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chore(shadertools): Port fp64 module to UBO (#2262)
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modules/shadertools/src/modules/math/fp64/fp64-arithmetic-glsl.ts
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// luma.gl | ||
// SPDX-License-Identifier: MIT | ||
// Copyright (c) vis.gl contributors | ||
|
||
export const fp64arithmeticShader = /* glsl */ `\ | ||
uniform fp64arithmeticUniforms { | ||
uniform float ONE; | ||
} fp64; | ||
/* | ||
About LUMA_FP64_CODE_ELIMINATION_WORKAROUND | ||
The purpose of this workaround is to prevent shader compilers from | ||
optimizing away necessary arithmetic operations by swapping their sequences | ||
or transform the equation to some 'equivalent' form. | ||
The method is to multiply an artifical variable, ONE, which will be known to | ||
the compiler to be 1 only at runtime. The whole expression is then represented | ||
as a polynomial with respective to ONE. In the coefficients of all terms, only one a | ||
and one b should appear | ||
err = (a + b) * ONE^6 - a * ONE^5 - (a + b) * ONE^4 + a * ONE^3 - b - (a + b) * ONE^2 + a * ONE | ||
*/ | ||
// Divide float number to high and low floats to extend fraction bits | ||
vec2 split(float a) { | ||
const float SPLIT = 4097.0; | ||
float t = a * SPLIT; | ||
#if defined(LUMA_FP64_CODE_ELIMINATION_WORKAROUND) | ||
float a_hi = t * fp64.ONE - (t - a); | ||
float a_lo = a * fp64.ONE - a_hi; | ||
#else | ||
float a_hi = t - (t - a); | ||
float a_lo = a - a_hi; | ||
#endif | ||
return vec2(a_hi, a_lo); | ||
} | ||
// Divide float number again when high float uses too many fraction bits | ||
vec2 split2(vec2 a) { | ||
vec2 b = split(a.x); | ||
b.y += a.y; | ||
return b; | ||
} | ||
// Special sum operation when a > b | ||
vec2 quickTwoSum(float a, float b) { | ||
#if defined(LUMA_FP64_CODE_ELIMINATION_WORKAROUND) | ||
float sum = (a + b) * fp64.ONE; | ||
float err = b - (sum - a) * fp64.ONE; | ||
#else | ||
float sum = a + b; | ||
float err = b - (sum - a); | ||
#endif | ||
return vec2(sum, err); | ||
} | ||
// General sum operation | ||
vec2 twoSum(float a, float b) { | ||
float s = (a + b); | ||
#if defined(LUMA_FP64_CODE_ELIMINATION_WORKAROUND) | ||
float v = (s * fp64.ONE - a) * fp64.ONE; | ||
float err = (a - (s - v) * fp64.ONE) * fp64.ONE * fp64.ONE * fp64.ONE + (b - v); | ||
#else | ||
float v = s - a; | ||
float err = (a - (s - v)) + (b - v); | ||
#endif | ||
return vec2(s, err); | ||
} | ||
vec2 twoSub(float a, float b) { | ||
float s = (a - b); | ||
#if defined(LUMA_FP64_CODE_ELIMINATION_WORKAROUND) | ||
float v = (s * fp64.ONE - a) * fp64.ONE; | ||
float err = (a - (s - v) * fp64.ONE) * fp64.ONE * fp64.ONE * fp64.ONE - (b + v); | ||
#else | ||
