Files
UnrealEngine/Engine/Source/Runtime/SignalProcessing/Private/FloatArrayMath.cpp
2025-05-18 13:04:45 +08:00

3240 lines
90 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "DSP/FloatArrayMath.h"
#include "CoreMinimal.h"
#include "SignalProcessingModule.h"
#include "ProfilingDebugging/CsvProfiler.h"
#include "DSP/Dsp.h"
#if INTEL_ISPC && !UE_BUILD_SHIPPING
#include "HAL/IConsoleManager.h"
#endif
#if INTEL_ISPC
#include "FloatArrayMath.ispc.generated.h"
#endif
#if !defined(AUDIO_FLOAT_ARRAY_MATH_ISPC_ENABLED_DEFAULT)
#define AUDIO_FLOAT_ARRAY_MATH_ISPC_ENABLED_DEFAULT 1
#endif
// Support run-time toggling on supported platforms in non-shipping configurations
#if !INTEL_ISPC || UE_BUILD_SHIPPING
static constexpr bool bAudio_FloatArrayMath_ISPC_Enabled = INTEL_ISPC && AUDIO_FLOAT_ARRAY_MATH_ISPC_ENABLED_DEFAULT;
#else
static bool bAudio_FloatArrayMath_ISPC_Enabled = AUDIO_FLOAT_ARRAY_MATH_ISPC_ENABLED_DEFAULT;
static FAutoConsoleVariableRef CVarAudioFloatArrayMathISPCEnabled(TEXT("au.FloatArrayMath.ISPC"), bAudio_FloatArrayMath_ISPC_Enabled, TEXT("Whether to use ISPC optimizations in audio float array math operations"));
#endif
CSV_DEFINE_CATEGORY(Audio_Dsp, false);
namespace Audio
{
namespace MathIntrinsics
{
const float Loge10 = FMath::Loge(10.f);
const int32 SimdMask = 0xFFFFFFFC;
const int32 NotSimdMask = 0x00000003;
const int32 Simd8Mask = 0xFFFFFFF8;
const int32 NotSimd8Mask = 0x00000007;
const int32 Simd16Mask = 0xFFFFFFF0;
const int32 NotSimd16Mask = 0x0000000F;
}
void ArraySum(TArrayView<const float> InValues, float& OutSum)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArraySum);
OutSum = 0.f;
int32 Num = InValues.Num();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArraySum(InValues.GetData(), OutSum, Num);
#endif
}
else
{
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
if (NumToSimd)
{
VectorRegister4Float Total = VectorSetFloat1(0.f);
for (int32 i = 0; i < NumToSimd; i += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER)
{
VectorRegister4Float VectorData = VectorLoad(&InValues[i]);
Total = VectorAdd(Total, VectorData);
}
float Val[4];
VectorStore(Total, Val);
OutSum += Val[0] + Val[1] + Val[2] + Val[3];
}
if (NumNotToSimd)
{
for (int32 i = NumToSimd; i < Num; ++i)
{
OutSum += InValues[i];
}
}
}
}
void ArraySum(TArrayView<const float> InFloatBuffer1, TArrayView<const float> InFloatBuffer2, TArrayView<float> OutputBuffer)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArraySum);
checkf(InFloatBuffer1.Num() == InFloatBuffer2.Num(), TEXT("Input buffers must be equal length"));
const int32 Num = InFloatBuffer1.Num();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArraySum2(InFloatBuffer1.GetData(), InFloatBuffer2.GetData(), OutputBuffer.GetData(), Num);
#endif
}
else
{
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
if (NumToSimd)
{
for (int32 i = 0; i < NumToSimd; i += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER)
{
VectorRegister4Float Input1 = VectorLoad(&InFloatBuffer1[i]);
VectorRegister4Float Input2 = VectorLoad(&InFloatBuffer2[i]);
VectorRegister4Float Output = VectorAdd(Input1, Input2);
VectorStore(Output, &OutputBuffer[i]);
}
}
if (NumNotToSimd)
{
for (int32 i = NumToSimd; i < Num; ++i)
{
OutputBuffer[i] = InFloatBuffer1[i] + InFloatBuffer2[i];
}
}
}
}
void ArrayCumulativeSum(TArrayView<const float> InView, TArray<float>& OutData)
{
// Initialize output data
int32 Num = InView.Num();
OutData.Reset();
OutData.AddUninitialized(Num);
if (Num < 1)
{
return;
}
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayCumulativeSum);
float* OutDataPtr = OutData.GetData();
const float* InViewPtr = InView.GetData();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArrayCumulativeSum(InViewPtr, OutDataPtr, Num);
#endif
}
else
{
// Start summing
*OutDataPtr = *InViewPtr++;
for (int32 i = 1; i < Num; i++)
{
float Temp = *OutDataPtr++ + *InViewPtr++;
*OutDataPtr = Temp;
}
}
}
void ArrayMean(TArrayView<const float> InView, float& OutMean)
{
OutMean = 0.f;
const int32 Num = InView.Num();
if (Num < 1)
{
return;
}
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayMean);
const float* DataPtr = InView.GetData();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArrayMean(DataPtr, OutMean, Num);
#endif
}
else
{
for (int32 i = 0; i < Num; i++)
{
OutMean += DataPtr[i];
}
OutMean /= static_cast<float>(Num);
}
}
void ArrayMeanSquared(TArrayView<const float> InView, float& OutMean)
{
OutMean = 0.0f;
const int32 Num = InView.Num();
if (Num < 1)
{
return;
}
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayMeanSquared);
const float* DataPtr = InView.GetData();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArrayMeanSquared(DataPtr, OutMean, Num);
#endif
}
else
{
for (int32 i = 0; i < Num; i++)
{
OutMean += DataPtr[i] * DataPtr[i];
}
OutMean /= static_cast<float>(Num);
}
}
float ArrayGetMagnitude(TArrayView<const float> Buffer)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayGetMagnitude);
const int32 Num = Buffer.Num();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
return ispc::ArrayGetMagnitude(Buffer.GetData(), Num);
#endif
}
else
{
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
float Sum = 0.0f;
if (NumToSimd)
{
VectorRegister4Float VectorSum = VectorZero();
const float Exponent = 2.0f;
VectorRegister4Float ExponentVector = VectorLoadFloat1(&Exponent);
for (int32 i = 0; i < NumToSimd; i += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER)
{
VectorRegister4Float Input = VectorPow(VectorLoad(&Buffer[i]), ExponentVector);
VectorSum = VectorAdd(VectorSum, Input);
}
float PartionedSums[4];
VectorStore(VectorSum, PartionedSums);
Sum += PartionedSums[0] + PartionedSums[1] + PartionedSums[2] + PartionedSums[3];
}
if (NumNotToSimd)
{
for (int32 i = NumToSimd; i < Num; ++i)
{
Sum += Buffer[i] * Buffer[i];
}
}
return FMath::Sqrt(Sum);
}
}
float ArrayGetAverageValue(TArrayView<const float> Buffer)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayGetAverageValue);
const int32 Num = Buffer.Num();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
return ispc::ArrayGetAverageValue(Buffer.GetData(), Num);
#endif
}
else
{
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
float Sum = 0.0f;
if (NumToSimd)
{
VectorRegister4Float VectorSum = VectorZero();
for (int32 i = 0; i < NumToSimd; i += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER)
{
VectorRegister4Float Input = VectorLoad(&Buffer[i]);
VectorSum = VectorAdd(VectorSum, Input);
}
float PartionedSums[4];
VectorStore(VectorSum, PartionedSums);
Sum += PartionedSums[0] + PartionedSums[1] + PartionedSums[2] + PartionedSums[3];
}
if (NumNotToSimd)
{
for (int32 i = NumToSimd; i < Num; ++i)
{
Sum += Buffer[i];
}
}
return Sum / Num;
}
}
float ArrayGetAverageAbsValue(TArrayView<const float> Buffer)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayGetAverageAbsValue);
const int32 Num = Buffer.Num();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
return ispc::ArrayGetAverageAbsValue(Buffer.GetData(), Num);
#endif
}
else
{
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
float Sum = 0.0f;
if (NumToSimd)
{
VectorRegister4Float VectorSum = VectorZero();
for (int32 i = 0; i < NumToSimd; i += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER)
{
VectorRegister4Float Input = VectorAbs(VectorLoad(&Buffer[i]));
VectorSum = VectorAdd(VectorSum, Input);
}
float PartionedSums[4];
VectorStore(VectorSum, PartionedSums);
Sum += PartionedSums[0] + PartionedSums[1] + PartionedSums[2] + PartionedSums[3];
}
if (NumNotToSimd)
{
for (int32 i = NumToSimd; i < Num; ++i)
{
Sum += FMath::Abs(Buffer[i]);
}
}
return Sum / Num;
}
}
void ArrayMeanFilter(TArrayView<const float> InView, int32 WindowSize, int32 WindowOrigin, TArray<float>& OutData)
{
// a quick but sinful implementation of a mean filter. encourages floating point rounding errors.
check(WindowOrigin < WindowSize);
check(WindowOrigin >= 0);
check(WindowSize > 0);
// Initialize output data
const int32 Num = InView.Num();
OutData.Reset();
OutData.AddUninitialized(Num);
if (Num < 1)
{
return;
}
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayMeanFilter);
// Use cumulative sum to avoid multiple summations
// Instead of summing over InView[StartIndex:EndIndex], avoid all that
// calculation by taking difference of cumulative sum at those two points:
// cumsum(X[0:b]) - cumsum(X[0:a]) = sum(X[a:b])
TArray<float> SummedData;
ArrayCumulativeSum(InView, SummedData);
const float LastSummedData = SummedData.Last();
float* OutDataPtr = OutData.GetData();
const float* SummedDataPtr = SummedData.GetData();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArrayMeanFilter(SummedDataPtr, WindowSize, WindowOrigin, OutDataPtr, LastSummedData, Num);
#endif
}
else
{
const int32 LastIndexBeforeEndBoundaryCondition = FMath::Max(WindowOrigin + 1, Num - WindowSize + WindowOrigin + 1);
const int32 StartOffset = -WindowOrigin - 1;
const int32 EndOffset = WindowSize - WindowOrigin - 1;
const int32 WindowTail = WindowSize - WindowOrigin;
if ((WindowSize - WindowOrigin) < Num)
{
// Handle boundary condition where analysis window precedes beginning of array.
for (int32 i = 0; i < (WindowOrigin + 1); i++)
{
OutDataPtr[i] = SummedDataPtr[i + EndOffset] / FMath::Max(1.f, static_cast<float>(WindowTail + i));
}
// No boundary conditions to handle here.
const float MeanDivisor = static_cast<float>(WindowSize);
for (int32 i = WindowOrigin + 1; i < LastIndexBeforeEndBoundaryCondition; i++)
{
OutDataPtr[i] = (SummedDataPtr[i + EndOffset] - SummedDataPtr[i + StartOffset]) / MeanDivisor;
}
}
else
{
// Handle boundary condition where window precedes beginning and goes past end of array
const float ArrayMean = LastSummedData / static_cast<float>(Num);
for (int32 i = 0; i < LastIndexBeforeEndBoundaryCondition; i++)
{
OutDataPtr[i] = ArrayMean;
}
}
// Handle boundary condition where analysis window goes past end of array.
for (int32 i = LastIndexBeforeEndBoundaryCondition; i < Num; i++)
{
OutDataPtr[i] = (LastSummedData - SummedDataPtr[i + StartOffset]) / static_cast<float>(Num - i + WindowOrigin);
}
}
}
void ArrayMaxFilter(TArrayView<const float> InView, int32 WindowSize, int32 WindowOrigin, TArray<float>& OutData)
{
// A reasonable implementation of a max filter for the data we're interested in, though surely not the fastest.
check(WindowOrigin < WindowSize);
check(WindowOrigin >= 0);
check(WindowSize > 0);
int32 StartIndex = -WindowOrigin;
int32 EndIndex = StartIndex + WindowSize;
// Initialize output
int32 Num = InView.Num();
OutData.Reset();
OutData.AddUninitialized(Num);
if (Num < 1)
{
return;
}
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayMaxFilter);
// Get max in first window
int32 ActualStartIndex = 0;
int32 ActualEndIndex = FMath::Min(EndIndex, Num);
const float* InViewPtr = InView.GetData();
float* OutDataPtr = OutData.GetData();
int32 MaxIndex = 0;
float MaxValue = InView[0];
for (int32 i = ActualStartIndex; i < ActualEndIndex; i++)
{
if (InViewPtr[i] > MaxValue)
{
MaxValue = InViewPtr[i];
MaxIndex = i;
}
}
OutDataPtr[0] = MaxValue;
StartIndex++;
EndIndex++;
// Get max in remaining windows
for (int32 i = 1; i < Num; i++)
{
ActualStartIndex = FMath::Max(StartIndex, 0);
ActualEndIndex = FMath::Min(EndIndex, Num);
if (MaxIndex < StartIndex)
{
// We need to evaluate the entire window because the previous maximum value was not in this window.
