256 lines
6.0 KiB
C++
256 lines
6.0 KiB
C++
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
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#pragma once
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#include "Math.h"
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#include "Vector2.h"
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#include "Vector3.h"
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/// <summary>
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/// Half-precision 16 bit floating point number consisting of a sign bit, a 5 bit biased exponent, and a 10 bit mantissa
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/// </summary>
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typedef uint16 Half;
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#define USE_SSE_HALF_CONVERSION 0
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/// <summary>
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/// Utility for packing/unpacking floating point value from single precision (32 bit) to half precision (16 bit).
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/// </summary>
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class FLAXENGINE_API Float16Compressor
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{
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// Reference:
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// http://www.cs.cmu.edu/~jinlianw/third_party/float16_compressor.hpp
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union Bits
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{
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float f;
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int32 si;
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uint32 ui;
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};
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static const int shift = 13;
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static const int shiftSign = 16;
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static const int32 infN = 0x7F800000; // flt32 infinity
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static const int32 maxN = 0x477FE000; // max flt16 normal as a flt32
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static const int32 minN = 0x38800000; // min flt16 normal as a flt32
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static const int32 signN = 0x80000000; // flt32 sign bit
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static const int32 infC = infN >> shift;
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static const int32 nanN = (infC + 1) << shift; // minimum flt16 nan as a flt32
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static const int32 maxC = maxN >> shift;
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static const int32 minC = minN >> shift;
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static const int32 signC = signN >> shiftSign; // flt16 sign bit
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static const int32 mulN = 0x52000000; // (1 << 23) / minN
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static const int32 mulC = 0x33800000; // minN / (1 << (23 - shift))
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static const int32 subC = 0x003FF; // max flt32 subnormal down shifted
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static const int32 norC = 0x00400; // min flt32 normal down shifted
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static const int32 maxD = infC - maxC - 1;
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static const int32 minD = minC - subC - 1;
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public:
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#if USE_SSE_HALF_CONVERSION
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FORCE_INLINE static Half Compress(float value)
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{
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__m128 value1 = _mm_set_ss(value);
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__m128i value2 = _mm_cvtps_ph(value1, 0);
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return static_cast<Half>(_mm_cvtsi128_si32(value2));
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}
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FORCE_INLINE static float Decompress(Half value)
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{
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__m128i value1 = _mm_cvtsi32_si128(static_cast<int>(value));
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__m128 value2 = _mm_cvtph_ps(value1);
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return _mm_cvtss_f32(value2);
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}
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#else
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static Half Compress(float value);
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static float Decompress(Half value);
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#endif
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};
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/// <summary>
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/// Defines a two component vector, using half precision floating point coordinates.
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/// </summary>
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struct FLAXENGINE_API Half2
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{
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public:
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/// <summary>
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/// Zero vector
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/// </summary>
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static Half2 Zero;
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public:
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/// <summary>
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/// Gets or sets the X component of the vector.
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/// </summary>
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Half X;
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/// <summary>
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/// Gets or sets the Y component of the vector.
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/// </summary>
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Half Y;
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public:
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/// <summary>
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/// Default constructor
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/// </summary>
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Half2() = default;
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/// <summary>
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/// Init
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/// </summary>
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/// <param name="x">X component</param>
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/// <param name="y">Y component</param>
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FORCE_INLINE Half2(Half x, Half y)
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: X(x)
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, Y(y)
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{
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}
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/// <summary>
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/// Init
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/// </summary>
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/// <param name="x">X component</param>
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/// <param name="y">Y component</param>
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FORCE_INLINE Half2(float x, float y)
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{
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X = Float16Compressor::Compress(x);
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Y = Float16Compressor::Compress(y);
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}
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/// <summary>
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/// Init
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/// </summary>
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/// <param name="v">X and Y components</param>
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FORCE_INLINE Half2(const Float2& v)
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{
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X = Float16Compressor::Compress(v.X);
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Y = Float16Compressor::Compress(v.Y);
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}
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public:
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Float2 ToFloat2() const;
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};
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/// <summary>
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/// Defines a three component vector, using half precision floating point coordinates.
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/// </summary>
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struct FLAXENGINE_API Half3
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{
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public:
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/// <summary>
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/// Zero vector
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/// </summary>
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static Half3 Zero;
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public:
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/// <summary>
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/// Gets or sets the X component of the vector.
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/// </summary>
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Half X;
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/// <summary>
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/// Gets or sets the Y component of the vector.
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/// </summary>
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Half Y;
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/// <summary>
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/// Gets or sets the Z component of the vector.
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/// </summary>
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Half Z;
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public:
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Half3() = default;
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FORCE_INLINE Half3(Half x, Half y, Half z)
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: X(x)
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, Y(y)
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, Z(z)
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{
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}
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FORCE_INLINE Half3(float x, float y, float z)
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{
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X = Float16Compressor::Compress(x);
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Y = Float16Compressor::Compress(y);
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Z = Float16Compressor::Compress(z);
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}
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FORCE_INLINE Half3(const Float3& v)
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{
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X = Float16Compressor::Compress(v.X);
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Y = Float16Compressor::Compress(v.Y);
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Z = Float16Compressor::Compress(v.Z);
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}
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public:
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Float3 ToFloat3() const;
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};
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/// <summary>
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/// Defines a four component vector, using half precision floating point coordinates.
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/// </summary>
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struct FLAXENGINE_API Half4
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{
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public:
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/// <summary>
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/// Zero vector
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/// </summary>
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static Half4 Zero;
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public:
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/// <summary>
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/// Gets or sets the X component of the vector.
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/// </summary>
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Half X;
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/// <summary>
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/// Gets or sets the Y component of the vector.
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/// </summary>
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Half Y;
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/// <summary>
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/// Gets or sets the Z component of the vector.
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/// </summary>
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Half Z;
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/// <summary>
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/// Gets or sets the W component of the vector.
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/// </summary>
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Half W;
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public:
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Half4() = default;
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Half4(Half x, Half y, Half z, Half w)
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: X(x)
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, Y(y)
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, Z(z)
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, W(w)
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{
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}
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Half4(const float x, const float y, const float z)
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{
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X = Float16Compressor::Compress(x);
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Y = Float16Compressor::Compress(y);
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Z = Float16Compressor::Compress(z);
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W = 0;
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}
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Half4(const float x, const float y, const float z, const float w)
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{
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X = Float16Compressor::Compress(x);
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Y = Float16Compressor::Compress(y);
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Z = Float16Compressor::Compress(z);
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W = Float16Compressor::Compress(w);
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}
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explicit Half4(const Float4& v);
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explicit Half4(const Color& c);
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explicit Half4(const Rectangle& rect);
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public:
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Float2 ToFloat2() const;
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Float3 ToFloat3() const;
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Float4 ToFloat4() const;
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};
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