gecko-dev/gfx/2d/BlurLS3.cpp
2020-11-18 09:05:59 +00:00

570 lines
20 KiB
C++

/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "Blur.h"
#include <string.h>
#ifdef _MIPS_ARCH_LOONGSON3A
# include "MMIHelpers.h"
namespace mozilla {
namespace gfx {
typedef struct {
double l;
double h;
} __m128i;
MOZ_ALWAYS_INLINE
__m128i loadUnaligned128(__m128i* p) {
__m128i v;
asm volatile(
".set push \n\t"
".set arch=loongson3a \n\t"
"gsldlc1 %[vh], 0xf(%[p]) \n\t"
"gsldrc1 %[vh], 0x8(%[p]) \n\t"
"gsldlc1 %[vl], 0x7(%[p]) \n\t"
"gsldrc1 %[vl], 0x0(%[p]) \n\t"
".set pop \n\t"
: [vh] "=f"(v.h), [vl] "=f"(v.l)
: [p] "r"(p)
: "memory");
return v;
}
MOZ_ALWAYS_INLINE
__m128i Divide(__m128i aValues, __m128i aDivisor) {
uint64_t tmp;
double srl32;
__m128i mask, ra, p4321, t1, t2;
asm volatile(
".set push \n\t"
".set arch=loongson3a \n\t"
"li %[tmp], 0x80000000 \n\t"
"mtc1 %[tmp], %[ral] \n\t"
"xor %[maskl], %[maskl], %[maskl] \n\t"
"mov.d %[rah], %[ral] \n\t"
"li %[tmp], 0xffffffff \n\t"
"mthc1 %[tmp], %[maskl] \n\t"
"mov.d %[maskh], %[maskl] \n\t"
".set pop \n\t"
: [rah] "=f"(ra.h), [ral] "=f"(ra.l), [maskh] "=f"(mask.h),
[maskl] "=f"(mask.l), [tmp] "=&r"(tmp));
asm volatile(
".set push \n\t"
".set arch=loongson3a \n\t"
"ori %[tmp], $0, 32 \n\t"
"mtc1 %[tmp], %[srl32] \n\t" _mm_pmuluw(t1, av, ad)
_mm_psrld(t2, av, srl32) _mm_pmuluw(t2, t2, ad)
// Add 1 << 31 before shifting or masking the lower 32 bits away, so that
// the result is rounded.
_mm_paddd(t1, t1, ra) _mm_psrld(t1, t1, srl32) _mm_paddd(t2, t2, ra)
_mm_and(t2, t2, mask) _mm_or(p4321, t1, t2) ".set pop \n\t"
: [p4321h] "=&f"(p4321.h), [p4321l] "=&f"(p4321.l), [t1h] "=&f"(t1.h),
[t1l] "=&f"(t1.l), [t2h] "=&f"(t2.h), [t2l] "=&f"(t2.l),
[srl32] "=&f"(srl32), [tmp] "=&r"(tmp)
: [rah] "f"(ra.h), [ral] "f"(ra.l), [maskh] "f"(mask.h),
[maskl] "f"(mask.l), [avh] "f"(aValues.h), [avl] "f"(aValues.l),
[adh] "f"(aDivisor.h), [adl] "f"(aDivisor.l));
return p4321;
}
MOZ_ALWAYS_INLINE
__m128i BlurFourPixels(const __m128i& aTopLeft, const __m128i& aTopRight,
const __m128i& aBottomRight, const __m128i& aBottomLeft,
const __m128i& aDivisor) {
__m128i values;
asm volatile(
".set push \n\t"
".set arch=loongson3a \n\t" _mm_psubw(val, abr, atr)
_mm_psubw(val, val, abl) _mm_paddw(val, val, atl) ".set pop \n\t"
: [valh] "=&f"(values.h), [vall] "=&f"(values.l)
: [abrh] "f"(aBottomRight.h), [abrl] "f"(aBottomRight.l),
[atrh] "f"(aTopRight.h), [atrl] "f"(aTopRight.l),
[ablh] "f"(aBottomLeft.h), [abll] "f"(aBottomLeft.l),
[atlh] "f"(aTopLeft.h), [atll] "f"(aTopLeft.l));
return Divide(values, aDivisor);
}
MOZ_ALWAYS_INLINE
void LoadIntegralRowFromRow(uint32_t* aDest, const uint8_t* aSource,
int32_t aSourceWidth, int32_t aLeftInflation,
int32_t aRightInflation) {
int32_t currentRowSum = 0;
for (int x = 0; x < aLeftInflation; x++) {
currentRowSum += aSource[0];
aDest[x] = currentRowSum;
}
for (int x = aLeftInflation; x < (aSourceWidth + aLeftInflation); x++) {
currentRowSum += aSource[(x - aLeftInflation)];
aDest[x] = currentRowSum;
}
for (int x = (aSourceWidth + aLeftInflation);
x < (aSourceWidth + aLeftInflation + aRightInflation); x++) {
currentRowSum += aSource[aSourceWidth - 1];
aDest[x] = currentRowSum;
}
}
// This function calculates an integral of four pixels stored in the 4
// 32-bit integers on aPixels. i.e. for { 30, 50, 80, 100 } this returns
// { 30, 80, 160, 260 }. This seems to be the fastest way to do this after
// much testing.
