
(FPCore (w h dX.u dX.v dY.u dY.v maxAniso)
:precision binary32
(let* ((t_0 (* (floor h) dX.v))
(t_1 (* (floor w) dY.u))
(t_2 (* (floor w) dX.u))
(t_3 (+ (* t_2 t_2) (* t_0 t_0)))
(t_4 (* (floor h) dY.v))
(t_5 (+ (* t_1 t_1) (* t_4 t_4)))
(t_6 (/ 1.0 (sqrt (fmax t_3 t_5)))))
(if (>= t_3 t_5) (* t_6 t_2) (* t_6 t_1))))
float code(float w, float h, float dX_46_u, float dX_46_v, float dY_46_u, float dY_46_v, float maxAniso) {
float t_0 = floorf(h) * dX_46_v;
float t_1 = floorf(w) * dY_46_u;
float t_2 = floorf(w) * dX_46_u;
float t_3 = (t_2 * t_2) + (t_0 * t_0);
float t_4 = floorf(h) * dY_46_v;
float t_5 = (t_1 * t_1) + (t_4 * t_4);
float t_6 = 1.0f / sqrtf(fmaxf(t_3, t_5));
float tmp;
if (t_3 >= t_5) {
tmp = t_6 * t_2;
} else {
tmp = t_6 * t_1;
}
return tmp;
}
function code(w, h, dX_46_u, dX_46_v, dY_46_u, dY_46_v, maxAniso) t_0 = Float32(floor(h) * dX_46_v) t_1 = Float32(floor(w) * dY_46_u) t_2 = Float32(floor(w) * dX_46_u) t_3 = Float32(Float32(t_2 * t_2) + Float32(t_0 * t_0)) t_4 = Float32(floor(h) * dY_46_v) t_5 = Float32(Float32(t_1 * t_1) + Float32(t_4 * t_4)) t_6 = Float32(Float32(1.0) / sqrt(((t_3 != t_3) ? t_5 : ((t_5 != t_5) ? t_3 : max(t_3, t_5))))) tmp = Float32(0.0) if (t_3 >= t_5) tmp = Float32(t_6 * t_2); else tmp = Float32(t_6 * t_1); end return tmp end
function tmp_2 = code(w, h, dX_46_u, dX_46_v, dY_46_u, dY_46_v, maxAniso) t_0 = floor(h) * dX_46_v; t_1 = floor(w) * dY_46_u; t_2 = floor(w) * dX_46_u; t_3 = (t_2 * t_2) + (t_0 * t_0); t_4 = floor(h) * dY_46_v; t_5 = (t_1 * t_1) + (t_4 * t_4); t_6 = single(1.0) / sqrt(max(t_3, t_5)); tmp = single(0.0); if (t_3 >= t_5) tmp = t_6 * t_2; else tmp = t_6 * t_1; end tmp_2 = tmp; end
\begin{array}{l}
\\
\begin{array}{l}
t_0 := \left\lfloorh\right\rfloor \cdot dX.v\\
t_1 := \left\lfloorw\right\rfloor \cdot dY.u\\
t_2 := \left\lfloorw\right\rfloor \cdot dX.u\\
t_3 := t\_2 \cdot t\_2 + t\_0 \cdot t\_0\\
t_4 := \left\lfloorh\right\rfloor \cdot dY.v\\
t_5 := t\_1 \cdot t\_1 + t\_4 \cdot t\_4\\
t_6 := \frac{1}{\sqrt{\mathsf{max}\left(t\_3, t\_5\right)}}\\
\mathbf{if}\;t\_3 \geq t\_5:\\
\;\;\;\;t\_6 \cdot t\_2\\
\mathbf{else}:\\
\;\;\;\;t\_6 \cdot t\_1\\
\end{array}
\end{array}
Sampling outcomes in binary32 precision:
Herbie found 2 alternatives:
| Alternative | Accuracy | Speedup |
|---|
(FPCore (w h dX.u dX.v dY.u dY.v maxAniso)
:precision binary32
(let* ((t_0 (* (floor h) dX.v))
(t_1 (* (floor w) dY.u))
(t_2 (* (floor w) dX.u))
(t_3 (+ (* t_2 t_2) (* t_0 t_0)))
(t_4 (* (floor h) dY.v))
(t_5 (+ (* t_1 t_1) (* t_4 t_4)))
(t_6 (/ 1.0 (sqrt (fmax t_3 t_5)))))
(if (>= t_3 t_5) (* t_6 t_2) (* t_6 t_1))))
float code(float w, float h, float dX_46_u, float dX_46_v, float dY_46_u, float dY_46_v, float maxAniso) {
