// SPDX-License-Identifier: Apache-2.0 // ---------------------------------------------------------------------------- // Copyright 2011-2021 Arm Limited // // Licensed under the Apache License, Version 2.0 (the "License"); you may not // use this file except in compliance with the License. You may obtain a copy // of the License at: // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, WITHOUT // WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the // License for the specific language governing permissions and limitations // under the License. // ---------------------------------------------------------------------------- /* * This module implements a variety of mathematical data types and library * functions used by the codec. */ #ifndef ASTC_MATHLIB_H_INCLUDED #define ASTC_MATHLIB_H_INCLUDED #include #include #include #ifndef ASTCENC_POPCNT #if defined(__POPCNT__) #define ASTCENC_POPCNT 1 #else #define ASTCENC_POPCNT 0 #endif #endif #ifndef ASTCENC_F16C #if defined(__F16C__) #define ASTCENC_F16C 1 #else #define ASTCENC_F16C 0 #endif #endif #ifndef ASTCENC_SSE #if defined(__SSE4_2__) #define ASTCENC_SSE 42 #elif defined(__SSE4_1__) #define ASTCENC_SSE 41 #elif defined(__SSE3__) #define ASTCENC_SSE 30 #elif defined(__SSE2__) #define ASTCENC_SSE 20 #else #define ASTCENC_SSE 0 #endif #endif #ifndef ASTCENC_AVX #if defined(__AVX2__) #define ASTCENC_AVX 2 #elif defined(__AVX__) #define ASTCENC_AVX 1 #else #define ASTCENC_AVX 0 #endif #endif #ifndef ASTCENC_NEON #if defined(__aarch64__) #define ASTCENC_NEON 1 #else #define ASTCENC_NEON 0 #endif #endif #if ASTCENC_AVX #define ASTCENC_VECALIGN 32 #else #define ASTCENC_VECALIGN 16 #endif #if ASTCENC_SSE != 0 || ASTCENC_AVX != 0 || ASTCENC_POPCNT != 0 #include #endif /* ============================================================================ Fast math library; note that many of the higher-order functions in this set use approximations which are less accurate, but faster, than standard library equivalents. Note: Many of these are not necessarily faster than simple C versions when used on a single scalar value, but are included for testing purposes as most have an option based on SSE intrinsics and therefore provide an obvious route to future vectorization. ============================================================================ */ // Union for manipulation of float bit patterns typedef union { uint32_t u; int32_t s; float f; } if32; // These are namespaced to avoid colliding with C standard library functions. namespace astc { static const float PI = 3.14159265358979323846f; static const float PI_OVER_TWO = 1.57079632679489661923f; /** * @brief SP float absolute value. * * @param v The value to make absolute. * * @return The absolute value. */ static inline float fabs(float v) { return std::fabs(v); } /** * @brief Test if a float value is a nan. * * @param v The value test. * * @return Zero is not a NaN, non-zero otherwise. */ static inline bool isnan(float v) { return v != v; } /** * @brief Return the minimum of two values. * * For floats, NaNs are turned into @c q. * * @param p The first value to compare. * @param q The second value to compare. * * @return The smallest value. */ template static inline T min(T p, T q) { return p < q ? p : q; } /** * @brief Return the minimum of three values. * * For floats, NaNs are turned into @c r. * * @param p The first value to compare. * @param q The second value to compare. * @param r The third value to compare. * * @return The smallest value. */ template static inline T min(T p, T q, T r) { return min(min(p, q), r); } /** * @brief Return the minimum of four values. * * For floats, NaNs are turned into @c s. * * @param p The first value to compare. * @param q The second value to compare. * @param r The third value to compare. * @param s The fourth value to compare. * * @return The smallest value. */ template static inline T min(T p, T q, T r, T s) { return min(min(p, q), min(r, s)); } /** * @brief Return the maximum of two values. * * For floats, NaNs are turned into @c q. * * @param p The first value to compare. * @param q The second value to compare. * * @return The largest value. */ template static inline T max(T p, T q) { return p > q ? p : q; } /** * @brief Return the maximum of three values. * * For floats, NaNs are turned into @c r. * * @param p The first value to compare. * @param q The second value to compare. * @param r The third value to compare. * * @return The largest value. */ template static inline T max(T p, T q, T r) { return max(max(p, q), r); } /** * @brief Return the maximum of four values. * * For floats, NaNs are turned into @c s. * * @param p The first value to compare. * @param q The