
(FPCore (normAngle u n0_i n1_i)
:precision binary32
(let* ((t_0 (/ 1.0 (sin normAngle))))
(+
(* (* (sin (* (- 1.0 u) normAngle)) t_0) n0_i)
(* (* (sin (* u normAngle)) t_0) n1_i))))
float code(float normAngle, float u, float n0_i, float n1_i) {
float t_0 = 1.0f / sinf(normAngle);
return ((sinf(((1.0f - u) * normAngle)) * t_0) * n0_i) + ((sinf((u * normAngle)) * t_0) * n1_i);
}
real(4) function code(normangle, u, n0_i, n1_i)
real(4), intent (in) :: normangle
real(4), intent (in) :: u
real(4), intent (in) :: n0_i
real(4), intent (in) :: n1_i
real(4) :: t_0
t_0 = 1.0e0 / sin(normangle)
code = ((sin(((1.0e0 - u) * normangle)) * t_0) * n0_i) + ((sin((u * normangle)) * t_0) * n1_i)
end function
function code(normAngle, u, n0_i, n1_i) t_0 = Float32(Float32(1.0) / sin(normAngle)) return Float32(Float32(Float32(sin(Float32(Float32(Float32(1.0) - u) * normAngle)) * t_0) * n0_i) + Float32(Float32(sin(Float32(u * normAngle)) * t_0) * n1_i)) end
function tmp = code(normAngle, u, n0_i, n1_i) t_0 = single(1.0) / sin(normAngle); tmp = ((sin(((single(1.0) - u) * normAngle)) * t_0) * n0_i) + ((sin((u * normAngle)) * t_0) * n1_i); end
\begin{array}{l}
\\
\begin{array}{l}
t_0 := \frac{1}{\sin normAngle}\\
\left(\sin \left(\left(1 - u\right) \cdot normAngle\right) \cdot t_0\right) \cdot n0_i + \left(\sin \left(u \cdot normAngle\right) \cdot t_0\right) \cdot n1_i
\end{array}
\end{array}
Sampling outcomes in binary32 precision:
Herbie found 8 alternatives:
| Alternative | Accuracy | Speedup |
|---|
(FPCore (normAngle u n0_i n1_i)
:precision binary32
(let* ((t_0 (/ 1.0 (sin normAngle))))
(+
(* (* (sin (* (- 1.0 u) normAngle)) t_0) n0_i)
(* (* (sin (* u normAngle)) t_0) n1_i))))
float code(float normAngle, float u, float n0_i, float n1_i) {
float t_0 = 1.0f / sinf(normAngle);
return ((sinf(((1.0f - u) * normAngle)) * t_0) * n0_i) + ((sinf((u * normAngle)) * t_0) * n1_i);
}
real(4) function code(normangle, u, n0_i, n1_i)
real(4), intent (in) :: normangle
real(4), intent (in) :: u
real(4), intent (in) :: n0_i
real(4), intent (in) :: n1_i
real(4) :: t_0
t_0 = 1.0e0 / sin(normangle)
code = ((sin(((1.0e0 - u) * normangle)) * t_0) * n0_i) + ((sin((u * normangle)) * t_0) * n1_i)
end function
function code(normAngle, u, n0_i, n1_i) t_0 = Float32(Float32(1.0) / sin(normAngle)) return Float32(Float32(Float32(sin(Float32(Float32(Float32(1.0) - u) * normAngle)) * t_0) * n0_i) + Float32(Float32(sin(Float32(u * normAngle)) * t_0) * n1_i)) end
function tmp = code(normAngle, u, n0_i, n1_i) t_0 = single(1.0) / sin(normAngle); tmp = ((sin(((single(1.0) - u) * normAngle)) * t_0) * n0_i) + ((sin((u * normAngle)) * t_0) * n1_i); end
\begin{array}{l}
\\
\begin{array}{l}
t_0 := \frac{1}{\sin normAngle}\\
\left(\sin \left(\left(1 - u\right) \cdot normAngle\right) \cdot t_0\right) \cdot n0_i + \left(\sin \left(u \cdot normAngle\right) \cdot t_0\right) \cdot n1_i
\end{array}
\end{array}
(FPCore (normAngle u n0_i n1_i)
:precision binary32
(+
n0_i
(*
u
(fma
-1.0
(* (/ n0_i (sin normAngle)) (* normAngle (cos normAngle)))
(* normAngle (/ n1_i (sin normAngle)))))))
float code(float normAngle, float u, float n0_i, float n1_i) {
