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UnrealEngineUWP/Engine/Source/Runtime/SignalProcessing/Private/FloatArrayMath.cpp

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// Copyright Epic Games, Inc. All Rights Reserved.
#include "DSP/FloatArrayMath.h"
#include "CoreMinimal.h"
namespace Audio
{
namespace MathIntrinsics
{
const float Loge10 = FMath::Loge(10.f);
const int32 SimdMask = 0xFFFFFFFC;
const int32 NotSimdMask = 0x00000003;
}
void ArraySum(TArrayView<const float> InValues, float& OutSum)
{
OutSum = 0.f;
int32 Num = InValues.Num();
const float* InData = InValues.GetData();
for (int32 i = 0; i < Num; i++)
{
OutSum += InData[i];
}
}
void ArraySum(const AlignedFloatBuffer& InValues, float& OutSum)
{
OutSum = 0.f;
const int32 Num = InValues.Num();
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
const float* InData = InValues.GetData();
if (NumToSimd)
{
VectorRegister Total = VectorSetFloat1(0.f);
for (int32 i = 0; i < NumToSimd; i += 4)
{
VectorRegister VectorData = VectorLoadAligned(&InData[i]);
Total = VectorAdd(Total, VectorData);
}
OutSum = VectorGetComponent(Total, 0) + VectorGetComponent(Total, 1) + VectorGetComponent(Total, 2) + VectorGetComponent(Total, 3);
}
if (NumNotToSimd)
{
TArrayView<const float> ValuesView(&InData[NumToSimd], NumNotToSimd);
float ExtraSum = 0.f;
ArraySum(ValuesView, ExtraSum);
OutSum += ExtraSum;
}
}
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;
}
float* OutDataPtr = OutData.GetData();
const float* InViewPtr = InView.GetData();
// 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;
}
const float* DataPtr = InView.GetData();
for (int32 i = 0; i < Num; i++)
{
OutMean += DataPtr[i];
}
OutMean /= static_cast<float>(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;
}
// 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();
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;
float* OutDataPtr = OutData.GetData();
const float* SummedDataPtr = SummedData.GetData();
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;
}
// 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)
{
// Initialize output.
OutEuclideanNorm = 0.0f;
const int32 Num = InView.Num();
const float* InViewData = InView.GetData();
// Sum it up.
for (int32 i = 0; i < Num; i++)
{
OutEuclideanNorm += InViewData[i] * InViewData[i];
}
OutEuclideanNorm = FMath::Sqrt(OutEuclideanNorm);
}
void ArrayAbsInPlace(TArrayView<float> InView)
{
const int32 Num = InView.Num();
float* Data = InView.GetData();
for (int32 i = 0; i < Num; i++)
{
Data[i] = FMath::Abs(Data[i]);
}
}
void ArrayClampMinInPlace(TArrayView<float> InView, float InMin)
{
const int32 Num = InView.Num();
float* Data = InView.GetData();
for (int32 i = 0; i < Num; i++)
{
Data[i] = FMath::Max(InMin, Data[i]);
}
}
void ArrayClampMaxInPlace(TArrayView<float> InView, float InMax)
{
const int32 Num = InView.Num();
float* Data = InView.GetData();
for (int32 i = 0; i < Num; i++)
{
Data[i] = FMath::Min(InMax, Data[i]);
}
}
void ArrayClampInPlace(TArrayView<float> InView, float InMin, float InMax)
{
const int32 Num = InView.Num();
float* Data = InView.GetData();
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;
}
OutArray.AddUninitialized(Num);