MaxIndex = ActualStartIndex;
MaxValue = InViewPtr[MaxIndex];
for (int32 j = ActualStartIndex + 1; j < ActualEndIndex; j++)
{
if (InViewPtr[j] > MaxValue)
{
MaxIndex = j;
MaxValue = InViewPtr[MaxIndex];
}
}
}
else
{
// We only need to inspect the newest sample because the previous maximum value was in this window.
if (InViewPtr[ActualEndIndex - 1] > MaxValue)
{
MaxIndex = ActualEndIndex - 1;
MaxValue = InViewPtr[MaxIndex];
}
}
OutDataPtr[i] = MaxValue;
StartIndex++;
EndIndex++;
}
}
void ArrayGetEuclideanNorm(TArrayView<const float> InView, float& OutEuclideanNorm)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayGetEuclideanNorm);
// Initialize output.
OutEuclideanNorm = 0.0f;
const int32 Num = InView.Num();
const float* InViewData = InView.GetData();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArrayGetEuclideanNorm(InViewData, OutEuclideanNorm, Num);
#endif
}
else
{
// Sum it up.
for (int32 i = 0; i < Num; i++)
{
OutEuclideanNorm += InViewData[i] * InViewData[i];
}
OutEuclideanNorm = FMath::Sqrt(OutEuclideanNorm);
}
}
void ArrayAbs(TArrayView<const float> InBuffer, TArrayView<float> OutBuffer)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayAbs);
const int32 Num = InBuffer.Num();
check(OutBuffer.Num() == Num);
const float* InData = InBuffer.GetData();
float* OutData = OutBuffer.GetData();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArrayAbs(InData, OutData, Num);
#endif
}
else
{
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
if (NumToSimd)
{
for (int32 i = 0; i < NumToSimd; i += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER)
{
VectorRegister4Float Input = VectorLoad(&InData[i]);
VectorStore(VectorAbs(Input), &OutData[i]);
}
}
if (NumNotToSimd)
{
for (int32 i = NumToSimd; i < Num; ++i)
{
OutData[i] = FMath::Abs(InData[i]);
}
}
}
}
void ArrayAbsInPlace(TArrayView<float> InView)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayAbsInPlace);
const int32 Num = InView.Num();
float* Data = InView.GetData();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArrayAbsInPlace(Data, Num);
#endif
}
else
{
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
if (NumToSimd)
{
for (int32 i = 0; i < NumToSimd; i += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER)
{
VectorRegister4Float Input = VectorLoad(&Data[i]);
VectorStore(VectorAbs(Input), &Data[i]);
}
}
if (NumNotToSimd)
{
for (int32 i = NumToSimd; i < Num; ++i)
{
Data[i] = FMath::Abs(Data[i]);
}
}
}
}
void ArrayClampMinInPlace(TArrayView<float> InView, float InMin)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayClampMinInPlace);
const int32 Num = InView.Num();
float* Data = InView.GetData();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArrayClampMinInPlace(Data, InMin, Num);
#endif
}
else
{
for (int32 i = 0; i < Num; i++)
{
Data[i] = FMath::Max(InMin, Data[i]);
}
}
}
void ArrayClampMaxInPlace(TArrayView<float> InView, float InMax)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayClampMaxInPlace);
const int32 Num = InView.Num();
float* Data = InView.GetData();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArrayClampMaxInPlace(Data, InMax, Num);
#endif
}
else
{
for (int32 i = 0; i < Num; i++)
{
Data[i] = FMath::Min(InMax, Data[i]);
}
}
}
void ArrayClampInPlace(TArrayView<float> InView, float InMin, float InMax)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayClampInPlace);
const int32 Num = InView.Num();
float* Data = InView.GetData();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArrayClampInPlace(Data, InMin, InMax, Num);
#endif
}
else
{
for (int32 i = 0; i < Num; i++)
{
Data[i] = FMath::Clamp(Data[i], InMin, InMax);
}
}
}
void ArrayMinMaxNormalize(TArrayView<const float> InView, TArray<float>& OutArray)
{
const int32 Num = InView.Num();
OutArray.Reset(Num);
if (Num < 1)
{
return;
}
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayMinMaxNormalize);
OutArray.AddUninitialized(Num);
const float* InDataPtr = InView.GetData();
float* OutDataPtr = OutArray.GetData();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArrayMinMaxNormalize(InDataPtr, OutDataPtr, Num);
#endif
}
else
{
float MaxValue = InDataPtr[0];
float MinValue = InDataPtr[0];
// determine min and max
for (int32 i = 1; i < Num; i++)
{
if (InDataPtr[i] < MinValue)
{
MinValue = InDataPtr[i];
}
else if (InDataPtr[i] > MaxValue)
{
MaxValue = InDataPtr[i];
}
}
// Normalize data by subtracting minimum value and dividing by range
float Scale = 1.f / FMath::Max(SMALL_NUMBER, MaxValue - MinValue);
for (int32 i = 0; i < Num; i++)
{
OutDataPtr[i] = (InDataPtr[i] - MinValue) * Scale;
}
}
}
void ArrayMax(const TArrayView<const float>& InView1, const TArrayView<const float>& InView2, const TArrayView<float>& OutView)
{
check(InView1.Num() == InView2.Num());
check(InView1.Num() == OutView.Num());
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayMax);
const int32 Num = InView1.Num();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArrayMax(InView1.GetData(), InView2.GetData(), OutView.GetData(), Num);
#endif
}
else
{
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
if (NumToSimd)
{
for (int32 i = 0; i < NumToSimd; i += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER)
{
VectorRegister4Float Input1 = VectorLoad(&InView1[i]);
VectorRegister4Float Input2 = VectorLoad(&InView2[i]);
VectorStore(VectorMax(Input1, Input2), &OutView[i]);
}
}
if (NumNotToSimd)
{
for (int32 i = NumToSimd; i < Num; ++i)
{
OutView[i] = FMath::Max(InView1[i], InView2[i]);
}
}
}
}
float ArrayMaxAbsValue(const TArrayView<const float> InView)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayMaxAbsValue);
const int32 Num = InView.Num();
const float* Data = InView.GetData();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
return ispc::ArrayMaxAbsValue(Data, Num);
#endif
}
else
{
float Max = 0.f;
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
VectorRegister4Float MaxVector = VectorSetFloat1(0.f);
if (NumToSimd)
{
for (int32 i = 0; i < NumToSimd; i += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER)
{
VectorRegister4Float Input1 = VectorLoad(&Data[i]);
MaxVector = VectorMax(MaxVector, VectorAbs(Input1));
}
AlignedFloat4 OutArray(MaxVector);
Max = FMath::Max(FMath::Max(OutArray[0], OutArray[1]), FMath::Max(OutArray[2], OutArray[3]));
}
if (NumNotToSimd)
{
for (int32 i = NumToSimd; i < Num; ++i)
{
Max = FMath::Max(FMath::Abs(Data[i]), Max);
}
}
return Max;
}
}
void ArrayMultiply(TArrayView<const float> InFloatBufferA, TArrayView<const float> InFloatBufferB, TArrayView<float> OutBuffer)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayMultiply);
checkf((InFloatBufferA.Num() == InFloatBufferB.Num()) && (InFloatBufferA.Num() == OutBuffer.Num()), TEXT("Input buffers must be equal length"));
const int32 Num = InFloatBufferA.Num();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArrayMultiply(InFloatBufferA.GetData(), InFloatBufferB.GetData(), OutBuffer.GetData(), Num);
#endif
}
else
{
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
for (int32 i = 0; i < NumToSimd; i += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER)
{
VectorRegister4Float Input1 = VectorLoad(&InFloatBufferA[i]);
VectorRegister4Float Input2 = VectorLoad(&InFloatBufferB[i]);
VectorRegister4Float Output = VectorMultiply(Input1, Input2);
VectorStore(Output, &OutBuffer[i]);
}
for (int32 i = NumToSimd; i < Num; ++i)
{
OutBuffer[i] = InFloatBufferA[i] * InFloatBufferB[i];
}
}
}
void ArrayMultiplyInPlace(TArrayView<const float> InFloatBuffer, TArrayView<float> BufferToMultiply)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayMultiplyInPlace);
checkf(InFloatBuffer.Num() == BufferToMultiply.Num(), TEXT("Input buffers must be equal length"));
const int32 Num = BufferToMultiply.Num();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArrayMultiplyInPlace(InFloatBuffer.GetData(), BufferToMultiply.GetData(), Num);
#endif
}
else
{
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
if (NumToSimd)
{
for (int32 i = 0; i < NumToSimd; i += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER)
{
VectorRegister4Float Input1 = VectorLoad(&InFloatBuffer[i]);
VectorRegister4Float Output = VectorLoad(&BufferToMultiply[i]);
Output = VectorMultiply(Input1, Output);
VectorStore(Output, &BufferToMultiply[i]);
}
}
if (NumNotToSimd)
{
for (int32 i = NumToSimd; i < Num; ++i)
{
BufferToMultiply[i] = InFloatBuffer[i] * BufferToMultiply[i];
}
}
}
}
void ArrayComplexMultiplyInPlace(TArrayView<const float> InValues1, TArrayView<float> InValues2)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayComplexMultiplyInPlace);
check(InValues1.Num() == InValues2.Num());
const int32 Num = InValues1.Num();
// Needs to be in interleaved format.
check((Num % 2) == 0);
const float* InData1 = InValues1.GetData();
float* InData2 = InValues2.GetData();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArrayComplexMultiplyInPlace(InData1, InData2, Num);
#endif
}
else
{
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
if (NumToSimd)
{
const VectorRegister4Float RealSignFlip = MakeVectorRegister(-1.f, 1.f, -1.f, 1.f);
for (int32 i = 0; i < NumToSimd; i += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER)
{
VectorRegister4Float VectorData1 = VectorLoad(&InData1[i]);
VectorRegister4Float VectorData2 = VectorLoad(&InData2[i]);
VectorRegister4Float VectorData1Real = VectorSwizzle(VectorData1, 0, 0, 2, 2);
VectorRegister4Float VectorData1Imag = VectorSwizzle(VectorData1, 1, 1, 3, 3);
VectorRegister4Float VectorData2Swizzle = VectorSwizzle(VectorData2, 1, 0, 3, 2);
VectorRegister4Float Result = VectorMultiply(VectorData1Imag, VectorData2Swizzle);
Result = VectorMultiply(Result, RealSignFlip);
Result = VectorMultiplyAdd(VectorData1Real, VectorData2, Result);
VectorStore(Result, &InData2[i]);
}
}
if (NumNotToSimd)
{
for (int32 i = NumToSimd; i < Num; i += 2)
{
float Real = (InData1[i] * InData2[i]) - (InData1[i + 1] * InData2[i + 1]);
float Imag = (InData1[i] * InData2[i + 1]) + (InData1[i + 1] * InData2[i]);
InData2[i] = Real;
InData2[i + 1] = Imag;
}
}
}
}
void ArrayComplexMultiplyAdd(TArrayView<const float> InValues1, TArrayView<const float> InValues2, TArrayView<float> OutArray)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayComplexMultiplyAdd);
check(InValues1.Num() == InValues2.Num());
check(OutArray.Num() == InValues1.Num());
const int32 Num = InValues1.Num();
const float* InAData = InValues1.GetData();
const float* InBData = InValues2.GetData();
float* OutData = OutArray.GetData();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArrayComplexMultiplyAdd(InAData, InBData, OutData, Num);
#endif
}
else
{
const int32 NumSimd = Num & MathIntrinsics::SimdMask;
// Complex numbers are stored as [real_0, complex_0, real_1, complex_1, ... real_N, complex_N]
// So we final amount must be evenly divisble by 2.
