Copy optimized transcendental intrinsics to ShaderCore SwiftShader currently uses Reactor's implementations of transcendental functions for SPIR-V GLSL.std.450 extended instructions. This puts graphics-specific intrinsics in Reactor, and we have to specify the desired precision through a parameter which only informally reflects the Vulkan precision requirements. These implementations belong in Vulkan-specific code, so as a first step this change copies them over. The GLSLstd450 code explicitly uses the rr namespace functions to not alter any behavior at this point. Bug: b/169755552 Change-Id: Ia2c9e71a2688c077d358d37641917ab40f46d4be Reviewed-on: https://swiftshader-review.googlesource.com/c/SwiftShader/+/62231 Kokoro-Result: kokoro <noreply+kokoro@google.com> Tested-by: Nicolas Capens <nicolascapens@google.com> Reviewed-by: Alexis Hétu <sugoi@google.com>
diff --git a/src/Pipeline/ShaderCore.cpp b/src/Pipeline/ShaderCore.cpp index 81a4251..b796868 100644 --- a/src/Pipeline/ShaderCore.cpp +++ b/src/Pipeline/ShaderCore.cpp
@@ -150,6 +150,282 @@ return x; } +static Float4 Reciprocal(RValue<Float4> x, bool pp = false, bool finite = false, bool exactAtPow2 = false) +{ + Float4 rcp = Rcp_pp(x, exactAtPow2); + + if(!pp) + { + rcp = (rcp + rcp) - (x * rcp * rcp); + } + + return rcp; +} + +static Float4 SinOrCos(RValue<Float4> x, bool sin) +{ + // Reduce to [-0.5, 0.5] range + Float4 y = x * Float4(1.59154943e-1f); // 1/2pi + y = y - Round(y); + + // From the paper: "A Fast, Vectorizable Algorithm for Producing Single-Precision Sine-Cosine Pairs" + // This implementation passes OpenGL ES 3.0 precision requirements, at the cost of more operations: + // !pp : 17 mul, 7 add, 1 sub, 1 reciprocal + // pp : 4 mul, 2 add, 2 abs + + Float4 y2 = y * y; + Float4 c1 = y2 * (y2 * (y2 * Float4(-0.0204391631f) + Float4(0.2536086171f)) + Float4(-1.2336977925f)) + Float4(1.0f); + Float4 s1 = y * (y2 * (y2 * (y2 * Float4(-0.0046075748f) + Float4(0.0796819754f)) + Float4(-0.645963615f)) + Float4(1.5707963235f)); + Float4 c2 = (c1 * c1) - (s1 * s1); + Float4 s2 = Float4(2.0f) * s1 * c1; + Float4 r = Reciprocal(s2 * s2 + c2 * c2); + + if(sin) + { + return Float4(2.0f) * s2 * c2 * r; + } + else + { + return ((c2 * c2) - (s2 * s2)) * r; + } +} + +// Approximation of atan in [0..1] +static Float4 Atan_01(Float4 x) +{ + // From 4.4.49, page 81 of the Handbook of Mathematical Functions, by Milton Abramowitz and Irene Stegun + const Float4 a2(-0.3333314528f); + const Float4 a4(0.1999355085f); + const Float4 a6(-0.1420889944f); + const Float4 a8(0.1065626393f); + const Float4 a10(-0.0752896400f); + const Float4 a12(0.0429096138f); + const Float4 a14(-0.0161657367f); + const Float4 a16(0.0028662257f); + Float4 x2 = x * x; + return (x + x * (x2 * (a2 + x2 * (a4 + x2 * (a6 + x2 * (a8 + x2 * (a10 + x2 * (a12 + x2 * (a14 + x2 * a16))))))))); +} + +Float4 Sin(RValue<Float4> x) +{ + return SinOrCos(x, true); +} + +Float4 Cos(RValue<Float4> x) +{ + return SinOrCos(x, false); +} + +Float4 Tan(RValue<Float4> x) +{ + return SinOrCos(x, true) / SinOrCos(x, false); +} + +static Float4 Asin_4_terms(RValue<Float4> x) +{ + // From 4.4.45, page 81 of the Handbook of Mathematical Functions, by Milton Abramowitz and Irene Stegun + // |e(x)| <= 