const float* InDataPtr = InView.GetData();
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* OutDataPtr = OutArray.GetData();
float Scale = 1.f / FMath::Max(SMALL_NUMBER, MaxValue - MinValue);
for (int32 i = 0; i < Num; i++)
{
OutDataPtr[i] = (InDataPtr[i] - MinValue) * Scale;
}
}
void ArrayMultiplyInPlace(TArrayView<const float> InValues1, TArrayView<float> InValues2)
{
check(InValues1.Num() == InValues2.Num());
const int32 Num = InValues1.Num();
const float* InData1 = InValues1.GetData();
float* InData2 = InValues2.GetData();
for (int32 i = 0; i < Num; i++)
{
InData2[i] *= InData1[i];
}
}
void ArrayMultiplyInPlace(const AlignedFloatBuffer& InValues1, AlignedFloatBuffer& InValues2)
{
check(InValues1.Num() == InValues2.Num());
const int32 Num = InValues1.Num();
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
const float* InData1 = InValues1.GetData();
float* InData2 = InValues2.GetData();
if (NumToSimd)
{
MultiplyBuffersInPlace(InData1, InData2, NumToSimd);
}
if (NumNotToSimd)
{
TArrayView<const float> ValuesView1(&InData1[NumToSimd], NumNotToSimd);
TArrayView<float> ValuesView2(&InData2[NumToSimd], NumNotToSimd);
ArrayMultiplyInPlace(ValuesView1, ValuesView2);
}
}
void ArrayComplexMultiplyInPlace(TArrayView<const float> InValues1, TArrayView<float> InValues2)
{
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();
for (int32 i = 0; 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 ArrayComplexMultiplyInPlace(const AlignedFloatBuffer& InValues1, AlignedFloatBuffer& InValues2)
{
check(InValues1.Num() == InValues2.Num());
const int32 Num = InValues1.Num();
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
const float* InData1 = InValues1.GetData();
float* InData2 = InValues2.GetData();
if (NumToSimd)
{
const VectorRegister RealSignFlip = MakeVectorRegister(-1.f, 1.f, -1.f, 1.f);
for (int32 i = 0; i < NumToSimd; i += 4)
{
VectorRegister VectorData1 = VectorLoadAligned(&InData1[i]);
VectorRegister VectorData2 = VectorLoadAligned(&InData2[i]);
VectorRegister VectorData1Real = VectorSwizzle(VectorData1, 0, 0, 2, 2);
VectorRegister VectorData1Imag = VectorSwizzle(VectorData1, 1, 1, 3, 3);
VectorRegister VectorData2Swizzle = VectorSwizzle(VectorData2, 1, 0, 3, 2);
VectorRegister Result = VectorMultiply(VectorData1Imag, VectorData2Swizzle);
Result = VectorMultiply(Result, RealSignFlip);
Result = VectorMultiplyAdd(VectorData1Real, VectorData2, Result);
VectorStoreAligned(Result, &InData2[i]);
}
}
if (NumNotToSimd)
{
TArrayView<const float> ValuesView1(&InData1[NumToSimd], NumNotToSimd);
TArrayView<float> ValuesView2(&InData2[NumToSimd], NumNotToSimd);
ArrayComplexMultiplyInPlace(ValuesView1, ValuesView2);
}
}
void ArrayMultiplyByConstantInPlace(TArrayView<float> InValues, float InMultiplier)
{
const int32 Num = InValues.Num();
float* InData = InValues.GetData();
for (int32 i = 0; i < Num; i++)
{
InData[i] *= InMultiplier;
}
}
void ArrayMultiplyByConstantInPlace(AlignedFloatBuffer& InValues, float InMultiplier)
{
const int32 Num = InValues.Num();
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
float* InData = InValues.GetData();
if (NumToSimd)
{
MultiplyBufferByConstantInPlace(InData, NumToSimd, InMultiplier);
}
if (NumNotToSimd)
{