float t_0 = floorf(h) * dX_46_v;
float t_1 = floorf(w) * dY_46_u;
float t_2 = floorf(w) * dX_46_u;
float t_3 = (t_2 * t_2) + (t_0 * t_0);
float t_4 = floorf(h) * dY_46_v;
float t_5 = (t_1 * t_1) + (t_4 * t_4);
float t_6 = 1.0f / sqrtf(fmaxf(t_3, t_5));
float tmp;
if (t_3 >= t_5) {
tmp = t_6 * t_2;
} else {
tmp = t_6 * t_1;
}
return tmp;
}
function code(w, h, dX_46_u, dX_46_v, dY_46_u, dY_46_v, maxAniso) t_0 = Float32(floor(h) * dX_46_v) t_1 = Float32(floor(w) * dY_46_u) t_2 = Float32(floor(w) * dX_46_u) t_3 = Float32(Float32(t_2 * t_2) + Float32(t_0 * t_0)) t_4 = Float32(floor(h) * dY_46_v) t_5 = Float32(Float32(t_1 * t_1) + Float32(t_4 * t_4)) t_6 = Float32(Float32(1.0) / sqrt(((t_3 != t_3) ? t_5 : ((t_5 != t_5) ? t_3 : max(t_3, t_5))))) tmp = Float32(0.0) if (t_3 >= t_5) tmp = Float32(t_6 * t_2); else tmp = Float32(t_6 * t_1); end return tmp end
function tmp_2 = code(w, h, dX_46_u, dX_46_v, dY_46_u, dY_46_v, maxAniso) t_0 = floor(h) * dX_46_v; t_1 = floor(w) * dY_46_u; t_2 = floor(w) * dX_46_u; t_3 = (t_2 * t_2) + (t_0 * t_0); t_4 = floor(h) * dY_46_v; t_5 = (t_1 * t_1) + (t_4 * t_4); t_6 = single(1.0) / sqrt(max(t_3, t_5)); tmp = single(0.0); if (t_3 >= t_5) tmp = t_6 * t_2; else tmp = t_6 * t_1; end tmp_2 = tmp; end
\begin{array}{l}
\\
\begin{array}{l}
t_0 := \left\lfloorh\right\rfloor \cdot dX.v\\
t_1 := \left\lfloorw\right\rfloor \cdot dY.u\\
t_2 := \left\lfloorw\right\rfloor \cdot dX.u\\
t_3 := t\_2 \cdot t\_2 + t\_0 \cdot t\_0\\
t_4 := \left\lfloorh\right\rfloor \cdot dY.v\\
t_5 := t\_1 \cdot t\_1 + t\_4 \cdot t\_4\\
t_6 := \frac{1}{\sqrt{\mathsf{max}\left(t\_3, t\_5\right)}}\\
\mathbf{if}\;t\_3 \geq t\_5:\\
\;\;\;\;t\_6 \cdot t\_2\\
\mathbf{else}:\\
\;\;\;\;t\_6 \cdot t\_1\\
\end{array}
\end{array}
(FPCore (w h dX.u dX.v dY.u dY.v maxAniso)
:precision binary32
(let* ((t_0 (* (floor w) dY.u))
(t_1 (fma t_0 t_0 (* (floor h) (* dY.v (* (floor h) dY.v)))))
(t_2 (* (floor w) dX.u))
(t_3 (* (floor h) dX.v))
(t_4 (sqrt (fmax (fma t_2 t_2 (* t_3 t_3)) t_1))))
(if (>= (fma t_2 t_2 (pow t_3 2.0)) t_1) (/ t_2 t_4) (* t_0 (/ 1.0 t_4)))))
float code(float w, float h, float dX_46_u, float dX_46_v, float dY_46_u, float dY_46_v, float maxAniso) {
float t_0 = floorf(w) * dY_46_u;
float t_1 = fmaf(t_0, t_0, (floorf(h) * (dY_46_v * (floorf(h) * dY_46_v))));
float t_2 = floorf(w) * dX_46_u;
float t_3 = floorf(h) * dX_46_v;
float t_4 = sqrtf(fmaxf(fmaf(t_2, t_2, (t_3 * t_3)), t_1));
float tmp;
if (fmaf(t_2, t_2, powf(t_3, 2.0f)) >= t_1) {
tmp = t_2 / t_4;
} else {
tmp = t_0 * (1.0f / t_4);
}
return tmp;
}
