtr + 1 * dstStep, m1); VecType::save(dstFloatPtr + 2 * dstStep, m2); } template static void _destUnrollTransformUnit6x2(const ElementType* srcBlock, ElementType* dstStart, const float* bias, const float* postParameters, size_t srcRowStep, size_t dstRowStep, size_t srcStep, size_t dstStep) { VecType s0 = VecType::load(srcBlock + 0 * srcStep); VecType s1 = VecType::load(srcBlock + 1 * srcStep); VecType s2 = VecType::load(srcBlock + 2 * srcStep); VecType s3 = VecType::load(srcBlock + 3 * srcStep); VecType s4 = VecType::load(srcBlock + 4 * srcStep); VecType s5 = VecType::load(srcBlock + 5 * srcStep); for (int i = 0; i < IterLoop - 1; ++i) { auto srcFloatPtr = (const ElementType*)(srcBlock + (i + 1) * srcRowStep); auto dstFloatPtr = (ElementType*)(dstStart + i * dstRowStep); auto m0 = s0 + s1 + s2 + s3 + s4; s0 = VecType::load(srcFloatPtr + 0 * srcStep); auto m1 = (s1 - s2) + (s3 - s4) * 2.f + s5; s1 = VecType::load(srcFloatPtr + 1 * srcStep); VecType::save(dstFloatPtr + 0 * dstStep, m0); s2 = VecType::load(srcFloatPtr + 2 * srcStep); VecType::save(dstFloatPtr + 1 * dstStep, m1); s3 = VecType::load(srcFloatPtr + 3 * srcStep); s4 = VecType::load(srcFloatPtr + 4 * srcStep); s5 = VecType::load(srcFloatPtr + 5 * srcStep); } auto dstFloatPtr = (ElementType*)(dstStart + (IterLoop - 1) * dstRowStep); auto m0 = s0 + s1 + s2 + s3 + s4; auto m1 = (s1 - s2) + (s3 - s4) * 2.f + s5; VecType::save(dstFloatPtr + 0 * dstStep, m0); VecType::save(dstFloatPtr + 1 * dstStep, m1); } template static void _destUnrollTransformUnit8x2(const ElementType* srcBlock, ElementType* dstStart, const float* bias, const float* postParameters, size_t srcRowStep, size_t dstRowStep, size_t srcStep, size_t dstStep) { for (int i = 0; i < IterLoop; ++i) { auto srcFloatPtr = (const ElementType*)(srcBlock + i * srcRowStep); auto dstFloatPtr = (ElementType*)(dstStart + i * dstRowStep); VecType s0 = VecType::load(srcFloatPtr + 0 * srcStep); VecType s1 = VecType::load(srcFloatPtr + 1 * srcStep); VecType s2 = VecType::load(srcFloatPtr + 2 * srcStep); VecType s3 = VecType::load(srcFloatPtr + 3 * srcStep); VecType s4 = VecType::load(srcFloatPtr + 4 * srcStep); VecType s5 = VecType::load(srcFloatPtr + 5 * srcStep); VecType s6 = VecType::load(srcFloatPtr + 6 * srcStep); VecType s7 = VecType::load(srcFloatPtr + 7 * srcStep); auto m0 = s0 + s1 + s2 + s3 + s4 + s5 + s6; auto m1 = (s1 - s2) + (s3 - s4) * 2.f + (s5 - s6) * 3.f + s7; VecType::save(dstFloatPtr + 0 * dstStep, m0); VecType::save(dstFloatPtr + 1 * dstStep, m1); } } template static void _destUnrollTransformUnit8x3(const ElementType* srcBlock, ElementType* dstStart, const float* bias, const float* postParameters, size_t srcRowStep, size_t dstRowStep, size_t srcStep, size_t dstStep) { VecType s0 = VecType::load(srcBlock + 0 * srcStep); VecType s1 = VecType::load(srcBlock + 1 * srcStep); VecType s2 = VecType::load(srcBlock + 2 * srcStep); VecType s3 = VecType::load(srcBlock + 3 * srcStep); VecType s4 = VecType::load(srcBlock + 4 * srcStep); VecType s5 = VecType::load(srcBlock + 5 * srcStep); VecType s6 = VecType::load(srcBlock + 6 * srcStep); VecType s7 = VecType::load(srcBlock + 7 * srcStep); for (int i = 0; i < IterLoop - 1; ++i) { auto srcFloatPtr = (const ElementType*)(srcBlock + (i + 1) * srcRowStep); auto dstFloatPtr = (ElementType*)(dstStart + i * dstRowStep); auto m0 = s0 + s1 + s2 + s3 + s4 + s5 + s6; s0 = VecType::load(srcFloatPtr + 0 * srcStep); auto m2 = (s1 + s2) + (s3 + s4) * 4.f; auto m1 = (s1 - s2) + (s3 - s4) * 2.f; s1 = VecType::load(srcFloatPtr + 1 * srcStep); s2 = VecType::load(srcFloatPtr + 2 * srcStep); m2 += (s5 + s6) * 9.f + s7; m1 += (s5 - s6) * 3.f; s3 = VecType::load(srcFloatPtr + 3 * srcStep); s4 = VecType::load(srcFloatPtr + 4 * srcStep); VecType::save(dstFloatPtr + 0 * dstStep, m0); s5 = VecType::load(srcFloatPtr + 5 * srcStep); VecType::save(dstFloatPtr + 1 * dstStep, m1); s6 = VecType::load(srcFloatPtr + 6 * srcStep); VecType::save(dstFloatPtr + 2 * dstStep, m2); s7 = VecType::load(srcFloatPtr + 7 * srcStep); } auto dstFloatPtr = (ElementType*)(dstStart + (IterLoop - 1) * dstRowStep); auto m0 = s0 + s1 + s2 + s3 + s4 + s5 + s6; auto m1 = (s1 - s2) + (s3 - s4) * 2.f + (s5 - s6) * 3.f; auto m2 = (s1 + s2) + (s3 + s4) * 4.f + (s5 + s6) * 9.f + s7; VecType::save(dstFloatPtr + 0 * dstStep, m0); VecType::save(dstFloatPtr + 1 * dstStep, m1); VecType::save(dstFloatPtr + 2 * dstStep, m2); } template static void _destUnrollTransformUnit8x4(const ElementType* srcBlock, ElementType* dstStart, const float* bias, const float* postParameters, size_t srcRowStep, size_t dstRowStep, size_t srcStep, size_t dstStep) { VecType s0 = VecType::load(srcBlock + 0 * srcStep); VecType s1 = VecType::load(srcBlock + 1 * srcStep); VecType s2 = VecType::load(srcBlock + 2 * srcStep); VecType s3 = VecType::load(srcBlock + 3 * srcStep); VecType s4 = VecType::load(srcBlock + 4 * srcStep); VecType s5 = VecType::load(srcBlock + 5 * srcStep); VecType s6 = VecType::load(srcBlock + 6 * srcStep); VecType s7 = VecType::load(srcBlock + 7 * srcStep); for (int i = 0; i < IterLoop - 1; ++i) { auto srcFloatPtr = (const ElementType*)(srcBlock + (i + 1) * srcRowStep); auto dstFloatPtr = (ElementType*)(dstStart + i * dstRowStep); VecType mid0, mid1, mid2, mid3, mid4, mid5; mid0 = s1 + s2; mid1 = s1 - s2; mid2 = s3 + s4; mid3 = s3 - s4; mid4 = s5 + s6; mid5 = s5 - s6; auto m0 = s0 + mid0 + mid2 + mid4; s0 = VecType::load(srcFloatPtr + 0 * srcStep); auto m1 = mid1 + mid3 * 2.f + mid5 * 3.f; s1 = VecType::load(srcFloatPtr + 1 * srcStep); auto m2 = mid0 + mid2 * 4.f + mid4 * 9.f; s2 = VecType::load(srcFloatPtr + 2 * srcStep); auto m3 = mid1 + mid3 * 8.f + mid5 * 27.f + s7; s3 = VecType::load(srcFloatPtr + 3 * srcStep); VecType::save(dstFloatPtr + 0 * dstStep, m0); s4 = VecType::load(srcFloatPtr + 4 * srcStep); VecType::save(dstFloatPtr + 1 * dstStep, m1); s5 = VecType::load(srcFloatPtr + 5 * srcStep); VecType::save(dstFloatPtr + 2 * dstStep, m2); s6 = VecType::load(srcFloatPtr + 6 * srcStep); VecType::save(dstFloatPtr + 3 * dstStep, m3); s7 = VecType::load(srcFloatPtr + 7 * srcStep); } auto dstFloatPtr = (ElementType*)(dstStart + (IterLoop - 1) * dstRowStep); VecType mid0, mid1, mid2, mid3, mid4, mid5; mid0 = s1 + s2; mid1 = s1 - s2; mid2 = s3 + s4; mid3 = s3 - s4; mid4 = s5 + s6; mid5 = s5 - s6; auto m0 = s0 + mid0 + mid2 + mid4; auto m1 = mid1 + mid3 * 2.f + mid5 * 3.f; auto m2 = mid0 + mid2 * 4.f + mid4 * 9.f; auto m3 = mid1 + mid3 * 8.f + mid5 * 27.f + s7; VecType::save(dstFloatPtr + 0 * dstStep, m0); VecType::save(dstFloatPtr + 1 * dstStep, m1); VecType::save(dstFloatPtr + 2 * dstStep, m2); VecType::save(dstFloatPtr + 3 * dstStep, m3); } template static void _destUnrollTransformUnit8x5(const ElementType* srcBlock, ElementType* dstStart, const float* bias, const float* postParameters, size_t srcRowStep, size_t dstRowStep, size_t srcStep, size_t dstStep) { VecType s0 = VecType::load(srcBlock + 0 * srcStep); VecType s1 = VecType::load(srcBlock + 1 * srcStep); VecType s2 = VecType::load(srcBlock + 2 * srcStep); VecType s3 = VecType::load(srcBlock + 3 * srcStep); VecType s4 = VecType::load(srcBlock + 4 * srcStep); VecType s5 = VecType::load(srcBlock + 5 * srcStep); VecType s6 = VecType::load(srcBlock + 6 * srcStep); VecType s7 = VecType::load(srcBlock + 7 * srcStep); for (int i = 0; i < IterLoop - 1; ++i) { auto srcFloatPtr = (const ElementType*)(srcBlock + (i + 1) * srcRowStep); auto dstFloatPtr = (ElementType*)(dstStart + i * dstRowStep); VecType mid0, mid1, mid2, mid3, mid4, mid5; mid0 = s1 + s2; mid1 = s1 - s2; mid2 = s3 + s4; mid3 = s3 - s4; mid4 = s5 + s6; mid5 = s5 - s6; auto m0 = s0 + mid0 + mid2 + mid4; auto m1 = mid1 + mid3 * 2.f + mid5 * 3.f; s0 = VecType::load(srcFloatPtr + 0 * srcStep); auto m2 = mid0 + mid2 * 4.f + mid4 * 9.f; s1 = VecType::load(srcFloatPtr + 1 * srcStep); auto m3 = mid1 + mid3 * 8.f + mid5 * 27.f; s2 = VecType::load(srcFloatPtr + 2 * srcStep); auto m4 = mid0 + mid2 * 16.f + mid4 * 81.f + s7; s3 = VecType::load(srcFloatPtr + 3 * srcStep); VecType::save(dstFloatPtr + 0 * dstStep, m0); s4 = VecType::load(srcFloatPtr + 4 * srcStep); VecType::save(dstFloatPtr + 1 * dstStep, m1); s5 = VecType::load(srcFloatPtr + 5 * srcStep); VecType::save(dstFloatPtr + 2 * dstStep, m2); s6 = VecType::load(srcFloatPtr + 6 * srcStep); VecType::save(dstFloatPtr + 3 * dstStep, m3); s7 = VecType::load(srcFloatPtr + 7 * srcStep); VecType::save(dstFloatPtr + 4 * dstStep, m4); } auto dstFloatPtr = (ElementType*)(dstStart + (IterLoop - 1) * dstRowStep); VecType mid0, mid1, mid2, mid3, mid4, mid5; mid0 = s1 + s2; mid1 = s1 - s2; mid2 = s3 + s4; mid3 = s3 - s4; mid4 = s5 + s6; mid5 = s5 - s6; auto m0 = s0 + mid0 + mid2 + mid4; auto m1 = mid1 + mid3 * 2.f + mid5 * 3.f; auto m2 = mid0 + mid2 * 4.f + mid4 * 9.f; auto m3 = mid1 + mid3 * 8.f + mid5 * 27.f; auto m4 = mid0 + mid2 * 16.f + mid4 * 81.f + s7; VecType::save(dstFloatPtr + 0 * dstStep, m0); VecType::save(dstFloatPtr + 1 * dstStep, m1); VecType::save(dstFloatPtr + 2 * dstStep, m2); VecType::save(dstFloatPtr + 3 * dstStep, m3); VecType::save(dstFloatPtr + 4 * dstStep, m4); } template static void _destUnrollTransformUnit8x6(const ElementType* srcBlock, ElementType* dstStart, const float* bias, const float* postParameters, size_t srcRowStep, size_t dstRowStep, size_t srcStep, size_t dstStep) { VecType s0 = VecType::load(srcBlock + 0 * srcStep); VecType s1 = VecType::load(srcBlock + 1 * srcStep); VecType s2 = VecType::load(srcBlock + 2 * srcStep); VecType s3 = VecType::load(srcBlock + 3 * srcStep); VecType s4 = VecType::load(srcBlock + 4 * srcStep); VecType s5 = VecType::load(srcBlock + 5 * srcStep); VecType s6 = VecType::load(srcBlock + 6 * srcStep); VecType s7 = VecType::load(srcBlock + 7 * srcStep); for (int i = 0; i < IterLoop - 1; ++i) { auto srcFloatPtr = (const ElementType*)(srcBlock + (i + 1) * srcRowStep); auto dstFloatPtr = (ElementType*)(dstStart + i * dstRowStep); VecType mid0, mid1, mid2, mid3, mid4, mid5; mid0 = s1 + s2; mid1 = s1 - s2; mid2 = s3 + s4; mid3 = s3 - s4; mid4 = s5 + s6; mid5 = s5 - s6; auto m0 = s0 + mid0 + mid2 + mid4; auto m1 = mid1 + mid3 * 2.f + mid5 * 3.f; auto m2 = mid0 + mid2 * 4.f + mid4 * 9.f; auto m3 = mid1 + mid3 * 8.f + mid5 * 27.f; s0 = VecType::load(srcFloatPtr + 0 * srcStep); auto m4 = mid0 + mid2 * 16.f + mid4 * 81.f; s1 = VecType::load(srcFloatPtr + 1 * srcStep); auto m5 = mid1 + mid3 * 32.f + mid5 * 243.f + s7; s2 = VecType::load(srcFloatPtr + 2 * srcStep); VecType::save(dstFloatPtr + 0 * dstStep, m0); s3 = VecType::load(srcFloatPtr + 3 * srcStep); VecType::save(dstFloatPtr + 1 * dstStep, m1); s4 = VecType::load(srcFloatPtr + 4 * srcStep); VecType::save(dstFloatPtr + 2 * dstStep, m2); s5 = VecType::load(srcFloatPtr + 5 * srcStep); VecType::save(dstFloatPtr + 3 * dstStep, m3); s6 = VecType::load(srcFloatPtr + 6 * srcStep); VecType::save(dstFloatPtr + 4 * dstStep, m4); s7 = VecType::load(srcFloatPtr + 7 * srcStep); VecType::save(dstFloatPtr + 5 * dstStep, m5); } auto dstFloatPtr = (ElementType*)(dstStart + (IterLoop - 1) * dstRowStep); VecType mid0, mid1, mid2, mid3, mid4, mid5; mid0 = s1 + s2; mid1 = s1 - s2; auto m0 = s0 + mid0; mid2 = s3 + s4; mid3 = s3 - s4; m0 = m0 + mid2; mid4 = s5 + s6; mid5 = s5 - s6; m0 = m0 + mid4; auto m1 = mid1 + mid3 * 2.f + mid5 * 3.f; auto