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test2/intern/cycles/util/hash.h
Campbell Barton 7f7648c6ed Cleanup: spelling in code comments & minor edits
- Use uppercase NOTE: tags.
- Correct bNote -> bNode.
- Use colon after parameters.
- Use doxy-style doc-strings.
2024-06-06 09:55:13 +10:00

528 lines
11 KiB
C

/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
*
* SPDX-License-Identifier: Apache-2.0 */
#ifndef __UTIL_HASH_H__
#define __UTIL_HASH_H__
#include "util/math.h"
#include "util/types.h"
CCL_NAMESPACE_BEGIN
/* [0, uint_max] -> [0.0, 1.0) */
ccl_device_forceinline float uint_to_float_excl(uint n)
{
/* NOTE: we divide by 4294967808 instead of 2^32 because the latter
* leads to a [0.0, 1.0] mapping instead of [0.0, 1.0) due to floating
* point rounding error. 4294967808 unfortunately leaves (precisely)
* one unused ULP between the max number this outputs and 1.0, but
* that's the best you can do with this construction. */
return (float)n * (1.0f / 4294967808.0f);
}
/* [0, uint_max] -> [0.0, 1.0] */
ccl_device_forceinline float uint_to_float_incl(uint n)
{
return (float)n * (1.0f / (float)0xFFFFFFFFu);
}
/* ***** Jenkins Lookup3 Hash Functions ***** */
/* Source: http://burtleburtle.net/bob/c/lookup3.c */
#define rot(x, k) (((x) << (k)) | ((x) >> (32 - (k))))
#define mix(a, b, c) \
{ \
a -= c; \
a ^= rot(c, 4); \
c += b; \
b -= a; \
b ^= rot(a, 6); \
a += c; \
c -= b; \
c ^= rot(b, 8); \
b += a; \
a -= c; \
a ^= rot(c, 16); \
c += b; \
b -= a; \
b ^= rot(a, 19); \
a += c; \
c -= b; \
c ^= rot(b, 4); \
b += a; \
} \
((void)0)
#define final(a, b, c) \
{ \
c ^= b; \
c -= rot(b, 14); \
a ^= c; \
a -= rot(c, 11); \
b ^= a; \
b -= rot(a, 25); \
c ^= b; \
c -= rot(b, 16); \
a ^= c; \
a -= rot(c, 4); \
b ^= a; \
b -= rot(a, 14); \
c ^= b; \
c -= rot(b, 24); \
} \
((void)0)
ccl_device_inline uint hash_uint(uint kx)
{
uint a, b, c;
a = b = c = 0xdeadbeef + (1 << 2) + 13;
a += kx;
final(a, b, c);
return c;
}
ccl_device_inline uint hash_uint2(uint kx, uint ky)
{
uint a, b, c;
a = b = c = 0xdeadbeef + (2 << 2) + 13;
b += ky;
a += kx;
final(a, b, c);
return c;
}
ccl_device_inline uint hash_uint3(uint kx, uint ky, uint kz)
{
uint a, b, c;
a = b = c = 0xdeadbeef + (3 << 2) + 13;
c += kz;
b += ky;
a += kx;
final(a, b, c);
return c;
}
ccl_device_inline uint hash_uint4(uint kx, uint ky, uint kz, uint kw)
{
uint a, b, c;
a = b = c = 0xdeadbeef + (4 << 2) + 13;
a += kx;
b += ky;
c += kz;
mix(a, b, c);
a += kw;
final(a, b, c);
return c;
}
#undef rot
#undef final
#undef mix
/* Hashing uint or uint[234] into a float in the range [0, 1]. */
ccl_device_inline float hash_uint_to_float(uint kx)
{
return uint_to_float_incl(hash_uint(kx));
}
ccl_device_inline float hash_uint2_to_float(uint kx, uint ky)
{
return uint_to_float_incl(hash_uint2(kx, ky));
}
ccl_device_inline float hash_uint3_to_float(uint kx, uint ky, uint kz)
{
return uint_to_float_incl(hash_uint3(kx, ky, kz));
}
ccl_device_inline float hash_uint4_to_float(uint kx, uint ky, uint kz, uint kw)
{
return uint_to_float_incl(hash_uint4(kx, ky, kz, kw));
}
/* Hashing float or float[234] into a float in the range [0, 1]. */
ccl_device_inline float hash_float_to_float(float k)
{
return hash_uint_to_float(__float_as_uint(k));
}
ccl_device_inline float hash_float2_to_float(float2 k)
{
return hash_uint2_to_float(__float_as_uint(k.x), __float_as_uint(k.y));
}
ccl_device_inline float hash_float3_to_float(float3 k)
{
return hash_uint3_to_float(__float_as_uint(k.x), __float_as_uint(k.y), __float_as_uint(k.z));
}
ccl_device_inline float hash_float4_to_float(float4 k)
{
return hash_uint4_to_float(
__float_as_uint(k.x), __float_as_uint(k.y), __float_as_uint(k.z), __float_as_uint(k.w));
}
/* Hashing float[234] into float[234] of components in the range [0, 1]. */
