sharplib/math/HalfUtils.cs

174 lines
7.2 KiB
C#

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