m2 = mid0 + mid2 * 4.f + mid4 * 9.f; auto m3 = mid1 + mid3 * 8.f + mid5 * 27.f; auto m4 = mid0 + mid2 * 16.f + mid4 * 81.f; auto m5 = mid1 + mid3 * 32.f + mid5 * 243.f + s7; VecType::save(dstFloatPtr + 0 * dstStep, m0); VecType::save(dstFloatPtr + 1 * dstStep, m1); VecType::save(dstFloatPtr + 2 * dstStep, m2); VecType::save(dstFloatPtr + 3 * dstStep, m3); VecType::save(dstFloatPtr + 4 * dstStep, m4); VecType::save(dstFloatPtr + 5 * dstStep, m5); } template static void _destUnrollTransformUnit8x7(const ElementType* srcBlock, ElementType* dstStart, const float* bias, const float* postParameters, size_t srcRowStep, size_t dstRowStep, size_t srcStep, size_t dstStep) { VecType s0 = VecType::load(srcBlock + 0 * srcStep); VecType s1 = VecType::load(srcBlock + 1 * srcStep); VecType s2 = VecType::load(srcBlock + 2 * srcStep); VecType s3 = VecType::load(srcBlock + 3 * srcStep); VecType s4 = VecType::load(srcBlock + 4 * srcStep); VecType s5 = VecType::load(srcBlock + 5 * srcStep); VecType s6 = VecType::load(srcBlock + 6 * srcStep); VecType s7 = VecType::load(srcBlock + 7 * srcStep); for (int i = 0; i < IterLoop - 1; ++i) { auto srcFloatPtr = (const ElementType*)(srcBlock + (i + 1) * srcRowStep); auto dstFloatPtr = (ElementType*)(dstStart + i * dstRowStep); VecType mid0, mid1, mid2, mid3, mid4, mid5; mid0 = s1 + s2; mid1 = s1 - s2; mid2 = s3 + s4; mid3 = s3 - s4; mid4 = s5 + s6; mid5 = s5 - s6; auto m0 = s0 + mid0 + mid2 + mid4; auto m1 = mid1 + mid3 * 2.f + mid5 * 3.f; auto m2 = mid0 + mid2 * 4.f + mid4 * 9.f; auto m3 = mid1 + mid3 * 8.f + mid5 * 27.f; auto m4 = mid0 + mid2 * 16.f + mid4 * 81.f; auto m5 = mid1 + mid3 * 32.f + mid5 * 243.f; s0 = VecType::load(srcFloatPtr + 0 * srcStep); auto m6 = mid0 + mid2 * 64.f + mid4 * 729.f + s7; s1 = VecType::load(srcFloatPtr + 1 * srcStep); VecType::save(dstFloatPtr + 0 * dstStep, m0); s2 = VecType::load(srcFloatPtr + 2 * srcStep); VecType::save(dstFloatPtr + 1 * dstStep, m1); s3 = VecType::load(srcFloatPtr + 3 * srcStep); VecType::save(dstFloatPtr + 2 * dstStep, m2); s4 = VecType::load(srcFloatPtr + 4 * srcStep); VecType::save(dstFloatPtr + 3 * dstStep, m3); s5 = VecType::load(srcFloatPtr + 5 * srcStep); VecType::save(dstFloatPtr + 4 * dstStep, m4); s6 = VecType::load(srcFloatPtr + 6 * srcStep); VecType::save(dstFloatPtr + 5 * dstStep, m5); s7 = VecType::load(srcFloatPtr + 7 * srcStep); VecType::save(dstFloatPtr + 6 * dstStep, m6); } auto dstFloatPtr = (ElementType*)(dstStart +(IterLoop - 1) * dstRowStep); VecType mid0, mid1, mid2, mid3, mid4, mid5; mid0 = s1 + s2; mid1 = s1 - s2; mid2 = s3 + s4; mid3 = s3 - s4; mid4 = s5 + s6; mid5 = s5 - s6; auto m0 = s0 + mid0 + mid2 + mid4; auto m1 = mid1 + mid3 * 2.f + mid5 * 3.f; auto m2 = mid0 + mid2 * 4.f + mid4 * 9.f; auto m3 = mid1 + mid3 * 8.f + mid5 * 27.f; auto m4 = mid0 + mid2 * 16.f + mid4 * 81.f; auto m5 = mid1 + mid3 * 32.f + mid5 * 243.f; auto m6 = mid0 + mid2 * 64.f + mid4 * 729.f + s7; VecType::save(dstFloatPtr + 0 * dstStep, m0); VecType::save(dstFloatPtr + 1 * dstStep, m1); VecType::save(dstFloatPtr + 2 * dstStep, m2); VecType::save(dstFloatPtr + 3 * dstStep, m3); VecType::save(dstFloatPtr + 4 * dstStep, m4); VecType::save(dstFloatPtr + 5 * dstStep, m5); VecType::save(dstFloatPtr + 6 * dstStep, m6); } WinogradFunctionHalf::TransformPackFunc WinogradFunctionHalf::chooseWinoSourceTransformPack(int k, int w, int ePack, int lPack, int packCUnit) { if (ePack == 12 && lPack == 1 && packCUnit == 4) { if (k == 4 && w == 4) { return _sourceTransformUnit4x4Pack12; } if (k == 6 && w == 6) { return _sourceTransformUnit6x6Pack12; } #ifdef USE_8x8_WINOGRAD_KERNEL if (k == 8 && w == 8) { return _sourceTransformUnit8x8Pack12; } #endif // other packing size } // if (ePack == 3 && lPack == 8 && packCUnit == 4) no need to transformPack for x86 bf16 pack format of 3 x 8 x 4, will not be called in ConvolutionWinograd.cpp by allow_x86_bf16_winograd return nullptr; } WinogradFunctionHalf::WinoUnrollTransFunc WinogradFunctionHalf::chooseSourceUnrollTransform(int k, int w) { #ifdef USE_8x8_WINOGRAD_KERNEL if (8 == k && 8 == w) { return _sourceUnrollTransformUnit8x8; } #endif if (6 == k && 6 == w) { return _sourceUnrollTransformUnit6x6; } if (4 == k && 4 == w) { return _sourceUnrollTransformUnit4x4; } return nullptr; } void WinogradFunctionHalf::chooseWinoDestUnrollTransform(WinogradFunctionHalf::WinoUnrollDestTransFunc *destFunctions, size_t maxUnit, int k, int h) { static WinogradFunctionHalf::WinoUnrollDestTransFunc gDestTransUnit4[][5] = { { nullptr, nullptr, nullptr, nullptr, nullptr }, // 0 { nullptr, nullptr, nullptr, nullptr, nullptr }, // 1 { nullptr, _destUnrollTransformUnit4x2<1>, _destUnrollTransformUnit4x2<2>, _destUnrollTransformUnit4x2<3>, _destUnrollTransformUnit4x2<4> }, { nullptr, _destUnrollTransformUnit4x3<1>, _destUnrollTransformUnit4x3<2>, _destUnrollTransformUnit4x3<3>, _destUnrollTransformUnit4x3<4> } }; static WinogradFunctionHalf::WinoUnrollDestTransFunc gDestTransUnit6[][7] = { { nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr }, // 0 { nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr }, // 1 { nullptr, _destUnrollTransformUnit6x2<1>, _destUnrollTransformUnit6x2<2>, _destUnrollTransformUnit6x2<3>, _destUnrollTransformUnit6x2<4>, _destUnrollTransformUnit6x2<5>, _destUnrollTransformUnit6x2<6> }, { nullptr, _destUnrollTransformUnit6x3<1>, _destUnrollTransformUnit6x3<2>, _destUnrollTransformUnit6x3<3>, _destUnrollTransformUnit6x3<4>, _destUnrollTransformUnit6x3<5>, _destUnrollTransformUnit6x3<6> }, { nullptr, _destUnrollTransformUnit6x4<1>, _destUnrollTransformUnit6x4<2>, _destUnrollTransformUnit6x4<3>, _destUnrollTransformUnit6x4<4>, _destUnrollTransformUnit6x4<5>, _destUnrollTransformUnit6x4<6> }, { nullptr, _destUnrollTransformUnit6x5<1>, _destUnrollTransformUnit6x5<2>, _destUnrollTransformUnit6x5<3>, _destUnrollTransformUnit6x5<4>, _destUnrollTransformUnit6x5<5>, _destUnrollTransformUnit6x5<6> } }; static