Remove _mesa_inv_sqrtf in favor of 1/SQRTF
Except for a couple of explicit uses, _mesa_inv_sqrtf was disabled since
its addition in 2003 (see f9b1e524).
Reviewed-by: Brian Paul <brianp@vmware.com>
Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
This commit is contained in:
@@ -244,112 +244,6 @@ _mesa_memset16( unsigned short *dst, unsigned short val, size_t n )
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/*@{*/
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/**
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inv_sqrt - A single precision 1/sqrt routine for IEEE format floats.
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written by Josh Vanderhoof, based on newsgroup posts by James Van Buskirk
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and Vesa Karvonen.
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*/
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float
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_mesa_inv_sqrtf(float n)
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{
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#if defined(USE_IEEE) && !defined(DEBUG)
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float r0, x0, y0;
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float r1, x1, y1;
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float r2, x2, y2;
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#if 0 /* not used, see below -BP */
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float r3, x3, y3;
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#endif
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fi_type u;
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unsigned int magic;
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/*
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Exponent part of the magic number -
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We want to:
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1. subtract the bias from the exponent,
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2. negate it
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3. divide by two (rounding towards -inf)
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4. add the bias back
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Which is the same as subtracting the exponent from 381 and dividing
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by 2.
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floor(-(x - 127) / 2) + 127 = floor((381 - x) / 2)
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*/
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magic = 381 << 23;
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/*
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Significand part of magic number -
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With the current magic number, "(magic - u.i) >> 1" will give you:
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for 1 <= u.f <= 2: 1.25 - u.f / 4
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for 2 <= u.f <= 4: 1.00 - u.f / 8
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This isn't a bad approximation of 1/sqrt. The maximum difference from
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1/sqrt will be around .06. After three Newton-Raphson iterations, the
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maximum difference is less than 4.5e-8. (Which is actually close
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enough to make the following bias academic...)
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To get a better approximation you can add a bias to the magic
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number. For example, if you subtract 1/2 of the maximum difference in
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the first approximation (.03), you will get the following function:
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for 1 <= u.f <= 2: 1.22 - u.f / 4
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for 2 <= u.f <= 3.76: 0.97 - u.f / 8
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for 3.76 <= u.f <= 4: 0.72 - u.f / 16
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(The 3.76 to 4 range is where the result is < .5.)
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This is the closest possible initial approximation, but with a maximum
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error of 8e-11 after three NR iterations, it is still not perfect. If
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you subtract 0.0332281 instead of .03, the maximum error will be
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2.5e-11 after three NR iterations, which should be about as close as
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is possible.
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for 1 <= u.f <= 2: 1.2167719 - u.f / 4
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for 2 <= u.f <= 3.73: 0.9667719 - u.f / 8
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for 3.73 <= u.f <= 4: 0.7167719 - u.f / 16
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*/
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magic -= (int)(0.0332281 * (1 << 25));
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u.f = n;
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u.i = (magic - u.i) >> 1;
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/*
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Instead of Newton-Raphson, we use Goldschmidt's algorithm, which
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allows more parallelism. From what I understand, the parallelism
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comes at the cost of less precision, because it lets error
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accumulate across iterations.
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*/
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x0 = 1.0f;
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y0 = 0.5f * n;
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r0 = u.f;
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x1 = x0 * r0;
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y1 = y0 * r0 * r0;
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r1 = 1.5f - y1;
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x2 = x1 * r1;
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y2 = y1 * r1 * r1;
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r2 = 1.5f - y2;
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#if 1
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return x2 * r2; /* we can stop here, and be conformant -BP */
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#else
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x3 = x2 * r2;
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y3 = y2 * r2 * r2;
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r3 = 1.5f - y3;
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return x3 * r3;
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#endif
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#else
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return (float) (1.0 / sqrt(n));
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#endif
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}
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#ifndef __GNUC__
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/**
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* Find the first bit set in a word.
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@@ -105,11 +105,7 @@ typedef union { GLfloat f; GLint i; } fi_type;
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/***
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*** INV_SQRTF: single-precision inverse square root
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***/
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#if 0
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#define INV_SQRTF(X) _mesa_inv_sqrt(X)
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#else
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#define INV_SQRTF(X) (1.0F / SQRTF(X)) /* this is faster on a P4 */
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#endif
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#define INV_SQRTF(X) (1.0F / SQRTF(X))
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/**
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@@ -565,9 +561,6 @@ _mesa_realloc( void *oldBuffer, size_t oldSize, size_t newSize );
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extern void
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_mesa_memset16( unsigned short *dst, unsigned short val, size_t n );
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extern float
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_mesa_inv_sqrtf(float x);
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#ifndef FFS_DEFINED
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#define FFS_DEFINED 1
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@@ -271,7 +271,7 @@ compute_texgen(struct gl_context *ctx, const GLfloat vObj[4], const GLfloat vEye
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rz = u[2] - normal[2] * two_nu;
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m = rx * rx + ry * ry + (rz + 1.0F) * (rz + 1.0F);
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if (m > 0.0F)
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mInv = 0.5F * _mesa_inv_sqrtf(m);
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mInv = 0.5F * INV_SQRTF(m);
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else
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mInv = 0.0F;
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@@ -117,7 +117,7 @@ static void build_m3( GLfloat f[][3], GLfloat m[],
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fz = f[i][2] = u[2] - norm[2] * two_nu;
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m[i] = fx * fx + fy * fy + (fz + 1.0F) * (fz + 1.0F);
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if (m[i] != 0.0F) {
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m[i] = 0.5F * _mesa_inv_sqrtf(m[i]);
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m[i] = 0.5F * INV_SQRTF(m[i]);
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}
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}
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}
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@@ -146,7 +146,7 @@ static void build_m2( GLfloat f[][3], GLfloat m[],
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fz = f[i][2] = u[2] - norm[2] * two_nu;
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m[i] = fx * fx + fy * fy + (fz + 1.0F) * (fz + 1.0F);
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if (m[i] != 0.0F) {
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m[i] = 0.5F * _mesa_inv_sqrtf(m[i]);
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m[i] = 0.5F * INV_SQRTF(m[i]);
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}
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}
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}
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