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82f20cdcc0
https://github.com/ARM-software/astc-encoder/releases/tag/4.5.0 https://github.com/ARM-software/astc-encoder/releases/tag/4.6.0 https://github.com/ARM-software/astc-encoder/releases/tag/4.7.0
489 lines
10 KiB
C++
489 lines
10 KiB
C++
// SPDX-License-Identifier: Apache-2.0
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// ----------------------------------------------------------------------------
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// Copyright 2011-2024 Arm Limited
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//
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// Licensed under the Apache License, Version 2.0 (the "License"); you may not
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// use this file except in compliance with the License. You may obtain a copy
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// of the License at:
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS, WITHOUT
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// WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the
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// License for the specific language governing permissions and limitations
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// under the License.
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// ----------------------------------------------------------------------------
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/*
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* This module implements a variety of mathematical data types and library
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* functions used by the codec.
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*/
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#ifndef ASTC_MATHLIB_H_INCLUDED
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#define ASTC_MATHLIB_H_INCLUDED
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#include <cassert>
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#include <cstdint>
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#include <cmath>
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#ifndef ASTCENC_POPCNT
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#if defined(__POPCNT__)
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#define ASTCENC_POPCNT 1
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#else
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#define ASTCENC_POPCNT 0
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#endif
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#endif
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#ifndef ASTCENC_F16C
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#if defined(__F16C__)
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#define ASTCENC_F16C 1
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#else
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#define ASTCENC_F16C 0
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#endif
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#endif
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#ifndef ASTCENC_SSE
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#if defined(__SSE4_2__)
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#define ASTCENC_SSE 42
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#elif defined(__SSE4_1__)
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#define ASTCENC_SSE 41
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#elif defined(__SSE2__)
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#define ASTCENC_SSE 20
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#else
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#define ASTCENC_SSE 0
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#endif
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#endif
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#ifndef ASTCENC_AVX
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#if defined(__AVX2__)
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#define ASTCENC_AVX 2
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#elif defined(__AVX__)
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#define ASTCENC_AVX 1
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#else
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#define ASTCENC_AVX 0
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#endif
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#endif
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#ifndef ASTCENC_NEON
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#if defined(__aarch64__)
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#define ASTCENC_NEON 1
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#else
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#define ASTCENC_NEON 0
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#endif
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#endif
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// Force vector-sized SIMD alignment
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#if ASTCENC_AVX
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#define ASTCENC_VECALIGN 32
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#elif ASTCENC_SSE || ASTCENC_NEON
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#define ASTCENC_VECALIGN 16
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// Use default alignment for non-SIMD builds
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#else
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#define ASTCENC_VECALIGN 0
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#endif
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// C++11 states that alignas(0) should be ignored but GCC doesn't do
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// this on some versions, so workaround and avoid emitting alignas(0)
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#if ASTCENC_VECALIGN > 0
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#define ASTCENC_ALIGNAS alignas(ASTCENC_VECALIGN)
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#else
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#define ASTCENC_ALIGNAS
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#endif
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#if ASTCENC_SSE != 0 || ASTCENC_AVX != 0 || ASTCENC_POPCNT != 0
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#include <immintrin.h>
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#endif
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/* ============================================================================
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Fast math library; note that many of the higher-order functions in this set
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use approximations which are less accurate, but faster, than <cmath> standard
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library equivalents.
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Note: Many of these are not necessarily faster than simple C versions when
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used on a single scalar value, but are included for testing purposes as most
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have an option based on SSE intrinsics and therefore provide an obvious route
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to future vectorization.
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============================================================================ */
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// Union for manipulation of float bit patterns
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typedef union
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{
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uint32_t u;
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int32_t s;
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float f;
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} if32;
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// These are namespaced to avoid colliding with C standard library functions.
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namespace astc
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{
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static const float PI = 3.14159265358979323846f;
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static const float PI_OVER_TWO = 1.57079632679489661923f;
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/**
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* @brief SP float absolute value.
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*
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* @param v The value to make absolute.