check(NumSimd % 2 == 0);
const VectorRegister4Float SignFlip = MakeVectorRegisterFloat(-1.f, 1.f, -1.f, 1.f);
for (int32 i = 0; i < NumSimd; i += 4)
{
// Complex multiply add
// Nr = real component of Nth number
// Ni = imaginary component of Nth number
//
//
// The input is then
// A1r A1i A2r A2i
// B1r B1i B2r B2i
// VectorA = A1r A1i A2r A2i
VectorRegister4Float VectorInA = VectorLoad(&InAData[i]);
// Temp12 = A1i A1r A2i A2r
VectorRegister4Float Temp1 = VectorSwizzle(VectorInA, 1, 0, 3, 2);
// VectorB = B1r B1i B2r B2i
VectorRegister4Float VectorInB = VectorLoad(&InBData[i]);
// Temp2 = B1r B1r B2r B2r
VectorRegister4Float Temp2 = VectorSwizzle(VectorInB, 0, 0, 2, 2);
// Temp3 = B1i B1i B2i B2i
VectorRegister4Float Temp3 = VectorSwizzle(VectorInB, 1, 1, 3, 3);
// VectorA = A1rB1r, A1iB1r, A2rB2r, A2iB2r
VectorInA = VectorMultiply(VectorInA, Temp2);
// Temp1 = A1iB1i, A1rB1i, A2iB2i, A2rb2i
Temp1 = VectorMultiply(Temp1, Temp3);
// Temp1 = -A1iB1i, A1rB1i, -A2iB2i, A2rb2i
// Temp1 = A1rB1r - A1iB1i, A1iB1r + A1rB1i, A2rB2r - A2iB2i, A2iB2r + A2rB2i
Temp1 = VectorMultiplyAdd(Temp1, SignFlip, VectorInA);
// VectorOut = O1r + A1rB1r - A1iB1i, O1i + A1iB1r + A1rB1i, O2r + A2rB2r - A2iB2i, O2i + A2iB2r + A2rB2i
VectorRegister4Float VectorOut = VectorLoad(&OutData[i]);
VectorOut = VectorAdd(Temp1, VectorOut);
VectorStore(VectorOut, &OutData[i]);
}
for (int32 i = NumSimd; i < Num; i += 2)
{
// Real output
OutData[i] += (InAData[i] * InBData[i]) - (InAData[i + 1] * InBData[i + 1]);
// Imaginary output
OutData[i + 1] += (InAData[i + 1] * InBData[i]) + (InAData[i] * InBData[i + 1]);
}
}
}
void ArrayMultiplyByConstant(TArrayView<const float> InFloatBuffer, float InValue, TArrayView<float> OutFloatBuffer)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayMultiplyByConstant);
check(InFloatBuffer.Num() == OutFloatBuffer.Num());
const int32 Num = InFloatBuffer.Num();
// Get ptrs to audio buffers to avoid bounds check in non-shipping builds
const float* InBufferPtr = InFloatBuffer.GetData();
float* OutBufferPtr = OutFloatBuffer.GetData();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArrayMultiplyByConstant(InBufferPtr, InValue, OutBufferPtr, Num);
#endif
}
else
{
// Can only SIMD on multiple of 4 buffers, we'll do normal multiples on last bit
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
if (NumToSimd)
{
// Load the single value we want to multiply all values by into a vector register
const VectorRegister4Float MultiplyValue = VectorLoadFloat1(&InValue);
for (int32 i = 0; i < NumToSimd; i += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER)
{
// Load the next 4 samples of the input buffer into a register
VectorRegister4Float InputBufferRegister = VectorLoad(&InBufferPtr[i]);
// Perform the multiply
VectorRegister4Float Temp = VectorMultiply(InputBufferRegister, MultiplyValue);
// Store results into the output buffer
VectorStore(Temp, &OutBufferPtr[i]);
}
}
if (NumNotToSimd)
{
// Perform remaining non-simd values left over
for (int32 i = NumToSimd; i < Num; ++i)
{
OutBufferPtr[i] = InValue * InBufferPtr[i];
}
}
}
}
void ArrayMultiplyByConstantInPlace(TArrayView<float> InOutBuffer, float InGain)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayMultiplyByConstantInPlace);
int32 Num = InOutBuffer.Num();
float* InOutData = InOutBuffer.GetData();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArrayMultiplyByConstantInPlace(InOutData, Num, InGain);
#endif
}
else
{
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
const VectorRegister4Float Gain = VectorLoadFloat1(&InGain);
if (NumToSimd)
{
for (int32 i = 0; i < NumToSimd; i += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER)
{
VectorRegister4Float Output = VectorLoad(&InOutData[i]);
Output = VectorMultiply(Output, Gain);
VectorStore(Output, &InOutData[i]);
}
}
if (NumNotToSimd)
{
for (int32 i = NumToSimd; i < Num; i++)
{
InOutData[i] *= InGain;
}
}
}
}
void ArrayAddInPlace(TArrayView<const float> InValues, TArrayView<float> InAccumulateValues)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayAddInPlace);
check(InValues.Num() == InAccumulateValues.Num());
const int32 Num = InValues.Num();
const float* InData = InValues.GetData();
float* InAccumulateData = InAccumulateValues.GetData();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArrayAddInPlace(InData, InAccumulateData, Num);
#endif
}
else
{
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
if (NumToSimd)
{
for (int32 i = 0; i < NumToSimd; i += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER)
{
VectorRegister4Float VectorData = VectorLoad(&InData[i]);
VectorRegister4Float VectorAccumData = VectorLoad(&InAccumulateData[i]);
VectorRegister4Float VectorOut = VectorAdd(VectorData, VectorAccumData);
VectorStore(VectorOut, &InAccumulateData[i]);
}
}
if (NumNotToSimd)
{
for (int32 i = NumToSimd; i < Num; i++)
{
InAccumulateData[i] += InData[i];
}
}
}
}
void ArrayAddConstantInplace(TArrayView<float> InOutBuffer, float InConstant)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayAddConstantInplace);
int32 Num = InOutBuffer.Num();
float* InOutData = InOutBuffer.GetData();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArrayAddConstantInplace(InOutData, Num, InConstant);
#endif
}
else
{
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
const VectorRegister4Float Constant = VectorLoadFloat1(&InConstant);
if (NumToSimd)
{
for (int32 i = 0; i < NumToSimd; i += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER)
{
VectorRegister4Float Output = VectorLoad(&InOutData[i]);
Output = VectorAdd(Output, Constant);
VectorStore(Output, &InOutData[i]);
}
}
if (NumNotToSimd)
{
for (int32 i = NumToSimd; i < Num; i++)
{
InOutData[i] += InConstant;
}
}
}
}
void ArrayMultiplyAddInPlace(TArrayView<const float> InValues, float InMultiplier, TArrayView<float> InAccumulateValues)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayMultiplyAddInPlace);
check(InValues.Num() == InAccumulateValues.Num());
const int32 Num = InValues.Num();
const float* InData = InValues.GetData();
float* InAccumulateData = InAccumulateValues.GetData();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArrayMultiplyAddInPlace(InData, InMultiplier, InAccumulateData, Num);
#endif
}
else
{
for (int32 i = 0; i < Num; i++)
{
InAccumulateData[i] += InData[i] * InMultiplier;
}
}
}
void ArrayLerpAddInPlace(TArrayView<const float> InValues, float InStartMultiplier, float InEndMultiplier, TArrayView<float> InAccumulateValues)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayLerpAddInPlace);
check(InValues.Num() == InAccumulateValues.Num());
const int32 Num = InValues.Num();
const float* InData = InValues.GetData();
float* InAccumulateData = InAccumulateValues.GetData();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArrayLerpAddInPlace(InData, InStartMultiplier, InEndMultiplier, InAccumulateData, Num);
#endif
}
else
{
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
const float Delta = (InEndMultiplier - InStartMultiplier) / FMath::Max(1.f, static_cast<float>(Num - 1));
const float FourByDelta = 4.f * Delta;
VectorRegister4Float VectorDelta = MakeVectorRegister(FourByDelta, FourByDelta, FourByDelta, FourByDelta);
VectorRegister4Float VectorMultiplier = MakeVectorRegister(InStartMultiplier, InStartMultiplier + Delta, InStartMultiplier + 2.f * Delta, InStartMultiplier + 3.f * Delta);
if (NumToSimd)
{
for (int32 i = 0; i < NumToSimd; i += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER)
{
VectorRegister4Float VectorData = VectorLoad(&InData[i]);
VectorRegister4Float VectorAccumData = VectorLoad(&InAccumulateData[i]);
VectorRegister4Float VectorOut = VectorMultiplyAdd(VectorData, VectorMultiplier, VectorAccumData);
VectorMultiplier = VectorAdd(VectorMultiplier, VectorDelta);
VectorStore(VectorOut, &InAccumulateData[i]);
}
}
if (NumNotToSimd)
{
float Multiplier = InStartMultiplier + NumToSimd * Delta;
for (int32 i = NumToSimd; i < Num; i++)
{
InAccumulateData[i] += InData[i] * Multiplier;
Multiplier += Delta;
}
}
}
}
/* Subtracts two buffers together element-wise. */
void ArraySubtract(TArrayView<const float> InMinuend, TArrayView<const float> InSubtrahend, TArrayView<float> OutBuffer)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArraySubtract);
const int32 Num = InMinuend.Num();
checkf(Num == InSubtrahend.Num() && Num == OutBuffer.Num(), TEXT("InMinuend, InSubtrahend, and OutBuffer must have equal Num elements (%d vs %d vs %d)"), Num, InSubtrahend.Num(), OutBuffer.Num());
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArraySubtract(InMinuend.GetData(), InSubtrahend.GetData(), OutBuffer.GetData(), Num);
#endif
}
else
{
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
if (NumToSimd)
{
for (int32 i = 0; i < NumToSimd; i += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER)
{
VectorRegister4Float Input1 = VectorLoad(&InMinuend[i]);
VectorRegister4Float Input2 = VectorLoad(&InSubtrahend[i]);
VectorRegister4Float Output = VectorSubtract(Input1, Input2);
VectorStore(Output, &OutBuffer[i]);
}
}
if (NumNotToSimd)
{
for (int32 i = NumToSimd; i < Num; ++i)
{
OutBuffer[i] = InMinuend[i] - InSubtrahend[i];
}
}
}
}
/* Performs element-wise in-place subtraction placing the result in the subtrahend. InOutSubtrahend = InMinuend - InOutSubtrahend */
void ArraySubtractInPlace1(TArrayView<const float> InMinuend, TArrayView<float> InOutSubtrahend)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArraySubtractInPlace1);
checkf(InMinuend.Num() == InOutSubtrahend.Num(), TEXT("Input buffers must be equal length"));
const int32 Num = InMinuend.Num();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArraySubtractInPlace1(InMinuend.GetData(), InOutSubtrahend.GetData(), Num);
#endif
}
else
{
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
if (NumToSimd)
{
for (int32 i = 0; i < NumToSimd; i += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER)
{
VectorRegister4Float Input1 = VectorLoad(&InMinuend[i]);
VectorRegister4Float Input2 = VectorLoad(&InOutSubtrahend[i]);
VectorRegister4Float Output = VectorSubtract(Input1, Input2);
VectorStore(Output, &InOutSubtrahend[i]);
}
}
if (NumNotToSimd)
{
for (int32 i = NumToSimd; i < Num; ++i)
{
InOutSubtrahend[i] = InMinuend[i] - InOutSubtrahend[i];
}
}
}
}
/* Performs element-wise in-place subtraction placing the result in the minuend. InOutMinuend = InOutMinuend - InSubtrahend */
void ArraySubtractInPlace2(TArrayView<float> InOutMinuend, TArrayView<const float> InSubtrahend)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArraySubtractInPlace2);
checkf(InOutMinuend.Num() == InSubtrahend.Num(), TEXT("Input buffers must be equal length"));
const int32 Num = InOutMinuend.Num();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArraySubtractInPlace2(InOutMinuend.GetData(), InSubtrahend.GetData(), Num);
#endif
}
else
{
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
if (NumToSimd)
{
for (int32 i = 0; i < NumToSimd; i += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER)
{
VectorRegister4Float Input1 = VectorLoad(&InOutMinuend[i]);
VectorRegister4Float Input2 = VectorLoad(&InSubtrahend[i]);
VectorRegister4Float Output = VectorSubtract(Input1, Input2);
VectorStore(Output, &InOutMinuend[i]);