5e-8 + const Float4 half_pi(1.57079632f); + const Float4 a0(1.5707288f); + const Float4 a1(-0.2121144f); + const Float4 a2(0.0742610f); + const Float4 a3(-0.0187293f); + Float4 absx = Abs(x); + return As<Float4>(As<Int4>(half_pi - Sqrt(Float4(1.0f) - absx) * (a0 + absx * (a1 + absx * (a2 + absx * a3)))) ^ + (As<Int4>(x) & Int4(0x80000000))); +} + +static Float4 Asin_8_terms(RValue<Float4> x) +{ + // From 4.4.46, page 81 of the Handbook of Mathematical Functions, by Milton Abramowitz and Irene Stegun + // |e(x)| <= 0e-8 + const Float4 half_pi(1.5707963268f); + const Float4 a0(1.5707963050f); + const Float4 a1(-0.2145988016f); + const Float4 a2(0.0889789874f); + const Float4 a3(-0.0501743046f); + const Float4 a4(0.0308918810f); + const Float4 a5(-0.0170881256f); + const Float4 a6(0.006700901f); + const Float4 a7(-0.0012624911f); + Float4 absx = Abs(x); + return As<Float4>(As<Int4>(half_pi - Sqrt(Float4(1.0f) - absx) * (a0 + absx * (a1 + absx * (a2 + absx * (a3 + absx * (a4 + absx * (a5 + absx * (a6 + absx * a7)))))))) ^ + (As<Int4>(x) & Int4(0x80000000))); +} + +RValue<Float4> Asin(RValue<Float4> x, Precision p) +{ + // TODO(b/169755566): Surprisingly, deqp-vk's precision.acos.highp/mediump tests pass when using the 4-term polynomial + // approximation version of acos, unlike for Asin, which requires higher precision algorithms. + + if(p == Precision::Full) + { + return rr::Asin(x, p); + } + + return Asin_8_terms(x); +} + +RValue<Float4> Acos(RValue<Float4> x, Precision p) +{ + // pi/2 - arcsin(x) + return Float4(1.57079632e+0f) - Asin_4_terms(x); +} + +Float4 Atan(RValue<Float4> x) +{ + Float4 absx = Abs(x); + Int4 O = CmpNLT(absx, Float4(1.0f)); + Float4 y = As<Float4>((O & As<Int4>(Float4(1.0f) / absx)) | (~O & As<Int4>(absx))); // FIXME: Vector select + + const Float4 half_pi(1.57079632f); + Float4 theta = Atan_01(y); + return As<Float4>(((O & As<Int4>(half_pi - theta)) | (~O & As<Int4>(theta))) ^ // FIXME: Vector select + (As<Int4>(x) & Int4(0x80000000))); +} + +Float4 Atan2(RValue<Float4> y, RValue<Float4> x) +{ + const Float4 pi(3.14159265f); // pi + const Float4 minus_pi(-3.14159265f); // -pi + const Float4 half_pi(1.57079632f); // pi/2 + const Float4 quarter_pi(7.85398163e-1f); // pi/4 + + // Rotate to upper semicircle when in lower semicircle + Int4 S = CmpLT(y, Float4(0.0f)); + Float4 theta = As<Float4>(S & As<Int4>(minus_pi)); + Float4 x0 = As<Float4>((As<Int4>(y) & Int4(0x80000000)) ^ As<Int4>(x)); + Float4 y0 = Abs(y); + + // Rotate to right quadrant when in left quadrant + Int4 Q = CmpLT(x0, Float4(0.0f)); + theta += As<Float4>(Q & As<Int4>(half_pi)); + Float4 x1 = As<Float4>((Q & As<Int4>(y0)) | (~Q & As<Int4>(x0))); // FIXME: Vector select + Float4 y1 = As<Float4>((Q & As<Int4>(-x0)) | (~Q & As<Int4>(y0))); // FIXME: Vector select + + // Mirror to first octant when in second octant + Int4 O = CmpNLT(y1, x1); + Float4 x2 = As<Float4>((O & As<Int4>(y1)) | (~O & As<Int4>(x1))); // FIXME: Vector select + Float4 y2 = As<Float4>((O & As<Int4>(x1)) | (~O & As<Int4>(y1))); // FIXME: Vector select + + // Approximation of atan in [0..1] + Int4 zero_x = CmpEQ(x2, Float4(0.0f)); + Int4 inf_y = IsInf(y2); // Since x2 >= y2, this means x2 == y2 == inf, so we use 45 degrees or pi/4 + Float4 