Re: [eigen] some problems with building with AltiVec enabled |
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- To: eigen@xxxxxxxxxxxxxxxxxxx
- Subject: Re: [eigen] some problems with building with AltiVec enabled
- From: Konstantinos Margaritis <markos@xxxxxxxx>
- Date: Wed, 20 Aug 2008 19:27:56 +0300
- Organization: CODEX
Thanks to Gael and Benoit, I managed to fix AltiVec/PacketMath.h so that
everything compiles again now, I attach the file to be commited to the
repository :)
Some tests seem to fail, and this may or may not be related to Altivec, that
will have to examined closer.
Konstantinos
Στις Wednesday 20 August 2008 16:31:28 ο/η Konstantinos Margaritis έγραψε:
> Hi all,
>
> I'd like to bring the AltiVec support back to life :) and I did some tests.
> For some reason, template specialization doesn't seem to work for
> AltiVec and the following errors occur (while compiling adjoint.cpp):
>
> Any help appreciated. I also attach my current AltiVec/PacketMath.h
> (note that it will not compile cleanly due to ei_palign() not properly
> implemented, apparently offset is a runtime value and vec_sld() needs
> values known at compile time, anyway, this is irrelevant for the problem,
> I hed the same problems even before).
>
// This file is part of Eigen, a lightweight C++ template library
// for linear algebra. Eigen itself is part of the KDE project.
//
// Copyright (C) 2008 Konstantinos Margaritis <markos@xxxxxxxx>
// Copyright (C) 2008 Gael Guennebaud <g.gael@xxxxxxx>
//
// Eigen is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License as published by the Free Software Foundation; either
// version 3 of the License, or (at your option) any later version.
//
// Alternatively, you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of
// the License, or (at your option) any later version.
//
// Eigen is distributed in the hope that it will be useful, but WITHOUT ANY
// WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
// FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License or the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License and a copy of the GNU General Public License along with
// Eigen. If not, see <http://www.gnu.org/licenses/>.
#ifndef EIGEN_PACKET_MATH_ALTIVEC_H
#define EIGEN_PACKET_MATH_ALTIVEC_H
#ifndef EIGEN_CACHEFRIENDLY_PRODUCT_THRESHOLD
#define EIGEN_CACHEFRIENDLY_PRODUCT_THRESHOLD 4
#endif
typedef vector float v4f;
typedef vector int v4i;
static const v4i v0i = vec_splat_s32(0);
static const v4i v16i_ = vec_splat_s32(-16);
static const v4f v0f = (v4f) v0i;
template<> struct ei_packet_traits<float> { typedef v4f type; enum {size=4}; };
template<> struct ei_packet_traits<int> { typedef v4i type; enum {size=4}; };
template<> struct ei_unpacket_traits<v4f> { typedef float type; enum {size=4}; };
template<> struct ei_unpacket_traits<v4i> { typedef int type; enum {size=4}; };
template<> inline v4f ei_padd(const v4f& a, const v4f& b) { return vec_add(a,b); }
template<> inline v4i ei_padd(const v4i& a, const v4i& b) { return vec_add(a,b); }
template<> inline v4f ei_psub(const v4f& a, const v4f& b) { return vec_sub(a,b); }
template<> inline v4i ei_psub(const v4i& a, const v4i& b) { return vec_sub(a,b); }
template<> inline v4f ei_pmul(const v4f& a, const v4f& b) { return vec_madd(a,b, v0f); }
template<> inline v4i ei_pmul(const v4i& a, const v4i& b)
{
// Taken from http://developer.apple.com/hardwaredrivers/ve/algorithms.html#Multiply32
//Set up constants
v4i bswap, lowProduct, highProduct;
// Do real work
bswap = (v4i)vec_rl( (vector unsigned int)b, (vector unsigned int)v16i_ );
lowProduct = vec_mulo( (vector short)a,(vector short)b );
highProduct = vec_msum((vector short)a,(vector short)bswap, v0i);