}
}
if (NumNotToSimd)
{
for (int32 i = NumToSimd; i < Num; ++i)
{
InOutMinuend[i] = InOutMinuend[i] - InSubtrahend[i];
}
}
}
}
void ArraySubtractByConstantInPlace(TArrayView<float> InValues, float InSubtrahend)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArraySubtractByConstantInPlace);
const int32 Num = InValues.Num();
float* InData = InValues.GetData();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArraySubtractByConstantInPlace(InData, InSubtrahend, Num);
#endif
}
else
{
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
const VectorRegister4Float VectorSubtrahend = VectorSetFloat1(InSubtrahend);
if (NumToSimd)
{
for (int32 i = 0; i < NumToSimd; i += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER)
{
VectorRegister4Float VectorData = VectorLoad(&InData[i]);
VectorData = VectorSubtract(VectorData, VectorSubtrahend);
VectorStore(VectorData, &InData[i]);
}
}
if (NumNotToSimd)
{
for (int32 i = NumToSimd; i < Num; i++)
{
InData[i] -= InSubtrahend;
}
}
}
}
void ArraySquare(TArrayView<const float> InValues, TArrayView<float> OutValues)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArraySquare);
check(InValues.Num() == OutValues.Num());
const int32 Num = InValues.Num();
const float* InData = InValues.GetData();
float* OutData = OutValues.GetData();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArraySquare(InData, OutData, Num);
#endif
}
else
{
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
if (NumToSimd)
{
for (int32 i = 0; i < NumToSimd; i += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER)
{
VectorRegister4Float VectorData = VectorLoad(&InData[i]);
VectorData = VectorMultiply(VectorData, VectorData);
VectorStore(VectorData, &OutData[i]);
}
}
if (NumNotToSimd)
{
for (int32 i = NumToSimd; i < Num; i++)
{
OutData[i] = InData[i] * InData[i];
}
}
}
}
void ArraySquareInPlace(TArrayView<float> InValues)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArraySquareInPlace);
const int32 Num = InValues.Num();
float* InData = InValues.GetData();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArraySquareInPlace(InData, Num);
#endif
}
else
{
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
if (NumToSimd)
{
for (int32 i = 0; i < NumToSimd; i += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER)
{
VectorRegister4Float VectorData = VectorLoad(&InData[i]);
VectorData = VectorMultiply(VectorData, VectorData);
VectorStore(VectorData, &InData[i]);
}
}
if (NumNotToSimd)
{
for (int32 i = NumToSimd; i < Num; i++)
{
InData[i] = InData[i] * InData[i];
}
}
}
}
void ArraySqrtInPlace(TArrayView<float> InValues)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArraySqrtInPlace);
const int32 Num = InValues.Num();
float* InValuesData = InValues.GetData();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArraySqrtInPlace(InValuesData, Num);
#endif
}
else
{
for (int32 i = 0; i < Num; i++)
{
InValues[i] = FMath::Sqrt(InValues[i]);
}
}
}
void ArrayComplexConjugate(TArrayView<const float> InValues, TArrayView<float> OutValues)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayComplexConjugate);
check(OutValues.Num() == InValues.Num());
check((InValues.Num() % 2) == 0);
int32 Num = InValues.Num();
const float* InData = InValues.GetData();
float* OutData = OutValues.GetData();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArrayComplexConjugate(InData, OutData, Num);
#endif
}
else
{
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
const VectorRegister4Float ConjugateMult = MakeVectorRegister(1.f, -1.f, 1.f, -1.f);
if (NumToSimd)
{
for (int32 i = 0; i < NumToSimd; i += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER)
{
VectorRegister4Float VectorData = VectorLoad(&InData[i]);
VectorData = VectorMultiply(VectorData, ConjugateMult);
VectorStore(VectorData, &OutData[i]);
}
}
if (NumNotToSimd)
{
for (int32 i = NumToSimd; i < Num; i += 2)
{
OutData[i] = InData[i];
OutData[i + 1] = -InData[i + 1];
}
}
}
}
void ArrayComplexConjugateInPlace(TArrayView<float> InValues)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayComplexConjugateInPlace);
check((InValues.Num() % 2) == 0);
int32 Num = InValues.Num();
float* InData = InValues.GetData();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArrayComplexConjugateInPlace(InData, Num);
#endif
}
else
{
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
const VectorRegister4Float ConjugateMult = MakeVectorRegister(1.f, -1.f, 1.f, -1.f);
if (NumToSimd)
{
for (int32 i = 0; i < NumToSimd; i += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER)
{
VectorRegister4Float VectorData = VectorLoad(&InData[i]);
VectorData = VectorMultiply(VectorData, ConjugateMult);
VectorStore(VectorData, &InData[i]);
}
}
if (NumNotToSimd)
{
for (int32 i = NumToSimd; i < Num; i++)
{
if ((i % 2) == 1)
{
InData[i] *= -1.f;
}
}
}
}
}
void ArrayMagnitudeToDecibelInPlace(TArrayView<float> InValues, float InMinimumDb)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayMagnitudeToDecibelInPlace);
const int32 Num = InValues.Num();
float* InValuesData = InValues.GetData();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArrayMagnitudeToDecibelInPlace(InValuesData, InMinimumDb, Num);
#endif
}
else
{
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
const float Scale = 20.f / MathIntrinsics::Loge10;
const float Minimum = FMath::Exp(InMinimumDb * MathIntrinsics::Loge10 / 20.f);
const VectorRegister4Float VectorScale = VectorSetFloat1(Scale);
const VectorRegister4Float VectorMinimum = VectorSetFloat1(Minimum);
if (NumToSimd)
{
for (int32 i = 0; i < NumToSimd; i += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER)
{
VectorRegister4Float VectorData = VectorLoad(&InValuesData[i]);
VectorData = VectorMax(VectorData, VectorMinimum);
VectorData = VectorLog(VectorData);
VectorData = VectorMultiply(VectorData, VectorScale);
VectorStore(VectorData, &InValuesData[i]);
}
}
if (NumNotToSimd)
{
for (int32 i = NumToSimd; i < Num; i++)
{
InValuesData[i] = FMath::Max(InValuesData[i], Minimum);
InValuesData[i] = 20.f * FMath::Loge(InValuesData[i]) / MathIntrinsics::Loge10;
}
}
}
}
void ArrayPowerToDecibelInPlace(TArrayView<float> InValues, float InMinimumDb)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayPowerToDecibelInPlace);
const int32 Num = InValues.Num();
float* InValuesData = InValues.GetData();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArrayPowerToDecibelInPlace(InValuesData, InMinimumDb, Num);
#endif
}
else
{
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
const float Scale = 10.f / MathIntrinsics::Loge10;
const float Minimum = FMath::Exp(InMinimumDb * MathIntrinsics::Loge10 / 10.f);
const VectorRegister4Float VectorMinimum = VectorSetFloat1(Minimum);
const VectorRegister4Float VectorScale = VectorSetFloat1(Scale);
if (NumToSimd)
{
for (int32 i = 0; i < NumToSimd; i += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER)
{
VectorRegister4Float VectorData = VectorLoad(&InValuesData[i]);
VectorData = VectorMax(VectorData, VectorMinimum);
VectorData = VectorLog(VectorData);
VectorData = VectorMultiply(VectorData, VectorScale);
VectorStore(VectorData, &InValuesData[i]);
}
}
if (NumNotToSimd)
{
for (int32 i = NumToSimd; i < Num; i++)
{
InValuesData[i] = FMath::Max(InValuesData[i], Minimum);
InValuesData[i] = 10.f * FMath::Loge(InValuesData[i]) / MathIntrinsics::Loge10;
}
}
}
}
void ArrayComplexToPower(TArrayView<const float> InComplexValues, TArrayView<float> OutPowerValues)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayComplexToPower);
check((InComplexValues.Num() % 2) == 0);
check(InComplexValues.Num() == (OutPowerValues.Num() * 2));
const int32 NumOut = OutPowerValues.Num();
const float* InComplexData = InComplexValues.GetData();
float* OutPowerData = OutPowerValues.GetData();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArrayComplexToPowerInterleaved(InComplexData, OutPowerData, NumOut);
#endif
}
else
{
const int32 NumToSimd = NumOut & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = NumOut & MathIntrinsics::NotSimdMask;
if (NumToSimd)
{
for (int32 i = 0; i < NumToSimd; i += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER)
{
VectorRegister4Float VectorComplex1 = VectorLoad(&InComplexData[2 * i]);
VectorRegister4Float VectorSquared1 = VectorMultiply(VectorComplex1, VectorComplex1);
VectorRegister4Float VectorComplex2 = VectorLoad(&InComplexData[(2 * i) + 4]);
VectorRegister4Float VectorSquared2 = VectorMultiply(VectorComplex2, VectorComplex2);
VectorRegister4Float VectorSquareReal = VectorShuffle(VectorSquared1, VectorSquared2, 0, 2, 0, 2);
VectorRegister4Float VectorSquareImag = VectorShuffle(VectorSquared1, VectorSquared2, 1, 3, 1, 3);
VectorRegister4Float VectorOut = VectorAdd(VectorSquareReal, VectorSquareImag);
VectorStore(VectorOut, &OutPowerData[i]);
}
}
if (NumNotToSimd)
{
for (int32 i = NumToSimd; i < NumOut; i++)
{
int32 ComplexPos = 2 * i;
float RealValue = InComplexData[ComplexPos];
float ImagValue = InComplexData[ComplexPos + 1];
OutPowerData[i] = (RealValue * RealValue) + (ImagValue * ImagValue);
}
}
}
}
void ArrayComplexToPower(TArrayView<const float> InRealSamples, TArrayView<const float> InImaginarySamples, TArrayView<float> OutPowerSamples)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayComplexToPower);
checkf(InRealSamples.Num() == InImaginarySamples.Num(), TEXT("Input buffers must have equal number of elements"));
const int32 Num = InRealSamples.Num();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArrayComplexToPower(InRealSamples.GetData(), InImaginarySamples.GetData(), OutPowerSamples.GetData(), Num);
#endif
}
else
{
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
if (NumToSimd)
{
for (int32 i = 0; i < NumToSimd; i += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER)
{
VectorRegister4Float VInReal = VectorLoad(&InRealSamples[i]);
VectorRegister4Float VInRealSquared = VectorMultiply(VInReal, VInReal);
VectorRegister4Float VInImag = VectorLoad(&InImaginarySamples[i]);
VectorRegister4Float VOut = VectorMultiplyAdd(VInImag, VInImag, VInRealSquared);
VectorStore(VOut, &OutPowerSamples[i]);
}
}
if (NumNotToSimd)
{
for (int32 i = NumToSimd; i < Num; ++i)
{
const float InRealSquared = InRealSamples[i] * InRealSamples[i];
const float InImagSquared = InImaginarySamples[i] * InImaginarySamples[i];
OutPowerSamples[i] = InRealSquared + InImagSquared;
}
}
}
}
/* Sets a values to zero if value is denormal. Denormal numbers significantly slow down floating point operations. */
void ArrayUnderflowClamp(TArrayView<float> InOutValues)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayUnderflowClamp);
int32 Num = InOutValues.Num();
float* InOutData = InOutValues.GetData();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArrayUnderflowClamp(InOutData, Num);
#endif
}
else
{
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
const VectorRegister4Float VFMIN = MakeVectorRegister(FLT_MIN, FLT_MIN, FLT_MIN, FLT_MIN);
const VectorRegister4Float VNFMIN = MakeVectorRegister(-FLT_MIN, -FLT_MIN, -FLT_MIN, -FLT_MIN);
if (NumToSimd)
{
for (int32 i = 0; i < NumToSimd; i += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER)
{
VectorRegister4Float VInOut = VectorLoad(&InOutData[i]);
// Create mask of denormal numbers.