atan2_theta = Atan_01(y2 / x2); + theta += As<Float4>((~zero_x & ~inf_y & ((O & As<Int4>(half_pi - atan2_theta)) | (~O & (As<Int4>(atan2_theta))))) | // FIXME: Vector select + (inf_y & As<Int4>(quarter_pi))); + + // Recover loss of precision for tiny theta angles + // This combination results in (-pi + half_pi + half_pi - atan2_theta) which is equivalent to -atan2_theta + Int4 precision_loss = S & Q & O & ~inf_y; + + return As<Float4>((precision_loss & As<Int4>(-atan2_theta)) | (~precision_loss & As<Int4>(theta))); // FIXME: Vector select +} + +Float4 Exp2(RValue<Float4> x) +{ + // This implementation is based on 2^(i + f) = 2^i * 2^f, + // where i is the integer part of x and f is the fraction. + + // For 2^i we can put the integer part directly in the exponent of + // the IEEE-754 floating-point number. Clamp to prevent overflow + // past the representation of infinity. + Float4 x0 = x; + x0 = Min(x0, As<Float4>(Int4(0x43010000))); // 129.00000e+0f + x0 = Max(x0, As<Float4>(Int4(0xC2FDFFFF))); // -126.99999e+0f + + Int4 i = RoundInt(x0 - Float4(0.5f)); + Float4 ii = As<Float4>((i + Int4(127)) << 23); // Add single-precision bias, and shift into exponent. + + // For the fractional part use a polynomial + // which approximates 2^f in the 0 to 1 range. + Float4 f = x0 - Float4(i); + Float4 ff = As<Float4>(Int4(0x3AF61905)); // 1.8775767e-3f + ff = ff * f + As<Float4>(Int4(0x3C134806)); // 8.9893397e-3f + ff = ff * f + As<Float4>(Int4(0x3D64AA23)); // 5.5826318e-2f + ff = ff * f + As<Float4>(Int4(0x3E75EAD4)); // 2.4015361e-1f + ff = ff * f + As<Float4>(Int4(0x3F31727B)); // 6.9315308e-1f + ff = ff * f + Float4(1.0f); + + return ii * ff; +} + +Float4 Log2(RValue<Float4> x) +{ + Float4 x0; + Float4 x1; + Float4 x2; + Float4 x3; + + x0 = x; + + x1 = As<Float4>(As<Int4>(x0) & Int4(0x7F800000)); + x1 = As<Float4>(As<UInt4>(x1) >> 8); + x1 = As<Float4>(As<Int4>(x1) | As<Int4>(Float4(1.0f))); + x1 = (x1 - Float4(1.4960938f)) * Float4(256.0f); // FIXME: (x1 - 1.4960938f) * 256.0f; + x0 = As<Float4>((As<Int4>(x0) & Int4(0x007FFFFF)) | As<Int4>(Float4(1.0f))); + + x2 = (Float4(9.5428179e-2f) * x0 + Float4(4.7779095e-1f)) * x0 + Float4(1.9782813e-1f); + x3 = ((Float4(1.6618466e-2f) * x0 + Float4(2.0350508e-1f)) * x0 + Float4(2.7382900e-1f)) * x0 + Float4(4.0496687e-2f); + x2 /= x3; + + x1 += (x0 - Float4(1.0f)) * x2; + + Int4 pos_inf_x = CmpEQ(As<Int4>(x), Int4(0x7F800000)); + return As<Float4>((pos_inf_x & As<Int4>(x)) | (~pos_inf_x & As<Int4>(x1))); +} + +Float4 Exp(RValue<Float4> x) +{ + // TODO: Propagate the constant + return sw::Exp2(Float4(1.44269504f) * x); // 1/ln(2) +} + +Float4 Log(RValue<Float4> x) +{ + // TODO: Propagate the constant + return Float4(6.93147181e-1f) * sw::Log2(x); // ln(2) +} + +Float4 Pow(RValue<Float4> x, RValue<Float4> y) +{ + Float4 log = sw::Log2(x); + log *= y; + return sw::Exp2(log); +} + +Float4 Sinh(RValue<Float4> x) +{ + return (sw::Exp(x) - sw::Exp(-x)) * Float4(0.5f); +} + +Float4 Cosh(RValue<Float4> x) +{ + return (sw::Exp(x) + sw::Exp(-x)) * Float4(0.5f); +} + +Float4 Tanh(RValue<Float4> x) +{ + Float4 e_x = sw::Exp(x); + Float4 e_minus_x = sw::Exp(-x); + return (e_x - e_minus_x) / (e_x + e_minus_x); +} + +Float4 Asinh(RValue<Float4> x) +{ + return sw::Log(x + Sqrt(x * x + Float4(1.0f))); +} + +Float4 Acosh(RValue<Float4> x) +{ + return sw::Log(x + Sqrt(x + Float4(1.0f)) * Sqrt(x - Float4(1.0f))); +} + +Float4 Atanh(RValue<Float4> x) +{ + return sw::Log((Float4(1.0f) + x) / (Float4(1.0f) - x)) * Float4(0.5f); +} + Float4 exponential2(RValue<Float4> x, bool pp) { // This implementation is based on 2^(i + f) = 2^i * 2^f,
