use vld1.8 {d0[]}, [r0] rather than ldrb+vdup; mildly faster
Change-Id: I5c24d49a90c2855c94395184774b289da8e9d5a7
|vp9_tm_predictor_8x8_neon| PROC
; Load ytop_left = above[-1];
sub r12, r2, #1
- ldrb r12, [r12]
- vdup.u8 d0, r12
+ vld1.8 {d0[]}, [r12]
; preload 8 left
vld1.8 {d30}, [r3]
|vp9_tm_predictor_16x16_neon| PROC
; Load ytop_left = above[-1];
sub r12, r2, #1
- ldrb r12, [r12]
- vdup.u8 q0, r12
+ vld1.8 {d0[]}, [r12]
; Load above 8 pixels
vld1.8 {q1}, [r2]
; Compute above - ytop_left
vsubl.u8 q2, d2, d0
- vsubl.u8 q3, d3, d1
+ vsubl.u8 q3, d3, d0
vmovl.u8 q10, d18
|vp9_tm_predictor_32x32_neon| PROC
; Load ytop_left = above[-1];
sub r12, r2, #1
- ldrb r12, [r12]
- vdup.u8 q0, r12
+ vld1.8 {d0[]}, [r12]
; Load above 32 pixels
vld1.8 {q1}, [r2]!
; Compute above - ytop_left
vsubl.u8 q8, d2, d0
- vsubl.u8 q9, d3, d1
+ vsubl.u8 q9, d3, d0
vsubl.u8 q10, d4, d0
- vsubl.u8 q11, d5, d1
+ vsubl.u8 q11, d5, d0
vmovl.u8 q3, d26