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*
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* @return The absolute value.
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*/
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static inline float fabs(float v)
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{
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return std::fabs(v);
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}
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/**
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* @brief Test if a float value is a nan.
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*
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* @param v The value test.
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*
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* @return Zero is not a NaN, non-zero otherwise.
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*/
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static inline bool isnan(float v)
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{
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return v != v;
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}
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/**
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* @brief Return the minimum of two values.
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*
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* For floats, NaNs are turned into @c q.
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*
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* @param p The first value to compare.
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* @param q The second value to compare.
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*
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* @return The smallest value.
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*/
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template<typename T>
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static inline T min(T p, T q)
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{
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return p < q ? p : q;
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}
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/**
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* @brief Return the minimum of three values.
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*
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* For floats, NaNs are turned into @c r.
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*
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* @param p The first value to compare.
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* @param q The second value to compare.
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* @param r The third value to compare.
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*
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* @return The smallest value.
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*/
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template<typename T>
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static inline T min(T p, T q, T r)
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{
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return min(min(p, q), r);
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}
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/**
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* @brief Return the minimum of four values.
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*
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* For floats, NaNs are turned into @c s.
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*
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* @param p The first value to compare.
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* @param q The second value to compare.
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* @param r The third value to compare.
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* @param s The fourth value to compare.
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*
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* @return The smallest value.
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*/
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template<typename T>
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static inline T min(T p, T q, T r, T s)
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{
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return min(min(p, q), min(r, s));
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}
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/**
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* @brief Return the maximum of two values.
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*
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* For floats, NaNs are turned into @c q.
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*
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* @param p The first value to compare.
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* @param q The second value to compare.
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*
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* @return The largest value.
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*/
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template<typename T>
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static inline T max(T p, T q)
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{
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return p > q ? p : q;
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}
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/**
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* @brief Return the maximum of three values.
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*
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* For floats, NaNs are turned into @c r.
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*
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* @param p The first value to compare.
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* @param q The second value to compare.
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* @param r The third value to compare.
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*
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* @return The largest value.
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*/
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template<typename T>
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static inline T max(T p, T q, T r)
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{
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return max(max(p, q), r);
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}
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/**
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* @brief Return the maximum of four values.
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*
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* For floats, NaNs are turned into @c s.
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*
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* @param p The first value to compare.
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* @param q The second value to compare.
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* @param r The third value to compare.
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* @param s The fourth value to compare.
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*
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* @return The largest value.
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*/
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template<typename T>
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static inline T max(T p, T q, T r, T s)
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{
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return max(max(p, q), max(r, s));
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}
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/**
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* @brief Clamp a value value between @c mn and @c mx.
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*
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* For floats, NaNs are turned into @c mn.
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*
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* @param v The value to clamp.
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* @param mn The min value (inclusive).
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* @param mx The max value (inclusive).
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*
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* @return The clamped value.
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*/
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template<typename T>
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inline T clamp(T v, T mn, T mx)
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{
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// Do not reorder; correct NaN handling relies on the fact that comparison
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// with NaN returns false and will fall-though to the "min" value.
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if (v > mx) return mx;
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if (v > mn) return v;
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return mn;
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}
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/**
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* @brief Clamp a float value between 0.0f and 1.0f.
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*
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* NaNs are turned into 0.0f.
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*
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* @param v The value to clamp.
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*
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* @return The clamped value.
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*/
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static inline float clamp1f(float v)
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{
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return astc::clamp(v, 0.0f, 1.0f);
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}
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/**
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* @brief Clamp a float value between 0.0f and 255.0f.
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*
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* NaNs are turned into 0.0f.
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*
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* @param v The value to clamp.
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*
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* @return The clamped value.
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*/
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static inline float clamp255f(float v)
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{
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return astc::clamp(v, 0.0f, 255.0f);
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}
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/**
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* @brief SP float round-down.
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*
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* @param v The value to round.
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*
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* @return The rounded value.
