Implement cross-platform FTOC using clamp and static_casts
The old implementation relied on the tricks that no longer seem to
optimize anything and break strict aliasing rule, which in turn is an
undefined behavior:
/var/storage/rf/proj/itgmania/src/RageTypes.h: In function ‘unsigned char FTOC(float)’:
/var/storage/rf/proj/itgmania/src/RageTypes.h:300:42: warning: dereferencing type-punned pointer will break strict-aliasing rules [-Wstrict-aliasing]
300 | int ret = reinterpret_cast<int&>(base);
| ^~~~
Compiler explorer summary: https://godbolt.org/z/5857747P3
It's also possible to eliminate this strict aliasing violation with a union,
while leaving all the tricky code (also included in the link above).
Online build of the test code that's suggested for FTOC: https://onlinegdb.com/O7N0Orl0r
ARM version of the code wasn't correct -- as in not passing the attached test.
It didn't perform accurately around the end of the input range.
This commit is contained in:
+2
-33
@@ -275,42 +275,11 @@ public:
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*
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* should output the same value (+-1) 256 times. If this function is
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* incorrect, the first and/or last values may be biased. */
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#ifdef CPU_AARCH64
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inline unsigned char FTOC(float a)
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{
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const float v = a < 0.0f ? 0.0f : (a > 1.0f ? 1.0f : a);
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return static_cast<unsigned char>(v * 255.0f);
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int value = static_cast<int>(a * 256.0f);
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return static_cast<unsigned char>(clamp(value, 0, 255));
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}
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#else
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inline unsigned char FTOC(float a)
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{
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//This value is 2^52 * 1.5.
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const double INT_MANTISSA = 6755399441055744.0;
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/* Be sure to truncate (not round) positive values. The highest value that
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* should be converted to 1 is roughly(1 / 256 - 0.00001); if we don't
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* truncate, values up to (1/256 + 0.5) will be converted to 1, which is
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* wrong. */
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double base = double(a * 256.f - 0.5f);
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/* INT_MANTISSA is chosen such that, when added to a sufficiently small
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* double, the mantissa bits of that double can be reinterpreted as that
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* number rounded to an integer. This is done to improve performance. */
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base += INT_MANTISSA;
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int ret = reinterpret_cast<int&>(base);
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/* Benchmarking shows that clamping here, as integers, is much faster than clamping
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* before the conversion, as floats. */
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if (ret < 0) {
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return 0;
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}
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if (ret > 255) {
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return 255;
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}
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return static_cast<unsigned char>(ret);
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}
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#endif
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/* Color type used only in vertex lists. OpenGL expects colors in
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* r, g, b, a order, independent of endianness, so storing them this
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