TArrayView<float> ValuesView(&InData[NumToSimd], NumNotToSimd);
ArrayMultiplyByConstantInPlace(ValuesView, InMultiplier);
}
}
void ArrayAddInPlace(TArrayView<const float> InValues, TArrayView<float> InAccumulateValues)
{
check(InValues.Num() == InAccumulateValues.Num());
const int32 Num = InValues.Num();
const float* InData = InValues.GetData();
float* InAccumulateData = InAccumulateValues.GetData();
for (int32 i = 0; i < Num; i++)
{
InAccumulateData[i] += InData[i];
}
}
void ArrayAddInPlace(const AlignedFloatBuffer& InValues, AlignedFloatBuffer& InAccumulateValues)
{
check(InValues.Num() == InAccumulateValues.Num());
const int32 Num = InAccumulateValues.Num();
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
const float* InData = InValues.GetData();
float* InAccumulateData = InAccumulateValues.GetData();
for (int32 i = 0; i < NumToSimd; i += 4)
{
VectorRegister VectorData = VectorLoadAligned(&InData[i]);
VectorRegister VectorAccumData = VectorLoadAligned(&InAccumulateData[i]);
VectorRegister VectorOut = VectorAdd(VectorData, VectorAccumData);
VectorStoreAligned(VectorOut, &InAccumulateData[i]);
}
if (NumNotToSimd)
{
TArrayView<const float> ValuesView(&InData[NumToSimd], NumNotToSimd);
TArrayView<float> AccumulateView(&InAccumulateData[NumToSimd], NumNotToSimd);
ArrayAddInPlace(ValuesView, AccumulateView);
}
}
void ArrayMultiplyAddInPlace(TArrayView<const float> InValues, float InMultiplier, TArrayView<float> InAccumulateValues)
{
check(InValues.Num() == InAccumulateValues.Num());
const int32 Num = InValues.Num();
const float* InData = InValues.GetData();
float* InAccumulateData = InAccumulateValues.GetData();
for (int32 i = 0; i < Num; i++)
{
InAccumulateData[i] += InData[i] * InMultiplier;
}
}
void ArrayMultiplyAddInPlace(const AlignedFloatBuffer& InValues, float InMultiplier, AlignedFloatBuffer& InAccumulateValues)
{
check(InValues.Num() == InAccumulateValues.Num());
const int32 Num = InAccumulateValues.Num();
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
const float* InData = InValues.GetData();
float* InAccumulateData = InAccumulateValues.GetData();
MixInBufferFast(InData, InAccumulateData, NumToSimd, InMultiplier);
if (NumNotToSimd)
{
TArrayView<const float> ValuesView(&InData[NumToSimd], NumNotToSimd);
TArrayView<float> AccumulateView(&InAccumulateData[NumToSimd], NumNotToSimd);
ArrayMultiplyAddInPlace(ValuesView, InMultiplier, AccumulateView);
}
}
void ArrayLerpAddInPlace(TArrayView<const float> InValues, float InStartMultiplier, float InEndMultiplier, TArrayView<float> InAccumulateValues)
{
check(InValues.Num() == InAccumulateValues.Num());
const int32 Num = InValues.Num();
const float* InData = InValues.GetData();
float* InAccumulateData = InAccumulateValues.GetData();
const float Delta = (InEndMultiplier - InStartMultiplier) / FMath::Max(1.f, static_cast<float>(Num - 1));
float Multiplier = InStartMultiplier;
for (int32 i = 0; i < Num; i++)
{
InAccumulateData[i] += InData[i] * Multiplier;
Multiplier += Delta;
}
}
void ArrayLerpAddInPlace(const AlignedFloatBuffer& InValues, float InStartMultiplier, float InEndMultiplier, AlignedFloatBuffer& InAccumulateValues)
{
check(InValues.Num() == InAccumulateValues.Num());