diff --git a/src/Pipeline/ShaderCore.hpp b/src/Pipeline/ShaderCore.hpp index 8817d06..ad7a4bc 100644 --- a/src/Pipeline/ShaderCore.hpp +++ b/src/Pipeline/ShaderCore.hpp
@@ -183,6 +183,28 @@ } // namespace SIMD +// Vulkan 'SPIR-V Extended Instructions for GLSL' (GLSL.std.450) compliant transcendental functions +Float4 Sin(RValue<Float4> x); +Float4 Cos(RValue<Float4> x); +Float4 Tan(RValue<Float4> x); +RValue<Float4> Asin(RValue<Float4> x, rr::Precision p); // TODO(b/169755552): Remove rr::Precision +RValue<Float4> Acos(RValue<Float4> x, rr::Precision p); // TODO(b/169755552): Remove rr::Precision +Float4 Atan(RValue<Float4> x); +Float4 Atan2(RValue<Float4> y, RValue<Float4> x); +Float4 Exp2(RValue<Float4> x); +Float4 Log2(RValue<Float4> x); +Float4 Exp(RValue<Float4> x); +Float4 Log(RValue<Float4> x); +Float4 Pow(RValue<Float4> x, RValue<Float4> y); +Float4 Sinh(RValue<Float4> x); +Float4 Cosh(RValue<Float4> x); +Float4 Tanh(RValue<Float4> x); +Float4 Asinh(RValue<Float4> x); +Float4 Acosh(RValue<Float4> x); +Float4 Atanh(RValue<Float4> x); + +// Legacy transcendental functions +// TODO(b/169755552): Consolidate with the functions above Float4 exponential2(RValue<Float4> x, bool pp = false); Float4 logarithm2(RValue<Float4> x, bool pp = false); Float4 exponential(RValue<Float4> x, bool pp = false);
diff --git a/src/Pipeline/SpirvShaderGLSLstd450.cpp b/src/Pipeline/SpirvShaderGLSLstd450.cpp index 7672201..355dc19 100644 --- a/src/Pipeline/SpirvShaderGLSLstd450.cpp +++ b/src/Pipeline/SpirvShaderGLSLstd450.cpp
@@ -595,7 +595,7 @@ auto radians = Operand(this, state, insn.word(5)); for(auto i = 0u; i < type.componentCount; i++) { - dst.move(i, Sin(radians.Float(i))); + dst.move(i, rr::Sin(radians.Float(i))); } } break; @@ -604,7 +604,7 @@ auto radians = Operand(this, state, insn.word(5)); for(auto i = 0u; i < type.componentCount; i++) { - dst.move(i, Cos(radians.Float(i))); + dst.move(i, rr::Cos(radians.Float(i))); } } break; @@ -613,7 +613,7 @@ auto radians = Operand(this, state, insn.word(5)); for(auto i = 0u; i < type.componentCount; i++) { - dst.move(i, Tan(radians.Float(i))); + dst.move(i, rr::Tan(radians.Float(i))); } } break; @@ -624,7 +624,7 @@ ApplyDecorationsForId(&d, insn.word(5)); for(auto i = 0u; i < type.componentCount; i++) { - dst.move(i, Asin(val.Float(i), d.RelaxedPrecision ? Precision::Relaxed : Precision::Full)); + dst.move(i, rr::Asin(val.Float(i), d.RelaxedPrecision ? Precision::Relaxed : Precision::Full)); } } break; @@ -635,7 +635,7 @@ ApplyDecorationsForId(&d, insn.word(5)); for(auto i = 0u; i < type.componentCount; i++) { - dst.move(i, Acos(val.Float(i), d.RelaxedPrecision ? Precision::Relaxed : Precision::Full)); + dst.move(i, rr::Acos(val.Float(i), d.RelaxedPrecision ? Precision::Relaxed : Precision::Full)); } } break; @@ -644,7 +644,7 @@ auto val = Operand(this, state, insn.word(5)); for(auto i = 0u; i < type.componentCount; i++) { - dst.move(i, Atan(val.Float(i))); + dst.move(i, rr::Atan(val.Float(i))); } } break; @@ -653,7 +653,7 @@ auto val = Operand(this, state, insn.word(5)); for(auto i = 0u; i < type.componentCount; i++) { - dst.move(i, Sinh(val.Float(i))); + dst.move(i, rr::Sinh(val.Float(i))); } } break; @@ -662,7 +662,7 @@ auto val = Operand(this, state, insn.word(5)); for(auto i = 0u; i < type.componentCount; i++) { - dst.move(i, Cosh(val.Float(i))); + dst.move(i, rr::Cosh(val.Float(i))); } } break; @@ -671,7 +671,7 @@ auto val = Operand(this, state, insn.word(5)); for(auto i = 0u; i < type.componentCount; i++) { - dst.move(i, Tanh(val.Float(i))); + dst.move(i, rr::Tanh(val.Float(i))); } } break; @@ -680,7 +680,7 @@ auto val = Operand(this, state, insn.word(5)); for(auto i = 0u; i < type.componentCount; i++) { - dst.move(i, Asinh(val.Float(i))); + dst.move(i, rr::Asinh(val.Float(i))); } } break; @@ -689,7 +689,7 @@ auto val = Operand(this, state, insn.word(5)); for(auto i = 0u; i < type.componentCount; i++) { - dst.move(i, Acosh(val.Float(i))); + dst.move(i, rr::Acosh(val.Float(i))); } } break; @@ -698,7 +698,7 @@ auto val = Operand(this, state, insn.word(5)); for(auto i = 0u; i < type.componentCount; i++) { - dst.move(i, Atanh(val.Float(i))); + dst.move(i, rr::Atanh(val.Float(i))); } } break; @@ -708,7 +708,7 @@ auto y = Operand(this, state, insn.word(6)); for(auto i = 0u; i < type.componentCount; i++) { - dst.move(i, Atan2(x.Float(i), y.Float(i))); + dst.move(i, rr::Atan2(x.Float(i), y.Float(i))); } } break; @@ -718,7 +718,7 @@ auto y = Operand(this, state, insn.word(6)); for(auto i = 0u; i < type.componentCount; i++) { - dst.move(i, Pow(x.Float(i), y.Float(i))); + dst.move(i, rr::Pow(x.Float(i), y.Float(i))); } } break; @@ -727,7 +727,7 @@ auto val = Operand(this, state, insn.word(5)); for(auto i = 0u; i < type.componentCount; i++) { - dst.move(i, Exp(val.Float(i))); + dst.move(i, rr::Exp(val.Float(i))); } } break; @@ -736,7 +736,7 @@ auto val = Operand(this, state, insn.word(5)); for(auto i = 0u; i < type.componentCount; i++) { - dst.move(i, Log(val.Float(i))); + dst.move(i, rr::Log(val.Float(i))); } } break; @@ -745,7 +745,7 @@ auto val = Operand(this, state, insn.word(5)); for(auto i = 0u; i < type.componentCount; i++) { - dst.move(i, Exp2(val.Float(i))); + dst.move(i, rr::Exp2(val.Float(i))); } } break; @@ -754,7 +754,7 @@ auto val = Operand(this, state, insn.word(5)); for(auto i = 0u; i < type.componentCount; i++) { - dst.move(i, Log2(val.Float(i))); + dst.move(i, rr::Log2(val.Float(i))); } } break;
diff --git a/src/Reactor/Reactor.hpp b/src/Reactor/Reactor.hpp index d4ca19a..f99c545 100644 --- a/src/Reactor/Reactor.hpp +++ b/src/Reactor/Reactor.hpp
@@ -2411,7 +2411,6 @@ RValue<Float4> Ceil(RValue<Float4> x); // Trigonometric functions -// TODO: Currently unimplemented for Subzero. RValue<Float4> Sin(RValue<Float4> x); RValue<Float4> Cos(RValue<Float4> x); RValue<Float4> Tan(RValue<Float4> x); @@ -2427,7 +2426,6 @@ RValue<Float4> Atan2(RValue<Float4> x, RValue<Float4> y); // Exponential functions -// TODO: Currently unimplemented for Subzero. RValue<Float4> Pow(RValue<Float4> x, RValue<Float4> y); RValue<Float4> Exp(RValue<Float4> x); RValue<Float4> Log(RValue<Float4> x);