MNN/source/backend/cpu/bf16/WinogradOptFunctionHalf.cpp

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//
// WinogradOptFunctionHalf.cpp
// MNN
//
// Created by MNN on 2021/03/12.
// Copyright © 2018, Alibaba Group Holding Limited
//
#include "WinogradOptFunctionHalf.hpp"
#include <cstring>
#include <memory>
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#include <map>
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#include "core/Macro.h"
#include "VecHalf.hpp"
using BFVec4 = MNN::Math::VecHalf<4>;
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using VecType = BFVec4;
using ElementType = int16_t;
// 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);
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namespace MNN {
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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;
}
}
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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);
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auto m0 = s0 - s2;
auto m1 = s1 + s2;
auto m2 = s2 - s1;
auto m3 = s3 - s1;
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VecType::save(dstFloatPtr + 0 * dstStep, m0);
VecType::save(dstFloatPtr + 1 * dstStep, m1);
VecType::save(dstFloatPtr + 2 * dstStep, m2);
VecType::save(dstFloatPtr + 3 * dstStep, m3);
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}
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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);
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}
template<size_t IterLoop>
static void _destUnrollTransformUnit4x2(const ElementType* srcBlock, ElementType* dstStart, 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);
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auto m0 = s0 + s1 + s2;
auto m1 = (s1 - s2) + s3;
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VecType::save(dstFloatPtr + 0 * dstStep, m0);
VecType::save(dstFloatPtr + 1 * dstStep, m1);
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}
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template<size_t IterLoop>
static void _destUnrollTransformUnit4x3(const ElementType* srcBlock, ElementType* dstStart, 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);
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auto m0 = s0 + s1 + s2;
auto m1 = (s1 - s2);
auto m2 = (s1 + s2) + s3;
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VecType::save(dstFloatPtr + 0 * dstStep, m0);
VecType::save(dstFloatPtr + 1 * dstStep, m1);
VecType::save(dstFloatPtr + 2 * dstStep, m2);
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}
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template<size_t IterLoop>
static void _destUnrollTransformUnit6x5(const ElementType* srcBlock, ElementType* dstStart, 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);
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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;
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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);
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}
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template<size_t IterLoop>
static void _destUnrollTransformUnit6x4(const ElementType* srcBlock, ElementType* dstStart, 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);
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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;
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VecType::save(dstFloatPtr + 0 * dstStep, m0);
VecType::save(dstFloatPtr + 1 * dstStep, m1);
VecType::save(dstFloatPtr + 2 * dstStep, m2);
VecType::save(dstFloatPtr + 3 * dstStep, m3);
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}
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template<size_t IterLoop>
static void _destUnrollTransformUnit6x3(const ElementType* srcBlock, ElementType* dstStart, 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);
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auto m0 = s0 + s1 + s2 + s3 + s4;
auto m1 = (s1 - s2) + (s3 - s4) * 2.f;
auto m2 = (s1 + s2) + (s3 + s4) * 4.f + s5;
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VecType::save(dstFloatPtr + 0 * dstStep, m0);
VecType::save(dstFloatPtr + 1 * dstStep, m1);
VecType::save(dstFloatPtr + 2 * dstStep, m2);
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}
template<size_t IterLoop>
static void _destUnrollTransformUnit6x2(const ElementType* srcBlock, ElementType* dstStart, 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);
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auto m0 = s0 + s1 + s2 + s3 + s4;
auto m1 = (s1 - s2) + (s3 - s4) * 2.f + s5;
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VecType::save(dstFloatPtr + 0 * dstStep, m0);
VecType::save(dstFloatPtr + 1 * dstStep, m1);
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}
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template<size_t IterLoop>
static void _destUnrollTransformUnit8x2(const ElementType* srcBlock, ElementType* dstStart, 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<size_t IterLoop>
static void _destUnrollTransformUnit8x3(const ElementType* srcBlock, ElementType* dstStart, 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<size_t IterLoop>
static void _destUnrollTransformUnit8x4(const ElementType* srcBlock, ElementType* dstStart, 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<size_t IterLoop>
static void _destUnrollTransformUnit8x5(const ElementType* srcBlock, ElementType* dstStart, 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<size_t IterLoop>
static void _destUnrollTransformUnit8x6(const ElementType* srcBlock, ElementType* dstStart, 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<size_t IterLoop>
static void _destUnrollTransformUnit8x7(const ElementType* srcBlock, ElementType* dstStart, 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);
}
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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;
}
if (k == 8 && w == 8) {
return _sourceTransformUnit8x8Pack12;
}
// 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;
}
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WinogradFunctionHalf::WinoUnrollTransFunc WinogradFunctionHalf::chooseSourceUnrollTransform(int k, int w) {
if (8 == k && 8 == w) {
return _sourceUnrollTransformUnit8x8;
}
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if (6 == k && 6 == w) {
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return _sourceUnrollTransformUnit6x6;
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}
if (4 == k && 4 == w) {
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return _sourceUnrollTransformUnit4x4;
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}
MNN_ASSERT(false);
return nullptr;
}
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void WinogradFunctionHalf::chooseWinoDestUnrollTransform(WinogradFunctionHalf::WinoUnrollTransFunc *destFunctions, size_t maxUnit, int k, int h) {
static WinogradFunctionHalf::WinoUnrollTransFunc 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::WinoUnrollTransFunc 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::WinoUnrollTransFunc 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>
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}
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};
::memset((void*)destFunctions, 0, maxUnit * sizeof(WinogradFunctionHalf::WinoUnrollTransFunc));
if (8 == k && h > 1 && h < 8) {
memcpy((void*)destFunctions, gDestTransUnit8[h], (8 + 1) * sizeof(WinogradFunctionHalf::WinoUnrollTransFunc));
return;
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}
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if (6 == k && h > 1 && h < 6) {
::memcpy((void*)destFunctions, gDestTransUnit6[h], (6 + 1) * sizeof(WinogradFunctionHalf::WinoUnrollTransFunc));
return;
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}
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if (4 == k && h > 1 && h < 4) {
memcpy((void*)destFunctions, gDestTransUnit4[h], (4 + 1) * sizeof(WinogradFunctionHalf::WinoUnrollTransFunc));
return;
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}
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MNN_ASSERT(false);
MNN_ERROR("Can not find function for bf16 chooseWinoDestUnrollTransform: k:%d, h:%d\n", k, h);
return;
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}
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} // namespace MNN
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#undef TRANSPOSE_12X4_SAVE