ccl_device_inline float2 hash_float2_to_float2(float2 k)
{
return make_float2(hash_float2_to_float(k), hash_float3_to_float(make_float3(k.x, k.y, 1.0)));
}
ccl_device_inline float3 hash_float3_to_float3(float3 k)
{
return make_float3(hash_float3_to_float(k),
hash_float4_to_float(make_float4(k.x, k.y, k.z, 1.0)),
hash_float4_to_float(make_float4(k.x, k.y, k.z, 2.0)));
}
ccl_device_inline float4 hash_float4_to_float4(float4 k)
{
return make_float4(hash_float4_to_float(k),
hash_float4_to_float(make_float4(k.w, k.x, k.y, k.z)),
hash_float4_to_float(make_float4(k.z, k.w, k.x, k.y)),
hash_float4_to_float(make_float4(k.y, k.z, k.w, k.x)));
}
/* Hashing float or float[234] into float3 of components in range [0, 1]. */
ccl_device_inline float3 hash_float_to_float3(float k)
{
return make_float3(hash_float_to_float(k),
hash_float2_to_float(make_float2(k, 1.0)),
hash_float2_to_float(make_float2(k, 2.0)));
}
ccl_device_inline float3 hash_float2_to_float3(float2 k)
{
return make_float3(hash_float2_to_float(k),
hash_float3_to_float(make_float3(k.x, k.y, 1.0)),
hash_float3_to_float(make_float3(k.x, k.y, 2.0)));
}
ccl_device_inline float3 hash_float4_to_float3(float4 k)
{
return make_float3(hash_float4_to_float(k),
hash_float4_to_float(make_float4(k.z, k.x, k.w, k.y)),
hash_float4_to_float(make_float4(k.w, k.z, k.y, k.x)));
}
/* SSE Versions Of Jenkins Lookup3 Hash Functions */
#ifdef __KERNEL_SSE__
# define rot(x, k) (((x) << (k)) | (srl(x, 32 - (k))))
# define mix(a, b, c) \
{ \
a -= c; \
a ^= rot(c, 4); \
c += b; \
b -= a; \
b ^= rot(a, 6); \
a += c; \
c -= b; \
c ^= rot(b, 8); \
b += a; \
a -= c; \
a ^= rot(c, 16); \
c += b; \
b -= a; \
b ^= rot(a, 19); \
a += c; \
c -= b; \
c ^= rot(b, 4); \
b += a; \
}
# define final(a, b, c) \
{ \
c ^= b; \
c -= rot(b, 14); \
a ^= c; \
a -= rot(c, 11); \
b ^= a; \
b -= rot(a, 25); \
c ^= b; \
c -= rot(b, 16); \
a ^= c; \
a -= rot(c, 4); \
b ^= a; \
b -= rot(a, 14); \
c ^= b; \
c -= rot(b, 24); \
}
ccl_device_inline int4 hash_int4(int4 kx)
{
int4 a, b, c;
a = b = c = make_int4(0xdeadbeef + (1 << 2) + 13);
a += kx;
final(a, b, c);
return c;
}
ccl_device_inline int4 hash_int4_2(int4 kx, int4 ky)
{
int4 a, b, c;
a = b = c = make_int4(0xdeadbeef + (2 << 2) + 13);
b += ky;
a += kx;
final(a, b, c);
return c;
}
ccl_device_inline int4 hash_int4_3(int4 kx, int4 ky, int4 kz)
{
int4 a, b, c;
a = b = c = make_int4(0xdeadbeef + (3 << 2) + 13);
c += kz;
b += ky;
a += kx;
final(a, b, c);
return c;
}
ccl_device_inline int4 hash_int4_4(int4 kx, int4 ky, int4 kz, int4 kw)
{
int4 a, b, c;
a = b = c = make_int4(0xdeadbeef + (4 << 2) + 13);
a += kx;
b += ky;
c += kz;
mix(a, b, c);
a += kw;
final(a, b, c);
return c;
}
# if defined(__KERNEL_AVX2__)
ccl_device_inline vint8 hash_int8(vint8 kx)
{
vint8 a, b, c;
a = b = c = make_vint8(0xdeadbeef + (1 << 2) + 13);
a += kx;
final(a, b, c);
return c;
}
ccl_device_inline vint8 hash_int8_2(vint8 kx, vint8 ky)
{
vint8 a, b, c;
a = b = c = make_vint8(0xdeadbeef + (2 << 2) + 13);
b += ky;
a += kx;
final(a, b, c);
return c;
}
ccl_device_inline vint8 hash_int8_3(vint8 kx, vint8 ky, vint8 kz)
{
vint8 a, b, c;
a = b = c = make_vint8(0xdeadbeef + (3 << 2) + 13);
c += kz;
b += ky;
a += kx;
final(a, b, c);
return c;
}
ccl_device_inline vint8 hash_int8_4(vint8 kx, vint8 ky, vint8 kz, vint8 kw)
{
vint8 a, b, c;
a = b = c = make_vint8(0xdeadbeef + (4 << 2) + 13);
a += kx;
b += ky;
c += kz;
mix(a, b, c);
a += kw;
final(a, b, c);
return c;
}
# endif
# undef rot
# undef final
# undef mix
#endif
/* ***** Hash Prospector Hash Functions *****
*
* These are based on the high-quality 32-bit hash/mixing functions from
* https://github.com/skeeto/hash-prospector
*/
ccl_device_inline uint hash_hp_uint(uint i)
{
// The actual mixing function from Hash Prospector.