const int32 Num = InAccumulateValues.Num();
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
const float* InData = InValues.GetData();
float* InAccumulateData = InAccumulateValues.GetData();
const float Delta = (InEndMultiplier - InStartMultiplier) / FMath::Max(1.f, static_cast<float>(Num - 1));
const float FourByDelta = 4.f * Delta;
VectorRegister VectorDelta = MakeVectorRegister(FourByDelta, FourByDelta, FourByDelta, FourByDelta);
VectorRegister VectorMultiplier = MakeVectorRegister(InStartMultiplier, InStartMultiplier + Delta, InStartMultiplier + 2.f * Delta, InStartMultiplier + 3.f * Delta);
for (int32 i = 0; i < NumToSimd; i += 4)
{
VectorRegister VectorData = VectorLoadAligned(&InData[i]);
VectorRegister VectorAccumData = VectorLoadAligned(&InAccumulateData[i]);
VectorRegister VectorOut = VectorMultiplyAdd(VectorData, VectorMultiplier, VectorAccumData);
VectorMultiplier = VectorAdd(VectorMultiplier, VectorDelta);
VectorStoreAligned(VectorOut, &InAccumulateData[i]);
}
if (NumNotToSimd)
{
TArrayView<const float> ValuesView(&InData[NumToSimd], NumNotToSimd);
TArrayView<float> AccumulateView(&InAccumulateData[NumToSimd], NumNotToSimd);
ArrayLerpAddInPlace(ValuesView, InStartMultiplier + NumToSimd * Delta, InEndMultiplier, AccumulateView);
}
}
void ArraySubtractByConstantInPlace(TArrayView<float> InValues, float InSubtrahend)
{
const int32 Num = InValues.Num();
float* InValuesData = InValues.GetData();
for (int32 i = 0; i < Num; i++)
{
InValuesData[i] -= InSubtrahend;
}
}
void ArraySubtractByConstantInPlace(AlignedFloatBuffer& InValues, float InSubtrahend)
{
const int32 Num = InValues.Num();
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
float* InData = InValues.GetData();
const VectorRegister VectorSubtrahend = VectorSetFloat1(InSubtrahend);
for (int32 i = 0; i < NumToSimd; i += 4)
{
VectorRegister VectorData = VectorLoadAligned(&InData[i]);
VectorData = VectorSubtract(VectorData, VectorSubtrahend);
VectorStoreAligned(VectorData, &InData[i]);
}
if (NumNotToSimd)
{
TArrayView<float> View(&InData[NumToSimd], NumNotToSimd);
ArraySubtractByConstantInPlace(View, InSubtrahend);
}
}
void ArraySubtract(TArrayView<const float> InMinuend, TArrayView<const float> InSubtrahend, TArray<float>& OutArray)
{
const int32 Num = InMinuend.Num();
checkf(Num == InSubtrahend.Num(), TEXT("InMinuend and InSubtrahend must have equal Num elements (%d vs %d)"), Num, InSubtrahend.Num());
OutArray.Reset(Num);
if (Num < 1)
{
return;
}
OutArray.AddUninitialized(Num);
const float* MinuendPtr = InMinuend.GetData();
const float* SubtrahendPtr = InSubtrahend.GetData();
float* OutPtr = OutArray.GetData();
for (int32 i = 0; i < Num; i++)
{
OutPtr[i] = MinuendPtr[i] - SubtrahendPtr[i];
}
}
void ArraySqrtInPlace(TArrayView<float> InValues)
{
const int32 Num = InValues.Num();
float* InValuesData = InValues.GetData();
for (int32 i = 0; i < Num; i++)
{
InValues[i] = FMath::Sqrt(InValues[i]);
}
}
void ArrayComplexConjugate(TArrayView<const float> InValues, TArrayView<float> OutValues)
{
check(OutValues.Num() == InValues.Num());
check((InValues.Num() % 2) == 0);
int32 Num = InValues.Num();
const float* InData = InValues.GetData();
float* OutData = OutValues.GetData();