VectorRegister4Float Mask = VectorBitwiseAnd(VectorCompareGT(VInOut, VNFMIN), VectorCompareLT(VInOut, VFMIN));
// Choose between zero or original number based upon mask.
VInOut = VectorSelect(Mask, GlobalVectorConstants::FloatZero, VInOut);
VectorStore(VInOut, &InOutData[i]);
}
}
if (NumNotToSimd)
{
for (int32 i = NumToSimd; i < Num; i++)
{
float InOut = InOutData[i];
// Create mask of denormal numbers.
const bool Mask = (InOut > -FLT_MIN) && (InOut < FLT_MIN);
// Choose between zero or original number based upon mask.
InOut = Mask ? 0.0f : InOut;
InOutData[i] = InOut;
}
}
}
}
/* Clamps values in the buffer to be between InMinValue and InMaxValue */
void ArrayRangeClamp(TArrayView<float> InOutBuffer, float InMinValue, float InMaxValue)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayRangeClamp);
int32 Num = InOutBuffer.Num();
float* InOutData = InOutBuffer.GetData();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArrayRangeClamp(InOutData, Num, InMinValue, InMaxValue);
#endif
}
else
{
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
const VectorRegister4Float VMinVal = MakeVectorRegister(InMinValue, InMinValue, InMinValue, InMinValue);
const VectorRegister4Float VMaxVal = MakeVectorRegister(InMaxValue, InMaxValue, InMaxValue, InMaxValue);
if (NumToSimd)
{
for (int32 i = 0; i < NumToSimd; i += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER)
{
VectorRegister4Float VInOut = VectorLoad(&InOutData[i]);
// Create masks to flag elements outside of range.
VectorRegister4Float MinMask = VectorCompareLT(VInOut, VMinVal);
VectorRegister4Float MaxMask = VectorCompareGT(VInOut, VMaxVal);
// Choose between range extremes or original number based on masks.
VInOut = VectorSelect(MinMask, VMinVal, VInOut);
VInOut = VectorSelect(MaxMask, VMaxVal, VInOut);
VectorStore(VInOut, &InOutData[i]);
}
}
if (NumNotToSimd)
{
for (int32 i = NumToSimd; i < Num; i++)
{
InOutData[i] = FMath::Clamp(InOutData[i], InMinValue, InMaxValue);
}
}
}
}
void ArraySetToConstantInplace(TArrayView<float> InOutBuffer, float InConstant)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArraySetToConstantInplace);
int32 Num = InOutBuffer.Num();
float* InOutData = InOutBuffer.GetData();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArraySetToConstantInplace(InOutData, Num, InConstant);
#endif
}
else
{
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
const VectorRegister4Float Constant = VectorLoadFloat1(&InConstant);
if (NumToSimd)
{
for (int32 i = 0; i < NumToSimd; i += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER)
{
VectorStore(Constant, &InOutData[i]);
}
}
if (NumNotToSimd)
{
for (int32 i = NumToSimd; i < Num; i++)
{
InOutData[i] = InConstant;
}
}
}
}
/* Performs an element-wise weighted sum OutputBuffer = (InBuffer1 x InGain1) + (InBuffer2 x InGain2) */
void ArrayWeightedSum(TArrayView<const float> InBuffer1, float InGain1, TArrayView<const float> InBuffer2, float InGain2, TArrayView<float> OutBuffer)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayWeightedSum);
checkf(InBuffer1.Num() == InBuffer2.Num(), TEXT("Buffers must be equal length"));
int32 Num = InBuffer1.Num();
const float* InData1 = InBuffer1.GetData();
const float* InData2 = InBuffer2.GetData();
float* OutData = OutBuffer.GetData();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArrayWeightedSumTwoGain(InData1, InGain1, InData2, InGain2, OutData, Num);
#endif
}
else
{
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
if (NumToSimd)
{
VectorRegister4Float Gain1Vector = VectorLoadFloat1(&InGain1);
VectorRegister4Float Gain2Vector = VectorLoadFloat1(&InGain2);
for (int32 i = 0; i < NumToSimd; i += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER)
{
// InBuffer1 x InGain1
VectorRegister4Float Input1 = VectorLoad(&InData1[i]);
// InBuffer2 x InGain2
VectorRegister4Float Input2 = VectorLoad(&InData2[i]);
VectorRegister4Float Weighted2 = VectorMultiply(Input2, Gain2Vector);
VectorRegister4Float Output = VectorMultiplyAdd(Input1, Gain1Vector, Weighted2);
VectorStore(Output, &OutData[i]);
}
}
if (NumNotToSimd)
{
for (int32 i = NumToSimd; i < Num; i++)
{
OutData[i] = (InData1[i] * InGain1) + (InData2[i] * InGain2);
}
}
}
}
/* Performs an element-wise weighted sum OutputBuffer = (InBuffer1 x InGain1) + InBuffer2 */
void ArrayWeightedSum(TArrayView<const float> InBuffer1, float InGain1, TArrayView<const float> InBuffer2, TArrayView<float> OutBuffer)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayWeightedSum);
checkf(InBuffer1.Num() == InBuffer2.Num() && InBuffer1.Num() == OutBuffer.Num(), TEXT("Buffers must be equal length"));
int32 Num = InBuffer1.Num();
const float* InData1 = InBuffer1.GetData();
const float* InData2 = InBuffer2.GetData();
float* OutData = OutBuffer.GetData();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArrayWeightedSumOneGain(InData1, InGain1, InData2, OutData, Num);
#endif
}
else
{
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
if (NumToSimd)
{
VectorRegister4Float Gain1Vector = VectorLoadFloat1(&InGain1);
for (int32 i = 0; i < NumToSimd; i += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER)
{
// InBuffer1 x InGain1
VectorRegister4Float Input1 = VectorLoad(&InData1[i]);
VectorRegister4Float Input2 = VectorLoad(&InData2[i]);
VectorRegister4Float Output = VectorMultiplyAdd(Input1, Gain1Vector, Input2);
VectorStore(Output, &OutData[i]);
}
}
if (NumNotToSimd)
{
for (int32 i = NumToSimd; i < Num; i++)
{
OutData[i] = (InData1[i] * InGain1) + InData2[i];
}
}
}
}
void ArrayFade(TArrayView<float> InOutBuffer, const float StartValue, const float EndValue)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayFade);
int32 Num = InOutBuffer.Num();
float* OutFloatBuffer = InOutBuffer.GetData();
if (FMath::IsNearlyEqual(StartValue, EndValue))
{
// No need to do anything if start and end values are both 0.0
if (StartValue == 0.0f)
{
FMemory::Memset(OutFloatBuffer, 0, sizeof(float) * Num);
}
else
{
ArrayMultiplyByConstantInPlace(InOutBuffer, StartValue);
}
}
else
{
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArrayFade(OutFloatBuffer, Num, StartValue, EndValue);
#endif
}
else
{
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
const float DeltaValue = ((EndValue - StartValue) / Num);
if (NumToSimd)
{
constexpr VectorRegister4Float VectorFour = MakeVectorRegisterFloatConstant(4.f, 4.f, 4.f, 4.f);
VectorRegister4Float Accumulator = MakeVectorRegisterFloat(0.f, 1.f, 2.f, 3.f);
VectorRegister4Float Delta = VectorLoadFloat1(&DeltaValue);
VectorRegister4Float Start = VectorLoadFloat1(&StartValue);
for (int32 i = 0; i < NumToSimd; i += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER)
{
VectorRegister4Float Output = VectorLoad(&OutFloatBuffer[i]);
VectorRegister4Float Gain = VectorMultiplyAdd(Accumulator, Delta, Start);
Output = VectorMultiply(Output, Gain);
Accumulator = VectorAdd(Accumulator, VectorFour);
VectorStore(Output, &OutFloatBuffer[i]);
}
}
if (NumNotToSimd)
{
float Gain = (NumToSimd * DeltaValue) + StartValue;
// Do a fade from start to end
for (int32 i = NumToSimd; i < Num; ++i)
{
OutFloatBuffer[i] = OutFloatBuffer[i] * Gain;
Gain += DeltaValue;
}
}
}
}
}
void ArrayFade(TArrayView<const float> InBuffer, const float InStartValue, const float InEndValue, TArrayView<float> OutBuffer)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayFade);
const int32 Num = InBuffer.Num();
check(Num <= OutBuffer.Num());
const float* InFloatBuffer = InBuffer.GetData();
float* OutFloatBuffer = OutBuffer.GetData();
// case 1: no fade
if (FMath::IsNearlyEqual(InStartValue, InEndValue))
{
if (InStartValue == 0.0f)
{
// No need to do anything if start and end values are both 0.0
FMemory::Memset(OutFloatBuffer, 0, sizeof(float) * Num);
}
else
{
// no fade, just scale the output
ArrayMultiplyByConstant(InBuffer, InStartValue, OutBuffer);
}
return;
}
// case 2: fade w/ ISPC
#if INTEL_ISPC
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
ispc::ArrayFade2(InFloatBuffer, Num, InStartValue, InEndValue, OutFloatBuffer);
return;
}
#endif
// case 3: fade w/ our vectorization abstraction
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
const float DeltaValue = ((InEndValue - InStartValue) / Num);
if (NumToSimd)
{
constexpr VectorRegister4Float VectorFour = MakeVectorRegisterFloatConstant(4.f, 4.f, 4.f, 4.f);
VectorRegister4Float Accumulator = MakeVectorRegisterFloat(0.f, 1.f, 2.f, 3.f);
VectorRegister4Float Delta = VectorLoadFloat1(&DeltaValue);
VectorRegister4Float Start = VectorLoadFloat1(&InStartValue);
for (int32 i = 0; i < NumToSimd; i += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER)
{
VectorRegister4Float Gain = VectorMultiplyAdd(Accumulator, Delta, Start);
VectorRegister4Float Input = VectorLoad(&InFloatBuffer[i]);
VectorRegister4Float Output = VectorMultiply(Input, Gain);
Accumulator = VectorAdd(Accumulator, VectorFour);
VectorStore(Output, &OutFloatBuffer[i]);
}
}
if (NumNotToSimd)
{
float Gain = (NumToSimd * DeltaValue) + InStartValue;
// Do a fade from start to end
for (int32 i = NumToSimd; i < Num; ++i)
{
OutFloatBuffer[i] = InFloatBuffer[i] * Gain;
Gain += DeltaValue;
}
}
}
void ArrayMixIn(TArrayView<const float> InFloatBuffer, TArrayView<float> BufferToSumTo, const float Gain)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayMixIn);
checkf(InFloatBuffer.Num() == BufferToSumTo.Num(), TEXT("Buffers must be equal size"));
int32 Num = InFloatBuffer.Num();
const float* InData = InFloatBuffer.GetData();
float* InOutData = BufferToSumTo.GetData();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArrayMixInWithGain(InData, InOutData, Num, Gain);
#endif
}
else
{
VectorRegister4Float GainVector = VectorLoadFloat1(&Gain);
int32 i = 0;
const int32 SimdNum = Num & MathIntrinsics::Simd16Mask;
