use vld1.8 {d0[]}, [r0] rather than ldrb+vdup; mildly faster
Change-Id: Ia5ffc736bcb0f5497b7d9e55a93bf5a5f5f6928c
|vp9_tm_predictor_4x4_neon| PROC
; Load ytop_left = above[-1];
sub r12, r2, #1
- ldrb r12, [r12]
- vdup.u8 d0, r12
+ vld1.u8 {d0[]}, [r12]
; Load above 4 pixels
vld1.32 {d2[0]}, [r2]
; Load left row by row and compute left + (above - ytop_left)
; 1st row and 2nd row
- ldrb r12, [r3], #1
- ldrb r2, [r3], #1
- vdup.u16 q1, r12
- vdup.u16 q2, r2
+ vld1.u8 {d2[]}, [r3]!
+ vld1.u8 {d4[]}, [r3]!
+ vmovl.u8 q1, d2
+ vmovl.u8 q2, d4
vadd.s16 q1, q1, q3
vadd.s16 q2, q2, q3
vqmovun.s16 d0, q1
vst1.32 {d1[0]}, [r0], r1
; 3rd row and 4th row
- ldrb r12, [r3], #1
- ldrb r2, [r3], #1
- vdup.u16 q1, r12
- vdup.u16 q2, r2
+ vld1.u8 {d2[]}, [r3]!
+ vld1.u8 {d4[]}, [r3]
+ vmovl.u8 q1, d2
+ vmovl.u8 q2, d4
vadd.s16 q1, q1, q3
vadd.s16 q2, q2, q3
vqmovun.s16 d0, q1