mirror of https://git.ffmpeg.org/ffmpeg.git
compat/cuda: switch from powf to __powf intrinsic
The powf builtin causes crashes on older clang, so manually implement the (faster) intrinsic. The code it spawns is identical to that of nvcc.
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@ -182,11 +182,11 @@ static inline __device__ float fabsf(float a) { return __builtin_fabsf(a); }
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static inline __device__ float fabs(float a) { return __builtin_fabsf(a); }
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static inline __device__ double fabs(double a) { return __builtin_fabs(a); }
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static inline __device__ float sqrtf(float a) { return __builtin_sqrtf(a); }
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static inline __device__ float powf(float a, float y) { return __builtin_powf(a,y); }
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static inline __device__ float __saturatef(float a) { return __nvvm_saturate_f(a); }
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static inline __device__ float __sinf(float a) { return __nvvm_sin_approx_f(a); }
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static inline __device__ float __cosf(float a) { return __nvvm_cos_approx_f(a); }
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static inline __device__ float __expf(float a) { return __nvvm_ex2_approx_f(a * (float)__builtin_log2(__builtin_exp(1))); }
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static inline __device__ float __powf(float a, float b) { return __nvvm_ex2_approx_f(__nvvm_lg2_approx_f(a) * b); }
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#endif /* COMPAT_CUDA_CUDA_RUNTIME_H */
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@ -34,9 +34,9 @@ extern "C"
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__device__ static inline float norm_squared(float4 first_yuv, float4 second_yuv)
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{
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float ans = 0;
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ans += powf(first_yuv.x - second_yuv.x, 2);
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ans += powf(first_yuv.y - second_yuv.y, 2);
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ans += powf(first_yuv.z - second_yuv.z, 2);
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ans += __powf(first_yuv.x - second_yuv.x, 2);
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ans += __powf(first_yuv.y - second_yuv.y, 2);
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ans += __powf(first_yuv.z - second_yuv.z, 2);
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return ans;
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}
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@ -52,7 +52,7 @@ __device__ static inline float calculate_w(int x, int y, int r, int c,
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float sigma_space, float sigma_color)
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{
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float first_term, second_term;
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first_term = (powf(x - r, 2) + powf(y - c, 2)) / (2 * sigma_space * sigma_space);
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first_term = (__powf(x - r, 2) + __powf(y - c, 2)) / (2 * sigma_space * sigma_space);
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second_term = norm_squared(pixel_value, neighbor_value) / (2 * sigma_color * sigma_color);
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return __expf(-first_term - second_term);
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}
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