function code(w, h, dX_46_u, dX_46_v, dY_46_u, dY_46_v, maxAniso) t_0 = Float32(floor(w) * dY_46_u) t_1 = fma(t_0, t_0, Float32(floor(h) * Float32(dY_46_v * Float32(floor(h) * dY_46_v)))) t_2 = Float32(floor(w) * dX_46_u) t_3 = Float32(floor(h) * dX_46_v) t_4 = sqrt(((fma(t_2, t_2, Float32(t_3 * t_3)) != fma(t_2, t_2, Float32(t_3 * t_3))) ? t_1 : ((t_1 != t_1) ? fma(t_2, t_2, Float32(t_3 * t_3)) : max(fma(t_2, t_2, Float32(t_3 * t_3)), t_1)))) tmp = Float32(0.0) if (fma(t_2, t_2, (t_3 ^ Float32(2.0))) >= t_1) tmp = Float32(t_2 / t_4); else tmp = Float32(t_0 * Float32(Float32(1.0) / t_4)); end return tmp end
\begin{array}{l}
\\
\begin{array}{l}
t_0 := \left\lfloorw\right\rfloor \cdot dY.u\\
t_1 := \mathsf{fma}\left(t\_0, t\_0, \left\lfloorh\right\rfloor \cdot \left(dY.v \cdot \left(\left\lfloorh\right\rfloor \cdot dY.v\right)\right)\right)\\
t_2 := \left\lfloorw\right\rfloor \cdot dX.u\\
t_3 := \left\lfloorh\right\rfloor \cdot dX.v\\
t_4 := \sqrt{\mathsf{max}\left(\mathsf{fma}\left(t\_2, t\_2, t\_3 \cdot t\_3\right), t\_1\right)}\\
\mathbf{if}\;\mathsf{fma}\left(t\_2, t\_2, {t\_3}^{2}\right) \geq t\_1:\\
\;\;\;\;\frac{t\_2}{t\_4}\\
\mathbf{else}:\\
\;\;\;\;t\_0 \cdot \frac{1}{t\_4}\\
\end{array}
\end{array}
Initial program 76.3%
Simplified76.4%
pow276.4%
Applied egg-rr76.4%
Final simplification76.4%
(FPCore (w h dX.u dX.v dY.u dY.v maxAniso)
:precision binary32
(let* ((t_0 (* (floor h) dX.v))
(t_1 (* (floor w) dY.u))
(t_2 (* (floor h) dY.v))
(t_3 (* (floor w) dX.u))
(t_4
(/
1.0
(sqrt
(fmax (+ (* t_0 t_0) (* t_3 t_3)) (+ (* t_1 t_1) (* t_2 t_2)))))))
(if (>= (+ (pow t_3 2.0) (pow t_0 2.0)) (+ (pow t_1 2.0) (pow t_2 2.0)))
(* t_3 t_4)
(* t_1 t_4))))
float code(float w, float h, float dX_46_u, float dX_46_v, float dY_46_u, float dY_46_v, float maxAniso) {
float t_0 = floorf(h) * dX_46_v;
float t_1 = floorf(w) * dY_46_u;
float t_2 = floorf(h) * dY_46_v;
float t_3 = floorf(w) * dX_46_u;
float t_4 = 1.0f / sqrtf(fmaxf(((t_0 * t_0) + (t_3 * t_3)), ((t_1 * t_1) + (t_2 * t_2))));
float tmp;
if ((powf(t_3, 2.0f) + powf(t_0, 2.0f)) >= (powf(t_1, 2.0f) + powf(t_2, 2.0f))) {
tmp = t_3 * t_4;
} else {
tmp = t_1 * t_4;
}
return tmp;
}
function code(w, h, dX_46_u, dX_46_v, dY_46_u, dY_46_v, maxAniso) t_0 = Float32(floor(h) * dX_46_v) t_1 = Float32(floor(w) * dY_46_u) t_2 = Float32(floor(h) * dY_46_v) t_3 = Float32(floor(w) * dX_46_u) t_4 = Float32(Float32(1.0) / sqrt(((Float32(Float32(t_0 * t_0) + Float32(t_3 * t_3)) != Float32(Float32(t_0 * t_0) + Float32(t_3 * t_3))) ? Float32(Float32(t_1 * t_1) + Float32(t_2 * t_2)) : ((Float32(Float32(t_1 * t_1) + Float32(t_2 * t_2)) != Float32(Float32(t_1 * t_1) + Float32(t_2 * t_2))) ? Float32(Float32(t_0 * t_0) + Float32(t_3 * t_3)) : max(Float32(Float32(t_0 * t_0) + Float32(t_3 * t_3)), Float32(Float32(t_1 * t_1) + Float32(t_2 * t_2))))))) tmp = Float32(0.0) if (Float32((t_3 ^ Float32(2.0)) + (t_0 ^ Float32(2.0))) >= Float32((t_1 ^ Float32(2.0)) + (t_2 ^ Float32(2.0)))) tmp = Float32(t_3 * t_4); else tmp = Float32(t_1 * t_4); end return tmp end