highProduct = (v4i) vec_sl( (vector unsigned int)highProduct, (vector unsigned int)v16i_ );
return vec_add( lowProduct, highProduct );
}
template<> inline v4f ei_pdiv(const v4f& a, const v4f& b) {
// Altivec does not offer a divide instruction, we have to do a reciprocal approximation
v4f y = vec_re(b);
// Set up some constants for inverse reciprocals
vector unsigned int v1_;
v4f v1, v0_;
v1 = (v4f) vec_splat_u32(1);
v1_ = vec_splat_u32(-1);
v0_ = (v4f) vec_sl(v1_, v1_);
// Do a Newton-Raphson iteration to get the needed accuracy
y = vec_madd(vec_nmsub( y, b, v1 ), y, y);
v4f res = vec_madd(a, y, v0_);
return res;
}
template<> inline v4f ei_pmadd(const v4f& a, const v4f& b, const v4f& c) { return vec_madd(a, b, c); }
template<> inline v4f ei_pmin(const v4f& a, const v4f& b) { return vec_min(a,b); }
template<> inline v4i ei_pmin(const v4i& a, const v4i& b) { return vec_min(a,b); }
template<> inline v4f ei_pmax(const v4f& a, const v4f& b) { return vec_max(a,b); }
template<> inline v4i ei_pmax(const v4i& a, const v4i& b) { return vec_max(a,b); }
template<> inline v4f ei_pload(const float* from) { return vec_ld(0, from); }
template<> inline v4i ei_pload(const int* from) { return vec_ld(0, from); }
template<> inline v4f ei_ploadu(const float* from)
{
// Taken from http://developer.apple.com/hardwaredrivers/ve/alignment.html
vector unsigned char MSQ, LSQ;
vector unsigned char mask;
MSQ = vec_ld(0, (unsigned char *)from); // most significant quadword
LSQ = vec_ld(15, (unsigned char *)from); // least significant quadword
mask = vec_lvsl(0, from); // create the permute mask
return (v4f) vec_perm(MSQ, LSQ, mask); // align the data
}
template<> inline v4i ei_ploadu(const int* from)
{
// Taken from http://developer.apple.com/hardwaredrivers/ve/alignment.html
vector unsigned char MSQ, LSQ;
vector unsigned char mask;
MSQ = vec_ld(0, (unsigned char *)from); // most significant quadword
LSQ = vec_ld(15, (unsigned char *)from); // least significant quadword
mask = vec_lvsl(0, from); // create the permute mask
return (v4i) vec_perm(MSQ, LSQ, mask); // align the data
}
template<> inline v4f ei_pset1(const float& from)
{
// Taken from http://developer.apple.com/hardwaredrivers/ve/alignment.html
float __attribute__(aligned(16)) af[4];
af[0] = from;
v4f vc = vec_ld(0, af);
vc = vec_splat(vc, 0);
return vc;
}
template<> inline v4i ei_pset1(const int& from)
{
int __attribute__(aligned(16)) ai[4];
ai[0] = from;
v4i vc = vec_ld(0, ai);
vc = vec_splat(vc, 0);
return vc;
}
template<> inline void ei_pstore(float* to, const v4f& from) { vec_st(from, 0, to); }
template<> inline void ei_pstore(int* to, const v4i& from) { vec_st(from, 0, to); }
template<> inline void ei_pstoreu(float* to, const v4f& from)
{
// Taken from http://developer.apple.com/hardwaredrivers/ve/alignment.html
// Warning: not thread safe!
vector unsigned char MSQ, LSQ, edges;
vector unsigned char edgeAlign, align;
MSQ = vec_ld(0, (unsigned char *)to); // most significant quadword
LSQ = vec_ld(15, (unsigned char *)to); // least significant quadword
edgeAlign = vec_lvsl(0, to); // permute map to extract edges
edges=vec_perm(LSQ,MSQ,edgeAlign); // extract the edges
align = vec_lvsr( 0, to ); // permute map to misalign data
MSQ = vec_perm(edges,(vector unsigned char)from,align); // misalign the data (MSQ)
LSQ = vec_perm((vector unsigned char)from,edges,align); // misalign the data (LSQ)
vec_st( LSQ, 15, (unsigned char *)to ); // Store the LSQ part first
vec_st( MSQ, 0, (unsigned char *)to ); // Store the MSQ part
}
template<> inline void ei_pstoreu(int* to , const v4i& from )
{
// Taken from http://developer.apple.com/hardwaredrivers/ve/alignment.html
// Warning: not thread safe!
