Your code is Rambo for the CPU - its worst nightmare :
- byte access. Like aroth mentioned, ARM is VERY slow reading bytes from memory
- random access. Two absolutely unnecessary multiply/add operations in addition to the already steep performance penalty by its nature.
Simply put, everything is wrong that can be wrong.
Don't call me rude. Let me be your angel instead.
First, I'll provide you a working NEON version. Then an optimized C version showing you exactly what you did wrong.
Just give me some time. I have to go to bed right now, and I have an important meeting tomorrow.
Why don't you learn ARM assembly? It's much easier and useful than x86 assembly.
It will also improve your C programming capabilities by a huge step.
Strongly recommended
cya
==============================================================================
Ok, here is an optimized version written in C with ARM assembly in mind.
Please note that both the pitches AND a_lenx have to be multiples of 4. Otherwise, it won't work properly.
There isn't much room left for optimizations with ARM assembly upon this version. (NEON is a different story - coming soon)
Take a careful look at how to handle variable declarations, loop, memory access, and AND operations.
And make sure that this function runs in ARM mode and not Thumb for best results.
unsigned int compare(unsigned int *a, unsigned int a_pitch,
unsigned int *b, unsigned int b_pitch, unsigned int a_lenx, unsigned int a_leny)
{
unsigned int overlap =0;
unsigned int a_gap = (a_pitch - a_lenx)>>2;
unsigned int b_gap = (b_pitch - a_lenx)>>2;
unsigned int aval, bval, xcount;
do
{
xcount = (a_lenx>>2);
do
{
aval = *a++;
// ldr aval, [a], #4
bval = *b++;
// ldr bavl, [b], #4
aval &= bval;
// and aval, aval, bval
if (aval & 0x000000ff) overlap += 1;
// tst aval, #0x000000ff
// addne overlap, overlap, #1
if (aval & 0x0000ff00) overlap += 1;
// tst aval, #0x0000ff00
// addne overlap, overlap, #1
if (aval & 0x00ff0000) overlap += 1;
// tst aval, #0x00ff0000
// addne overlap, overlap, #1
if (aval & 0xff000000) overlap += 1;
// tst aval, #0xff000000
// addne overlap, overlap, #1
} while (--xcount);
a += a_gap;
b += b_gap;
} while (--a_leny);
return overlap;
}