9092858a58
I updated everything to the latest Unity Editor. Also realized I had the wrong shaders on my hairs, those are fixed and the hairs look MUCH better!
307 lines
17 KiB
C#
307 lines
17 KiB
C#
using System.Diagnostics;
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namespace Unity.Burst.Intrinsics
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{
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public unsafe static partial class X86
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{
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/// <summary>
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/// F16C intrinsics
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/// </summary>
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public static class F16C
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{
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/// <summary>
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/// Evaluates to true at compile time if F16C intrinsics are supported.
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///
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/// Burst ties F16C support to AVX2 support to simplify feature sets to support.
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/// </summary>
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public static bool IsF16CSupported { get { return Avx2.IsAvx2Supported; } }
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/// <summary>
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/// Converts a half (hiding in a ushort) to a float (hiding in a uint).
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/// </summary>
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/// <param name="h">The half to convert</param>
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/// <returns>The float result</returns>
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[DebuggerStepThrough]
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private static uint HalfToFloat(ushort h)
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{
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var signed = (h & 0x8000u) != 0;
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var exponent = (h >> 10) & 0x1fu;
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var mantissa = h & 0x3ffu;
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var result = signed ? 0x80000000u : 0u;
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if (!(exponent == 0 && mantissa == 0))
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{
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// Denormal (converts to normalized)
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if (exponent == 0)
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{
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// Adjust mantissa so it's normalized (and keep track of exponent adjustment)
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exponent = -1;
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do
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{
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exponent++;
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mantissa <<= 1;
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} while ((mantissa & 0x400) == 0);
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result |= (uint)((127 - 15 - exponent) << 23);
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// Have to re-mask the mantissa here because we've been shifting bits up.
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result |= (mantissa & 0x3ff) << 13;
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}
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else
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{
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var isInfOrNan = exponent == 0x1f;
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result |= (uint)(isInfOrNan ? 255 : (127 - 15 + exponent) << 23);
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result |= mantissa << 13;
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}
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}
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return result;
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}
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/// <summary>
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/// Convert packed half-precision (16-bit) floating-point elements in a to packed single-precision (32-bit) floating-point elements, and store the results in dst.
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/// </summary>
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/// <remarks>
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/// **** vcvtph2ps xmm, xmm
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/// </remarks>
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/// <param name="a">Vector a</param>
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/// <returns>Vector</returns>
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[DebuggerStepThrough]
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public static v128 cvtph_ps(v128 a)
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{
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return new v128(HalfToFloat(a.UShort0), HalfToFloat(a.UShort1), HalfToFloat(a.UShort2), HalfToFloat(a.UShort3));
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}
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/// <summary>
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/// Convert packed half-precision (16-bit) floating-point elements in a to packed single-precision (32-bit) floating-point elements, and store the results in dst.