i ^= i >> 16;
i *= 0x21f0aaad;
i ^= i >> 15;
i *= 0xd35a2d97;
i ^= i >> 15;
// The xor is just to make input zero not map to output zero.
// The number is randomly selected and isn't special.
return i ^ 0xe6fe3beb;
}
/* Seedable version of hash_hp_uint() above. */
ccl_device_inline uint hash_hp_seeded_uint(uint i, uint seed)
{
// Manipulate the seed so it doesn't interact poorly with n when they
// are both e.g. incrementing. This isn't fool-proof, but is good
// enough for practical use.
seed ^= seed << 19;
return hash_hp_uint(i ^ seed);
}
/* Outputs [0.0, 1.0). */
ccl_device_inline float hash_hp_float(uint i)
{
return uint_to_float_excl(hash_hp_uint(i));
}
/* Outputs [0.0, 1.0). */
ccl_device_inline float hash_hp_seeded_float(uint i, uint seed)
{
return uint_to_float_excl(hash_hp_seeded_uint(i, seed));
}
/* ***** Modified Wang Hash Functions *****
*
* These are based on a bespoke modified version of the Wang hash, and
* can serve as a faster hash when quality isn't critical.
*
* The original Wang hash is documented here:
* https://www.burtleburtle.net/bob/hash/integer.html
*/
ccl_device_inline uint hash_wang_seeded_uint(uint i, uint seed)
{
i = (i ^ 61) ^ seed;
i += i << 3;
i ^= i >> 4;
i *= 0x27d4eb2d;
return i;
}
/* Outputs [0.0, 1.0). */
ccl_device_inline float hash_wang_seeded_float(uint i, uint seed)
{
return uint_to_float_excl(hash_wang_seeded_uint(i, seed));
}
/* ***** Index Shuffling Hash Function *****
*
* This function takes an index, the length of the thing the index points
* into, and returns a shuffled index. For example, if you pass indices
* 0 through 19 to this function with a length parameter of 20, it will
* return the indices in a shuffled order with no repeats. Indices
* larger than the length parameter will simply repeat the same shuffled
* pattern over and over.
*
* This is useful for iterating over an array in random shuffled order
* without having to shuffle the array itself.
*
* Passing different seeds results in different random shuffles.
*
* This function runs in average O(1) time.
*
* See https://andrew-helmer.github.io/permute/ for details on how this
* works.
*/
ccl_device_inline uint hash_shuffle_uint(uint i, uint length, uint seed)
{
i = i % length;
uint mask = (1 << (32 - count_leading_zeros(length - 1))) - 1;
do {
i ^= seed;
i *= 0xe170893d;
i ^= seed >> 16;
i ^= (i & mask) >> 4;
i ^= seed >> 8;
i *= 0x0929eb3f;
i ^= seed >> 23;
i ^= (i & mask) >> 1;
i *= 1 | seed >> 27;
i *= 0x6935fa69;
i ^= (i & mask) >> 11;
i *= 0x74dcb303;
i ^= (i & mask) >> 2;
i *= 0x9e501cc3;
i ^= (i & mask) >> 2;
i *= 0xc860a3df;
i &= mask;
i ^= i >> 5;
} while (i >= length);
return i;
}
/**
* 2D hash recommended from "Hash Functions for GPU Rendering" JCGT Vol. 9, No. 3, 2020
* See https://www.shadertoy.com/view/4tXyWN and https://www.shadertoy.com/view/XlGcRh
* http://www.jcgt.org/published/0009/03/02/paper.pdf
*/
ccl_device_inline uint hash_iqnt2d(const uint x, const uint y)
{
const uint qx = 1103515245U * ((x >> 1U) ^ (y));
const uint qy = 1103515245U * ((y >> 1U) ^ (x));
const uint n = 1103515245U * ((qx) ^ (qy >> 3U));
return n;
}
/* ********** */
#ifndef __KERNEL_GPU__
static inline uint hash_string(const char *str)
{
uint i = 0, c;
while ((c = *str++)) {
i = i * 37 + c;
}
return i;
}
#endif
CCL_NAMESPACE_END
#endif /* __UTIL_HASH_H__ */