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31 val0 = (v16u8) __msa_fill_b(
val);
32 dst0 = __msa_copy_u_d((v2i64) val0, 0);
34 for (cnt = (
height >> 2); cnt--;) {
35 SD4(dst0, dst0, dst0, dst0,
src, src_stride);
36 src += (4 * src_stride);
46 val0 = (v16u8) __msa_fill_b(
val);
48 for (cnt = (
height >> 3); cnt--;) {
49 ST_UB8(val0, val0, val0, val0, val0, val0, val0, val0,
src, src_stride);
50 src += (8 * src_stride);
60 for (cnt = (
height / 2); cnt--;) {
static double val(void *priv, double ch)
static void copy_8bit_value_width8_msa(uint8_t *src, uint8_t val, int32_t src_stride, int32_t height)
static void memset_zero_16width_msa(uint8_t *src, int32_t stride, int32_t height)
void ff_fill_block16_msa(uint8_t *src, uint8_t val, ptrdiff_t stride, int height)
void ff_clear_block_msa(int16_t *block)
#define SD4(in0, in1, in2, in3, pdst, stride)
void ff_fill_block8_msa(uint8_t *src, uint8_t val, ptrdiff_t stride, int height)
static int zero(InterplayACMContext *s, unsigned ind, unsigned col)
void ff_clear_blocks_msa(int16_t *block)
The exact code depends on how similar the blocks are and how related they are to the block
static void copy_8bit_value_width16_msa(uint8_t *src, uint8_t val, int32_t src_stride, int32_t height)