MOZ_ALWAYS_INLINE
__m128i AccumulatePixelSums(__m128i aPixels) {
uint64_t tr;
double tmp, s4, s64;
__m128i sumPixels, currentPixels, zero;
asm volatile (
".set push \n\t"
".set arch=loongson3a \n\t"
_mm_xor(z, z, z)
"li %[tr], 64 \n\t"
"mtc1 %[tr], %[s64] \n\t"
"li %[tr], 32 \n\t"
"mtc1 %[tr], %[s4] \n\t"
_mm_psllq(cp, ap, s4, s64, t)
_mm_paddw(sp, ap, cp)
_mm_punpckldq(cp, z, sp)
_mm_paddw(sp, sp, cp)
".set pop \n\t"
:[sph]"=&f"(sumPixels.h), [spl]"=&f"(sumPixels.l),
[cph]"=&f"(currentPixels.h), [cpl]"=&f"(currentPixels.l),
[zh]"=&f"(zero.h), [zl]"=&f"(zero.l),
[s4]"=&f"(s4), [s64]"=&f"(s64), [t]"=&f"(tmp), [tr]"=&r"(tr)
:[aph]"f"(aPixels.h), [apl]"f"(aPixels.l)
);
return sumPixels;
}
MOZ_ALWAYS_INLINE
void GenerateIntegralImage_LS3(int32_t aLeftInflation, int32_t aRightInflation,
int32_t aTopInflation, int32_t aBottomInflation,
uint32_t* aIntegralImage,
size_t aIntegralImageStride, uint8_t* aSource,
int32_t aSourceStride, const IntSize& aSize) {
MOZ_ASSERT(!(aLeftInflation & 3));
uint32_t stride32bit = aIntegralImageStride / 4;
IntSize integralImageSize(aSize.width + aLeftInflation + aRightInflation,
aSize.height + aTopInflation + aBottomInflation);
LoadIntegralRowFromRow(aIntegralImage, aSource, aSize.width, aLeftInflation,
aRightInflation);
for (int y = 1; y < aTopInflation + 1; y++) {
uint32_t* intRow = aIntegralImage + (y * stride32bit);
uint32_t* intPrevRow = aIntegralImage + (y - 1) * stride32bit;
uint32_t* intFirstRow = aIntegralImage;
for (int x = 0; x < integralImageSize.width; x += 4) {
__m128i firstRow, previousRow;
asm volatile (
".set push \n\t"
".set arch=loongson3a \n\t"
"gslqc1 %[frh], %[frl], (%[fr]) \n\t"
"gslqc1 %[prh], %[prl], (%[pr]) \n\t"
_mm_paddw(fr, fr, pr)
"gssqc1 %[frh], %[frl], (%[r]) \n\t"
".set pop \n\t"
:[frh]"=&f"(firstRow.h), [frl]"=&f"(firstRow.l),
[prh]"=&f"(previousRow.h), [prl]"=&f"(previousRow.l)
:[fr]"r"(intFirstRow + x), [pr]"r"(intPrevRow + x),
[r]"r"(intRow + x)
:"memory"
);
}
}
uint64_t tmp;
double s44, see;
__m128i zero;
asm volatile(
".set push \n\t"
".set arch=loongson3a \n\t"
"li %[tmp], 0xee \n\t"
"mtc1 %[tmp], %[see] \n\t"
"li %[tmp], 0x44 \n\t"
"mtc1 %[tmp], %[s44] \n\t" _mm_xor(zero, zero, zero) ".set pop \n\t"
: [tmp] "=&r"(tmp), [s44] "=f"(s44), [see] "=f"(see),
[zeroh] "=f"(zero.h), [zerol] "=f"(zero.l));
for (int y = aTopInflation + 1; y < (aSize.height + aTopInflation); y++) {
__m128i currentRowSum;
uint32_t* intRow = aIntegralImage + (y * stride32bit);
uint32_t* intPrevRow = aIntegralImage + (y - 1) * stride32bit;
uint8_t* sourceRow = aSource + aSourceStride * (y - aTopInflation);
uint32_t pixel = sourceRow[0];
asm volatile(
".set push \n\t"
