Optimize Half2 conversion in Render2D

This commit is contained in:
Wojtek Figat
2023-10-09 21:45:36 +02:00
parent 00100e11f2
commit 00a03beb78
3 changed files with 65 additions and 59 deletions

View File

@@ -3,6 +3,8 @@
#pragma once
#include "Math.h"
#include "Vector2.h"
#include "Vector3.h"
/// <summary>
/// Half-precision 16 bit floating point number consisting of a sign bit, a 5 bit biased exponent, and a 10 bit mantissa
@@ -45,54 +47,23 @@ class FLAXENGINE_API Float16Compressor
static const int32 minD = minC - subC - 1;
public:
static Half Compress(const float value)
{
#if USE_SSE_HALF_CONVERSION
FORCE_INLINE static Half Compress(float value)
{
__m128 value1 = _mm_set_ss(value);
__m128i value2 = _mm_cvtps_ph(value1, 0);
return static_cast<Half>(_mm_cvtsi128_si32(value2));
#else
Bits v, s;
v.f = value;
uint32 sign = v.si & signN;
v.si ^= sign;
sign >>= shiftSign; // logical shift
s.si = mulN;
s.si = static_cast<int32>(s.f * v.f); // correct subnormals
v.si ^= (s.si ^ v.si) & -(minN > v.si);
v.si ^= (infN ^ v.si) & -((infN > v.si) & (v.si > maxN));
v.si ^= (nanN ^ v.si) & -((nanN > v.si) & (v.si > infN));
v.ui >>= shift; // logical shift
v.si ^= ((v.si - maxD) ^ v.si) & -(v.si > maxC);
v.si ^= ((v.si - minD) ^ v.si) & -(v.si > subC);
return v.ui | sign;
#endif
}
static float Decompress(const Half value)
FORCE_INLINE static float Decompress(Half value)
{
#if USE_SSE_HALF_CONVERSION
__m128i value1 = _mm_cvtsi32_si128(static_cast<int>(value));
__m128 value2 = _mm_cvtph_ps(value1);
return _mm_cvtss_f32(value2);
#else
Bits v;
v.ui = value;
int32 sign = v.si & signC;
v.si ^= sign;
sign <<= shiftSign;
v.si ^= ((v.si + minD) ^ v.si) & -(v.si > subC);
v.si ^= ((v.si + maxD) ^ v.si) & -(v.si > maxC);
Bits s;
s.si = mulC;
s.f *= v.si;
const int32 mask = -(norC > v.si);
v.si <<= shift;
v.si ^= (s.si ^ v.si) & mask;
v.si |= sign;
return v.f;
#endif
}
#else
static Half Compress(float value);
static float Decompress(Half value);
#endif
};
/// <summary>
@@ -128,7 +99,7 @@ public:
/// </summary>
/// <param name="x">X component</param>
/// <param name="y">Y component</param>
Half2(Half x, Half y)
FORCE_INLINE Half2(Half x, Half y)
: X(x)
, Y(y)
{
@@ -139,7 +110,7 @@ public:
/// </summary>
/// <param name="x">X component</param>
/// <param name="y">Y component</param>
Half2(float x, float y)
FORCE_INLINE Half2(float x, float y)
{
X = Float16Compressor::Compress(x);
Y = Float16Compressor::Compress(y);
@@ -149,7 +120,11 @@ public:
/// Init
/// </summary>
/// <param name="v">X and Y components</param>
Half2(const Float2& v);
FORCE_INLINE Half2(const Float2& v)
{
X = Float16Compressor::Compress(v.X);
Y = Float16Compressor::Compress(v.Y);
}
public:
Float2 ToFloat2() const;
@@ -185,21 +160,26 @@ public:
public:
Half3() = default;
Half3(Half x, Half y, Half z)
FORCE_INLINE Half3(Half x, Half y, Half z)
: X(x)
, Y(y)
, Z(z)
{
}
Half3(const float x, const float y, const float z)
FORCE_INLINE Half3(float x, float y, float z)
{
X = Float16Compressor::Compress(x);
Y = Float16Compressor::Compress(y);
Z = Float16Compressor::Compress(z);
}
Half3(const Float3& v);
FORCE_INLINE Half3(const Float3& v)
{
X = Float16Compressor::Compress(v.X);
Y = Float16Compressor::Compress(v.Y);
Z = Float16Compressor::Compress(v.Z);
}
public:
Float3 ToFloat3() const;