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174 lines
4.5 KiB
C++
174 lines
4.5 KiB
C++
/*
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* Copyright 2008-2013 NVIDIA Corporation
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* Copyright 2013 Filipe RNC Maia
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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/*-
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* Copyright (c) 2007 David Schultz <das@FreeBSD.ORG>
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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*
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* THIS SOFTWARE IS PROVIDED BY THE AUTHOR AND CONTRIBUTORS ``AS IS'' AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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* ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR OR CONTRIBUTORS BE LIABLE
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* FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
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* DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
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* OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
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* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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* LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
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* OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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* SUCH DAMAGE.
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*/
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/*
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* Adapted from FreeBSD by Filipe Maia <filipe.c.maia@gmail.com>:
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* freebsd/lib/msun/src/s_csqrt.c
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*/
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#pragma once
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#include <thrust/detail/config.h>
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#include <thrust/complex.h>
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#include <thrust/detail/complex/math_private.h>
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#include <cmath>
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THRUST_NAMESPACE_BEGIN
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namespace detail
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{
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namespace complex
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{
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using thrust::complex;
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THRUST_HOST_DEVICE inline complex<float> csqrtf(const complex<float>& z)
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{
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float a = z.real(), b = z.imag();
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float t;
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int scale;
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complex<float> result;
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/* We risk spurious overflow for components >= FLT_MAX / (1 + sqrt(2)). */
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const float THRESH = 1.40949553037932e+38f;
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/* Handle special cases. */
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if (z == 0.0f)
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{
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return (complex<float>(0, b));
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}
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if (isinf(b))
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{
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return (complex<float>(infinity<float>(), b));
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}
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if (isnan(a))
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{
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t = (b - b) / (b - b); /* raise invalid if b is not a NaN */
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return (complex<float>(a, t)); /* return NaN + NaN i */
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}
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if (isinf(a))
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{
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/*
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* csqrtf(inf + NaN i) = inf + NaN i
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* csqrtf(inf + y i) = inf + 0 i
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* csqrtf(-inf + NaN i) = NaN +- inf i
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* csqrtf(-inf + y i) = 0 + inf i
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*/
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if (signbit(a))
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{
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return (complex<float>(fabsf(b - b), copysignf(a, b)));
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}
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else
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{
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return (complex<float>(a, copysignf(b - b, b)));
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}
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}
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/*
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* The remaining special case (b is NaN) is handled just fine by
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* the normal code path below.
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*/
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/*
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* Unlike in the FreeBSD code we'll avoid using double precision as
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* not all hardware supports it.
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*/
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// FLT_MIN*2
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const float low_thresh = 2.35098870164458e-38f;
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scale = 0;
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if (fabsf(a) >= THRESH || fabsf(b) >= THRESH)
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{
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/* Scale to avoid overflow. */
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a *= 0.25f;
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b *= 0.25f;
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scale = 1;
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}
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else if (fabsf(a) <= low_thresh && fabsf(b) <= low_thresh)
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{
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/* Scale to avoid underflow. */
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a *= 4.f;
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b *= 4.f;
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scale = 2;
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}
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/* Algorithm 312, CACM vol 10, Oct 1967. */
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if (a >= 0.0f)
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{
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t = sqrtf((a + hypotf(a, b)) * 0.5f);
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result = complex<float>(t, b / (2.0f * t));
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}
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else
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{
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t = sqrtf((-a + hypotf(a, b)) * 0.5f);
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result = complex<float>(fabsf(b) / (2.0f * t), copysignf(t, b));
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}
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/* Rescale. */
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if (scale == 1)
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{
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return (result * 2.0f);
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}
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else if (scale == 2)
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{
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return (result * 0.5f);
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}
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else
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{
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return (result);
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}
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}
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} // namespace complex
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} // namespace detail
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template <>
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THRUST_HOST_DEVICE inline complex<float> sqrt(const complex<float>& z)
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{
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return detail::complex::csqrtf(z);
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}
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THRUST_NAMESPACE_END
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