".set arch=loongson3a \n\t" _mm_xor(cr, cr, cr) ".set pop \n\t"
: [crh] "=f"(currentRowSum.h), [crl] "=f"(currentRowSum.l));
for (int x = 0; x < aLeftInflation; x += 4) {
__m128i sumPixels, t;
asm volatile(
".set push \n\t"
".set arch=loongson3a \n\t"
"mtc1 %[pix], %[spl] \n\t"
"punpcklwd %[spl], %[spl], %[spl] \n\t"
"mov.d %[sph], %[spl] \n\t"
"pshufh %[sph], %[spl], %[s44] \n\t"
"pshufh %[spl], %[spl], %[s44] \n\t"
".set pop \n\t"
: [sph] "=&f"(sumPixels.h), [spl] "=&f"(sumPixels.l)
: [pix] "r"(pixel), [s44] "f"(s44));
sumPixels = AccumulatePixelSums(sumPixels);
asm volatile (
".set push \n\t"
".set arch=loongson3a \n\t"
_mm_paddw(sp, sp, cr)
"pshufh %[crh], %[sph], %[see] \n\t"
"pshufh %[crl], %[sph], %[see] \n\t"
"gslqc1 %[th], %[tl], (%[pr]) \n\t"
_mm_paddw(t, sp, t)
"gssqc1 %[th], %[tl], (%[r]) \n\t"
".set pop \n\t"
:[th]"=&f"(t.h), [tl]"=&f"(t.l),
[sph]"+f"(sumPixels.h), [spl]"+f"(sumPixels.l),
[crh]"+f"(currentRowSum.h), [crl]"+f"(currentRowSum.l)
:[r]"r"(intRow + x), [pr]"r"(intPrevRow + x), [see]"f"(see)
:"memory"
);
}
for (int x = aLeftInflation; x < (aSize.width + aLeftInflation); x += 4) {
uint32_t pixels = *(uint32_t*)(sourceRow + (x - aLeftInflation));
__m128i sumPixels, t;
// It's important to shuffle here. When we exit this loop currentRowSum
// has to be set to sumPixels, so that the following loop can get the
// correct pixel for the currentRowSum. The highest order pixel in
// currentRowSum could've originated from accumulation in the stride.
asm volatile(
".set push \n\t"
".set arch=loongson3a \n\t"
"pshufh %[crl], %[crh], %[see] \n\t"
"pshufh %[crh], %[crh], %[see] \n\t"
"mtc1 %[pix], %[spl] \n\t"
"punpcklwd %[spl], %[spl], %[spl] \n\t"
"mov.d %[sph], %[spl] \n\t" _mm_punpcklbh(sp, sp, zero)
_mm_punpcklhw(sp, sp, zero) ".set pop \n\t"
: [sph] "=&f"(sumPixels.h), [spl] "=&f"(sumPixels.l),
[crh] "+f"(currentRowSum.h), [crl] "+f"(currentRowSum.l)
: [pix] "r"(pixels), [see] "f"(see), [zeroh] "f"(zero.h),
[zerol] "f"(zero.l));
sumPixels = AccumulatePixelSums(sumPixels);
asm volatile (
".set push \n\t"
".set arch=loongson3a \n\t"
_mm_paddw(sp, sp, cr)
"mov.d %[crh], %[sph] \n\t"
"mov.d %[crl], %[spl] \n\t"
"gslqc1 %[th], %[tl], (%[pr]) \n\t"
_mm_paddw(t, sp, t)
"gssqc1 %[th], %[tl], (%[r]) \n\t"
".set pop \n\t"
:[th]"=&f"(t.h), [tl]"=&f"(t.l),
[sph]"+f"(sumPixels.h), [spl]"+f"(sumPixels.l),
[crh]"+f"(currentRowSum.h), [crl]"+f"(currentRowSum.l)
:[r]"r"(intRow + x), [pr]"r"(intPrevRow + x)
:"memory"
);
}
pixel = sourceRow[aSize.width - 1];
int x = (aSize.width + aLeftInflation);
if ((aSize.width & 3)) {
// Deal with unaligned portion. Get the correct pixel from currentRowSum,
// see explanation above.