return n0_i + (u * fmaf(-1.0f, ((n0_i / sinf(normAngle)) * (normAngle * cosf(normAngle))), (normAngle * (n1_i / sinf(normAngle)))));
}
function code(normAngle, u, n0_i, n1_i) return Float32(n0_i + Float32(u * fma(Float32(-1.0), Float32(Float32(n0_i / sin(normAngle)) * Float32(normAngle * cos(normAngle))), Float32(normAngle * Float32(n1_i / sin(normAngle)))))) end
\begin{array}{l}
\\
n0_i + u \cdot \mathsf{fma}\left(-1, \frac{n0_i}{\sin normAngle} \cdot \left(normAngle \cdot \cos normAngle\right), normAngle \cdot \frac{n1_i}{\sin normAngle}\right)
\end{array}
(FPCore (normAngle u n0_i n1_i)
:precision binary32
(+
n0_i
(*
normAngle
(*
u
(-
(/ n1_i (sin normAngle))
(/ (* n0_i (cos normAngle)) (sin normAngle)))))))
float code(float normAngle, float u, float n0_i, float n1_i) {
return n0_i + (normAngle * (u * ((n1_i / sinf(normAngle)) - ((n0_i * cosf(normAngle)) / sinf(normAngle)))));
}
real(4) function code(normangle, u, n0_i, n1_i)
real(4), intent (in) :: normangle
real(4), intent (in) :: u
real(4), intent (in) :: n0_i
real(4), intent (in) :: n1_i
code = n0_i + (normangle * (u * ((n1_i / sin(normangle)) - ((n0_i * cos(normangle)) / sin(normangle)))))
end function
function code(normAngle, u, n0_i, n1_i) return Float32(n0_i + Float32(normAngle * Float32(u * Float32(Float32(n1_i / sin(normAngle)) - Float32(Float32(n0_i * cos(normAngle)) / sin(normAngle)))))) end
function tmp = code(normAngle, u, n0_i, n1_i) tmp = n0_i + (normAngle * (u * ((n1_i / sin(normAngle)) - ((n0_i * cos(normAngle)) / sin(normAngle))))); end
\begin{array}{l}
\\
n0_i + normAngle \cdot \left(u \cdot \left(\frac{n1_i}{\sin normAngle} - \frac{n0_i \cdot \cos normAngle}{\sin normAngle}\right)\right)
\end{array}
(FPCore (normAngle u n0_i n1_i)
:precision binary32
(+
n0_i
(-
(* u (- n1_i n0_i))
(*
(pow normAngle 2.0)
(*
u
(+
(- (* n0_i -0.5) (* n0_i -0.16666666666666666))
(* n1_i -0.16666666666666666)))))))
float code(float normAngle, float u, float n0_i, float n1_i) {
return n0_i + ((u * (n1_i - n0_i)) - (powf(normAngle, 2.0f) * (u * (((n0_i * -0.5f) - (n0_i * -0.16666666666666666f)) + (n1_i * -0.16666666666666666f)))));
}
real(4) function code(normangle, u, n0_i, n1_i)
real(4), intent (in) :: normangle
real(4), intent (in) :: u
real(4), intent (in) :: n0_i
real(4), intent (in) :: n1_i
code = n0_i + ((u * (n1_i - n0_i)) - ((normangle ** 2.0e0) * (u * (((n0_i * (-0.5e0)) - (n0_i * (-0.16666666666666666e0))) + (n1_i * (-0.16666666666666666e0))))))
end function
function code(normAngle, u, n0_i, n1_i) return Float32(n0_i + Float32(Float32(u * Float32(n1_i - n0_i)) - Float32((normAngle ^ Float32(2.0)) * Float32(u * Float32(Float32(Float32(n0_i * Float32(-0.5)) - Float32(n0_i * Float32(-0.16666666666666666))) + Float32(n1_i * Float32(-0.16666666666666666))))))) end
function tmp = code(normAngle, u, n0_i, n1_i) tmp = n0_i + ((u * (n1_i - n0_i)) - ((normAngle ^ single(2.0)) * (u * (((n0_i * single(-0.5)) - (n0_i * single(-0.16666666666666666))) + (n1_i * single(-0.16666666666666666)))))); end
\begin{array}{l}
\\
n0_i + \left(u \cdot \left(n1_i - n0_i\right) - {normAngle}^{2} \cdot \left(u \cdot \left(\left(n0_i \cdot -0.5 - n0_i \cdot -0.16666666666666666\right) + n1_i \cdot -0.16666666666666666\right)\right)\right)