second value to compare. * @param r The third value to compare. * @param s The fourth value to compare. * * @return The largest value. */ template static inline T max(T p, T q, T r, T s) { return max(max(p, q), max(r, s)); } /** * @brief Clamp a value value between @c mn and @c mx. * * For floats, NaNs are turned into @c mn. * * @param v The value to clamp. * @param mn The min value (inclusive). * @param mx The max value (inclusive). * * @return The clamped value. */ template inline T clamp(T v, T mn, T mx) { // Do not reorder; correct NaN handling relies on the fact that comparison // with NaN returns false and will fall-though to the "min" value. if (v > mx) return mx; if (v > mn) return v; return mn; } /** * @brief Clamp a float value between 0.0f and 1.0f. * * NaNs are turned into 0.0f. * * @param v The value to clamp. * * @return The clamped value. */ static inline float clamp1f(float v) { return astc::clamp(v, 0.0f, 1.0f); } /** * @brief Clamp a float value between 0.0f and 255.0f. * * NaNs are turned into 0.0f. * * @param v The value to clamp. * * @return The clamped value. */ static inline float clamp255f(float v) { return astc::clamp(v, 0.0f, 255.0f); } /** * @brief SP float round-down. * * @param v The value to round. * * @return The rounded value. */ static inline float flt_rd(float v) { return std::floor(v); } /** * @brief SP float round-to-nearest and convert to integer. * * @param v The value to round. * * @return The rounded value. */ static inline int flt2int_rtn(float v) { return static_cast(v + 0.5f); } /** * @brief SP float round down and convert to integer. * * @param v The value to round. * * @return The rounded value. */ static inline int flt2int_rd(float v) { return static_cast(v); } /** * @brief SP float bit-interpreted as an integer. * * @param v The value to bitcast. * * @return The converted value. */ static inline int float_as_int(float v) { union { int a; float b; } u; u.b = v; return u.a; } /** * @brief Integer bit-interpreted as an SP float. * * @param v The value to bitcast. * * @return The converted value. */ static inline float int_as_float(int v) { union { int a; float b; } u; u.a = v; return u.b; } /** * @brief Fast approximation of 1.0 / sqrt(val). * * @param v The input value. * * @return The approximated result. */ static inline float rsqrt(float v) { return 1.0f / std::sqrt(v); } /** * @brief Fast approximation of sqrt(val). * * @param v The input value. * * @return The approximated result. */ static inline float sqrt(float v) { return std::sqrt(v); } /** * @brief Extract mantissa and exponent of a float value. * * @param v The input value. * @param[out] expo The output exponent. * * @return The mantissa. */ static inline float frexp(float v, int* expo) { if32 p; p.f = v; *expo = ((p.u >> 23) & 0xFF) - 126; p.u = (p.u & 0x807fffff) | 0x3f000000; return p.f; } /** * @brief Initialize the seed structure for a random number generator. * * Important note: For the purposes of ASTC we want sets of random numbers to * use the codec, but we want the same seed value across instances and threads * to ensure that image output is stable across compressor runs and across * platforms. Every PRNG created by this call will therefore return the same * sequence of values ... * * @param state The state structure to initialize. */ void rand_init(uint64_t state[2]); /** * @brief Return the next random number from the generator. * * This RNG is an implementation of the "xoroshoro-128+ 1.0" PRNG, based on the * public-domain implementation given by David Blackman & Sebastiano Vigna at * http://vigna.di.unimi.it/xorshift/xoroshiro128plus.c * * @param state The state structure to use/update. */ uint64_t rand(uint64_t state[2]); } /* ============================================================================ Softfloat library with fp32 and fp16 conversion functionality. ============================================================================ */ #if (ASTCENC_F16C == 0) && (ASTCENC_NEON == 0) /* narrowing float->float conversions */ uint16_t float_to_sf16(float val); float sf16_to_float(uint16_t val); #endif /********************************* Vector library *********************************/ #include "astcenc_vecmathlib.h" /********************************* Declaration of line types *********************************/ // parametric line, 2D: The line is given by line = a + b * t. struct line2 { vfloat4 a; vfloat4 b; }; // parametric line, 3D struct line3 { vfloat4 a; vfloat4 b; }; struct line4 { vfloat4 a; vfloat4 b; }; struct processed_line2 { vfloat4 amod; vfloat4 bs; }; struct processed_line3 { vfloat4 amod; vfloat4 bs; }; struct processed_line4 { vfloat4 amod; vfloat4 bs; }; #endif