uint32_t intCurrentRowSum =
((uint32_t*)&currentRowSum)[(aSize.width % 4) - 1];
for (; x < integralImageSize.width; x++) {
// We could be unaligned here!
if (!(x & 3)) {
// aligned!
asm volatile(
".set push \n\t"
".set arch=loongson3a \n\t"
"mtc1 %[cr], %[crl] \n\t"
"punpcklwd %[crl], %[crl], %[crl] \n\t"
"mov.d %[crh], %[crl] \n\t"
".set pop \n\t"
: [crh] "=f"(currentRowSum.h), [crl] "=f"(currentRowSum.l)
: [cr] "r"(intCurrentRowSum));
break;
}
intCurrentRowSum += pixel;
intRow[x] = intPrevRow[x] + intCurrentRowSum;
}
} else {
asm volatile(
".set push \n\t"
".set arch=loongson3a \n\t"
"pshufh %[crl], %[crh], %[see] \n\t"
"pshufh %[crh], %[crh], %[see] \n\t"
".set pop \n\t"
: [crh] "+f"(currentRowSum.h), [crl] "+f"(currentRowSum.l)
: [see] "f"(see));
}
for (; x < integralImageSize.width; x += 4) {
__m128i sumPixels, t;
asm volatile(
".set push \n\t"
".set arch=loongson3a \n\t"
"mtc1 %[pix], %[spl] \n\t"
"punpcklwd %[spl], %[spl], %[spl] \n\t"
"mov.d %[sph], %[spl] \n\t"
".set pop \n\t"
: [sph] "=f"(sumPixels.h), [spl] "=f"(sumPixels.l)
: [pix] "r"(pixel));
sumPixels = AccumulatePixelSums(sumPixels);
asm volatile (
".set push \n\t"
".set arch=loongson3a \n\t"
_mm_paddw(sp, sp, cr)
"pshufh %[crh], %[sph], %[see] \n\t"
"pshufh %[crl], %[sph], %[see] \n\t"
"gslqc1 %[th], %[tl], (%[pr]) \n\t"
_mm_paddw(t, sp, t)
"gssqc1 %[th], %[tl], (%[r]) \n\t"
".set pop \n\t"
:[th]"=&f"(t.h), [tl]"=&f"(t.l),
[sph]"+f"(sumPixels.h), [spl]"+f"(sumPixels.l),
[crh]"+f"(currentRowSum.h), [crl]"+f"(currentRowSum.l)
:[r]"r"(intRow + x), [pr]"r"(intPrevRow + x), [see]"f"(see)
:"memory"
);
}
}
if (aBottomInflation) {
// Store the last valid row of our source image in the last row of
// our integral image. This will be overwritten with the correct values
// in the upcoming loop.
