The discreet cosine transform (DCT) comes up a lot in graphics and sound processing. These will often be done with a relative of the FFT.
The inverse of the DCT is a slightly different DCT. (DCT type 2 is the inverse of DCT type 3 and vice versa)
A four element DCT is almost trivially small, but I think that it will offer opportunities for a variety of interesting optimizations.
The DCT is linear, so a 4 element transform can be written as a multiplication by a 4x4 matrix.
A straightforward implementation follows.
__m128 DCT_II(const __m128 mIn)
{
__declspec(align(16)) static const float mDctMatrix[] = { 0.5000000000000000f, 0.4619397662556434f, 0.3535533905932738f, \
0.1913417161825449f, 0.5000000000000000f, 0.1913417161825449f, \
- 0.3535533905932738f, -0.4619397662556434f, 0.5000000000000000f, \
- 0.1913417161825449f, -0.3535533905932738f, 0.4619397662556434f, \
0.5000000000000000f, -0.4619397662556434f, 0.3535533905932738f, \
- 0.1913417161825449f };
__m128 mProd0 = _mm_mul_ps(_mm_shuffle_ps(mIn, mIn, _MM_SHUFFLE(0, 0, 0, 0)), _mm_load_ps(&mDctMatrix[0]));
__m128 mProd1 = _mm_mul_ps(_mm_shuffle_ps(mIn, mIn, _MM_SHUFFLE(1, 1, 1, 1)), _mm_load_ps(&mDctMatrix[4]));
__m128 mProd2 = _mm_mul_ps(_mm_shuffle_ps(mIn, mIn, _MM_SHUFFLE(2, 2, 2, 2)), _mm_load_ps(&mDctMatrix[8]));
__m128 mProd3 = _mm_mul_ps(_mm_shuffle_ps(mIn, mIn, _MM_SHUFFLE(3, 3, 3, 3)), _mm_load_ps(&mDctMatrix[12]));
return _mm_add_ps(_mm_add_ps(mProd0, mProd1), _mm_add_ps(mProd2, mProd3));
}
and its inverse:
__m128 DCT_III(const __m128 mIn)
{
__declspec(align(16)) static const float mDctMatrix[] = { 0.5000000000000000f, 0.5000000000000000f, 0.5000000000000000f, \
0.5000000000000000f, 0.9238795325112868f, 0.3826834323650898f, \
- 0.3826834323650898f, -0.9238795325112868f, 0.7071067811865475f, \
- 0.7071067811865475f, -0.7071067811865475f, 0.7071067811865475f, \
0.3826834323650898f, -0.9238795325112868f, 0.9238795325112868f, \
- 0.3826834323650898f };
__m128 mProd0 = _mm_mul_ps(_mm_shuffle_ps(mIn, mIn, _MM_SHUFFLE(0, 0, 0, 0)), _mm_load_ps(&mDctMatrix[0]));
__m128 mProd1 = _mm_mul_ps(_mm_shuffle_ps(mIn, mIn, _MM_SHUFFLE(1, 1, 1, 1)), _mm_load_ps(&mDctMatrix[4]));
__m128 mProd2 = _mm_mul_ps(_mm_shuffle_ps(mIn, mIn, _MM_SHUFFLE(2, 2, 2, 2)), _mm_load_ps(&mDctMatrix[8]));
__m128 mProd3 = _mm_mul_ps(_mm_shuffle_ps(mIn, mIn, _MM_SHUFFLE(3, 3, 3, 3)), _mm_load_ps(&mDctMatrix[12]));
return _mm_add_ps(_mm_add_ps(mProd0, mProd1), _mm_add_ps(mProd2, mProd3));
}
There are opportunities for optimization here that I will be revisiting.
Sunday, July 9, 2017
Using the inverse square root to calculate 2d normal vectors in SSE
The inverse square root (1/√x) comes up in computer graphics. This particularly comes up in the calculation of unit direction vectors. Game graphics have famously used a low-precision fast version.
We can calculate the unit direction vector for two separate vectors at the same time.
template<bool bUseFasterButLessAccurate>
__m128 directionVectorsSSE(const __m128 &mIn)
{
__m128 mInSq = _mm_mul_ps(mIn, mIn);
__m128 mHorizontalSumSq = _mm_add_ps(mInSq, _mm_shuffle_ps(mInSq, mInSq, _MM_SHUFFLE(2, 3, 0, 1)));
__m128 mScaled;
if (bUseFasterButLessAccurate)
{
__m128 mRsqrt = _mm_rsqrt_ps(mHorizontalSumSq);
mScaled = _mm_mul_ps(mIn, mRsqrt);
}
else
{
__m128 mSqrt = _mm_sqrt_ps(mHorizontalSumSq);
mScaled = _mm_div_ps(mIn, mSqrt);
}
__m128 mIsZero = _mm_cmpgt_ps(mHorizontalSumSq, _mm_setzero_ps());
__m128 mScaledIsZero = _mm_and_ps(mScaled, mIsZero);
return mScaledIsZero;
}
This will use either the direct calculation or less accurate version based on the template parameter.
It seems like there should be a way to make use of the actual horizontal sum instruction, but that would just move the required shuffle, so does not benefit the code.
We do have a division by something that could be zero. We don't want to return NaN for a zero input vector. The above code handles this by returning a zero vector by and'ing the division against the bit result of a comparison.
We can calculate the unit direction vector for two separate vectors at the same time.
template<bool bUseFasterButLessAccurate>
__m128 directionVectorsSSE(const __m128 &mIn)
{
__m128 mInSq = _mm_mul_ps(mIn, mIn);
__m128 mHorizontalSumSq = _mm_add_ps(mInSq, _mm_shuffle_ps(mInSq, mInSq, _MM_SHUFFLE(2, 3, 0, 1)));
__m128 mScaled;
if (bUseFasterButLessAccurate)
{
__m128 mRsqrt = _mm_rsqrt_ps(mHorizontalSumSq);
mScaled = _mm_mul_ps(mIn, mRsqrt);
}
else
{
__m128 mSqrt = _mm_sqrt_ps(mHorizontalSumSq);
mScaled = _mm_div_ps(mIn, mSqrt);
}
__m128 mIsZero = _mm_cmpgt_ps(mHorizontalSumSq, _mm_setzero_ps());
__m128 mScaledIsZero = _mm_and_ps(mScaled, mIsZero);
return mScaledIsZero;
}
This will use either the direct calculation or less accurate version based on the template parameter.
It seems like there should be a way to make use of the actual horizontal sum instruction, but that would just move the required shuffle, so does not benefit the code.
We do have a division by something that could be zero. We don't want to return NaN for a zero input vector. The above code handles this by returning a zero vector by and'ing the division against the bit result of a comparison.
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