for (int32 i = 0; i < Num; i+= 2)
{
OutData[i] = InData[i];
OutData[i + 1] = -InData[i + 1];
}
}
void ArrayComplexConjugate(const AlignedFloatBuffer& InValues, AlignedFloatBuffer& OutValues)
{
check(OutValues.Num() == InValues.Num());
const int32 Num = InValues.Num();
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
const float* InData = InValues.GetData();
float* OutData = OutValues.GetData();
const VectorRegister ConjugateMult = MakeVectorRegister(1.f, -1.f, 1.f, -1.f);
for (int32 i = 0; i < NumToSimd; i += 4)
{
VectorRegister VectorData = VectorLoadAligned(&InData[i]);
VectorData = VectorMultiply(VectorData, ConjugateMult);
VectorStoreAligned(VectorData, &OutData[i]);
}
if (NumNotToSimd)
{
TArrayView<const float> InView(&InData[NumToSimd], NumNotToSimd);
TArrayView<float> OutView(&OutData[NumToSimd], NumNotToSimd);
ArrayComplexConjugate(InView, OutView);
}
}
void ArrayComplexConjugateInPlace(TArrayView<float> InValues)
{
check((InValues.Num() % 2) == 0);
int32 Num = InValues.Num();
float* InData = InValues.GetData();
for (int32 i = 1; i < Num; i+= 2)
{
InData[i] *= -1.f;
}
}
void ArrayComplexConjugateInPlace(AlignedFloatBuffer& InValues)
{
const int32 Num = InValues.Num();
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
float* InData = InValues.GetData();
const VectorRegister ConjugateMult = MakeVectorRegister(1.f, -1.f, 1.f, -1.f);
for (int32 i = 0; i < NumToSimd; i += 4)
{
VectorRegister VectorData = VectorLoadAligned(&InData[i]);
VectorData = VectorMultiply(VectorData, ConjugateMult);
VectorStoreAligned(VectorData, &InData[i]);
}
if (NumNotToSimd)
{
TArrayView<float> InView(&InData[NumToSimd], NumNotToSimd);
ArrayComplexConjugateInPlace(InView);
}
}
void ArrayMagnitudeToDecibelInPlace(TArrayView<float> InValues, float InMinimumDb)
{
const int32 Num = InValues.Num();
float* InValuesData = InValues.GetData();
const float Minimum = FMath::Exp(InMinimumDb * MathIntrinsics::Loge10 / 20.f);
for (int32 i = 0; i < Num; i++)
{
InValuesData[i] = FMath::Max(InValuesData[i], Minimum);
InValuesData[i] = 20.f * FMath::Loge(InValuesData[i]) / MathIntrinsics::Loge10;
}
}
void ArrayMagnitudeToDecibelInPlace(AlignedFloatBuffer& InValues, float InMinimumDb)
{
const int32 Num = InValues.Num();
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
float* InData = InValues.GetData();
const float Scale = 20.f / MathIntrinsics::Loge10;
const float Minimum = FMath::Exp(InMinimumDb * MathIntrinsics::Loge10 / 20.f);
const VectorRegister VectorScale = VectorSetFloat1(Scale);
const VectorRegister VectorMinimum = VectorSetFloat1(Minimum);
for (int32 i = 0; i < NumToSimd; i += 4)
{
VectorRegister VectorData = VectorLoadAligned(&InData[i]);
VectorData = VectorMax(VectorData, VectorMinimum);
VectorData = VectorLog(VectorData);
VectorData = VectorMultiply(VectorData, VectorScale);
VectorStoreAligned(VectorData, &InData[i]);
}
if (NumNotToSimd)
{
TArrayView<float> InView(&InData[NumToSimd], NumNotToSimd);
ArrayMagnitudeToDecibelInPlace(InView, InMinimumDb);
}
}
void ArrayPowerToDecibelInPlace(TArrayView<float> InValues, float InMinimumDb)
{
const int32 Num = InValues.Num();
float* InValuesData = InValues.GetData();
const float Minimum = FMath::Exp(InMinimumDb * MathIntrinsics::Loge10 / 10.f);
