e20db36d77
The test code now produces bit-identical results across platforms. Fixes golang/go#21460. Change-Id: I58b72dacf3c7930e2804b4e37bd3ccd9ef3dc2f0 Reviewed-on: https://go-review.googlesource.com/61024 Run-TryBot: Michael Munday <mike.munday@ibm.com> TryBot-Result: Gobot Gobot <gobot@golang.org> Reviewed-by: Nigel Tao <nigeltao@golang.org>
221 lines
5.4 KiB
Go
221 lines
5.4 KiB
Go
// Copyright 2016 The Go Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style
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// license that can be found in the LICENSE file.
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package vector
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// This file contains a floating point math implementation of the vector
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// graphics rasterizer.
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import (
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"math"
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)
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func floatingMax(x, y float32) float32 {
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if x > y {
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return x
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}
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return y
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}
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func floatingMin(x, y float32) float32 {
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if x < y {
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return x
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}
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return y
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}
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func floatingFloor(x float32) int32 { return int32(math.Floor(float64(x))) }
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func floatingCeil(x float32) int32 { return int32(math.Ceil(float64(x))) }
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func (z *Rasterizer) floatingLineTo(bx, by float32) {
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ax, ay := z.penX, z.penY
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z.penX, z.penY = bx, by
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dir := float32(1)
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if ay > by {
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dir, ax, ay, bx, by = -1, bx, by, ax, ay
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}
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// Horizontal line segments yield no change in coverage. Almost horizontal
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// segments would yield some change, in ideal math, but the computation
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// further below, involving 1 / (by - ay), is unstable in floating point
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// math, so we treat the segment as if it was perfectly horizontal.
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if by-ay <= 0.000001 {
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return
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}
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dxdy := (bx - ax) / (by - ay)
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x := ax
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y := floatingFloor(ay)
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yMax := floatingCeil(by)
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if yMax > int32(z.size.Y) {
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yMax = int32(z.size.Y)
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}
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width := int32(z.size.X)
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for ; y < yMax; y++ {
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dy := floatingMin(float32(y+1), by) - floatingMax(float32(y), ay)
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// The "float32" in expressions like "float32(foo*bar)" here and below
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// look redundant, since foo and bar already have type float32, but are
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// explicit in order to disable the compiler's Fused Multiply Add (FMA)
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// instruction selection, which can improve performance but can result
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// in different rounding errors in floating point computations.
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//
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// This package aims to have bit-exact identical results across all
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// GOARCHes, and across pure Go code and assembly, so it disables FMA.
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//
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// See the discussion at
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// https://groups.google.com/d/topic/golang-dev/Sti0bl2xUXQ/discussion
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xNext := x + float32(dy*dxdy)
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if y < 0 {
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x = xNext
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continue
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}
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buf := z.bufF32[y*width:]
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d := float32(dy * dir)
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x0, x1 := x, xNext
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if x > xNext {
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x0, x1 = x1, x0
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}
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x0i := floatingFloor(x0)
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x0Floor := float32(x0i)
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x1i := floatingCeil(x1)
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x1Ceil := float32(x1i)
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if x1i <= x0i+1 {
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xmf := float32(0.5*(x+xNext)) - x0Floor
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if i := clamp(x0i+0, width); i < uint(len(buf)) {
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buf[i] += d - float32(d*xmf)
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}
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if i := clamp(x0i+1, width); i < uint(len(buf)) {
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buf[i] += float32(d * xmf)
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}
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} else {
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s := 1 / (x1 - x0)
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x0f := x0 - x0Floor
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oneMinusX0f := 1 - x0f
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a0 := float32(0.5 * s * oneMinusX0f * oneMinusX0f)
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x1f := x1 - x1Ceil + 1
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am := float32(0.5 * s * x1f * x1f)
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if i := clamp(x0i, width); i < uint(len(buf)) {
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buf[i] += float32(d * a0)
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}
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if x1i == x0i+2 {
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if i := clamp(x0i+1, width); i < uint(len(buf)) {
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buf[i] += float32(d * (1 - a0 - am))
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}
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} else {
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a1 := float32(s * (1.5 - x0f))
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if i := clamp(x0i+1, width); i < uint(len(buf)) {
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buf[i] += float32(d * (a1 - a0))
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}
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dTimesS := float32(d * s)
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for xi := x0i + 2; xi < x1i-1; xi++ {
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if i := clamp(xi, width); i < uint(len(buf)) {
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buf[i] += dTimesS
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}
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}
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a2 := a1 + float32(s*float32(x1i-x0i-3))
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if i := clamp(x1i-1, width); i < uint(len(buf)) {
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buf[i] += float32(d * (1 - a2 - am))
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}
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}
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if i := clamp(x1i, width); i < uint(len(buf)) {
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buf[i] += float32(d * am)
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}
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}
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x = xNext
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}
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}
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const (
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// almost256 scales a floating point value in the range [0, 1] to a uint8
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// value in the range [0x00, 0xff].
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//
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// 255 is too small. Floating point math accumulates rounding errors, so a
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// fully covered src value that would in ideal math be float32(1) might be
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// float32(1-ε), and uint8(255 * (1-ε)) would be 0xfe instead of 0xff. The
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// uint8 conversion rounds to zero, not to nearest.
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//
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// 256 is too big. If we multiplied by 256, below, then a fully covered src
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// value of float32(1) would translate to uint8(256 * 1), which can be 0x00
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// instead of the maximal value 0xff.
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//
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// math.Float32bits(almost256) is 0x437fffff.
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almost256 = 255.99998
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// almost65536 scales a floating point value in the range [0, 1] to a
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// uint16 value in the range [0x0000, 0xffff].
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//
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// math.Float32bits(almost65536) is 0x477fffff.
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almost65536 = almost256 * 256
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)
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func floatingAccumulateOpOver(dst []uint8, src []float32) {
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// Sanity check that len(dst) >= len(src).
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if len(dst) < len(src) {
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return
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}
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acc := float32(0)
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for i, v := range src {
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acc += v
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a := acc
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if a < 0 {
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a = -a
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}
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if a > 1 {
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a = 1
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}
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// This algorithm comes from the standard library's image/draw package.
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dstA := uint32(dst[i]) * 0x101
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maskA := uint32(almost65536 * a)
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outA := dstA*(0xffff-maskA)/0xffff + maskA
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dst[i] = uint8(outA >> 8)
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}
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}
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func floatingAccumulateOpSrc(dst []uint8, src []float32) {
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// Sanity check that len(dst) >= len(src).
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if len(dst) < len(src) {
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return
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}
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acc := float32(0)
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for i, v := range src {
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acc += v
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a := acc
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if a < 0 {
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a = -a
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}
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if a > 1 {
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a = 1
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}
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dst[i] = uint8(almost256 * a)
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}
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}
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func floatingAccumulateMask(dst []uint32, src []float32) {
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// Sanity check that len(dst) >= len(src).
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if len(dst) < len(src) {
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return
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}
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acc := float32(0)
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for i, v := range src {
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acc += v
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a := acc
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if a < 0 {
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a = -a
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}
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if a > 1 {
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a = 1
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}
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dst[i] = uint32(almost65536 * a)
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}
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}
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