for (; i < SimdNum; i += 16)
{
// manually unrolling the loop produces a bit faster code
VectorRegister4x4Float Input = VectorLoad16(&InData[i]);
VectorRegister4x4Float Output = VectorLoad16(&InOutData[i]);
Output.val[0] = VectorMultiplyAdd(Input.val[0], GainVector, Output.val[0]);
Output.val[1] = VectorMultiplyAdd(Input.val[1], GainVector, Output.val[1]);
Output.val[2] = VectorMultiplyAdd(Input.val[2], GainVector, Output.val[2]);
Output.val[3] = VectorMultiplyAdd(Input.val[3], GainVector, Output.val[3]);
VectorStore16(Output, &InOutData[i]);
}
for (; i < Num; ++i)
{
InOutData[i] += InData[i] * Gain;
}
}
}
void ArrayMixIn(TArrayView<const float> InFloatBuffer, TArrayView<float> BufferToSumTo)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayMixIn);
checkf(InFloatBuffer.Num() == BufferToSumTo.Num(), TEXT("Buffers must be equal size"));
int32 Num = InFloatBuffer.Num();
const float* InData = InFloatBuffer.GetData();
float* InOutData = BufferToSumTo.GetData();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArrayMixIn(InData, InOutData, Num);
#endif
}
else
{
int32 i = 0;
const int32 SimdNum = Num & MathIntrinsics::Simd16Mask;
for (; i < SimdNum; i += 16)
{
// manually unrolling the loop produces a bit faster code
VectorRegister4x4Float Input = VectorLoad16(&InData[i]);
VectorRegister4x4Float Output = VectorLoad16(&InOutData[i]);
Output.val[0] = VectorAdd(Input.val[0], Output.val[0]);
Output.val[1] = VectorAdd(Input.val[1], Output.val[1]);
Output.val[2] = VectorAdd(Input.val[2], Output.val[2]);
Output.val[3] = VectorAdd(Input.val[3], Output.val[3]);
VectorStore16(Output, &InOutData[i]);
}
for (; i < Num; ++i)
{
InOutData[i] += InData[i];
}
}
}
void ArrayMixIn(TArrayView<const float> InFloatBuffer, TArrayView<float> BufferToSumTo, const float StartGain, const float EndGain)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayMixIn);
checkf(InFloatBuffer.Num() == BufferToSumTo.Num(), TEXT("Buffers must be equal size"));
int32 Num = InFloatBuffer.Num();
if (FMath::IsNearlyEqual(StartGain, EndGain))
{
// No need to do anything if start and end values are both 0.0
if (StartGain == 0.0f)
{
return;
}
else
{
ArrayMixIn(InFloatBuffer, BufferToSumTo, StartGain);
}
}
else
{
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArrayMixInWithDelta(InFloatBuffer.GetData(), BufferToSumTo.GetData(), Num, StartGain, EndGain);
#endif
}
else
{
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
const float DeltaValue = ((EndGain - StartGain) / Num);
if (NumToSimd)
{
constexpr VectorRegister4Float VectorFour = MakeVectorRegisterFloatConstant(4.f, 4.f, 4.f, 4.f);
VectorRegister4Float Accumulator = MakeVectorRegisterFloat(0.f, 1.f, 2.f, 3.f);
VectorRegister4Float Start = VectorLoadFloat1(&StartGain);
VectorRegister4Float Delta = VectorLoadFloat1(&DeltaValue);
for (int32 i = 0; i < NumToSimd; i += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER)
{
VectorRegister4Float Input = VectorLoad(&InFloatBuffer[i]);
VectorRegister4Float Output = VectorLoad(&BufferToSumTo[i]);
VectorRegister4Float Gain = VectorMultiplyAdd(Accumulator, Delta, Start);
Output = VectorMultiplyAdd(Input, Gain, Output);
Accumulator = VectorAdd(Accumulator, VectorFour);
VectorStore(Output, &BufferToSumTo[i]);
}
}
if (NumNotToSimd)
{
float Gain = (NumToSimd * DeltaValue) + StartGain;
for (int32 i = NumToSimd; i < Num; ++i)
{
BufferToSumTo[i] += InFloatBuffer[i] * Gain;
Gain += DeltaValue;
}
}
}
}
}
void ArrayMixIn(TArrayView<const int16> InPcm16Buffer, TArrayView<float> BufferToSumTo, const float Gain)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayMixIn);
checkf(InPcm16Buffer.Num() == BufferToSumTo.Num(), TEXT("Buffers must be equal size"));
const int32 Num = InPcm16Buffer.Num();
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
const int16* InputPtr = InPcm16Buffer.GetData();
float* OutPtr = BufferToSumTo.GetData();
const float ConversionValue = Gain / static_cast<float>(TNumericLimits<int16>::Max());
if (NumToSimd)
{
const VectorRegister4Float ConversionVector = VectorSetFloat1(ConversionValue);
AlignedFloat4 FloatArray(GlobalVectorConstants::FloatZero);
for (int32 i = 0; i < NumToSimd; i += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER)
{
FloatArray[0] = (float)InputPtr[i];
FloatArray[1] = (float)InputPtr[i + 1];
FloatArray[2] = (float)InputPtr[i + 2];
FloatArray[3] = (float)InputPtr[i + 3];
const VectorRegister4Float InVector = FloatArray.ToVectorRegister();
const VectorRegister4Float OutData = VectorLoad(&OutPtr[i]);
const VectorRegister4Float ScaledVector = VectorMultiplyAdd(InVector, ConversionVector, OutData);
VectorStore(ScaledVector, &OutPtr[i]);
}
}
if (NumNotToSimd)
{
for (int32 i = NumToSimd; i < Num; i++)
{
OutPtr[i] += (float)InputPtr[i] * ConversionValue;
}
}
}
void ArrayFloatToPcm16(TArrayView<const float> InView, TArrayView<int16> OutView)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayFloatToPcm16);
check(OutView.Num() >= InView.Num());
const int32 Num = InView.Num();
const float* InputPtr = InView.GetData();
int16* OutPtr = OutView.GetData();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArrayFloatToPcm16(InputPtr, OutPtr, Num);
#endif
}
else
{
constexpr float ConversionValue = static_cast<float>(TNumericLimits<int16>::Max());
const VectorRegister4Float Multiplier = VectorSetFloat1(ConversionValue);
int32 i = 0;
#if PLATFORM_ENABLE_VECTORINTRINSICS_NEON
const int32 SimdNum = Num & MathIntrinsics::Simd8Mask;
for (; i < SimdNum; i += 8)
{
const float32x4x2_t InVector = vld1q_f32_x2(&InputPtr[i]);
const VectorRegister4Float ScaledVector1 = VectorMultiply(InVector.val[0], Multiplier);
const VectorRegister4Float ScaledVector2 = VectorMultiply(InVector.val[1], Multiplier);
const VectorRegister4Int IntVector1 = VectorFloatToInt(ScaledVector1);
const VectorRegister4Int IntVector2 = VectorFloatToInt(ScaledVector2);
const int16x8_t Result = vmovn_high_s32(vmovn_u32(IntVector1), IntVector2);
vst1q_s16(&OutPtr[i], Result);
}
#else
const int32 SimdNum = Num & MathIntrinsics::SimdMask;
for (; i < SimdNum; i += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER)
{
const VectorRegister4Float InVector = VectorLoad(&InputPtr[i]);
const VectorRegister4Float ScaledVector = VectorMultiply(InVector, Multiplier);
const VectorRegister4Int IntVector = VectorFloatToInt(ScaledVector);
const AlignedFloat4 ScaledFloatArray(ScaledVector);
OutPtr[i + 0] = (int16)ScaledFloatArray[0];
OutPtr[i + 1] = (int16)ScaledFloatArray[1];
OutPtr[i + 2] = (int16)ScaledFloatArray[2];
OutPtr[i + 3] = (int16)ScaledFloatArray[3];
}
#endif //~PLATFORM_ENABLE_VECTORINTRINSICS_NEON
for (; i < Num; i++)
{
OutPtr[i] = (int16)(InputPtr[i] * ConversionValue);
}
}
}
void ArrayPcm16ToFloat(TArrayView<const int16> InView, TArrayView<float> OutView)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayPcm16ToFloat);
check(OutView.Num() >= InView.Num());
const int32 Num = InView.Num();
const int16* InputPtr = InView.GetData();
float* OutPtr = OutView.GetData();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArrayPcm16ToFloat(InputPtr, OutPtr, Num);
#endif
}
else
{
constexpr float ConversionValue = 1.f / static_cast<float>(TNumericLimits<int16>::Max());
const VectorRegister4Float Multiplier = VectorSetFloat1(ConversionValue);
int32 i = 0;
#if PLATFORM_ENABLE_VECTORINTRINSICS_NEON
const int32 SimdNum = Num & MathIntrinsics::Simd8Mask;
for (; i < SimdNum; i += 8)
{
int16x8_t Data = vld1q_s16(&InputPtr[i]);
int32x4_t VecA = vmovl_s16(vget_low_s16(Data));
int32x4_t VecB = vmovl_high_s16(Data);
float32x4x2_t FloatVec;
FloatVec.val[0] = VectorMultiply(vcvtq_f32_s32(VecA), Multiplier);
FloatVec.val[1] = VectorMultiply(vcvtq_f32_s32(VecB), Multiplier);
vst1q_f32_x2(&OutPtr[i], FloatVec);
}
#else
AlignedFloat4 FloatArray(GlobalVectorConstants::FloatZero);
const int32 SimdNum = Num & MathIntrinsics::SimdMask;
for (; i < SimdNum; i += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER)
{
FloatArray[0] = (float)InputPtr[i];
FloatArray[1] = (float)InputPtr[i + 1];
FloatArray[2] = (float)InputPtr[i + 2];
FloatArray[3] = (float)InputPtr[i + 3];
const VectorRegister4Float InVector = FloatArray.ToVectorRegister();
const VectorRegister4Float ScaledVector = VectorMultiply(InVector, Multiplier);
VectorStore(ScaledVector, &OutPtr[i]);
}
#endif //~PLATFORM_ENABLE_VECTORINTRINSICS_NEON
for (; i < Num; i++)
{
OutPtr[i] = (float)InputPtr[i] * ConversionValue;
}
}
}
constexpr int CreateByteMask(uint32 A, uint32 B, uint32 C, uint32 D)
{
return A | (B << 8) | (C << 16) | (D << 24);
}
void ArrayFloatToPcm24(TArrayView<const float> InView, TArrayView<int8> OutView)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayFloatToPcm24);
const int32 Num = InView.Num();
const float* InputPtr = InView.GetData();
int8* OutPtr = OutView.GetData();
int32 InIndex = 0;
int32 OutIndex = 0;
constexpr int32 SizeofPCM24 = 3;
constexpr float ConversionValue = static_cast<float>(0x7fffff);
constexpr int32 SimdIndexStride = (4 * SizeofPCM24);
check((OutView.Num() / SizeofPCM24) >= InView.Num());
const VectorRegister4Float Multiplier = VectorSetFloat1(ConversionValue);
// In the SIMD loop below, we overwrite an extra 4 bytes of zeros. The ZeroFillMargin
// is used to ensure we don't write off the end of the output array.
const int32 ZeroFillMargin = 2;
const int32 SimdNum = (Num - ZeroFillMargin) & MathIntrinsics::SimdMask;
// 0x80 designates zero fill for the _mm_shuffle_epi8 intrinsic for SSE
// Neon uses >= number of source bytes, which is 0x10 in this case so 0x80 works for both platforms
constexpr uint32 ZeroFill = 0x80;
// Here we convert from 4 32-bit ints to 4 24-bit ints using the mask register below.
// Notice that every 4th byte is skipped. This is the uneeded high byte of the 32-bit int.