LoadIntegralRowFromRow(
aIntegralImage + (integralImageSize.height - 1) * stride32bit,
aSource + (aSize.height - 1) * aSourceStride, aSize.width,
aLeftInflation, aRightInflation);
for (int y = aSize.height + aTopInflation; y < integralImageSize.height;
y++) {
__m128i* intRow = (__m128i*)(aIntegralImage + (y * stride32bit));
__m128i* intPrevRow = (__m128i*)(aIntegralImage + (y - 1) * stride32bit);
__m128i* intLastRow =
(__m128i*)(aIntegralImage +
(integralImageSize.height - 1) * stride32bit);
for (int x = 0; x < integralImageSize.width; x += 4) {
__m128i t1, t2;
asm volatile (
".set push \n\t"
".set arch=loongson3a \n\t"
"gslqc1 %[t1h], %[t1l], (%[lr]) \n\t"
"gslqc1 %[t2h], %[t2l], (%[pr]) \n\t"
_mm_paddw(t1, t1, t2)
"gssqc1 %[t1h], %[t1l], (%[r]) \n\t"
".set pop \n\t"
:[t1h]"=&f"(t1.h), [t1l]"=&f"(t1.l),
[t2h]"=&f"(t2.h), [t2l]"=&f"(t2.l)
:[r]"r"(intRow + (x / 4)),
[lr]"r"(intLastRow + (x / 4)),
[pr]"r"(intPrevRow + (x / 4))
:"memory"
);
}
}
}
}
/**
* Attempt to do an in-place box blur using an integral image.
*/
void AlphaBoxBlur::BoxBlur_LS3(uint8_t* aData, int32_t aLeftLobe,
int32_t aRightLobe, int32_t aTopLobe,
int32_t aBottomLobe, uint32_t* aIntegralImage,
size_t aIntegralImageStride) const {
IntSize size = GetSize();
MOZ_ASSERT(size.height > 0);
// Our 'left' or 'top' lobe will include the current pixel. i.e. when
// looking at an integral image the value of a pixel at 'x,y' is calculated
// using the value of the integral image values above/below that.
aLeftLobe++;
aTopLobe++;
int32_t boxSize = (aLeftLobe + aRightLobe) * (aTopLobe + aBottomLobe);
MOZ_ASSERT(boxSize > 0);
if (boxSize == 1) {
return;
}
uint32_t reciprocal = uint32_t((uint64_t(1) << 32) / boxSize);
uint32_t stride32bit = aIntegralImageStride / 4;
int32_t leftInflation = RoundUpToMultipleOf4(aLeftLobe).value();
GenerateIntegralImage_LS3(leftInflation, aRightLobe, aTopLobe, aBottomLobe,
aIntegralImage, aIntegralImageStride, aData,
mStride, size);
__m128i divisor, zero;
asm volatile(
".set push \n\t"
".set arch=loongson3a \n\t"
"mtc1 %[rec], %[divl] \n\t"
"punpcklwd %[divl], %[divl], %[divl] \n\t"
"mov.d %[divh], %[divl] \n\t" _mm_xor(zero, zero, zero) ".set pop \n\t"
: [divh] "=f"(divisor.h), [divl] "=f"(divisor.l), [zeroh] "=f"(zero.h),
[zerol] "=f"(zero.l)
: [rec] "r"(reciprocal));
// This points to the start of the rectangle within the IntegralImage that
// overlaps the surface being blurred.
uint32_t* innerIntegral =
aIntegralImage + (aTopLobe * stride32bit) + leftInflation;
IntRect skipRect = mSkipRect;
int32_t stride = mStride;
uint8_t* data = aData;
for (int32_t y = 0; y < size.height; y++) {
bool inSkipRectY = y > skipRect.y && y < skipRect.YMost();
uint32_t* topLeftBase =
innerIntegral + ((y - aTopLobe) * ptrdiff_t(stride32bit) - aLeftLobe);
uint32_t* topRightBase =
innerIntegral + ((y - aTopLobe) * ptrdiff_t(stride32bit) + aRightLobe);
uint32_t* bottomRightBase =
innerIntegral +
((y + aBottomLobe) * ptrdiff_t(stride32bit) + aRightLobe);
uint32_t* bottomLeftBase =
innerIntegral +
((y + aBottomLobe) * ptrdiff_t(stride32bit) - aLeftLobe);
int32_t x = 0;
// Process 16 pixels at a time for as long as possible.
for (; x <= size.width - 16; x += 16) {
if (inSkipRectY && x > skipRect.x && x < skipRect.XMost()) {
x = skipRect.XMost() - 16;
// Trigger early jump on coming loop iterations, this will be reset
// next line anyway.
