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util/half: Add a simpler double_to_float16()
If we're a bit clever with the bits, we can make one fixup helper that works for all rounding modes. See the giant comment for details. Reviewed-by: Erik Faye-Lund <erik.faye-lund@collabora.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/41295>
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1 changed files with 65 additions and 50 deletions
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@ -31,7 +31,6 @@
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#include <string.h>
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#include "util/detect_arch.h"
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#include "util/detect_cc.h"
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#include "util/double.h"
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#include "util/u_cpu_detect.h"
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#include "util/u_math.h"
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@ -146,66 +145,82 @@ _mesa_float_is_half(double val)
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return val == (double) _mesa_half_to_float(fp16_val) && !is_denorm;
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}
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/*
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* We round down from double to half float by going through float in between,
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* but this can give us inaccurate results in some cases.
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* One such case is 0x40ee6a0000000001, which should round to 0x7b9b, but
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* going through float first turns into 0x7b9a instead. This is because the
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* first non-fitting bit is set, so we get a tie, but with the least
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* significant bit of the original number set, the tie should break rounding
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* up.
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* The cast to float, however, turns into 0x47735000, which when going to half
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* still ties, but now we lost the tie-up bit, and instead we round to the
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* nearest even, which in this case is down.
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/** Returns a "reduced" double, suitable for conversion to f16
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*
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* To fix this, we check if the original would have tied, and if the tie would
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* have rounded up, and if both are true, set the least significant bit of the
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* intermediate float to 1, so that a tie on the next cast rounds up as well.
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* If the rounding already got rid of the tie, that set bit will just be
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* truncated anyway and the end result doesn't change.
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* RTNE is tricky to get right through a double conversion. To work around
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* this, we do a little fixup of the fp64 value first.
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*
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* Another failing case is 0x40effdffffffffff. This one doesn't have the tie
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* from double to half, so it just rounds down to 0x7bff (65504.0), but going
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* through float first, it turns into 0x477ff000, which does have the tie bit
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* for half set, and when that one gets rounded it turns into 0x7c00
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* (Infinity).
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* The fix for that one is to make sure the intermediate float does not have
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* the tie bit set if the original didn't have it.
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* For a 64-bit float, the mantissa bits are as follows:
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*
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* HHHHHHHHHHHLTFFFFFFFFF FFFDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
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* | |
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* +------- bottom 32 bits -------+
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*
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* Where:
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* - D are only used for fp64
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* - T and F are used for fp64 and fp32
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* - H and L are used for fp64, fp32, and fp16
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* - L denotes the low bit of the fp16 mantissa
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* - T is the tie bit
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*
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* The RTNE tie-breaking rules for fp64 -> fp16 can then be described as
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* follows:
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*
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* - If any F or D bit is non-zero:
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* - If T == 1, round up
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* - If T == 0, round down
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* - If all F and D bits are zero:
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* - If T == 0, it's already fp16, do nothing
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* - If T != 0 and L == 0, round down
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* - If T != 0 and L != 0, round up
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*
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* What's important here is that the only way the F or D bits fit into the
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* algorithm is if any are zero or none are zero. So we will get the same
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* result if we take all of the bits in the low dword, or them together, and
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* then or that into the low F bits of the high dword. The result of "all F
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* and D bits are zero" will be the same. We can also zero the low dword
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* without affecting the final result. Doing this accomplishes two useful
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* things:
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*
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* 1. The resulting fp64 value is exactly representable as fp32 so we don't
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* have to care about the rounding of the fp64 -> fp32 conversion.
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*
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* 2. The fp32 -> fp16 conversion will round exactly the same as a full
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* fp64 -> fp16 conversion on the original data since it now takes all of
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* the D bits into account as well as the F bits.
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*
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* It's also correct for NaN/INF since those are delineated by the entire
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* mantissa being either zero or non-zero. For denorms, anything that might
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* be a denorm in fp32 or fp64 will have a sufficiently negative exponent that
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* it will flush to zero when converted to fp16, regardless of what we do
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* here.
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*
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* This same trick works for all the rounding modes. Even though the actual
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* rounding logic is a bit different, they all treat the F and D bits together
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* based on "all F and D bits are zero" or not.
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*/
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static inline float
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_mesa_reduce_double_for_f16(double val)
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{
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union di d;
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d.d = val;
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const uint32_t u_low = (uint32_t)d.ui;
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d.ui &= 0xffffffff00000000ull;
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if (u_low)
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d.ui |= (1ull << 32);
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return (float)d.d;
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}
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static inline uint16_t
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_mesa_double_to_float16_rtne(double val)
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{
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int significand_bits16 = 10;
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int significand_bits32 = 23;
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int significand_bits64 = 52;
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int f64_to_16_tie_bit = significand_bits64 - significand_bits16 - 1;
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int f32_to_16_tie_bit = significand_bits32 - significand_bits16 - 1;
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uint64_t f64_rounds_up_mask = ((1ULL << f64_to_16_tie_bit) - 1);
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union di src;
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union fi dst;
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src.d = val;
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dst.f = val;
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bool f64_has_tie = (src.ui & (1ULL << f64_to_16_tie_bit)) != 0;
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bool f64_rounds_up = (src.ui & f64_rounds_up_mask) != 0;
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dst.ui |= (f64_has_tie && f64_rounds_up);
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if (!f64_has_tie)
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dst.ui &= ~(1U << f32_to_16_tie_bit);
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return _mesa_float_to_float16_rtne(dst.f);
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return _mesa_float_to_float16_rtne(_mesa_reduce_double_for_f16(val));
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}
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/*
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* double -> float -> half with RTZ doesn't have as many complications as
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* RTNE, but we do need to ensure that the double -> float cast also uses RTZ.
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*/
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static inline uint16_t
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_mesa_double_to_float16_rtz(double val)
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{
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return _mesa_float_to_float16_rtz(_mesa_double_to_float_rtz(val));
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return _mesa_float_to_float16_rtz(_mesa_reduce_double_for_f16(val));
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}
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#ifdef __cplusplus
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