VectorRegister4Int Mask = MakeVectorRegisterInt(
CreateByteMask(0, 1, 2, 4),
CreateByteMask(5, 6, 8, 9),
CreateByteMask(10, 12, 13, 14),
CreateByteMask(ZeroFill, ZeroFill, ZeroFill, ZeroFill));
for (; InIndex < SimdNum; InIndex += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER)
{
const VectorRegister4Float InVector = VectorLoad(&InputPtr[InIndex]);
const VectorRegister4Float ScaledVector = VectorMultiply(InVector, Multiplier);
const VectorRegister4Int IntVector = VectorFloatToInt(ScaledVector);
const VectorRegister4Int OutVector = VectorShuffleByte4(IntVector, Mask);
VectorIntStore(OutVector, &OutPtr[OutIndex]);
OutIndex += SimdIndexStride;
}
for (; InIndex < Num; InIndex++)
{
// Cast to signed integer first because casting a negative float directly to an
// unsigned int is undefined behavior. Some compilers will assign zero. Others
// will implicily cast to signed int first and then to unsigned.
// https://en.cppreference.com/w/c/language/conversion
const int32 ConvertedValue = InputPtr[InIndex] * ConversionValue;
const uint32 UnsignedValue = uint32(ConvertedValue);
uint8* UnsignedOutPtr = (uint8*)&OutPtr[OutIndex];
UnsignedOutPtr[0] = UnsignedValue & 0xFF;
UnsignedOutPtr[1] = UnsignedValue >> 8 & 0xFF;
UnsignedOutPtr[2] = UnsignedValue >> 16 & 0xFF;
OutIndex += SizeofPCM24;
}
}
void ArrayFloatToPcm32(TArrayView<const float> InView, TArrayView<int32> OutView)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayFloatToPcm32);
check(OutView.Num() >= InView.Num());
const int32 Num = InView.Num();
const float* InputPtr = InView.GetData();
int32* OutPtr = OutView.GetData();
int32 Index = 0;
// Use double precision due to the limitations of
// single precision floats (e.g. values >= 2^24 get rounded)
constexpr double ConversionValue = static_cast<double>(TNumericLimits<int32>::Max());
const VectorRegister4Double Multiplier = VectorSetFloat1(ConversionValue);
const int32 SimdNum = Num & MathIntrinsics::SimdMask;
for (; Index < SimdNum; Index += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER)
{
const VectorRegister4Float InputVectorFloat = VectorLoad(&InputPtr[Index]);
const VectorRegister4Double InputVector = MakeVectorRegisterDouble(InputVectorFloat);
const VectorRegister4Double ScaledVector = VectorMultiply(InputVector, Multiplier);
const VectorRegister4Int OutVector = VectorDoubleToInt(ScaledVector);
VectorIntStore(OutVector, &OutPtr[Index]);
}
for (; Index < Num; Index++)
{
const double Value = InputPtr[Index];
OutPtr[Index] = static_cast<int32>(Value * ConversionValue);
}
}
void ArrayFloatToPcmDouble(TArrayView<const float> InView, TArrayView<double> OutView)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayFloatToPcmDouble);
check(OutView.Num() >= InView.Num());
const int32 Num = InView.Num();
const float* InputPtr = InView.GetData();
double* OutPtr = OutView.GetData();
int32 Index = 0;
const int32 SimdNum = Num & MathIntrinsics::SimdMask;
for (; Index < SimdNum; Index += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER)
{
const VectorRegister4Float InputVectorFloat = VectorLoad(&InputPtr[Index]);
const VectorRegister4Double OutVector = MakeVectorRegisterDouble(InputVectorFloat);
VectorStore(OutVector, &OutPtr[Index]);
}
for (; Index < Num; ++Index)
{
OutPtr[Index] = (double)InputPtr[Index];
}
}
void ArrayInterleave(const TArray<FAlignedFloatBuffer>& InBuffers, FAlignedFloatBuffer& OutBuffer)
{
if(InBuffers.Num() == 0)
{
return;
}
const int32 NumChannels = InBuffers.Num();
const int32 NumFrames = InBuffers[0].Num();
OutBuffer.SetNumUninitialized(NumChannels * NumFrames);
TArray<const float*> BufferPtrArray;
BufferPtrArray.Reset(NumChannels);
for(const FAlignedFloatBuffer& Buffer : InBuffers)
{
const float* BufferPtr = Buffer.GetData();
BufferPtrArray.Add(BufferPtr);
}
const float** InBufferPtr = BufferPtrArray.GetData();
ArrayInterleave(InBufferPtr, OutBuffer.GetData(), NumFrames, NumChannels);
}
void ArrayInterleave(const float* const* RESTRICT InBuffers, float* RESTRICT OutBuffer, const int32 InFrames, const int32 InChannels)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayInterleave);
for(int32 ChannelIdx = 0; ChannelIdx < InChannels; ChannelIdx++)
{
const float* InPtr = InBuffers[ChannelIdx];
float* OutPtr = &OutBuffer[ChannelIdx];
for(int32 SampleIdx = 0; SampleIdx < InFrames; SampleIdx++)
{
*OutPtr = *InPtr++;
OutPtr += InChannels;
}
}
}
void ArrayDeinterleave(const FAlignedFloatBuffer& InBuffer, TArray<FAlignedFloatBuffer>& OutBuffers, const int32 InChannels)
{
check(InChannels > 0);
const int32 NumFrames = InBuffer.Num() / InChannels;
ArrayDeinterleave(TArrayView<const float>(InBuffer.GetData(), NumFrames), OutBuffers, InChannels);
}
void ArrayDeinterleave(const TArrayView<const float> InView, TArray<FAlignedFloatBuffer>& OutBuffers, const int32 InChannels)
{
check(InChannels > 0);
const int32 NumFrames = InView.Num();
TArray<float*> BufferPtrArray;
BufferPtrArray.Reset(InChannels);
OutBuffers.SetNum(InChannels);
for(FAlignedFloatBuffer& Buffer : OutBuffers)
{
Buffer.SetNumUninitialized(NumFrames);
float* BufferPtr = Buffer.GetData();
BufferPtrArray.Add(BufferPtr);
}
float** OutBufferPtr = BufferPtrArray.GetData();
ArrayDeinterleave(InView.GetData(), OutBufferPtr, NumFrames, InChannels);
}
void ArrayDeinterleave(const float* RESTRICT InBuffer, float* const* RESTRICT OutBuffers, const int32 InFrames, const int32 InChannels)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayDeinterleave);
for (int32 ChannelIdx = 0; ChannelIdx < InChannels; ChannelIdx++)
{
const float* InPtr = &InBuffer[ChannelIdx];
float* OutPtr = OutBuffers[ChannelIdx];
for (int32 SampleIdx = 0; SampleIdx < InFrames; SampleIdx++)
{
*OutPtr++ = *InPtr;
InPtr += InChannels;
}
}
}
void ArrayInterpolate(const float* InBuffer, float* OutBuffer, const int32 NumInSamples, const int32 NumOutSamples)
{
if (NumOutSamples <= 0 || NumInSamples <= 0)
{
return;
}
const float SampleStride = (float)NumInSamples / (float)NumOutSamples;
const int32 NumToSimd = NumOutSamples & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = NumOutSamples & MathIntrinsics::NotSimdMask;
if (NumToSimd)
{
VectorRegister4Float Strides = VectorSet(
4.f * SampleStride,
4.f * SampleStride,
4.f * SampleStride,
4.f * SampleStride
);
VectorRegister4Float Indeces = VectorSet(
0.f * SampleStride,
1.f * SampleStride,
2.f * SampleStride,
3.f * SampleStride
);
for (int32 OutputIndex = 0; OutputIndex < NumToSimd; OutputIndex += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER)
{
alignas(16) int32 LeftIndecesRaw[4];
alignas(16) int32 RightIndecesRaw[4];
VectorRegister4Float LeftIndeces = VectorFloor(Indeces);
VectorRegister4Float Fractions = VectorSubtract(Indeces, LeftIndeces);
VectorRegister4Float InvFractions = VectorSubtract(GlobalVectorConstants::FloatOne, Fractions);
VectorRegister4Int LeftIndecesInt = VectorFloatToInt(LeftIndeces);
// Lookup samples for interpolation
VectorIntStoreAligned(LeftIndecesInt, LeftIndecesRaw);
VectorIntStoreAligned(VectorIntAdd(LeftIndecesInt, GlobalVectorConstants::IntOne), RightIndecesRaw);
VectorRegister4Float LowerSamples = VectorSet(
InBuffer[LeftIndecesRaw[0]],
InBuffer[LeftIndecesRaw[1]],
InBuffer[LeftIndecesRaw[2]],
InBuffer[LeftIndecesRaw[3]]
);
VectorRegister4Float UpperSamples = VectorSet(
InBuffer[RightIndecesRaw[0]],
InBuffer[RightIndecesRaw[1]],
InBuffer[RightIndecesRaw[2]],
InBuffer[RightIndecesRaw[3]]
);
VectorRegister4Float VOut = VectorMultiplyAdd(
LowerSamples,
Fractions,
VectorMultiply(UpperSamples, InvFractions));
VectorStore(VOut, &OutBuffer[OutputIndex]);
Indeces = VectorAdd(Indeces, Strides);
}
}
if (NumNotToSimd)
{
float SampleIndex = (float)(NumToSimd)*SampleStride;
for (int32 OutputIndex = NumToSimd; OutputIndex < NumOutSamples; OutputIndex++)
{
const int32 LeftSample = FMath::FloorToInt32(SampleIndex);
int32 RightSample = FMath::CeilToInt32(SampleIndex);
const float Frac = SampleIndex - LeftSample;
OutBuffer[OutputIndex] = (Frac * InBuffer[LeftSample]) + ((1.f - Frac) * InBuffer[RightSample]);
SampleIndex += SampleStride;
}
}
}
void ArrayInt16SwapBytes(TArrayView<int16> InView)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayInt16SwapBytes);
const int32 Num = InView.Num();
int16* InputPtr = InView.GetData();
int32 Index = 0;
const int32 SimdNum = Num & MathIntrinsics::Simd8Mask;
constexpr int32 NumInt16PerVectorRegister = sizeof(VectorRegister4Int) / sizeof(int16);
const VectorRegister4Int LeftMask = VectorIntSet1(0x00ff00ff);
const VectorRegister4Int RightMask = VectorIntSet1(0xff00ff00);
for (; Index < SimdNum; Index += NumInt16PerVectorRegister)
{
VectorRegister4Int InputVector = VectorIntLoad(&InputPtr[Index]);
const VectorRegister4Int LeftVector = VectorShiftLeftImm(VectorIntAnd(InputVector, LeftMask), 8);
const VectorRegister4Int RightVector = VectorShiftRightImmLogical(VectorIntAnd(InputVector, RightMask), 8);
InputVector = VectorIntOr(LeftVector, RightVector);
VectorIntStore(InputVector, &InputPtr[Index]);
}
for (; Index < Num; Index++)
{
InputPtr[Index] = BYTESWAP_ORDER16(InputPtr[Index]);
}
}
void ArrayInt24SwapBytes(TArrayView<int8> InView)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayInt24SwapBytes);
const int32 NumBytes = InView.Num();
int8* InputPtr = InView.GetData();
int32 Index = 0;
constexpr int32 SizeofPCM24 = 3;
// We can fit 5 PCM24 samples into a vector register with one byte left over
constexpr int32 NumPCM24PerVectorRegister = sizeof(VectorRegister4Int) / SizeofPCM24;
constexpr int32 SimdIndexStride = (NumPCM24PerVectorRegister * SizeofPCM24);
const int32 MaxSimdBytes = NumBytes - sizeof(VectorRegister4Int);
VectorRegister4Int Mask = MakeVectorRegisterInt(
CreateByteMask(2, 1, 0, 5),
CreateByteMask(4, 3, 8, 7),
CreateByteMask(6, 11, 10, 9),
CreateByteMask(14, 13, 12, 15));
for (; Index < MaxSimdBytes; Index += SimdIndexStride)