\end{array}
(FPCore (normAngle u n0_i n1_i)
:precision binary32
(-
n0_i
(*
normAngle
(*
u
(-
(/ n0_i normAngle)
(+
(*
normAngle
(-
(- (* n0_i -0.16666666666666666) (* n0_i -0.5))
(* n1_i -0.16666666666666666)))
(/ n1_i normAngle)))))))
float code(float normAngle, float u, float n0_i, float n1_i) {
return n0_i - (normAngle * (u * ((n0_i / normAngle) - ((normAngle * (((n0_i * -0.16666666666666666f) - (n0_i * -0.5f)) - (n1_i * -0.16666666666666666f))) + (n1_i / normAngle)))));
}
real(4) function code(normangle, u, n0_i, n1_i)
real(4), intent (in) :: normangle
real(4), intent (in) :: u
real(4), intent (in) :: n0_i
real(4), intent (in) :: n1_i
code = n0_i - (normangle * (u * ((n0_i / normangle) - ((normangle * (((n0_i * (-0.16666666666666666e0)) - (n0_i * (-0.5e0))) - (n1_i * (-0.16666666666666666e0)))) + (n1_i / normangle)))))
end function
function code(normAngle, u, n0_i, n1_i) return Float32(n0_i - Float32(normAngle * Float32(u * Float32(Float32(n0_i / normAngle) - Float32(Float32(normAngle * Float32(Float32(Float32(n0_i * Float32(-0.16666666666666666)) - Float32(n0_i * Float32(-0.5))) - Float32(n1_i * Float32(-0.16666666666666666)))) + Float32(n1_i / normAngle)))))) end
function tmp = code(normAngle, u, n0_i, n1_i) tmp = n0_i - (normAngle * (u * ((n0_i / normAngle) - ((normAngle * (((n0_i * single(-0.16666666666666666)) - (n0_i * single(-0.5))) - (n1_i * single(-0.16666666666666666)))) + (n1_i / normAngle))))); end
\begin{array}{l}
\\
n0_i - normAngle \cdot \left(u \cdot \left(\frac{n0_i}{normAngle} - \left(normAngle \cdot \left(\left(n0_i \cdot -0.16666666666666666 - n0_i \cdot -0.5\right) - n1_i \cdot -0.16666666666666666\right) + \frac{n1_i}{normAngle}\right)\right)\right)
\end{array}
(FPCore (normAngle u n0_i n1_i)
:precision binary32
(if (or (<= n1_i -9.999999960041972e-13)
(not (<= n1_i 4.9999998413276127e-20)))
(* u n1_i)
(* n0_i (- 1.0 u))))
float code(float normAngle, float u, float n0_i, float n1_i) {
float tmp;
if ((n1_i <= -9.999999960041972e-13f) || !(n1_i <= 4.9999998413276127e-20f)) {
tmp = u * n1_i;
} else {
tmp = n0_i * (1.0f - u);
}
return tmp;
}
real(4) function code(normangle, u, n0_i, n1_i)
real(4), intent (in) :: normangle
real(4), intent (in) :: u
real(4), intent (in) :: n0_i
real(4), intent (in) :: n1_i
real(4) :: tmp
if ((n1_i <= (-9.999999960041972e-13)) .or. (.not. (n1_i <= 4.9999998413276127e-20))) then
tmp = u * n1_i
else
tmp = n0_i * (1.0e0 - u)
end if
code = tmp
end function
function code(normAngle, u, n0_i, n1_i) tmp = Float32(0.0) if ((n1_i <= Float32(-9.999999960041972e-13)) || !(n1_i <= Float32(4.9999998413276127e-20))) tmp = Float32(u * n1_i); else tmp = Float32(n0_i * Float32(Float32(1.0) - u)); end return tmp end
function tmp_2 = code(normAngle, u, n0_i, n1_i) tmp = single(0.0); if ((n1_i <= single(-9.999999960041972e-13)) || ~((n1_i <= single(4.9999998413276127e-20)))) tmp = u * n1_i; else tmp = n0_i * (single(1.0) - u); end tmp_2 = tmp; end
\begin{array}{l}
\\
\begin{array}{l}
