// // Arm82WinogradOptFunc.cpp // MNN // // Created by MNN on 2018/10/08. // Copyright © 2018, Alibaba Group Holding Limited // #if defined(__ANDROID__) || defined(__aarch64__) #include "Arm82WinogradOptFunc.hpp" #include "Arm82Vec.hpp" #include "Arm82OptFunc.hpp" #include #include #include #include "core/Macro.h" #include "math/Vec.hpp" using Vec = MNN::Math::Vec; using VecType = Vec; using ElementType = FLOAT16; /* CAUTION: fp16 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 #define TRANSPOSE_12X8_SAVE() \ VecType v0 = VecType::load(srcPtr + 0 * packCUnit); \ VecType v1 = VecType::load(srcPtr + 1 * packCUnit); \ VecType v2 = VecType::load(srcPtr + 2 * packCUnit); \ VecType v3 = VecType::load(srcPtr + 3 * packCUnit); \ VecType v4 = VecType::load(srcPtr + 4 * packCUnit); \ VecType v5 = VecType::load(srcPtr + 5 * packCUnit); \ VecType v6 = VecType::load(srcPtr + 6 * packCUnit); \ VecType v7 = VecType::load(srcPtr + 7 * packCUnit); \ VecType v8 = VecType::load(srcPtr + 8 * packCUnit); \ VecType v9 = VecType::load(srcPtr + 9 * packCUnit); \ VecType v10 = VecType::load(srcPtr + 10 * packCUnit); \ VecType v11 = VecType::load(srcPtr + 11 * packCUnit); \ VecType::transpose12(v0, v1, v2, v3, v4, v5, v6, v7, v8, v9, v10, v11); \ VecType::save(srcPtr + 0 * packCUnit, v0); \ VecType::save(srcPtr + 1 * packCUnit, v1); \ VecType::save(srcPtr + 2 * packCUnit, v2); \ VecType::save(srcPtr + 3 * packCUnit, v3); \ VecType::save(srcPtr + 4 * packCUnit, v4); \ VecType::save(srcPtr + 5 * packCUnit, v5); \ VecType::save(srcPtr + 6 * packCUnit, v6); \ VecType::save(srcPtr + 7 * packCUnit, v7); \ VecType::save(srcPtr + 8 * packCUnit, v8); \ VecType::save(srcPtr + 9 * packCUnit, v9); \ VecType::save(srcPtr + 10 * packCUnit, v10); \ VecType::save(srcPtr + 11 * packCUnit, v11); 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 = 8; const size_t loadTransposeStride = packCUnit * ePack; ElementType* srcPtr = srcBlock; for (int iNh = 0; iNh < Nh; ++iNh) { // register number : ePack TRANSPOSE_12X8_SAVE(); srcPtr += loadTransposeStride; } srcPtr = srcBlock; ElementType* dstPtr = dstStart; for (int i4c = 0; i4c < packCUnit >> 1; ++i4c) // calculate 2 line in 8 packCUnit at once { // 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 << 1; dstPtr += ePack << 1; } } 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 = 8; const size_t loadTransposeStride = packCUnit * ePack; ElementType* srcPtr = srcBlock; for (int iNh = 0; iNh < Nh; ++iNh) { // register number : ePack TRANSPOSE_12X8_SAVE(); srcPtr += loadTransposeStride; } srcPtr = srcBlock; ElementType* dstPtr = dstStart; for (int i4c = 0; i4c < packCUnit >> 1; ++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 Vec ep0, ep1, ep2; Vec a0, a1, a2; Vec b0, b1, b2; a0 = Vec::fma(Vec::fma(s60, s20, Vec(36)), s40, Vec(-13)); a1 = Vec::fma(Vec::fma(s61, s21, Vec(36)), s41, Vec(-13)); a2 = Vec::fma(Vec::fma(s62, s22, Vec(36)), s42, Vec(-13)); b0 = Vec::fma(Vec::fma(s40, s00, Vec(36)), s20, Vec(-13)); b1 = Vec::fma(Vec::fma(s41, s01, Vec(36)), s21, Vec(-13)); b2 = Vec::fma(Vec::fma(s42, s02, Vec(36)), s22, Vec(-13)); ep0 = b0 - a0; ep1 = b1 - a1; ep2 = b2 - a2; VecType::save(dstPtr + 0 * dstStep + 0 * packCUnit, ep0); VecType::save(dstPtr + 0 * dstStep + 1 * packCUnit, ep1); VecType::save(dstPtr + 0 * dstStep + 2 * packCUnit, ep2); b0 = Vec::fma(Vec::fma(s50, s10, Vec(36)), s30, Vec(-13)); b1 = Vec::fma(Vec::fma(s51, s11, Vec(36)), s31, Vec(-13)); b2 = Vec::fma(Vec::fma(s52, s12, Vec(36)), s32, Vec(-13)); ep0 = a0 + b0; ep1 = a1 + b1; ep2 = a2 + b2; 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 = a0 - b0; ep1 = a1 - b1; ep2 = a2 - b2; VecType::save(dstPtr + 2 * dstStep + 0 * packCUnit, ep0); VecType::save(dstPtr + 2 * dstStep + 1 * packCUnit, ep1); VecType::save(dstPtr + 2 * dstStep + 2 * packCUnit, ep2); a0 = Vec::fma(Vec::fma(s70, s30, Vec(36)), s50, Vec(-13)); a1 = Vec::fma(Vec::fma(s71, s31, Vec(36)), s51, Vec(-13)); a2 = Vec::fma(Vec::fma(s72, s32, Vec(36)), s52, Vec(-13)); ep0 = a0 - b0; ep1 = a1 - b1; ep2 = a2 - b2; VecType::save(dstPtr + 7 * dstStep + 0 * packCUnit, ep0); VecType::save(dstPtr + 7 * dstStep + 1 * packCUnit, ep1); VecType::save(dstPtr + 7 * dstStep + 2 * packCUnit, ep2); a0 = Vec::fma(Vec::fma(s60, s20, Vec(9)), s40, Vec(-10)); a1 = Vec::fma(Vec::fma(s61, s21, Vec(9)), s41, Vec(-10)); a2 = Vec::fma(Vec::fma(s62, s22, Vec(9)), s42, Vec(-10)); b0 = Vec::fma(s50, s10, Vec(18)) + Vec::fma(s50, s30, Vec(-20)); b1 = Vec::fma(s51, s11, Vec(18)) + Vec::fma(s51, s31, Vec(-20)); b2 = Vec::fma(s52, s12, Vec(18)) + Vec::fma(s52, s32, Vec(-20)); ep0 = a0 + b0; ep1 = a1 + b1; ep2 = a2 + b2; 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 = a0 - b0; ep1 = a1 - b1; ep2 = a2 - b2; VecType::save(dstPtr + 4 * dstStep + 0 * packCUnit, ep0); VecType::save(dstPtr + 4 * dstStep + 1 * packCUnit, ep1); VecType::save(dstPtr + 4 * dstStep + 2 * packCUnit, ep2); a0 = Vec::fma(Vec::fma(s60, s20, Vec(4)), s40, Vec(-5)); a1 = Vec::fma(Vec::fma(s61, s21, Vec(4)), s41, Vec(-5)); a2 = Vec::fma(Vec::fma(s62, s22, Vec(4)), s42, Vec(-5)); b0 = Vec::fma(Vec::fma(s50 * 3, s10, Vec(12)), s30, Vec(-15)); b1 = Vec::fma(Vec::fma(s51 * 3, s11, Vec(12)), s31, Vec(-15)); b2 = Vec::fma(Vec::fma(s52 * 3, s12, Vec(12)), s32, Vec(-15)); ep0 = a0 + b0; ep1 = a1 + b1; ep2 = a2 + b2; 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 = a0 - b0; ep1 = a1 - b1; ep2 = a2 - b2; VecType::save(dstPtr + 6 * dstStep + 0 * packCUnit, ep0); VecType::save(dstPtr + 6 * dstStep + 1 * packCUnit, ep1); VecType::save(dstPtr + 6 * dstStep + 2 * packCUnit, ep2); srcPtr += ePack << 1; dstPtr += ePack << 1; } } 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 = 8; const size_t loadTransposeStride = packCUnit * ePack; ElementType* srcPtr = srcBlock; for (int iNh = 0; iNh < Nh; ++iNh) { // register number : ePack TRANSPOSE_12X8_SAVE(); srcPtr += loadTransposeStride; } srcPtr = srcBlock; ElementType* dstPtr = dstStart; for (int i4c = 0; i4c < packCUnit >> 1; ++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 b00 = Vec::fma(s40, s20, Vec(-4)); auto b01 = Vec::fma(s41, s21, Vec(-4)); auto b02 = Vec::fma(s42, s22, Vec(-4)); auto b10 = Vec::fma(s30, s10, Vec(-4)); auto b11 = Vec::fma(s31, s11, Vec(-4)); auto b12 = Vec::fma(s32, s12, Vec(-4)); auto b20 = Vec::fma(s20, s00, Vec(-4)); auto b21 = Vec::fma(s21, s01, Vec(-4)); auto b22 = Vec::fma(s22, s02, Vec(-4)); auto b30 = Vec::fma(s50, s30, Vec(-4)); auto b31 = Vec::fma(s51, s31, Vec(-4)); auto b32 = Vec::fma(s52, s32, Vec(-4)); auto b40 = s40 - s20; auto b41 = s41 - s21; auto b42 = s42 - s22; auto b50 = (s30 - s10) * Vec(2); auto b51 = (s31 - s11) * Vec(2); auto b52 = (s32 - s12) * Vec(2); auto ep0 = b00 - b20; auto ep1 = b01 - b21; auto ep2 = b02 - b22; 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 = b00 + b10; ep1 = b01 + b11; ep2 = b02 + b12; 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 = b00 - b10; ep1 = b01 - b11; ep2 = b02 - b12; 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 = b40 + b50; ep1 = b41 + b51; ep2 = b42 + b52; 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 = b40 - b50; ep1 = b41 - b51; ep2 = b42 - b52; 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 = b30 - b10; ep1 = b31 - b11; ep2 = b32 - b12; 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 << 1; dstPtr += ePack << 1; } } 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); } Arm82WinogradFunction::TransformPackFunc Arm82WinogradFunction::chooseWinoSourceTransformPack(int k, int w, int ePack, int lPack, int packCUnit) { if (ePack == 12 && lPack == 1 && packCUnit == 8) { 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 } //MNN_ERROR("Arm82WinogradFunction Can not find function for ePack:%d, packCUnit:%d\n", ePack, packCUnit); return nullptr; } Arm82WinogradFunction::WinoUnrollTransFunc Arm82WinogradFunction::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; } MNN_ASSERT(false); return nullptr; } void Arm82WinogradFunction::chooseWinoDestUnrollTransform(Arm82WinogradFunction::WinoUnrollDestTransFunc *destFunctions, size_t maxUnit, int k, int h) { static Arm82WinogradFunction::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 Arm82WinogradFunction::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 Arm82WinogradFunction::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(Arm82WinogradFunction::WinoUnrollDestTransFunc)); #ifdef USE_8x8_WINOGRAD_KERNEL if (8 == k && h > 1 && h < 8) { memcpy((void*)destFunctions, gDestTransUnit8[h], (8 + 1) * sizeof(Arm82WinogradFunction::WinoUnrollDestTransFunc)); return; } #endif if (6 == k && h > 1 && h < 6) { ::memcpy((void*)destFunctions, gDestTransUnit6[h], (6 + 1) * sizeof(Arm82WinogradFunction::WinoUnrollDestTransFunc)); return; } if (4 == k && h > 1 && h < 4) { memcpy((void*)destFunctions, gDestTransUnit4[h], (4 + 1) * sizeof(Arm82WinogradFunction::WinoUnrollDestTransFunc)); return; } //MNN_ERROR("Can not find function for fp16 chooseWinoDestUnrollTransform: k:%d, h:%d\n", k, h); return; } int Arm82MNNGetConvTileNumber() { int eP, lP, hP; Arm82MNNGetMatMulPackMode(&eP, &lP, &hP); return eP; // 8 } } // namespace MNN #undef TRANSPOSE_12X8_SAVE #undef USE_8x8_WINOGRAD_KERNEL #endif