WinogradFunctionHalf::WinoUnrollDestTransFunc gDestTransUnit8[][9] = { { nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr }, // 0 { nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr, nullptr }, // 1 { nullptr, _destUnrollTransformUnit8x2<1>, _destUnrollTransformUnit8x2<2>, _destUnrollTransformUnit8x2<3>, _destUnrollTransformUnit8x2<4>, _destUnrollTransformUnit8x2<5>, _destUnrollTransformUnit8x2<6>, _destUnrollTransformUnit8x2<7>, _destUnrollTransformUnit8x2<8> }, { nullptr, _destUnrollTransformUnit8x3<1>, _destUnrollTransformUnit8x3<2>, _destUnrollTransformUnit8x3<3>, _destUnrollTransformUnit8x3<4>, _destUnrollTransformUnit8x3<5>, _destUnrollTransformUnit8x3<6>, _destUnrollTransformUnit8x3<7>, _destUnrollTransformUnit8x3<8> }, { nullptr, _destUnrollTransformUnit8x4<1>, _destUnrollTransformUnit8x4<2>, _destUnrollTransformUnit8x4<3>, _destUnrollTransformUnit8x4<4>, _destUnrollTransformUnit8x4<5>, _destUnrollTransformUnit8x4<6>, _destUnrollTransformUnit8x4<7>, _destUnrollTransformUnit8x4<8> }, { nullptr, _destUnrollTransformUnit8x5<1>, _destUnrollTransformUnit8x5<2>, _destUnrollTransformUnit8x5<3>, _destUnrollTransformUnit8x5<4>, _destUnrollTransformUnit8x5<5>, _destUnrollTransformUnit8x5<6>, _destUnrollTransformUnit8x5<7>, _destUnrollTransformUnit8x5<8> }, { nullptr, _destUnrollTransformUnit8x6<1>, _destUnrollTransformUnit8x6<2>, _destUnrollTransformUnit8x6<3>, _destUnrollTransformUnit8x6<4>, _destUnrollTransformUnit8x6<5>, _destUnrollTransformUnit8x6<6>, _destUnrollTransformUnit8x6<7>, _destUnrollTransformUnit8x6<8> }, { nullptr, _destUnrollTransformUnit8x7<1>, _destUnrollTransformUnit8x7<2>, _destUnrollTransformUnit8x7<3>, _destUnrollTransformUnit8x7<4>, _destUnrollTransformUnit8x7<5>, _destUnrollTransformUnit8x7<6>, _destUnrollTransformUnit8x7<7>, _destUnrollTransformUnit8x7<8> } }; ::memset((void*)destFunctions, 0, maxUnit * sizeof(WinogradFunctionHalf::WinoUnrollDestTransFunc)); #ifdef USE_8x8_WINOGRAD_KERNEL if (8 == k && h > 1 && h < 8) { memcpy((void*)destFunctions, gDestTransUnit8[h], (8 + 1) * sizeof(WinogradFunctionHalf::WinoUnrollDestTransFunc)); return; } #endif if (6 == k && h > 1 && h < 6) { ::memcpy((void*)destFunctions, gDestTransUnit6[h], (6 + 1) * sizeof(WinogradFunctionHalf::WinoUnrollDestTransFunc)); return; } if (4 == k && h > 1 && h < 4) { memcpy((void*)destFunctions, gDestTransUnit4[h], (4 + 1) * sizeof(WinogradFunctionHalf::WinoUnrollDestTransFunc)); return; } return; } } // namespace MNN #undef TRANSPOSE_12X4_SAVE #undef USE_8x8_WINOGRAD_KERNEL