209 lines
7.5 KiB
C++
209 lines
7.5 KiB
C++
// Jolt Physics Library (https://github.com/jrouwe/JoltPhysics)
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// SPDX-FileCopyrightText: 2021 Jorrit Rouwe
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// SPDX-License-Identifier: MIT
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#pragma once
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#include <Jolt/Math/Vec4.h>
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#include <Jolt/Core/FPException.h>
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JPH_NAMESPACE_BEGIN
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using HalfFloat = uint16;
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// Define half float constant values
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static constexpr HalfFloat HALF_FLT_MAX = 0x7bff;
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static constexpr HalfFloat HALF_FLT_MAX_NEGATIVE = 0xfbff;
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static constexpr HalfFloat HALF_FLT_INF = 0x7c00;
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static constexpr HalfFloat HALF_FLT_INF_NEGATIVE = 0xfc00;
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static constexpr HalfFloat HALF_FLT_NANQ = 0x7e00;
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static constexpr HalfFloat HALF_FLT_NANQ_NEGATIVE = 0xfe00;
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namespace HalfFloatConversion {
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// Layout of a float
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static constexpr int FLOAT_SIGN_POS = 31;
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static constexpr int FLOAT_EXPONENT_POS = 23;
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static constexpr int FLOAT_EXPONENT_BITS = 8;
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static constexpr int FLOAT_EXPONENT_MASK = (1 << FLOAT_EXPONENT_BITS) - 1;
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static constexpr int FLOAT_EXPONENT_BIAS = 127;
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static constexpr int FLOAT_MANTISSA_BITS = 23;
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static constexpr int FLOAT_MANTISSA_MASK = (1 << FLOAT_MANTISSA_BITS) - 1;
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static constexpr int FLOAT_EXPONENT_AND_MANTISSA_MASK = FLOAT_MANTISSA_MASK + (FLOAT_EXPONENT_MASK << FLOAT_EXPONENT_POS);
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// Layout of half float
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static constexpr int HALF_FLT_SIGN_POS = 15;
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static constexpr int HALF_FLT_EXPONENT_POS = 10;
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static constexpr int HALF_FLT_EXPONENT_BITS = 5;
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static constexpr int HALF_FLT_EXPONENT_MASK = (1 << HALF_FLT_EXPONENT_BITS) - 1;
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static constexpr int HALF_FLT_EXPONENT_BIAS = 15;
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static constexpr int HALF_FLT_MANTISSA_BITS = 10;
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static constexpr int HALF_FLT_MANTISSA_MASK = (1 << HALF_FLT_MANTISSA_BITS) - 1;
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static constexpr int HALF_FLT_EXPONENT_AND_MANTISSA_MASK = HALF_FLT_MANTISSA_MASK + (HALF_FLT_EXPONENT_MASK << HALF_FLT_EXPONENT_POS);
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/// Define half-float rounding modes
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enum ERoundingMode
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{
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ROUND_TO_NEG_INF, ///< Round to negative infinity
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ROUND_TO_POS_INF, ///< Round to positive infinity
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ROUND_TO_NEAREST, ///< Round to nearest value
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};
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/// Convert a float (32-bits) to a half float (16-bits), fallback version when no intrinsics available
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template <int RoundingMode>
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inline HalfFloat FromFloatFallback(float inV)
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{
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// Reinterpret the float as an uint32
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uint32 value = BitCast<uint32>(inV);
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// Extract exponent
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uint32 exponent = (value >> FLOAT_EXPONENT_POS) & FLOAT_EXPONENT_MASK;
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// Extract mantissa
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uint32 mantissa = value & FLOAT_MANTISSA_MASK;
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// Extract the sign and move it into the right spot for the half float (so we can just or it in at the end)
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HalfFloat hf_sign = HalfFloat(value >> (FLOAT_SIGN_POS - HALF_FLT_SIGN_POS)) & (1 << HALF_FLT_SIGN_POS);
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// Check NaN or INF
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if (exponent == FLOAT_EXPONENT_MASK) // NaN or INF
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return hf_sign | (mantissa == 0? HALF_FLT_INF : HALF_FLT_NANQ);
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// Rebias the exponent for half floats
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int rebiased_exponent = int(exponent) - FLOAT_EXPONENT_BIAS + HALF_FLT_EXPONENT_BIAS;
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// Check overflow to infinity
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if (rebiased_exponent >= HALF_FLT_EXPONENT_MASK)
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{
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bool round_up = RoundingMode == ROUND_TO_NEAREST || (hf_sign == 0) == (RoundingMode == ROUND_TO_POS_INF);
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return hf_sign | (round_up? HALF_FLT_INF : HALF_FLT_MAX);
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}
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// Check underflow to zero
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if (rebiased_exponent < -HALF_FLT_MANTISSA_BITS)
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{
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bool round_up = RoundingMode != ROUND_TO_NEAREST && (hf_sign == 0) == (RoundingMode == ROUND_TO_POS_INF) && (value & FLOAT_EXPONENT_AND_MANTISSA_MASK) != 0;
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return hf_sign | (round_up? 1 : 0);
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}
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HalfFloat hf_exponent;
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int shift;
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if (rebiased_exponent <= 0)
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{
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// Underflow to denormalized number
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hf_exponent = 0;
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mantissa |= 1 << FLOAT_MANTISSA_BITS; // Add the implicit 1 bit to the mantissa
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shift = FLOAT_MANTISSA_BITS - HALF_FLT_MANTISSA_BITS + 1 - rebiased_exponent;
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}
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else
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{
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// Normal half float
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hf_exponent = HalfFloat(rebiased_exponent << HALF_FLT_EXPONENT_POS);
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shift = FLOAT_MANTISSA_BITS - HALF_FLT_MANTISSA_BITS;
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}
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// Compose the half float
