I thought it may interest people to see how quite small pieces of C can generate some rather unnerving workings when converting into the Thumb instruction set. As always, i still desperately in need of a faster method to find the top 32 bits of a 32-bit x32-bit --->64 bit multiply. Bastian Schick currently holds the record having a piece of in-line code that takes just 17 cycles. The keen watcher will know that Bastian optimised the D32PF by unrolling and applying some great code. So here is the C;
void FDCT32(int *buf, int *dest, int offset, int oddBlock, int gb){ int i, s, tmp, es; const int *cptr = dcttab; int a0, a1, a2, a3, a4, a5, a6, a7; int b0, b1, b2, b3, b4, b5, b6, b7; int *d;
/* first pass */ D32FP(0, 1, 5, 1); D32FP(1, 1, 3, 1); D32FP(2, 1, 3, 1); D32FP(3, 1, 2, 1); D32FP(4, 1, 2, 1); D32FP(5, 1, 1, 2); D32FP(6, 1, 1, 2); D32FP(7, 1, 1, 4);
/* second pass */ for (i = 4; i > 0; i--) { a0 = buf[0]; a7 = buf[7]; a3 = buf[3]; a4 = buf[4]; b0 = a0 + a7; b7 = MULSHIFT32(*cptr++, a0 - a7) << 1; b3 = a3 + a4; b4 = MULSHIFT32(*cptr++, a3 - a4) << 3; a0 = b0 + b3; a3 = MULSHIFT32(*cptr, b0 - b3) << 1; a4 = b4 + b7; a7 = MULSHIFT32(*cptr++, b7 - b4) << 1;
a1 = buf[1]; a6 = buf[6]; a2 = buf[2]; a5 = buf[5]; b1 = a1 + a6; b6 = MULSHIFT32(*cptr++, a1 - a6) << 1; b2 = a2 + a5; b5 = MULSHIFT32(*cptr++, a2 - a5) << 1; a1 = b1 + b2; a2 = MULSHIFT32(*cptr, b1 - b2) << 2; a5 = b5 + b6; a6 = MULSHIFT32(*cptr++, b6 - b5) << 2;
b0 = a0 + a1; b1 = MULSHIFT32(COS4_0, a0 - a1) << 1; b2 = a2 + a3; b3 = MULSHIFT32(COS4_0, a3 - a2) << 1; buf[0] = b0; buf[1] = b1; buf[2] = b2 + b3; buf[3] = b3;
b4 = a4 + a5; b5 = MULSHIFT32(COS4_0, a4 - a5) << 1; b6 = a6 + a7; b7 = MULSHIFT32(COS4_0, a7 - a6) << 1; b6 += b7; buf[4] = b4 + b6; buf[5] = b5 + b7; buf[6] = b5 + b6; buf[7] = b7;
buf += 8; } buf -= 32; /* reset */And for comparison, my α version of the same logical steps. You will note that the MULSHIFT32 macro is frequent and takes 17 cycles.
;Second pass of DCT
ldr r0,[r7,#0] ldr r1,[r7,#7] add r5,r0,r1 ;b0 sub r0,r1
pop r1
MULSHIFT32
lsls r0,r0,#1 mov r8,r0 ;b7
;store b0=r5 & b7=r8
ldr r0,[r7,#3] ldr r1,[r7,#4] add r6,r0,r1 ;b3 sub r0,r1 pop r1
lsls r0,r0,#3 mov r9,r0 ;b4
;store b0=r5,b3=r6,b4=r9,b7=r8
sub r0,r5,r6 add r5,r5,r6 ;a0 = r5
ldr r1,[sp,#0]
lsls r0,r0,#1 mov r10,r0 ;a3
;store a0=r5,a3=r10,b4=r9,b7=r8
mov r0,r8 mov r1,r9 add r6,r0,r1 ;a4
sub r0,r1 pop r1
lsls r0,r0,#1 mov r8,r0 ;a7
;store a0=r5,a3=r10,a4=r6,a7=r8
ldr r0,[r7,#1] ldr r1,[r7,#6] add r2,r0,r1 mov r9,r2 ;b1
lsls r0,r0,#1 mov r10,r0 ;b6
;store a0=r5,a3=r10,a4=r6,a7=r8,b1=r9,b6=r11
ldr r0,[r7,#2] ldr r1,[r7,#5] add r2,r0,r1 mov r14,r2 ;b2
lsls r0,r0,#1 mov r12,r0 ;b5
;store a0=r5,a3=r10,a4=r6,a7=r8,b1=r9,b2=r11,b5=r12,b6=r14
mov r2,r9 mov r3,r11 add r9,r2 ;a1
sub r0,r2,r3
lsls r0,r0,#2
mov r11,r0 ;a2 ;store a0=r5,a1=r9,a2=r11,a3=r10,a4=r6,a7=r8,b5=r12,b6=r14
mov r2,r12 add r2,r14
add r5,r2,r6 ;a1
sub r0,r2,r6
lsls r0,r0,#2 mov r6,r0 ;a2
;store a0=r5,a1=r9,a2=r6,a3=r10,a4=r6,a7=r8,b5=r12,b6=r14
mov r1,r9 ;get a1 add r0,r5,r1 ;a0 + a1 str [buf,#0],r0
sub r0,r5,r1 ;a0 - a1
ldr r1,#COS4_0 ;copy for later use, mov r14,1 ;
lsls r0,r0,#1 str [buf,#1],r0
;a2=r5,a1=r9,a4=r6,a5=r5,a6=r4,a7=r8,b0=b0,b1
mov r0,r10 ;get a3 add r0,r6 ;a3 + a2 mov r5,r0 ;store b0 str [buf,#2],r0
mov r0,r10 ;get a3 sub r0,r0,r5 ;a3 - a2
ldr r1,#COS4_0
lsls r0,r0,#1 str [buf,#2],r0 add r0,r6 str [buf,#3],r0
;a4=r6,a5=r5,a6=r7,a7=r8 add r0,r5,r6 mov r9,r0 ;b4
sub r0,r6,r7 ;a4 - a5 mov r1,r14
lsls r5,r0,#1 ;b5
mov r0,r7 add r0,r8 ;b6 mov r8,r0
sub r0,r7
mov r1,r14
lsls r6,r0,#1 ;b7
;b4=r9,b5=r5,b6=r8,b7=r6
str [buf,#7],r6 ;store b7
mov r0,r9 add r0,r8
str [buf,#4],r0 ;store b4
add r0,r5,r6 ;b5 + b7