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*/
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static inline float flt_rd(float v)
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{
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return std::floor(v);
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}
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/**
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* @brief SP float round-to-nearest and convert to integer.
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*
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* @param v The value to round.
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*
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* @return The rounded value.
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*/
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static inline int flt2int_rtn(float v)
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{
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return static_cast<int>(v + 0.5f);
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}
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/**
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* @brief SP float round down and convert to integer.
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*
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* @param v The value to round.
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*
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* @return The rounded value.
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*/
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static inline int flt2int_rd(float v)
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{
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return static_cast<int>(v);
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}
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/**
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* @brief SP float bit-interpreted as an integer.
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*
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* @param v The value to bitcast.
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*
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* @return The converted value.
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*/
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static inline int float_as_int(float v)
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{
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union { int a; float b; } u;
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u.b = v;
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return u.a;
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}
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/**
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* @brief Integer bit-interpreted as an SP float.
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*
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* @param v The value to bitcast.
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*
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* @return The converted value.
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*/
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static inline float int_as_float(int v)
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{
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union { int a; float b; } u;
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u.a = v;
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return u.b;
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}
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/**
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* @brief Fast approximation of 1.0 / sqrt(val).
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*
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* @param v The input value.
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*
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* @return The approximated result.
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*/
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static inline float rsqrt(float v)
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{
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return 1.0f / std::sqrt(v);
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}
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/**
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* @brief Fast approximation of sqrt(val).
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*
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* @param v The input value.
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*
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* @return The approximated result.
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*/
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static inline float sqrt(float v)
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{
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return std::sqrt(v);
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}
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/**
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* @brief Extract mantissa and exponent of a float value.
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*
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* @param v The input value.
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* @param[out] expo The output exponent.
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*
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* @return The mantissa.
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*/
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static inline float frexp(float v, int* expo)
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{
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if32 p;
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p.f = v;
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*expo = ((p.u >> 23) & 0xFF) - 126;
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p.u = (p.u & 0x807fffff) | 0x3f000000;
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return p.f;
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}
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/**
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* @brief Initialize the seed structure for a random number generator.
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*
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* Important note: For the purposes of ASTC we want sets of random numbers to
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* use the codec, but we want the same seed value across instances and threads
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* to ensure that image output is stable across compressor runs and across
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* platforms. Every PRNG created by this call will therefore return the same
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* sequence of values ...
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*
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* @param state The state structure to initialize.
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*/
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void rand_init(uint64_t state[2]);
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/**
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* @brief Return the next random number from the generator.
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*
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* This RNG is an implementation of the "xoroshoro-128+ 1.0" PRNG, based on the
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* public-domain implementation given by David Blackman & Sebastiano Vigna at
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* http://vigna.di.unimi.it/xorshift/xoroshiro128plus.c
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*
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* @param state The state structure to use/update.
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*/
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uint64_t rand(uint64_t state[2]);
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}
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/* ============================================================================
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Softfloat library with fp32 and fp16 conversion functionality.
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============================================================================ */
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#if (ASTCENC_F16C == 0) && (ASTCENC_NEON == 0)
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/* narrowing float->float conversions */
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uint16_t float_to_sf16(float val);
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float sf16_to_float(uint16_t val);
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#endif
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/*********************************
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Vector library
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*********************************/
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#include "astcenc_vecmathlib.h"
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/*********************************
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Declaration of line types
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*********************************/
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// parametric line, 2D: The line is given by line = a + b * t.
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struct line2
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{
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vfloat4 a;
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vfloat4 b;
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};
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// parametric line, 3D
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struct line3
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{
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vfloat4 a;
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vfloat4 b;
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};
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struct line4
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{
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vfloat4 a;
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vfloat4 b;
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};
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struct processed_line2
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{
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vfloat4 amod;
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vfloat4 bs;
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};
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struct processed_line3
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{
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vfloat4 amod;
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vfloat4 bs;
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};
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struct processed_line4
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{
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vfloat4 amod;
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vfloat4 bs;
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};
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#endif
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