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fp16_conversion.h
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fp16_conversion.h
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// Copyright (c) 1993-2016, NVIDIA CORPORATION. All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of NVIDIA CORPORATION nor the names of its
// contributors may be used to endorse or promote products derived
// from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// This code modified from the public domain code here:
// https://gist.github.com/rygorous/2156668
// The URL above includes more robust conversion routines
// that handle Inf and NaN correctly.
//
// It is recommended to use the more robust versions in production code.
typedef unsigned uint;
union FP32
{
uint u;
float f;
struct
{
uint Mantissa : 23;
uint Exponent : 8;
uint Sign : 1;
};
};
union FP16
{
unsigned short u;
struct
{
uint Mantissa : 10;
uint Exponent : 5;
uint Sign : 1;
};
};
// Approximate solution. This is faster but converts some sNaNs to
// infinity and doesn't round correctly. Handle with care.
// Approximate solution. This is faster but converts some sNaNs to
// infinity and doesn't round correctly. Handle with care.
static half approx_float_to_half(float fl)
{
FP32 f32infty = { 255 << 23 };
FP32 f16max = { (127 + 16) << 23 };
FP32 magic = { 15 << 23 };
FP32 expinf = { (255 ^ 31) << 23 };
uint sign_mask = 0x80000000u;
FP16 o = { 0 };
FP32 f = *((FP32*)&fl);
uint sign = f.u & sign_mask;
f.u ^= sign;
if (!(f.f < f32infty.u)) // Inf or NaN
o.u = f.u ^ expinf.u;
else
{
if (f.f > f16max.f) f.f = f16max.f;
f.f *= magic.f;
}
o.u = f.u >> 13; // Take the mantissa bits
o.u |= sign >> 16;
return *((half*)&o);
}
// from half->float code - just for verification.
static float half_to_float(half hf)
{
FP16 h = *((FP16*)&hf);
static const FP32 magic = { 113 << 23 };
static const uint shifted_exp = 0x7c00 << 13; // exponent mask after shift
FP32 o;
o.u = (h.u & 0x7fff) << 13; // exponent/mantissa bits
uint exp = shifted_exp & o.u; // just the exponent
o.u += (127 - 15) << 23; // exponent adjust
// handle exponent special cases
if (exp == shifted_exp) // Inf/NaN?
o.u += (128 - 16) << 23; // extra exp adjust
else if (exp == 0) // Zero/Denormal?
{
o.u += 1 << 23; // extra exp adjust
o.f -= magic.f; // renormalize
}
o.u |= (h.u & 0x8000) << 16; // sign bit
return o.f;
}