83e99569bd
This adds check to make sure that the results in the last add of the lerp are in range. Also, Smooth out types. Change-Id: I853835e530f6b6790e16464db12964d68ab9ef8d Reviewed-on: https://skia-review.googlesource.com/c/skia/+/453718 Bot-Commit: Rubber Stamper <rubber-stamper@appspot.gserviceaccount.com> Commit-Queue: Herb Derby <herb@google.com>
129 lines
4.1 KiB
C++
129 lines
4.1 KiB
C++
/*
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* Copyright 2021 Google LLC
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include <algorithm>
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#include <cmath>
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#include <cstdio>
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#include <cstdint>
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#include "experimental/lowp-basic/QMath.h"
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struct Stats {
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int64_t diff_8_bits = 0;
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int64_t max_diff = 0;
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int64_t min_diff = 0;
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int64_t total = 0;
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void log(int16_t golden, int16_t candidate) {
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int64_t diff = candidate - golden;
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max_diff = std::max(max_diff, diff);
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min_diff = std::min(min_diff, diff);
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diff_8_bits += candidate != golden;
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total++;
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}
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void print() const {
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printf("8-bit diff: %lld - %g%%\n", diff_8_bits, 100.0 * diff_8_bits / total);
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printf("differences min: %lld max: %lld\n", min_diff, max_diff);
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printf("total: %lld\n", total);
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}
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};
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// This has all kinds of rounding issues.
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// TODO(herb): figure out rounding problems with this code.
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static float golden_bilerp(float tx, float ty, int16_t p00, int16_t p10, int16_t p01, int16_t p11) {
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return (1.0f-tx) * (1.0f-ty) * p00
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+ (1.0f-tx) * ty * p01
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+ (1.0f-ty) * tx * p10
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+ tx * ty * p11;
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}
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static double golden_bilerp2(
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float tx, float ty, int16_t p00, int16_t p10, int16_t p01, int16_t p11) {
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// Double is needed to avoid rounding of lower bits.
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double dtx(tx), dty(ty);
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double top = (1.0 - dtx) * p00 + dtx * p10;
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double bottom = (1.0 - dtx) * p01 + dtx * p11;
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return (1.0 - dty) * top + dty * bottom;
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}
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static int16_t full_res_bilerp(
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float tx, float ty, int16_t p00, int16_t p10, int16_t p01, int16_t p11) {
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int32_t ftx(floor(tx * 65536.0f + 0.5f));
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int64_t top = ftx * (p10 - p00) + 65536 * p00;
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int64_t bottom = ftx * (p11 - p01) + 65536 * p01;
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int64_t fty(floor(ty * 65536.0f + 0.5f));
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int64_t temp = fty * (bottom - top) + top * 65536LL;
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int64_t rounded = temp + (1LL << 31);
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return rounded >> 32;
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}
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static int16_t bilerp_1(float tx, float ty, int16_t p00, int16_t p10, int16_t p01, int16_t p11) {
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const int logPixelScale = 7;
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const int16_t half = 1 << logPixelScale;
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I16 qtx = floor(tx * 65536.0f - 32768.0f + 0.5f);
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I16 qw = (p10 - p00) << logPixelScale;
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U16 qm = (p10 + p00) << logPixelScale;
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I16 top = (I16)((U16)(constrained_add(simulate_ssse3_mm_mulhrs_epi16(qtx, qw), qm) + 1) >> 1);
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qw = (p11 - p01) << logPixelScale;
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qm = (p11 + p01) << logPixelScale;
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I16 bottom =
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(I16)((U16)(constrained_add(simulate_ssse3_mm_mulhrs_epi16(qtx, qw), qm) + 1) >> 1);
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I16 qty = floor(ty * 65536.0f - 32768.0f + 0.5f);
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qw = bottom - top;
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qm = (U16)bottom + (U16)top;
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U16 scaledAnswer = constrained_add(simulate_ssse3_mm_mulhrs_epi16(qty, qw), qm);
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return (scaledAnswer[0] + half) >> (logPixelScale + 1);
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}
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template <typename Bilerp>
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static Stats check_bilerp(Bilerp bilerp) {
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Stats stats;
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const int step = 1;
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auto interesting = {0, 1, 2, 3, 4, 5, 6, 7, 8, 60, 61, 62, 63, 64, 65, 66, 67, 68, 124, 125,
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126, 127, 128, 129, 130, 131, 132, 188, 189, 190, 191, 192, 193, 194,
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195, 196, 248, 249, 250, 251, 252, 253, 254, 255};
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for (float tx : {0.0f, 0.25f, 0.5f, 0.75f, 1.0f - 1.0f/65536.0f})
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for (float ty : {0.0f, 0.25f, 0.5f, 0.75f, 1.0f - 1.0f/65536.0f})
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for (int p00 : interesting)
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for (int p01 : interesting)
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for (int p10 : interesting)
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for (int p11 : interesting) {
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// Having this be double causes the proper rounding.
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double l = golden_bilerp2(tx, ty, p00, p10, p01, p11);
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int16_t golden = floor(l + 0.5);
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//l = golden_bilerp(tx, ty, p00, p10, p01, p11);
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//int16_t golden2 = floor(l + 0.5f);
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int16_t candidate = bilerp(tx, ty, p00, p10, p01, p11);
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stats.log(golden, candidate);
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}
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return stats;
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}
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int main() {
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Stats stats;
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printf("\nUsing trunc_bilerp...\n");
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stats = check_bilerp(bilerp_1);
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stats.print();
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printf("\nUsing full_res_bilerp...\n");
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stats = check_bilerp(full_res_bilerp);
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stats.print();
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printf("Done.\n");
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return 0;
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}
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