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authorGravatar Guoqiang QI <425418567@qq.com>2020-08-21 03:17:15 +0000
committerGravatar Rasmus Munk Larsen <rmlarsen@google.com>2020-08-21 03:17:15 +0000
commit8bb0febaf9c911a9eb560c49983033b707e757d1 (patch)
tree15428f5a09efce06649160414750ba687e28fe24 /Eigen/src/Core/arch/NEON/PacketMath.h
parent1b1082334bc8511c09b3a70caf545e4cf6ebfbeb (diff)
add psqrt ops support packet2f/packet4f for NEON
Diffstat (limited to 'Eigen/src/Core/arch/NEON/PacketMath.h')
-rw-r--r--Eigen/src/Core/arch/NEON/PacketMath.h42
1 files changed, 41 insertions, 1 deletions
diff --git a/Eigen/src/Core/arch/NEON/PacketMath.h b/Eigen/src/Core/arch/NEON/PacketMath.h
index 26d1d1298..fbd4faa97 100644
--- a/Eigen/src/Core/arch/NEON/PacketMath.h
+++ b/Eigen/src/Core/arch/NEON/PacketMath.h
@@ -143,7 +143,7 @@ struct packet_traits<float> : default_packet_traits
HasCos = EIGEN_FAST_MATH,
HasLog = 1,
HasExp = 1,
- HasSqrt = 0,
+ HasSqrt = 1,
HasTanh = EIGEN_FAST_MATH,
HasErf = EIGEN_FAST_MATH
};
@@ -3218,6 +3218,46 @@ template<> EIGEN_STRONG_INLINE Packet4ui psqrt(const Packet4ui& a) {
return res;
}
+#if EIGEN_FAST_MATH
+
+/* Functions for sqrt support packet2f/packet4f.*/
+// The EIGEN_FAST_MATH version uses the vrsqrte_f32 approximation and one step
+// of Newton's method, at a cost of 1-2 bits of precision as opposed to the
+// exact solution. It does not handle +inf, or denormalized numbers correctly.
+// The main advantage of this approach is not just speed, but also the fact that
+// it can be inlined and pipelined with other computations, further reducing its
+// effective latency. This is similar to Quake3's fast inverse square root.
+// For more details see: http://www.beyond3d.com/content/articles/8/
+template<> EIGEN_STRONG_INLINE Packet4f psqrt(const Packet4f& _x){
+ Packet4f half = vmulq_n_f32(_x, 0.5f);
+ Packet4ui denormal_mask = vandq_u32(vcgeq_f32(_x, vdupq_n_f32(0.0f)),
+ vcltq_f32(_x, pset1<Packet4f>((std::numeric_limits<float>::min)())));
+ // Compute approximate reciprocal sqrt.
+ Packet4f x = vrsqrteq_f32(_x);
+ // Do a single step of Newton's iteration.
+ //the number 1.5f was set reference to Quake3's fast inverse square root
+ x = vmulq_f32(x, psub(pset1<Packet4f>(1.5f), pmul(half, pmul(x, x))));
+ // Flush results for denormals to zero.
+ return vreinterpretq_f32_u32(vbicq_u32(vreinterpretq_u32_f32(pmul(_x, x)), denormal_mask));
+}
+
+template<> EIGEN_STRONG_INLINE Packet2f psqrt(const Packet2f& _x){
+ Packet2f half = vmul_n_f32(_x, 0.5f);
+ Packet2ui denormal_mask = vand_u32(vcge_f32(_x, vdup_n_f32(0.0f)),
+ vclt_f32(_x, pset1<Packet2f>((std::numeric_limits<float>::min)())));
+ // Compute approximate reciprocal sqrt.
+ Packet2f x = vrsqrte_f32(_x);
+ // Do a single step of Newton's iteration.
+ x = vmul_f32(x, psub(pset1<Packet2f>(1.5f), pmul(half, pmul(x, x))));
+ // Flush results for denormals to zero.
+ return vreinterpret_f32_u32(vbic_u32(vreinterpret_u32_f32(pmul(_x, x)), denormal_mask));
+}
+
+#else
+template<> EIGEN_STRONG_INLINE Packet4f psqrt(const Packet4f& _x){return vsqrtq_f32(_x);}
+template<> EIGEN_STRONG_INLINE Packet2f psqrt(const Packet2f& _x){return vsqrt_f32(_x); }
+#endif
+
//---------- bfloat16 ----------
// TODO: Add support for native armv8.6-a bfloat16_t