vector unsigned char MSQ, LSQ, edges;
vector unsigned char edgeAlign, align;
MSQ = vec_ld(0, (unsigned char *)to); // most significant quadword
LSQ = vec_ld(15, (unsigned char *)to); // least significant quadword
edgeAlign = vec_lvsl(0, to); // permute map to extract edges
edges=vec_perm(LSQ,MSQ,edgeAlign); // extract the edges
align = vec_lvsr( 0, to ); // permute map to misalign data
MSQ = vec_perm(edges,(vector unsigned char)from,align); // misalign the data (MSQ)
LSQ = vec_perm((vector unsigned char)from,edges,align); // misalign the data (LSQ)
vec_st( LSQ, 15, (unsigned char *)to ); // Store the LSQ part first
vec_st( MSQ, 0, (unsigned char *)to ); // Store the MSQ part
}
template<> inline float ei_pfirst(const v4f& a)
{
float __attribute__(aligned(16)) af[4];
vec_st(a, 0, af);
return af[0];
}
template<> inline int ei_pfirst(const v4i& a)
{
int __attribute__(aligned(16)) ai[4];
vec_st(a, 0, ai);
return ai[0];
}
inline v4f ei_preduxp(const v4f* vecs)
{
v4f v[4], sum[4];
// It's easier and faster to transpose then add as columns
// Check: http://www.freevec.org/function/matrix_4x4_transpose_floats for explanation
// Do the transpose, first set of moves
v[0] = vec_mergeh(vecs[0], vecs[2]);
v[1] = vec_mergel(vecs[0], vecs[2]);
v[2] = vec_mergeh(vecs[1], vecs[3]);
v[3] = vec_mergel(vecs[1], vecs[3]);
// Get the resulting vectors
sum[0] = vec_mergeh(v[0], v[2]);
sum[1] = vec_mergel(v[0], v[2]);
sum[2] = vec_mergeh(v[1], v[3]);
sum[3] = vec_mergel(v[1], v[3]);
// Now do the summation:
// Lines 0+1
sum[0] = vec_add(sum[0], sum[1]);
// Lines 2+3
sum[1] = vec_add(sum[2], sum[3]);
// Add the results
sum[0] = vec_add(sum[0], sum[1]);
return sum[0];
}
inline float ei_predux(const v4f& a)
{
v4f b, sum;
b = (v4f)vec_sl((vector unsigned char)a, vec_splat_u8(8));
sum = vec_add(a, b);
b = (v4f)vec_sl((vector unsigned char)a, vec_splat_u8(4));
sum = vec_add(a, b);
return ei_pfirst(sum);
}
inline v4i ei_preduxp(const v4i* vecs)
{
v4i v[4], sum[4];
// It's easier and faster to transpose then add as columns
// Check: http://www.freevec.org/function/matrix_4x4_transpose_floats for explanation
// Do the transpose, first set of moves
v[0] = vec_mergeh(vecs[0], vecs[2]);
v[1] = vec_mergel(vecs[0], vecs[2]);
v[2] = vec_mergeh(vecs[1], vecs[3]);
v[3] = vec_mergel(vecs[1], vecs[3]);
// Get the resulting vectors
sum[0] = vec_mergeh(v[0], v[2]);
sum[1] = vec_mergel(v[0], v[2]);
sum[2] = vec_mergeh(v[1], v[3]);
sum[3] = vec_mergel(v[1], v[3]);
// Now do the summation:
// Lines 0+1
sum[0] = vec_add(sum[0], sum[1]);
// Lines 2+3
sum[1] = vec_add(sum[2], sum[3]);
// Add the results
sum[0] = vec_add(sum[0], sum[1]);
return sum[0];
}
inline int ei_predux(const v4i& a)
{
v4i sum, v0 = vec_splat_s32(0);
sum = vec_sums(a, v0);
sum = vec_sld(sum, v0, 12);
return ei_pfirst(sum);
}
template<int Offset>
struct ei_palign_impl<Offset, v4f>
{
inline static void run(v4f& first, const v4f& second)
{
first = vec_sld(first, second, Offset*4);
}
};
template<int Offset>
struct ei_palign_impl<Offset, v4i>
{
inline static void run(v4i& first, const v4i& second)
{
first = vec_sld(first, second, Offset*4);
}
};
#endif // EIGEN_PACKET_MATH_ALTIVEC_H