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mat/internal/f32/asm32/axpyunitaryto_amd64.s

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// Copyright ©2016 The Gonum Authors. All rights reserved.
// Use of this source code is governed by a BSD-style
// license that can be found in the LICENSE file.

// +build !noasm,!gccgo,!safe

#include "textflag.h"

// func AxpyUnitaryTo(dst []float32, alpha float32, x, y []float32)
TEXT ·AxpyUnitaryTo(SB), NOSPLIT, $0
    MOVQ    dst_base+0(FP), DI // DI = &dst
    MOVQ    x_base+32(FP), SI  // SI = &x
    MOVQ    y_base+56(FP), DX  // DX = &y
    MOVQ    x_len+40(FP), BX   // BX = min( len(x), len(y), len(dst) )
    CMPQ    y_len+64(FP), BX
    CMOVQLE y_len+64(FP), BX
    CMPQ    dst_len+8(FP), BX
    CMOVQLE dst_len+8(FP), BX
    CMPQ    BX, $0             // if BX == 0 { return }
    JE      axpy_end
    MOVSS   alpha+24(FP), X0
    SHUFPS  $0, X0, X0         // X0 = { a, a, a, a, }
    XORQ    AX, AX             // i = 0
    MOVQ    DX, CX
    ANDQ    $0xF, CX           // Align on 16-byte boundary for ADDPS
    JZ      axpy_no_trim       // if CX == 0 { goto axpy_no_trim }

    XORQ $0xF, CX // CX = 4 - floor ( B % 16 / 4 )
    INCQ CX
    SHRQ $2, CX

axpy_align: // Trim first value(s) in unaligned buffer  do {
    MOVSS (SI)(AX*4), X2 // X2 = x[i]
    MULSS X0, X2         // X2 *= a
    ADDSS (DX)(AX*4), X2 // X2 += y[i]
    MOVSS X2, (DI)(AX*4) // y[i] = X2
    INCQ  AX             // i++
    DECQ  BX
    JZ    axpy_end       // if --BX == 0 { return }
    LOOP  axpy_align     // } while --CX > 0

axpy_no_trim:
    MOVUPS X0, X1           // Copy X0 to X1 for pipelining
    MOVQ   BX, CX
    ANDQ   $0xF, BX         // BX = len % 16
    SHRQ   $4, CX           // CX = floor( len / 16 )
    JZ     axpy_tail4_start // if CX == 0 { return }

axpy_loop: // Loop unrolled 16x  do {
    MOVUPS (SI)(AX*4), X2   // X2 = x[i:i+4]
    MOVUPS 16(SI)(AX*4), X3
    MOVUPS 32(SI)(AX*4), X4
    MOVUPS 48(SI)(AX*4), X5
    MULPS  X0, X2           // X2 *= a
    MULPS  X1, X3
    MULPS  X0, X4
    MULPS  X1, X5
    ADDPS  (DX)(AX*4), X2   // X2 += y[i:i+4]
    ADDPS  16(DX)(AX*4), X3
    ADDPS  32(DX)(AX*4), X4
    ADDPS  48(DX)(AX*4), X5
    MOVUPS X2, (DI)(AX*4)   // dst[i:i+4] = X2
    MOVUPS X3, 16(DI)(AX*4)
    MOVUPS X4, 32(DI)(AX*4)
    MOVUPS X5, 48(DI)(AX*4)
    ADDQ   $16, AX          // i += 16
    LOOP   axpy_loop        // while (--CX) > 0
    CMPQ   BX, $0           // if BX == 0 { return }
    JE     axpy_end

axpy_tail4_start: // Reset loop counter for 4-wide tail loop
    MOVQ BX, CX          // CX = floor( BX / 4 )
    SHRQ $2, CX
    JZ   axpy_tail_start // if CX == 0 { goto axpy_tail_start }

axpy_tail4: // Loop unrolled 4x  do {
    MOVUPS (SI)(AX*4), X2 // X2 = x[i]
    MULPS  X0, X2         // X2 *= a
    ADDPS  (DX)(AX*4), X2 // X2 += y[i]
    MOVUPS X2, (DI)(AX*4) // y[i] = X2
    ADDQ   $4, AX         // i += 4
    LOOP   axpy_tail4     // } while --CX > 0

axpy_tail_start: // Reset loop counter for 1-wide tail loop
    MOVQ BX, CX   // CX = BX % 4
    ANDQ $3, CX
    JZ   axpy_end // if CX == 0 { return }

axpy_tail:
    MOVSS (SI)(AX*4), X1 // X1 = x[i]
    MULSS X0, X1         // X1 *= a
    ADDSS (DX)(AX*4), X1 // X1 += y[i]
    MOVSS X1, (DI)(AX*4) // y[i] = X1
    INCQ  AX             // i++
    LOOP  axpy_tail      // } while --CX > 0

axpy_end:
    RET