// TODO: Consider a specialized version for the case where we know that du = dv = 0,
// since we run so few iterations.
+// Similar to packHalf2x16, but the two values share exponent, and are stored
+// as 12-bit fixed point numbers multiplied by that exponent (the leading one
+// can't be implicit in this kind of format). This allows us to store a much
+// greater range of numbers (8-bit, ie., full fp32 range), and also gives us an
+// extra mantissa bit. (Well, ostensibly two, but because the numbers have to
+// be stored denormalized, we only really gain one.)
+//
+// The price we pay is that if the numbers are of very different magnitudes,
+// the smaller number gets less precision.
+uint pack_floats_shared(float a, float b)
+{
+ float greatest = max(abs(a), abs(b));
+
+ // Find the exponent, increase it by one, and negate it.
+ // E.g., if the nonbiased exponent is 3, the number is between
+ // 2^3 and 2^4, so our normalization factor to get within -1..1
+ // is going to be 2^-4.
+ //
+ // exponent -= 127;
+ // exponent = -(exponent + 1);
+ // exponent += 127;
+ //
+ // is the same as
+ //
+ // exponent = 252 - exponent;
+ uint e = floatBitsToUint(greatest) & 0x7f800000u;
+ float normalizer = uintBitsToFloat((252 << 23) - e);
+
+ // The exponent is the same range as fp32, so just copy it
+ // verbatim, shifted up to where the sign bit used to be.
+ e <<= 1;
+
+ // Quantize to 12 bits.
+ uint qa = uint(int(round(a * (normalizer * 2047.0))));
+ uint qb = uint(int(round(b * (normalizer * 2047.0))));
+
+ return (qa & 0xfffu) | ((qb & 0xfffu) << 12) | e;
+}
void main()
{
equation.x = floatBitsToUint(1.0 / A11);
equation.y = floatBitsToUint(A12);
equation.z = floatBitsToUint(1.0 / A22);
- equation.w = packHalf2x16(vec2(b1, b2));
+ equation.w = pack_floats_shared(b1, b2);
}
uniform sampler2D diff_flow_tex, smoothness_x_tex, smoothness_y_tex;
uniform usampler2D equation_tex;
+// See pack_floats_shared() in equations.frag.
+vec2 unpack_floats_shared(uint c)
+{
+ // Recover the exponent, and multiply it in. Add one because
+ // we have denormalized mantissas, then another one because we
+ // already reduced the exponent by one. Then subtract 20, because
+ // we are going to shift up the number by 20 below to recover the sign bits.
+ float normalizer = uintBitsToFloat(((c >> 1) & 0x7f800000u) - (18 << 23));
+ normalizer *= (1.0 / 2047.0);
+
+ // Shift the values up so that we recover the sign bit, then normalize.
+ float a = int(uint(c & 0x000fffu) << 20) * normalizer;
+ float b = int(uint(c & 0xfff000u) << 8) * normalizer;
+
+ return vec2(a, b);
+}
+
void main()
{
uvec4 equation = texture(equation_tex, tc);
float inv_A11 = uintBitsToFloat(equation.x);
float A12 = uintBitsToFloat(equation.y);
float inv_A22 = uintBitsToFloat(equation.z);
- vec2 b = unpackHalf2x16(equation.w);
+ vec2 b = unpack_floats_shared(equation.w);
// Subtract the missing terms from the right-hand side
// (it couldn't be done earlier, because we didn't know