function tmp_2 = code(w, h, dX_46_u, dX_46_v, dY_46_u, dY_46_v, maxAniso) t_0 = floor(h) * dX_46_v; t_1 = floor(w) * dY_46_u; t_2 = floor(h) * dY_46_v; t_3 = floor(w) * dX_46_u; t_4 = single(1.0) / sqrt(max(((t_0 * t_0) + (t_3 * t_3)), ((t_1 * t_1) + (t_2 * t_2)))); tmp = single(0.0); if (((t_3 ^ single(2.0)) + (t_0 ^ single(2.0))) >= ((t_1 ^ single(2.0)) + (t_2 ^ single(2.0)))) tmp = t_3 * t_4; else tmp = t_1 * t_4; end tmp_2 = tmp; end
\begin{array}{l}
\\
\begin{array}{l}
t_0 := \left\lfloorh\right\rfloor \cdot dX.v\\
t_1 := \left\lfloorw\right\rfloor \cdot dY.u\\
t_2 := \left\lfloorh\right\rfloor \cdot dY.v\\
t_3 := \left\lfloorw\right\rfloor \cdot dX.u\\
t_4 := \frac{1}{\sqrt{\mathsf{max}\left(t\_0 \cdot t\_0 + t\_3 \cdot t\_3, t\_1 \cdot t\_1 + t\_2 \cdot t\_2\right)}}\\
\mathbf{if}\;{t\_3}^{2} + {t\_0}^{2} \geq {t\_1}^{2} + {t\_2}^{2}:\\
\;\;\;\;t\_3 \cdot t\_4\\
\mathbf{else}:\\
\;\;\;\;t\_1 \cdot t\_4\\
\end{array}
\end{array}
Initial program 76.3%
pow276.4%
Applied egg-rr76.3%
Taylor expanded in h around 0 76.3%
*-commutative76.3%
unpow276.3%
unpow276.3%
swap-sqr76.3%
unpow276.3%
Simplified76.3%
Taylor expanded in w around 0 76.3%
*-commutative76.3%
unpow276.3%
unpow276.3%
swap-sqr76.3%
unpow276.3%
*-commutative76.3%
unpow276.3%
unpow276.3%
swap-sqr76.3%
unpow276.3%
*-commutative76.3%
*-commutative76.3%
Simplified76.3%
Final simplification76.3%
herbie shell --seed 2024031
(FPCore (w h dX.u dX.v dY.u dY.v maxAniso)
:name "Anisotropic x16 LOD (line direction, u)"
:precision binary32
:pre (and (and (and (and (and (and (and (<= 1.0 w) (<= w 16384.0)) (and (<= 1.0 h) (<= h 16384.0))) (and (<= 1e-20 (fabs dX.u)) (<= (fabs dX.u) 1e+20))) (and (<= 1e-20 (fabs dX.v)) (<= (fabs dX.v) 1e+20))) (and (<= 1e-20 (fabs dY.u)) (<= (fabs dY.u) 1e+20))) (and (<= 1e-20 (fabs dY.v)) (<= (fabs dY.v) 1e+20))) (== maxAniso 16.0))
(if (>= (+ (* (* (floor w) dX.u) (* (floor w) dX.u)) (* (* (floor h) dX.v) (* (floor h) dX.v))) (+ (* (* (floor w) dY.u) (* (floor w) dY.u)) (* (* (floor h) dY.v) (* (floor h) dY.v)))) (* (/ 1.0 (sqrt (fmax (+ (* (* (floor w) dX.u) (* (floor w) dX.u)) (* (* (floor h) dX.v) (* (floor h) dX.v))) (+ (* (* (floor w) dY.u) (* (floor w) dY.u)) (* (* (floor h) dY.v) (* (floor h) dY.v)))))) (* (floor w) dX.u)) (* (/ 1.0 (sqrt (fmax (+ (* (* (floor w) dX.u) (* (floor w) dX.u)) (* (* (floor h) dX.v) (* (floor h) dX.v))) (+ (* (* (floor w) dY.u) (* (floor w) dY.u)) (* (* (floor h) dY.v) (* (floor h) dY.v)))))) (* (floor w) dY.u))))