\mathbf{if}\;n1_i \leq -9.999999960041972 \cdot 10^{-13} \lor \neg \left(n1_i \leq 4.9999998413276127 \cdot 10^{-20}\right):\\
\;\;\;\;u \cdot n1_i\\
\mathbf{else}:\\
\;\;\;\;n0_i \cdot \left(1 - u\right)\\
\end{array}
\end{array}
(FPCore (normAngle u n0_i n1_i)
:precision binary32
(if (or (<= n1_i -9.999999960041972e-13)
(not (<= n1_i 4.9999998413276127e-20)))
(* u n1_i)
n0_i))
float code(float normAngle, float u, float n0_i, float n1_i) {
float tmp;
if ((n1_i <= -9.999999960041972e-13f) || !(n1_i <= 4.9999998413276127e-20f)) {
tmp = u * n1_i;
} else {
tmp = n0_i;
}
return tmp;
}
real(4) function code(normangle, u, n0_i, n1_i)
real(4), intent (in) :: normangle
real(4), intent (in) :: u
real(4), intent (in) :: n0_i
real(4), intent (in) :: n1_i
real(4) :: tmp
if ((n1_i <= (-9.999999960041972e-13)) .or. (.not. (n1_i <= 4.9999998413276127e-20))) then
tmp = u * n1_i
else
tmp = n0_i
end if
code = tmp
end function
function code(normAngle, u, n0_i, n1_i) tmp = Float32(0.0) if ((n1_i <= Float32(-9.999999960041972e-13)) || !(n1_i <= Float32(4.9999998413276127e-20))) tmp = Float32(u * n1_i); else tmp = n0_i; end return tmp end
function tmp_2 = code(normAngle, u, n0_i, n1_i) tmp = single(0.0); if ((n1_i <= single(-9.999999960041972e-13)) || ~((n1_i <= single(4.9999998413276127e-20)))) tmp = u * n1_i; else tmp = n0_i; end tmp_2 = tmp; end
\begin{array}{l}
\\
\begin{array}{l}
\mathbf{if}\;n1_i \leq -9.999999960041972 \cdot 10^{-13} \lor \neg \left(n1_i \leq 4.9999998413276127 \cdot 10^{-20}\right):\\
\;\;\;\;u \cdot n1_i\\
\mathbf{else}:\\
\;\;\;\;n0_i\\
\end{array}
\end{array}
(FPCore (normAngle u n0_i n1_i) :precision binary32 (+ n0_i (* u (- n1_i n0_i))))
float code(float normAngle, float u, float n0_i, float n1_i) {
return n0_i + (u * (n1_i - n0_i));
}
real(4) function code(normangle, u, n0_i, n1_i)
real(4), intent (in) :: normangle
real(4), intent (in) :: u
real(4), intent (in) :: n0_i
real(4), intent (in) :: n1_i
code = n0_i + (u * (n1_i - n0_i))
end function
function code(normAngle, u, n0_i, n1_i) return Float32(n0_i + Float32(u * Float32(n1_i - n0_i))) end
function tmp = code(normAngle, u, n0_i, n1_i) tmp = n0_i + (u * (n1_i - n0_i)); end
\begin{array}{l}
\\
n0_i + u \cdot \left(n1_i - n0_i\right)
\end{array}
(FPCore (normAngle u n0_i n1_i) :precision binary32 n0_i)
float code(float normAngle, float u, float n0_i, float n1_i) {
return n0_i;
}
real(4) function code(normangle, u, n0_i, n1_i)
real(4), intent (in) :: normangle
real(4), intent (in) :: u
real(4), intent (in) :: n0_i
real(4), intent (in) :: n1_i
code = n0_i
end function
function code(normAngle, u, n0_i, n1_i) return n0_i end
function tmp = code(normAngle, u, n0_i, n1_i) tmp = n0_i; end
\begin{array}{l}
\\
n0_i
\end{array}
herbie shell --seed 2024006
(FPCore (normAngle u n0_i n1_i)
:name "Curve intersection, scale width based on ribbon orientation"
:precision binary32
:pre (and (and (and (and (<= 0.0 normAngle) (<= normAngle (/ PI 2.0))) (and (<= -1.0 n0_i) (<= n0_i 1.0))) (and (<= -1.0 n1_i) (<= n1_i 1.0))) (and (<= 2.328306437e-10 u) (<= u 1.0)))
(+ (* (* (sin (* (- 1.0 u) normAngle)) (/ 1.0 (sin normAngle))) n0_i) (* (* (sin (* u normAngle)) (/ 1.0 (sin normAngle))) n1_i)))