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HalfFloat hf_mantissa = HalfFloat(mantissa >> shift);
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HalfFloat hf = hf_sign | hf_exponent | hf_mantissa;
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// Calculate the remaining bits that we're discarding
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uint remainder = mantissa & ((1 << shift) - 1);
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if constexpr (RoundingMode == ROUND_TO_NEAREST)
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{
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// Round to nearest
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uint round_threshold = 1 << (shift - 1);
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if (remainder > round_threshold // Above threshold, we must always round
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|| (remainder == round_threshold && (hf_mantissa & 1))) // When equal, round to nearest even
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hf++; // May overflow to infinity
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}
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else
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{
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// Round up or down (truncate) depending on the rounding mode
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bool round_up = (hf_sign == 0) == (RoundingMode == ROUND_TO_POS_INF) && remainder != 0;
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if (round_up)
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hf++; // May overflow to infinity
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}
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return hf;
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}
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/// Convert a float (32-bits) to a half float (16-bits)
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template <int RoundingMode>
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JPH_INLINE HalfFloat FromFloat(float inV)
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{
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#ifdef JPH_USE_F16C
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FPExceptionDisableOverflow disable_overflow;
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JPH_UNUSED(disable_overflow);
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union
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{
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__m128i u128;
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HalfFloat u16[8];
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} hf;
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__m128 val = _mm_load_ss(&inV);
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switch (RoundingMode)
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{
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case ROUND_TO_NEG_INF:
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hf.u128 = _mm_cvtps_ph(val, _MM_FROUND_TO_NEG_INF);
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break;
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case ROUND_TO_POS_INF:
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hf.u128 = _mm_cvtps_ph(val, _MM_FROUND_TO_POS_INF);
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break;
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case ROUND_TO_NEAREST:
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hf.u128 = _mm_cvtps_ph(val, _MM_FROUND_TO_NEAREST_INT);
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break;
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}
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return hf.u16[0];
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#else
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return FromFloatFallback<RoundingMode>(inV);
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#endif
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}
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/// Convert 4 half floats (lower 64 bits) to floats, fallback version when no intrinsics available
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inline Vec4 ToFloatFallback(UVec4Arg inValue)
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{
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// Unpack half floats to 4 uint32's
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UVec4 value = inValue.Expand4Uint16Lo();
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// Normal half float path, extract the exponent and mantissa, shift them into place and update the exponent bias
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UVec4 exponent_mantissa = UVec4::sAnd(value, UVec4::sReplicate(HALF_FLT_EXPONENT_AND_MANTISSA_MASK)).LogicalShiftLeft<FLOAT_EXPONENT_POS - HALF_FLT_EXPONENT_POS>() + UVec4::sReplicate((FLOAT_EXPONENT_BIAS - HALF_FLT_EXPONENT_BIAS) << FLOAT_EXPONENT_POS);
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// Denormalized half float path, renormalize the float
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UVec4 exponent_mantissa_denormalized = ((exponent_mantissa + UVec4::sReplicate(1 << FLOAT_EXPONENT_POS)).ReinterpretAsFloat() - UVec4::sReplicate((FLOAT_EXPONENT_BIAS - HALF_FLT_EXPONENT_BIAS + 1) << FLOAT_EXPONENT_POS).ReinterpretAsFloat()).ReinterpretAsInt();
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// NaN / INF path, set all exponent bits
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UVec4 exponent_mantissa_nan_inf = UVec4::sOr(exponent_mantissa, UVec4::sReplicate(FLOAT_EXPONENT_MASK << FLOAT_EXPONENT_POS));
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// Get the exponent to determine which of the paths we should take
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UVec4 exponent_mask = UVec4::sReplicate(HALF_FLT_EXPONENT_MASK << HALF_FLT_EXPONENT_POS);
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UVec4 exponent = UVec4::sAnd(value, exponent_mask);
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UVec4 is_denormalized = UVec4::sEquals(exponent, UVec4::sZero());
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UVec4 is_nan_inf = UVec4::sEquals(exponent, exponent_mask);
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// Select the correct result
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UVec4 result_exponent_mantissa = UVec4::sSelect(UVec4::sSelect(exponent_mantissa, exponent_mantissa_nan_inf, is_nan_inf), exponent_mantissa_denormalized, is_denormalized);
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// Extract the sign bit and shift it to the left
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UVec4 sign = UVec4::sAnd(value, UVec4::sReplicate(1 << HALF_FLT_SIGN_POS)).LogicalShiftLeft<FLOAT_SIGN_POS - HALF_FLT_SIGN_POS>();
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// Construct the float
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return UVec4::sOr(sign, result_exponent_mantissa).ReinterpretAsFloat();
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}
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/// Convert 4 half floats (lower 64 bits) to floats
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JPH_INLINE Vec4 ToFloat(UVec4Arg inValue)
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{
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#if defined(JPH_USE_F16C)
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return _mm_cvtph_ps(inValue.mValue);
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#elif defined(JPH_USE_NEON)
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return vcvt_f32_f16(vreinterpret_f16_u32(vget_low_u32(inValue.mValue)));
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#else
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return ToFloatFallback(inValue);
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#endif
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}
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} // HalfFloatConversion
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JPH_NAMESPACE_END
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