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Disable fast psqrt for NEON.
Accuracy is too poor - requires at least two Newton iterations, but then it is no longer significantly faster than `vsqrt`. Fixes #2094.
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@ -3297,42 +3297,8 @@ template<> EIGEN_STRONG_INLINE Packet4ui psqrt(const Packet4ui& a) {
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return res;
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}
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#if EIGEN_FAST_MATH
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/* Functions for sqrt support packet2f/packet4f.*/
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// The EIGEN_FAST_MATH version uses the vrsqrte_f32 approximation and one step
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// of Newton's method, at a cost of 1-2 bits of precision as opposed to the
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// exact solution. It does not handle +inf, or denormalized numbers correctly.
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// The main advantage of this approach is not just speed, but also the fact that
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// it can be inlined and pipelined with other computations, further reducing its
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// effective latency. This is similar to Quake3's fast inverse square root.
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// For more details see: http://www.beyond3d.com/content/articles/8/
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template<> EIGEN_STRONG_INLINE Packet4f psqrt(const Packet4f& _x){
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Packet4ui denormal_mask = vandq_u32(vcgeq_f32(_x, vdupq_n_f32(0.0f)),
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vcltq_f32(_x, pset1<Packet4f>((std::numeric_limits<float>::min)())));
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// Compute approximate reciprocal sqrt.
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Packet4f x = vrsqrteq_f32(_x);
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// Do one Newton's iteration for 1/sqrt(x).
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x = vmulq_f32(vrsqrtsq_f32(vmulq_f32(_x, x), x), x);
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// Flush results for denormals to zero.
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return vreinterpretq_f32_u32(vbicq_u32(vreinterpretq_u32_f32(pmul(_x, x)), denormal_mask));
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}
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template<> EIGEN_STRONG_INLINE Packet2f psqrt(const Packet2f& _x) {
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Packet2ui denormal_mask = vand_u32(vcge_f32(_x, vdup_n_f32(0.0f)),
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vclt_f32(_x, pset1<Packet2f>((std::numeric_limits<float>::min)())));
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// Compute approximate reciprocal sqrt.
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Packet2f x = vrsqrte_f32(_x);
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// Do one Newton's iteration for 1/sqrt(x).
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x = vmul_f32(vrsqrts_f32(vmul_f32(_x, x), x), x);
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// Flush results for denormals to zero.
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return vreinterpret_f32_u32(vbic_u32(vreinterpret_u32_f32(pmul(_x, x)), denormal_mask));
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}
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#else
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template<> EIGEN_STRONG_INLINE Packet4f psqrt(const Packet4f& _x){return vsqrtq_f32(_x);}
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template<> EIGEN_STRONG_INLINE Packet2f psqrt(const Packet2f& _x){return vsqrt_f32(_x); }
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#endif
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//---------- bfloat16 ----------
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// TODO: Add support for native armv8.6-a bfloat16_t
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