for (int32 i = 0; i < Num; i++)
{
InValuesData[i] = FMath::Max(InValuesData[i], Minimum);
InValuesData[i] = 10.f * FMath::Loge(InValuesData[i]) / MathIntrinsics::Loge10;
}
}
void ArrayPowerToDecibelInPlace(AlignedFloatBuffer& InValues, float InMinimumDb)
{
const int32 Num = InValues.Num();
const int32 NumToSimd = Num & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = Num & MathIntrinsics::NotSimdMask;
float* InData = InValues.GetData();
const float Scale = 10.f / MathIntrinsics::Loge10;
const float Minimum = FMath::Exp(InMinimumDb * MathIntrinsics::Loge10 / 10.f);
const VectorRegister VectorMinimum = VectorSetFloat1(Minimum);
const VectorRegister VectorScale = VectorSetFloat1(Scale);
for (int32 i = 0; i < NumToSimd; i += 4)
{
VectorRegister VectorData = VectorLoadAligned(&InData[i]);
VectorData = VectorMax(VectorData, VectorMinimum);
VectorData = VectorLog(VectorData);
VectorData = VectorMultiply(VectorData, VectorScale);
VectorStoreAligned(VectorData, &InData[i]);
}
if (NumNotToSimd)
{
TArrayView<float> InView(&InData[NumToSimd], NumNotToSimd);
ArrayPowerToDecibelInPlace(InView, InMinimumDb);
}
}
void ArrayComplexToPower(TArrayView<const float> InComplexValues, TArrayView<float> OutPowerValues)
{
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();
for (int32 i = 0; i < NumOut; i++)
{
int32 ComplexPos = 2 * i;
float RealValue = InComplexData[ComplexPos];
float ImagValue = InComplexData[ComplexPos + 1];
OutPowerData[i] = (RealValue * RealValue) + (ImagValue * ImagValue);
}
}
void ArrayComplexToPower(const AlignedFloatBuffer& InComplexValues, AlignedFloatBuffer& OutPowerValues)
{
check((InComplexValues.Num() % 2) == 0);
check(InComplexValues.Num() == (OutPowerValues.Num() * 2));
const int32 NumOut = OutPowerValues.Num();
const int32 NumToSimd = NumOut & MathIntrinsics::SimdMask;
const int32 NumNotToSimd = NumOut & MathIntrinsics::NotSimdMask;
const float* InComplexData = InComplexValues.GetData();
float* OutPowerData = OutPowerValues.GetData();
for (int32 i = 0; i < NumToSimd; i += 4)
{
VectorRegister VectorComplex1 = VectorLoadAligned(&InComplexData[2 * i]);
VectorRegister VectorSquared1 = VectorMultiply (VectorComplex1, VectorComplex1);
VectorRegister VectorComplex2 = VectorLoadAligned(&InComplexData[(2 * i) + 4]);
VectorRegister VectorSquared2 = VectorMultiply (VectorComplex2, VectorComplex2);
VectorRegister VectorSquareReal = VectorShuffle(VectorSquared1, VectorSquared2, 0, 2, 0, 2);
VectorRegister VectorSquareImag = VectorShuffle(VectorSquared1, VectorSquared2, 1, 3, 1, 3);
VectorRegister VectorOut = VectorAdd(VectorSquareReal, VectorSquareImag);
VectorStoreAligned(VectorOut, &OutPowerData[i]);
}
if (NumNotToSimd)
{
TArrayView<const float> ComplexView(&InComplexData[2 * NumToSimd], 2 * NumNotToSimd);
TArrayView<float> PowerView(&OutPowerData[NumToSimd], NumNotToSimd);
ArrayComplexToPower(ComplexView, PowerView);
}
}
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, AlignedFloatBuffer& 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
{
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();
for (int32 i = 0; i < NumToMult; i++)
{
OutArray[RowIndex] += OffsetInData[i] * RowValuePtr[i];
}
}
}
}