{
const VectorRegister4Int InputVector = VectorIntLoad(&InputPtr[Index]);
const VectorRegister4Int OutVector = VectorShuffleByte4(InputVector, Mask);
VectorIntStore(OutVector, &InputPtr[Index]);
}
for (; Index < NumBytes; Index += SizeofPCM24)
{
int8 TempValue = InputPtr[Index];
InputPtr[Index] = InputPtr[Index + 2];
InputPtr[Index + 2] = TempValue;
}
}
void ArrayInt32SwapBytes(TArrayView<int32> InView)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayInt32SwapBytes);
const int32 Num = InView.Num();
int32* InputPtr = InView.GetData();
int32 Index = 0;
const int32 SimdNum = Num & MathIntrinsics::SimdMask;
constexpr int32 NumInt32PerVectorRegister = sizeof(VectorRegister4Int) / sizeof(int32);
VectorRegister4Int Mask = MakeVectorRegisterInt(
CreateByteMask(3, 2, 1, 0),
CreateByteMask(7, 6, 5, 4),
CreateByteMask(11, 10, 9, 8),
CreateByteMask(15, 14, 13, 12));
for (; Index < SimdNum; Index += NumInt32PerVectorRegister)
{
const VectorRegister4Int InputVector = VectorIntLoad(&InputPtr[Index]);
// Byte shuffle is approximately 2x faster than mask and shift method in this case
const VectorRegister4Int OutVector = VectorShuffleByte4(InputVector, Mask);
VectorIntStore(OutVector, &InputPtr[Index]);
}
for (; Index < Num; Index++)
{
InputPtr[Index] = BYTESWAP_ORDER32(InputPtr[Index]);
}
}
void ArrayFloatSwapBytes(TArrayView<float> InView)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayFloatSwapBytes);
ArrayInt32SwapBytes(TArrayView<int32>((int32*)InView.GetData(), InView.Num()));
}
void ArrayDoubleSwapBytes(TArrayView<double> InView)
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, ArrayDoubleSwapBytes);
const int32 Num = InView.Num();
double* InputPtr = InView.GetData();
int32 Index = 0;
const int32 SimdNum = Num & MathIntrinsics::SimdMask;
constexpr int32 NumDoublePerVectorRegister = sizeof(VectorRegister4Double) / sizeof(double);
VectorRegister4Int Mask = MakeVectorRegisterInt(
CreateByteMask(7, 6, 5, 4),
CreateByteMask(3, 2, 1, 0),
CreateByteMask(15, 14, 13, 12),
CreateByteMask(11, 10, 9, 8));
for (; Index < SimdNum; Index += NumDoublePerVectorRegister)
{
const VectorRegister4Double InputVector = VectorLoad(&InputPtr[Index]);
const VectorRegister4Int OutVectorXY = VectorShuffleByte4(VectorCastDoubleToInt(InputVector.XY), Mask);
const VectorRegister4Int OutVectorZW = VectorShuffleByte4(VectorCastDoubleToInt(InputVector.ZW), Mask);
const VectorRegister4Double OutVector(VectorCastIntToDouble(OutVectorXY), VectorCastIntToDouble(OutVectorZW));
VectorStore(OutVector, &InputPtr[Index]);
}
for (; Index < Num; Index++)
{
InputPtr[Index] = BYTESWAP_ORDERD(InputPtr[Index]);
}
}
void ArrayAPFLongDelayProcess(const float* InSamples, const float* InDelaySamples, const int32 InNum, float* OutSamples, float* OutDelaySamples, const float Gain)
{
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArrayAPFLongDelayProcess(InSamples,
InDelaySamples,
InNum,
OutSamples,
OutDelaySamples,
Gain);
#endif
}
else
{
// Calculate new delay line samples. "w[n] = x[n] + gw[n - d]"
int32 NumToSIMD = InNum - (InNum % AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER);
VectorRegister4Float VG = MakeVectorRegisterFloat(Gain, Gain, Gain, Gain);
VectorRegister4Float VNG = MakeVectorRegisterFloat(-Gain, -Gain, -Gain, -Gain);
for (int32 i = 0; i < InNum; i += AUDIO_NUM_FLOATS_PER_VECTOR_REGISTER)
{
VectorRegister4Float VInDelay = VectorLoadAligned(&InDelaySamples[i]);
VectorRegister4Float VInSamples = VectorLoadAligned(&InSamples[i]);
// w[n] = x[n] + G * w[n - D]
VectorRegister4Float VOutDelay = VectorMultiplyAdd(VInDelay, VG, VInSamples);
VectorStoreAligned(VOutDelay, &OutDelaySamples[i]);
// y[n] = -G * w[n] + w[n - D]
VectorRegister4Float VOut = VectorMultiplyAdd(VOutDelay, VNG, VInDelay);
VectorStoreAligned(VOut, &OutSamples[i]);
}
// Calculate allpass for remaining samples that we couldn't SIMD
for (int32 i = NumToSIMD; i < InNum; i++)
{
OutDelaySamples[i] = InDelaySamples[i] * Gain + InSamples[i];
OutSamples[i] = OutDelaySamples[i] * -Gain + InDelaySamples[i];
}
}
}
void ArrayLerpFractionalDelay(const float* InSamples, const float* InDelays, const float* DelayData, const int* IntegerDelays, int* UpperDelayPos, int* LowerDelayPos, const int32 InNum, float* OutSamples, const float MaxDelay)
{
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArrayLerpFractionalDelay(InSamples,
InDelays,
DelayData,
IntegerDelays,
InNum,
OutSamples,
MaxDelay);
#endif
}
else
{
const VectorRegister4Float VMaxDelay = MakeVectorRegister(MaxDelay, MaxDelay, MaxDelay, MaxDelay);
for (int32 i = 0; i < InNum; i += 4)
{
VectorRegister4Float VFractionalDelays = VectorLoad(&InDelays[i]);
// Ensure fractional delays are positive
VFractionalDelays = VectorMax(VFractionalDelays, GlobalVectorConstants::FloatZero);
VFractionalDelays = VectorMin(VFractionalDelays, VMaxDelay);
// Separate integer from fraction
VectorRegister4Float VFloorDelays = VectorFloor(VFractionalDelays);
// Determine linear weights
VectorRegister4Float VUpperCoefficients = VectorSubtract(VFractionalDelays, VFloorDelays);
VectorRegister4Float VLowerCoefficients = VectorSubtract(GlobalVectorConstants::FloatOne, VUpperCoefficients);
// Make integer locations relative to block
VectorRegister4Int VIntegerDelays = VectorFloatToInt(VFloorDelays);
VectorRegister4Int VIntegerDelayOffset = VectorIntLoadAligned(&IntegerDelays[i]);
VIntegerDelays = VectorIntSubtract(VIntegerDelayOffset, VIntegerDelays);
// Lookup samples for interpolation
VectorIntStoreAligned(VIntegerDelays, UpperDelayPos);
VectorIntStoreAligned(VectorIntAdd(VIntegerDelays, GlobalVectorConstants::IntOne), LowerDelayPos);
VectorRegister4Float VLowerSamples = MakeVectorRegister(
DelayData[LowerDelayPos[0]],
DelayData[LowerDelayPos[1]],
DelayData[LowerDelayPos[2]],
DelayData[LowerDelayPos[3]]
);
VectorRegister4Float VUpperSamples = MakeVectorRegister(
DelayData[UpperDelayPos[0]],
DelayData[UpperDelayPos[1]],
DelayData[UpperDelayPos[2]],
DelayData[UpperDelayPos[3]]
);
// Interpolate samples
VectorRegister4Float VOut = VectorMultiplyAdd(
VLowerSamples,
VLowerCoefficients,
VectorMultiply(VUpperSamples, VUpperCoefficients));
VectorStore(VOut, &OutSamples[i]);
}
}
}
void ArrayScaledComplexConjugate(const float* RESTRICT InValues, const int32 Num, float* RESTRICT OutValues, const float Scale)
{
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::ArrayScaledComplexConjugate(InValues,
Num,
OutValues,
Scale);
#endif
}
else
{
// Use mask to quickly find out number of values that can be SIMD'd
const int32 SIMD_MASK = 0xFFFFFFFC;
const int32 NumToSimd = SIMD_MASK & Num;
// Complex values in a vector are [real_1, imag_1, real_2, imag_2].
// By multipling this value, we flip the sign of the imaginary components, which
// is the equivalent of a complex conjugate.
const VectorRegister4Float SignFlipImag = MakeVectorRegisterFloat(Scale, -Scale, Scale, -Scale);
// Perform operation using SIMD
for (int32 i = 0; i < NumToSimd; i += 4)
{
VectorRegister4Float Value = VectorLoad(&InValues[i]);
Value = VectorMultiply(SignFlipImag, Value);
VectorStore(Value, &OutValues[i]);
}
// Perform operation where SIMD not possible.
for (int32 i = NumToSimd; i < Num; i += 2)
{
OutValues[i] = Scale * InValues[i];
OutValues[i + 1] = -Scale * InValues[i + 1];
}
}
}
FContiguousSparse2DKernelTransform::FContiguousSparse2DKernelTransform(const int32 NumInElements, const int32 NumOutElements)
: NumIn(NumInElements)
, NumOut(NumOutElements)
{
check(NumIn >= 0);
check(NumOut >= 0)
FRow EmptyRow;
EmptyRow.StartIndex = 0;
// Fill up the kernel with empty rows
Kernel.Init(EmptyRow, NumOut);
}
FContiguousSparse2DKernelTransform::~FContiguousSparse2DKernelTransform()
{
}
int32 FContiguousSparse2DKernelTransform::GetNumInElements() const
{
return NumIn;
}
int32 FContiguousSparse2DKernelTransform::GetNumOutElements() const
{
return NumOut;
}
void FContiguousSparse2DKernelTransform::SetRow(const int32 RowIndex, const int32 StartIndex, TArrayView<const float> OffsetValues)
{
check((StartIndex + OffsetValues.Num()) <= NumIn);
// Copy row data internally
Kernel[RowIndex].StartIndex = StartIndex;
Kernel[RowIndex].OffsetValues = TArray<float>(OffsetValues.GetData(), OffsetValues.Num());
}
void FContiguousSparse2DKernelTransform::TransformArray(TArrayView<const float> InView, TArray<float>& OutArray) const
{
check(InView.Num() == NumIn);
// Resize output
OutArray.Reset(NumOut);
if (NumOut > 0)
{
OutArray.AddUninitialized(NumOut);
}
TransformArray(InView.GetData(), OutArray.GetData());
}
void FContiguousSparse2DKernelTransform::TransformArray(TArrayView<const float> InView, FAlignedFloatBuffer& OutArray) const
{
check(InView.Num() == NumIn);
// Resize output
OutArray.Reset(NumOut);
if (NumOut > 0)
{
OutArray.AddUninitialized(NumOut);
}
TransformArray(InView.GetData(), OutArray.GetData());
}
void FContiguousSparse2DKernelTransform::TransformArray(const float* InArray, float* OutArray) const
{
CSV_SCOPED_TIMING_STAT(Audio_Dsp, TransformArray);
check(nullptr != InArray);
check(nullptr != OutArray);
// Initialize output
FMemory::Memset(OutArray, 0, sizeof(float) * NumOut);
// Apply kernel one row at a time
const FRow* KernelData = Kernel.GetData();
for (int32 RowIndex = 0; RowIndex < Kernel.Num(); RowIndex++)
{
const FRow& Row = KernelData[RowIndex];
// Get offset pointer into input array.
const float* OffsetInData = &InArray[Row.StartIndex];
// Get offset pointer of row.
const float* RowValuePtr = Row.OffsetValues.GetData();
// dot prod 'em.
int32 NumToMult = Row.OffsetValues.Num();
if (bAudio_FloatArrayMath_ISPC_Enabled)
{
#if INTEL_ISPC
ispc::TransformArrayRow(OffsetInData, RowValuePtr, OutArray, RowIndex, NumToMult);
#endif
}
else
{
for (int32 i = 0; i < NumToMult; i++)
{
OutArray[RowIndex] += OffsetInData[i] * RowValuePtr[i];
}
}
}
}
}