float v = s - a; | ||
float err = (a - (s - v)) - (b + v); | ||
#endif | ||
return vec2(s, err); | ||
} | ||
vec2 twoSqr(float a) { | ||
float prod = a * a; | ||
vec2 a_fp64 = split(a); | ||
#if defined(LUMA_FP64_CODE_ELIMINATION_WORKAROUND) | ||
float err = ((a_fp64.x * a_fp64.x - prod) * fp64.ONE + 2.0 * a_fp64.x * | ||
a_fp64.y * fp64.ONE * fp64.ONE) + a_fp64.y * a_fp64.y * fp64.ONE * fp64.ONE * fp64.ONE; | ||
#else | ||
float err = ((a_fp64.x * a_fp64.x - prod) + 2.0 * a_fp64.x * a_fp64.y) + a_fp64.y * a_fp64.y; | ||
#endif | ||
return vec2(prod, err); | ||
} | ||
vec2 twoProd(float a, float b) { | ||
float prod = a * b; | ||
vec2 a_fp64 = split(a); | ||
vec2 b_fp64 = split(b); | ||
float err = ((a_fp64.x * b_fp64.x - prod) + a_fp64.x * b_fp64.y + | ||
a_fp64.y * b_fp64.x) + a_fp64.y * b_fp64.y; | ||
return vec2(prod, err); | ||
} | ||
vec2 sum_fp64(vec2 a, vec2 b) { | ||
vec2 s, t; | ||
s = twoSum(a.x, b.x); | ||
t = twoSum(a.y, b.y); | ||
s.y += t.x; | ||
s = quickTwoSum(s.x, s.y); | ||
s.y += t.y; | ||
s = quickTwoSum(s.x, s.y); | ||
return s; | ||
} | ||
vec2 sub_fp64(vec2 a, vec2 b) { | ||
vec2 s, t; | ||
s = twoSub(a.x, b.x); | ||
t = twoSub(a.y, b.y); | ||
s.y += t.x; | ||
s = quickTwoSum(s.x, s.y); | ||
s.y += t.y; | ||
s = quickTwoSum(s.x, s.y); | ||
return s; | ||
} | ||
vec2 mul_fp64(vec2 a, vec2 b) { | ||
vec2 prod = twoProd(a.x, b.x); | ||
// y component is for the error | ||
prod.y += a.x * b.y; | ||
#if defined(LUMA_FP64_HIGH_BITS_OVERFLOW_WORKAROUND) | ||
prod = split2(prod); | ||
#endif | ||
prod = quickTwoSum(prod.x, prod.y); | ||
prod.y += a.y * b.x; | ||
#if defined(LUMA_FP64_HIGH_BITS_OVERFLOW_WORKAROUND) | ||
prod = split2(prod); | ||
#endif | ||
prod = quickTwoSum(prod.x, prod.y); | ||
return prod; | ||
} | ||
vec2 div_fp64(vec2 a, vec2 b) { | ||
float xn = 1.0 / b.x; | ||
#if defined(LUMA_FP64_HIGH_BITS_OVERFLOW_WORKAROUND) | ||
vec2 yn = mul_fp64(a, vec2(xn, 0)); | ||
#else | ||
vec2 yn = a * xn; | ||
#endif | ||
float diff = (sub_fp64(a, mul_fp64(b, yn))).x; | ||
vec2 prod = twoProd(xn, diff); | ||
return sum_fp64(yn, prod); | ||
} | ||
vec2 sqrt_fp64(vec2 a) { | ||
if (a.x == 0.0 && a.y == 0.0) return vec2(0.0, 0.0); | ||
if (a.x < 0.0) return vec2(0.0 / 0.0, 0.0 / 0.0); | ||
float x = 1.0 / sqrt(a.x); | ||
float yn = a.x * x; | ||
#if defined(LUMA_FP64_CODE_ELIMINATION_WORKAROUND) | ||
vec2 yn_sqr = twoSqr(yn) * fp64.ONE; | ||
#else | ||
vec2 yn_sqr = twoSqr(yn); | ||
#endif | ||
float diff = sub_fp64(a, yn_sqr).x; | ||
vec2 prod = twoProd(x * 0.5, diff); | ||
#if defined(LUMA_FP64_HIGH_BITS_OVERFLOW_WORKAROUND) | ||
return sum_fp64(split(yn), prod); | ||
#else | ||
return sum_fp64(vec2(yn, 0.0), prod); | ||
#endif | ||
} | ||
`; |
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