MNN/source/backend/arm82/Arm82WinogradOptFunc.cpp

1441 lines
59 KiB
C++

//
// 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 <cstring>
#include <memory>
#include <map>
#include "core/Macro.h"
#include "math/Vec.hpp"
using Vec = MNN::Math::Vec<FLOAT16, 8>;
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<size_t IterLoop>
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<size_t IterLoop>
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<size_t IterLoop>
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<size_t IterLoop>
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<size_t IterLoop>
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<size_t IterLoop>
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<size_t IterLoop>
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<size_t IterLoop>
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<size_t IterLoop>
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<size_t IterLoop>
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<size_t IterLoop>
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<size_t IterLoop>
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