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/// </summary>
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/// <remarks>
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/// **** vcvtph2ps ymm, xmm
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/// </remarks>
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/// <param name="a">Vector a</param>
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/// <returns>Vector</returns>
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[DebuggerStepThrough]
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public static v256 mm256_cvtph_ps(v128 a)
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{
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return new v256(HalfToFloat(a.UShort0), HalfToFloat(a.UShort1), HalfToFloat(a.UShort2), HalfToFloat(a.UShort3), HalfToFloat(a.UShort4), HalfToFloat(a.UShort5), HalfToFloat(a.UShort6), HalfToFloat(a.UShort7));
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}
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// Using ftp://ftp.fox-toolkit.org/pub/fasthalffloatconversion.pdf
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private static readonly ushort[] BaseTable =
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{
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0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000,
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0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000,
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0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000,
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0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000,
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0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000,
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0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000,
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0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0000, 0x0001, 0x0002, 0x0004, 0x0008, 0x0010, 0x0020, 0x0040, 0x0080, 0x0100,
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0x0200, 0x0400, 0x0800, 0x0C00, 0x1000, 0x1400, 0x1800, 0x1C00, 0x2000, 0x2400, 0x2800, 0x2C00, 0x3000, 0x3400, 0x3800, 0x3C00,
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0x4000, 0x4400, 0x4800, 0x4C00, 0x5000, 0x5400, 0x5800, 0x5C00, 0x6000, 0x6400, 0x6800, 0x6C00, 0x7000, 0x7400, 0x7800, 0x7C00,
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0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00,
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0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00,
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0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00,
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0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00,
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0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00,
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0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00,
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0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00, 0x7C00,
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0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000,
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0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000,
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0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000,
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0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000,
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0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000,
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0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000,
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0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8000, 0x8001, 0x8002, 0x8004, 0x8008, 0x8010, 0x8020, 0x8040, 0x8080, 0x8100,
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0x8200, 0x8400, 0x8800, 0x8C00, 0x9000, 0x9400, 0x9800, 0x9C00, 0xA000, 0xA400, 0xA800, 0xAC00, 0xB000, 0xB400, 0xB800, 0xBC00,
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0xC000, 0xC400, 0xC800, 0xCC00, 0xD000, 0xD400, 0xD800, 0xDC00, 0xE000, 0xE400, 0xE800, 0xEC00, 0xF000, 0xF400, 0xF800, 0xFC00,
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0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00,
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0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00,
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0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00,
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0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00,
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0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00,
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0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00,
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0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00, 0xFC00,
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};
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private static readonly sbyte[] ShiftTable =
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{
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24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24,
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24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24,
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24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24,
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24, 24, 24, 24, 24, 24, 24, 23, 22, 21, 20, 19, 18, 17, 16, 15, 14, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13,
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13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24,
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24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24,
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24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24,
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24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 13,
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24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24,
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24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24,
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24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24,
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24, 24, 24, 24, 24, 24, 24, 23, 22, 21, 20, 19, 18, 17, 16, 15, 14, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13,
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13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24,
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24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24,
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24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24,
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24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 13,
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};
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/// <summary>
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/// Converts a float (hiding in a uint) to a half (hiding in a ushort).
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/// </summary>
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/// <param name="f">The float to convert</param>
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/// <param name="rounding">Rounding mode</param>
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/// <returns>The half result</returns>
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[DebuggerStepThrough]
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private static ushort FloatToHalf(uint f, int rounding)
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{
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var exponentAndSign = f >> 23;
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var shift = ShiftTable[exponentAndSign];
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var result = (uint)(BaseTable[exponentAndSign] + (ushort)((f & 0x7FFFFFu) >> shift));
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// Check if the result is not Inf or NaN.
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var isFinite = (result & 0x7C00) != 0x7C00;
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var isNegative = (result & 0x8000) != 0;
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if (rounding == (int)RoundingMode.FROUND_NINT_NOEXC)
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{
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var fWithRoundingBitPreserved = (f & 0x7FFFFFu) >> (shift - 1);
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if ((exponentAndSign & 0xFF) == 102)
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{
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result++;
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}
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if (isFinite && ((fWithRoundingBitPreserved & 0x1u) != 0))
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{
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result++;
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}
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}
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else if (rounding == (int)RoundingMode.FROUND_TRUNC_NOEXC)
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{
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if (!isFinite)
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{
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result -= (uint)(~shift & 0x1);
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}
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}
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else if (rounding == (int)RoundingMode.FROUND_CEIL_NOEXC)
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{
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if (isFinite && !isNegative)
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{
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if ((exponentAndSign <= 102) && (exponentAndSign != 0))
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{
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result++;
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}
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else if ((f & 0x7FFFFFu & ((1u << shift) - 1u)) != 0)
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{
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result++;
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}
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}
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var resultIsNegativeInf = (result == 0xFC00);
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var inputIsNotNegativeInfOrNan = (exponentAndSign != 0x1FF);
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if (resultIsNegativeInf && inputIsNotNegativeInfOrNan)
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{
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result--;
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}
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}
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else if (rounding == (int)RoundingMode.FROUND_FLOOR_NOEXC)
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{
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if (isFinite && isNegative)
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{
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if ((exponentAndSign <= 358) && (exponentAndSign != 256))
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{
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result++;
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}
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else if ((f & 0x7FFFFFu & ((1u << shift) - 1u)) != 0)
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{
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result++;
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}
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}
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var resultIsPositiveInf = (result == 0x7C00);
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var inputIsNotPositiveInfOrNan = (exponentAndSign != 0xFF);
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if (resultIsPositiveInf && inputIsNotPositiveInfOrNan)
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{
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result--;
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}
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}
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return (ushort)result;
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}
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/// <summary>
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/// Convert packed single-precision (32-bit) floating-point elements in a to packed half-precision (16-bit) floating-point elements, and store the results in dst.