str [buf,#5],r0 ;store b5
add r5,r8
str [buf,#6],r5 ;store b6To be clear, this isn't perfect working code but rather a 'sketch' to roughly work out how many cycles the DCT takes in an MP3 decoder. I haven't calculated the exact number of cycles but it IS impossible to use a conditional branch back to the top of the loop. The code branches around an unconditional loop. Now I haven't dealt with the loops but with good reason, since I use the stack-pointer as a general purpose register, the plan is to find the base-address of RAM (0x20000000 on the board I have) so that the address can be generated in 3 instructions.The code is mind-bending. I did alter the order of the C slightly so that no more than 8 variables have to be stored in registers at any given time. The reason for that is simple:r0-r4 - Used by MULSHIFT32 but can be used between usages of the macro.r5-r6 - lo-register accumulators/storage of variablesr7 - pointer to the source address of the datar8 - r13 storage for variablesr14 - pointer to DCT workspaceAs a good rule of thumb (ha ha), MANY pieces of code that are developed by academics presume a RISC processor with 16 x 32-bit registers, one of which is the stack-pointer. Well, ARM/Thumb has SP,LR & IP making the person converting to a generic RISC processor needs to use SP & LR. There IS a trick involved so that even if an exception/interrupt takes place, nothing is corrupted.But if anyone out there has a short-cut to finding the top 32-bits of a 64-bit multiply result, please let me know...
You are quite right Bastian. I have been saving for a decent development system that EXPECTS a lot of code to be assembly language. In fact, I E-mailed Andy & Martin who own PsyQ. Core Design was their first customer and I ordered 12 on the spot (£3500 each) because SNASM and then PsyQ were by far the best tools I have ever used.They actually used to convert Amiga games to the Atari ST and Atari ST games to the Amiga. They used to be called 'The Assembly Line' because they had figured out a really efficient way of porting games. I seem to remember them telling me that it took them 10 weeks per project.https://www.mobygames.com/company/assembly-lineIn fact, they wrote SNASM for their own use!So I have pointed out to them how powerful the M0+ really is, that their is no conflict of interest with Sony (who own's them) but most importantly, how hard it is to find really good optimisations in the Thumb instruction-set. The last item is the key one. They would not make it at a loss, but if everyone had a full list of all of the optimisations and a document explaining the programming philosophy (like Thumb originally being part of ARM7TDMI) and so on, more people might decide to see what a 53¢ CPU can do and thus actually develop a market.The last 30 lines or so of that code is really shonky. I didn't sleep last night and finished at about 6:30AM. I am quite sure it isn't right but I hope you agree that the cycle-count is more or less right. That last sketch of mine that you unrolled and speeded up was the first-pass of the DCT. It's actually a macro that is called 8 times!But I would say we are winning. The imDCT will need a different approach because it uses 26 variables so obviously it WILL need to use a stack frame. The polyphase filter is also going to be interesting because it uses the MADD64 macro all over the place i.e. a MULSHIFT32 followed by a 64-bit add ADDS and ADCS only operate on the lo-registers. It uses 32 frequencies and adds 32 bit numbers to a 64-bit stream (so 32 frequencies conveniently fit into 64 bits) and then a neat bit of code (I think you wrote it) converts it from 64-bit into the final 16-bit values.