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Source/Engine/Core/Math/HalfUtils.cs
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183
Source/Engine/Core/Math/HalfUtils.cs
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// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved.
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// -----------------------------------------------------------------------------
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// Original code from SharpDX project. https://github.com/sharpdx/SharpDX/
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// Greetings to Alexandre Mutel. Original code published with the following license:
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// -----------------------------------------------------------------------------
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//
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// Copyright (c) 2010-2011 SharpDX - Alexandre Mutel
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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using System.Runtime.InteropServices;
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namespace FlaxEngine
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{
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/// <summary>
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/// Helper class to perform Half/Float conversion.
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/// Code extract from paper : www.fox-toolkit.org/ftp/fasthalffloatconversion.pdf by Jeroen van der Zijp
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/// </summary>
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internal class HalfUtils
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{
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[StructLayout(LayoutKind.Explicit, Pack = 4)]
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private struct FloatToUint
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{
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[FieldOffset(0)]
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public uint uintValue;
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[FieldOffset(0)]
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public float floatValue;
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}
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/// <summary>
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/// Unpacks the specified half value.
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/// </summary>
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/// <param name="h">The half value.</param>
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/// <returns>The float value</returns>
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public static float Unpack(ushort h)
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{
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var conv = new FloatToUint();
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conv.uintValue = HalfToFloatMantissaTable[HalfToFloatOffsetTable[h >> 10] + (((uint)h) & 0x3ff)] + HalfToFloatExponentTable[h >> 10];
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return conv.floatValue;
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}
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/// <summary>
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/// Packs the specified float value.
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/// </summary>
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/// <param name="f">The float value.</param>
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/// <returns>The half value</returns>
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public static ushort Pack(float f)
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{
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FloatToUint conv = new FloatToUint();
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conv.floatValue = f;
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return (ushort)(FloatToHalfBaseTable[(conv.uintValue >> 23) & 0x1ff] + ((conv.uintValue & 0x007fffff) >> FloatToHalfShiftTable[(conv.uintValue >> 23) & 0x1ff]));
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}
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static readonly uint[] HalfToFloatMantissaTable = new uint[2048];
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static readonly uint[] HalfToFloatExponentTable = new uint[64];
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static readonly uint[] HalfToFloatOffsetTable = new uint[64];
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static readonly ushort[] FloatToHalfBaseTable = new ushort[512];
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static readonly byte[] FloatToHalfShiftTable = new byte[512];
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static HalfUtils()
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{
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int i;
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// -------------------------------------------------------------------
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// Half to Float tables
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// -------------------------------------------------------------------
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// Mantissa table
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// 0 => 0
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HalfToFloatMantissaTable[0] = 0;
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// Transform subnormal to normalized
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for (i = 1; i < 1024; i++)
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{
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uint m = ((uint)i) << 13;
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uint e = 0;
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while ((m & 0x00800000) == 0)
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{
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e -= 0x00800000;
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m <<= 1;
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}
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m &= ~ 0x00800000U;
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e += 0x38800000;
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HalfToFloatMantissaTable[i] = m | e;
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}
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// Normal case
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for (i = 1024; i < 2048; i++)
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HalfToFloatMantissaTable[i] = 0x38000000 + (((uint)(i - 1024)) << 13);
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// Exponent table
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// 0 => 0
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HalfToFloatExponentTable[0] = 0;
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for (i = 1; i < 63; i++)
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{
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if (i < 31) // Positive Numbers
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HalfToFloatExponentTable[i] = ((uint)i) << 23;
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else // Negative Numbers
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HalfToFloatExponentTable[i] = 0x80000000 + (((uint)(i - 32)) << 23);
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}
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HalfToFloatExponentTable[31] = 0x47800000;
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HalfToFloatExponentTable[32] = 0x80000000;
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HalfToFloatExponentTable[63] = 0xC7800000;
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// Offset table
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HalfToFloatOffsetTable[0] = 0;
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for (i = 1; i < 64; i++)
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HalfToFloatOffsetTable[i] = 1024;
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HalfToFloatOffsetTable[32] = 0;
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// -------------------------------------------------------------------
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// Float to Half tables
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// -------------------------------------------------------------------
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for (i = 0; i < 256; i++)
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{
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int e = i - 127;
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if (e < -24)
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{
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// Very small numbers map to zero
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FloatToHalfBaseTable[i | 0x000] = 0x0000;
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FloatToHalfBaseTable[i | 0x100] = 0x8000;
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FloatToHalfShiftTable[i | 0x000] = 24;
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FloatToHalfShiftTable[i | 0x100] = 24;
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}
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else if (e < -14)
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{
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// Small numbers map to denorms
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FloatToHalfBaseTable[i | 0x000] = (ushort)((0x0400 >> (-e - 14)));
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FloatToHalfBaseTable[i | 0x100] = (ushort)((0x0400 >> (-e - 14)) | 0x8000);
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FloatToHalfShiftTable[i | 0x000] = (byte)(-e - 1);
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FloatToHalfShiftTable[i | 0x100] = (byte)(-e - 1);
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}
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else if (e <= 15)
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{
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// Normal numbers just lose precision
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FloatToHalfBaseTable[i | 0x000] = (ushort)(((e + 15) << 10));
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FloatToHalfBaseTable[i | 0x100] = (ushort)(((e + 15) << 10) | 0x8000);
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FloatToHalfShiftTable[i | 0x000] = 13;
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FloatToHalfShiftTable[i | 0x100] = 13;
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}
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else if (e < 128)
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{
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// Large numbers map to Infinity
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FloatToHalfBaseTable[i | 0x000] = 0x7C00;
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FloatToHalfBaseTable[i | 0x100] = 0xFC00;
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FloatToHalfShiftTable[i | 0x000] = 24;
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FloatToHalfShiftTable[i | 0x100] = 24;
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}
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else
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{
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// Infinity and NaN's stay Infinity and NaN's
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FloatToHalfBaseTable[i | 0x000] = 0x7C00;
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FloatToHalfBaseTable[i | 0x100] = 0xFC00;
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FloatToHalfShiftTable[i | 0x000] = 13;
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FloatToHalfShiftTable[i | 0x100] = 13;
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}
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}
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}
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}
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}
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