// // Lol Engine // // Copyright © 2010—2019 Sam Hocevar // // Lol Engine is free software. It comes without any warranty, to // the extent permitted by applicable law. You can redistribute it // and/or modify it under the terms of the Do What the Fuck You Want // to Public License, Version 2, as published by the WTFPL Task Force. // See http://www.wtfpl.net/ for more details. // #include namespace lol { /* These macros implement a finite iterator useful to build lookup * tables. For instance, S64(0) will call S1(x) for all values of x * between 0 and 63. * Due to the exponential behaviour of the calls, the stress on the * compiler may be important. */ #define S4(x) S1((x)), S1((x)+1), S1((x)+2), S1((x)+3) #define S16(x) S4((x)), S4((x)+4), S4((x)+8), S4((x)+12) #define S64(x) S16((x)), S16((x)+16), S16((x)+32), S16((x)+48) #define S256(x) S64((x)), S64((x)+64), S64((x)+128), S64((x)+192) #define S1024(x) S256((x)), S256((x)+256), S256((x)+512), S256((x)+768) /* Lookup table-based algorithm from “Fast Half Float Conversions” * by Jeroen van der Zijp, November 2008. No rounding is performed, * and some NaN values may be incorrectly converted to Inf (because * the lowest order bits in the mantissa are ignored). */ static inline uint16_t float_to_half_nobranch(uint32_t x) { static uint16_t const basetable[512] = { #define S1(i) (((i) < 103) ? 0x0000u : \ ((i) < 113) ? 0x0400u >> (0x1f & (113 - (i))) : \ ((i) < 143) ? ((i) - 112) << 10 : 0x7c00u) S256(0), #undef S1 #define S1(i) (uint16_t)(0x8000u | basetable[i]) S256(0), #undef S1 }; static uint8_t const shifttable[512] = { #define S1(i) (((i) < 103) ? 24 : \ ((i) < 113) ? 126 - (i) : \ ((i) < 143 || (i) == 255) ? 13 : 24) S256(0), S256(0), #undef S1 }; uint16_t bits = basetable[(x >> 23) & 0x1ff]; bits |= (x & 0x007fffff) >> shifttable[(x >> 23) & 0x1ff]; return bits; } /* This method is faster than the OpenEXR implementation (very often * used, eg. in Ogre), with the additional benefit of rounding, inspired * by James Tursa’s half-precision code. */ static inline uint16_t float_to_half_branch(uint32_t x) { uint16_t bits = (x >> 16) & 0x8000; /* Get the sign */ uint16_t m = (x >> 12) & 0x07ff; /* Keep one extra bit for rounding */ unsigned int e = (x >> 23) & 0xff; /* Using int is faster here */ /* If zero, or denormal, or exponent underflows too much for a denormal * half, return signed zero. */ if (e < 103) return bits; /* If NaN, return NaN. If Inf or exponent overflow, return Inf. */ if (e > 142) { bits |= 0x7c00u; /* If exponent was 0xff and one mantissa bit was set, it means NaN, * not Inf, so make sure we set one mantissa bit too. */ bits |= e == 255 && (x & 0x007fffffu); return bits; } /* If exponent underflows but not too much, return a denormal */ if (e < 113) { m |= 0x0800u; /* Extra rounding may overflow and set mantissa to 0 and exponent * to 1, which is OK. */ bits |= (m >> (114 - e)) + ((m >> (113 - e)) & 1); return bits; } bits |= ((e - 112) << 10) | (m >> 1); /* Extra rounding. An overflow will set mantissa to 0 and increment * the exponent, which is OK. */ bits += m & 1; return bits; } /* We use this magic table, inspired by De Bruijn sequences, to compute a * branchless integer log2. The actual value fetched is 24-log2(x+1) for x * in 1, 3, 7, f, 1f, 3f, 7f, ff, 1fe, 1ff, 3fc, 3fd, 3fe, 3ff. See * http://lolengine.net/blog/2012/04/03/beyond-de-bruijn for an explanation * of how the value 0x5a1a1a2u was obtained. */ static uint32_t const shifttable[16] = { 23, 22, 21, 15, 0, 20, 18, 14, 14, 16, 19, 0, 17, 0, 0, 0, }; static uint32_t const shiftmagic = 0x5a1a1a2u; /* Lookup table-based algorithm from “Fast Half Float Conversions” * by Jeroen van der Zijp, November 2008. Tables are generated using * the C++ preprocessor, thanks to a branchless implementation also * used in half_to_float_branch(). This code is very fast when performing * conversions on arrays of values. */ static inline uint32_t half_to_float_nobranch(uint16_t x) { #define M3(i) ((i) | ((i) >> 1)) #define M7(i) (M3(i) | (M3(i) >> 2)) #define MF(i) (M7(i) | (M7(i) >> 4)) #define E(i) shifttable[(uint32_t)((uint64_t)MF(i) * shiftmagic) >> 28] static uint32_t const mantissatable[2048] = { #define S1(i) (((i) == 0) ? 0 : ((125 - E(i)) << 23) + ((i) << E(i))) S1024(0), #undef S1 #define S1(i) (0x38000000u + ((i) << 13)) S1024(0), #undef S1 }; static uint32_t const exponenttable[64] = { #define S1(i) (((i) == 0) ? 0 : \ ((i) < 31) ? ((uint32_t)(i) << 23) : \ ((i) == 31) ? 0x47800000u : \ ((i) == 32) ? 0x80000000u : \ ((i) < 63) ? (0x80000000u | (((i) - 32) << 23)) : 0xc7800000) S64(0), #undef S1 }; static int const offsettable[64] = { #define S1(i) (((i) == 0 || (i) == 32) ? 0 : 1024) S64(0), #undef S1 }; return mantissatable[offsettable[x >> 10] + (x & 0x3ff)] + exponenttable[x >> 10]; } /* This algorithm is similar to the OpenEXR implementation, except it * uses branchless code in the denormal path. This is slower than the * table version, but will be more friendly to the cache for occasional * uses. */ static inline uint32_t half_to_float_branch(uint16_t x) { uint32_t s = (x & 0x8000u) << 16; if ((x & 0x7fffu) == 0) return (uint32_t)x << 16; uint32_t e = x & 0x7c00u; uint32_t m = x & 0x03ffu; if (e == 0) { /* m has 10 significant bits but replicating the leading bit to * 8 positions instead of 16 works just as well because of our * handcrafted shiftmagic table. */ uint32_t v = m | (m >> 1); v |= v >> 2; v |= v >> 4; e = shifttable[(v * shiftmagic) >> 28]; /* We don't have to remove the 10th mantissa bit because it gets * added to our underestimated exponent. */ return s | (((125 - e) << 23) + (m << e)); } if (e == 0x7c00u) { /* The amd64 pipeline likes the if() better than a ternary operator * or any other trick I could find. --sam */ if (m == 0) return s | 0x7f800000u; return s | 0x7fc00000u; } return s | (((e >> 10) + 112) << 23) | (m << 13); } /* Constructor from float. Uses the non-branching version because benchmarks * indicate it is about 80% faster on amd64, and 20% faster on the PS3. The * penalty of loading the lookup tables does not seem important. */ half half::makefast(float f) { union { float f; uint32_t x; } u = { f }; return makebits(float_to_half_nobranch(u.x)); } /* Constructor from float with better precision. */ half half::makeaccurate(float f) { union { float f; uint32_t x; } u = { f }; return makebits(float_to_half_branch(u.x)); } /* Cast to float. Uses the branching version because loading the tables * for only one value is going to be cache-expensive. */ half::operator float() const { union { float f; uint32_t x; } u; u.x = half_to_float_branch(bits); return u.f; } void half::convert(half *dst, float const *src, size_t nelem) { for (size_t i = 0; i < nelem; i++) { union { float f; uint32_t x; } u; u.f = *src++; *dst++ = makebits(float_to_half_nobranch(u.x)); } } void half::convert(float *dst, half const *src, size_t nelem) { for (size_t i = 0; i < nelem; i++) { union { float f; uint32_t x; } u; /* This code is really too slow on the PS3, even with the denormal * handling stripped off. */ u.x = half_to_float_nobranch((*src++).bits); *dst++ = u.f; } } } /* namespace lol */