inSkipRectY = false;
continue;
}
__m128i topLeft;
__m128i topRight;
__m128i bottomRight;
__m128i bottomLeft;
topLeft = loadUnaligned128((__m128i*)(topLeftBase + x));
topRight = loadUnaligned128((__m128i*)(topRightBase + x));
bottomRight = loadUnaligned128((__m128i*)(bottomRightBase + x));
bottomLeft = loadUnaligned128((__m128i*)(bottomLeftBase + x));
__m128i result1 =
BlurFourPixels(topLeft, topRight, bottomRight, bottomLeft, divisor);
topLeft = loadUnaligned128((__m128i*)(topLeftBase + x + 4));
topRight = loadUnaligned128((__m128i*)(topRightBase + x + 4));
bottomRight = loadUnaligned128((__m128i*)(bottomRightBase + x + 4));
bottomLeft = loadUnaligned128((__m128i*)(bottomLeftBase + x + 4));
__m128i result2 =
BlurFourPixels(topLeft, topRight, bottomRight, bottomLeft, divisor);
topLeft = loadUnaligned128((__m128i*)(topLeftBase + x + 8));
topRight = loadUnaligned128((__m128i*)(topRightBase + x + 8));
bottomRight = loadUnaligned128((__m128i*)(bottomRightBase + x + 8));
bottomLeft = loadUnaligned128((__m128i*)(bottomLeftBase + x + 8));
__m128i result3 =
BlurFourPixels(topLeft, topRight, bottomRight, bottomLeft, divisor);
topLeft = loadUnaligned128((__m128i*)(topLeftBase + x + 12));
topRight = loadUnaligned128((__m128i*)(topRightBase + x + 12));
bottomRight = loadUnaligned128((__m128i*)(bottomRightBase + x + 12));
bottomLeft = loadUnaligned128((__m128i*)(bottomLeftBase + x + 12));
__m128i result4 =
BlurFourPixels(topLeft, topRight, bottomRight, bottomLeft, divisor);
double t;
__m128i final;
asm volatile (
".set push \n\t"
".set arch=loongson3a \n\t"
_mm_packsswh(r3, r3, r4, t)
_mm_packsswh(f, r1, r2, t)
_mm_packushb(f, f, r3, t)
"gssdlc1 %[fh], 0xf(%[d]) \n\t"
"gssdrc1 %[fh], 0x8(%[d]) \n\t"
"gssdlc1 %[fl], 0x7(%[d]) \n\t"
"gssdrc1 %[fl], 0x0(%[d]) \n\t"
".set pop \n\t"
:[fh]"=&f"(final.h), [fl]"=&f"(final.l),
[r3h]"+f"(result3.h), [r3l]"+f"(result3.l),
[t]"=&f"(t)
:[r1h]"f"(result1.h), [r1l]"f"(result1.l),
[r2h]"f"(result2.h), [r2l]"f"(result2.l),
[r4h]"f"(result4.h), [r4l]"f"(result4.l),
[d]"r"(data + stride * y + x)
:"memory"
);
}
// Process the remaining pixels 4 bytes at a time.
for (; x < size.width; x += 4) {
if (inSkipRectY && x > skipRect.x && x < skipRect.XMost()) {
x = skipRect.XMost() - 4;
// Trigger early jump on coming loop iterations, this will be reset
// next line anyway.
inSkipRectY = false;
continue;
}
__m128i topLeft = loadUnaligned128((__m128i*)(topLeftBase + x));
__m128i topRight = loadUnaligned128((__m128i*)(topRightBase + x));
__m128i bottomRight = loadUnaligned128((__m128i*)(bottomRightBase + x));
__m128i bottomLeft = loadUnaligned128((__m128i*)(bottomLeftBase + x));
__m128i result =
BlurFourPixels(topLeft, topRight, bottomRight, bottomLeft, divisor);
double t;
__m128i final;
asm volatile (
".set push \n\t"
".set arch=loongson3a \n\t"
_mm_packsswh(f, r, zero, t)
_mm_packushb(f, f, zero, t)
"swc1 %[fl], (%[d]) \n\t"
".set pop \n\t"
:[fh]"=&f"(final.h), [fl]"=&f"(final.l),
[t]"=&f"(t)
:[d]"r"(data + stride * y + x),
[rh]"f"(result.h), [rl]"f"(result.l),
[zeroh]"f"(zero.h), [zerol]"f"(zero.l)
:"memory"
);
}
}
}
} // namespace gfx
} // namespace mozilla
#endif /* _MIPS_ARCH_LOONGSON3A */