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///
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/// Rounding is done according to the rounding parameter, which can be one of:
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/// </summary>
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/// <remarks>
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/// **** cvtps2ph xmm, xmm, imm
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/// </remarks>
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/// <param name="a">Vector a</param>
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/// <param name="rounding">Rounding mode</param>
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/// <returns>Vector</returns>
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[DebuggerStepThrough]
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public static v128 cvtps_ph(v128 a, int rounding)
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{
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if (rounding == (int)RoundingMode.FROUND_RINT_NOEXC)
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{
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switch (MXCSR & MXCSRBits.RoundingControlMask)
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{
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case MXCSRBits.RoundToNearest:
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rounding = (int)RoundingMode.FROUND_NINT_NOEXC;
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break;
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case MXCSRBits.RoundDown:
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rounding = (int)RoundingMode.FROUND_FLOOR_NOEXC;
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break;
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case MXCSRBits.RoundUp:
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rounding = (int)RoundingMode.FROUND_CEIL_NOEXC;
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break;
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case MXCSRBits.RoundTowardZero:
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rounding = (int)RoundingMode.FROUND_TRUNC_NOEXC;
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break;
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}
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}
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return new v128(FloatToHalf(a.UInt0, rounding), FloatToHalf(a.UInt1, rounding), FloatToHalf(a.UInt2, rounding), FloatToHalf(a.UInt3, rounding), 0, 0, 0, 0);
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}
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/// <summary>
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/// Convert packed single-precision (32-bit) floating-point elements in a to packed half-precision (16-bit) floating-point elements, and store the results in dst.
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///
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/// Rounding is done according to the rounding parameter, which can be one of:
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/// </summary>
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/// <remarks>
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/// **** cvtps2ph xmm, ymm, imm
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/// </remarks>
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/// <param name="a">Vector a</param>
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/// <param name="rounding">Rounding mode</param>
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/// <returns>Vector</returns>
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[DebuggerStepThrough]
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public static v128 mm256_cvtps_ph(v256 a, int rounding)
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{
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if (rounding == (int)RoundingMode.FROUND_RINT_NOEXC)
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{
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switch (MXCSR & MXCSRBits.RoundingControlMask)
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{
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case MXCSRBits.RoundToNearest:
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rounding = (int)RoundingMode.FROUND_NINT_NOEXC;
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break;
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case MXCSRBits.RoundDown:
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rounding = (int)RoundingMode.FROUND_FLOOR_NOEXC;
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break;
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case MXCSRBits.RoundUp:
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rounding = (int)RoundingMode.FROUND_CEIL_NOEXC;
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break;
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case MXCSRBits.RoundTowardZero:
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rounding = (int)RoundingMode.FROUND_TRUNC_NOEXC;
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break;
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}
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}
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return new v128(FloatToHalf(a.UInt0, rounding), FloatToHalf(a.UInt1, rounding), FloatToHalf(a.UInt2, rounding), FloatToHalf(a.UInt3, rounding), FloatToHalf(a.UInt4, rounding), FloatToHalf(a.UInt5, rounding), FloatToHalf(a.UInt6, rounding), FloatToHalf(a.UInt7, rounding));
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}
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}
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}
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}
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