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Re: float to int (kinda OT)



Wow, did I ever get hammered on that little "optimization". For those watching at home, the optimization Chris is talking about is probably this one:

tmp = alpha * red;
remainder256 = tmp & 0xFF; // get alpha * red (mod 256)
dividend = tmp >> 8; // compute alpha * red / 256
remainder255 = dividend + remainder256; // compute alpha * red (mod 255)
dividend += ((remainder255 >= (255 + 128)) & 1) + ((remainder255 >= 128) & 1); // add 0, 1, 2 depending on how large the remainder (mod 255) is


This is provably correct and even rounds correctly. And yes, it would be much, much easier in AltiVec.

No, there are faster ways of doing it, without branches.


Chris

Er, that code doesn't have any branches in it that I can see...

And if you know such optimizations, why not contribute to the thread and enlighten us by posting them rather than just sounding superior about your knowledge?

Thanks,
Keith
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References: 
 >Graphics card tricks (From: "Edward K. Chew" <email@hidden>)
 >Re: Graphics card tricks (From: Holger Bettag <email@hidden>)
 >Re: Graphics card tricks (From: Niall Dalton <email@hidden>)
 >float to int (kinda OT) (From: Ando Sonenblick <email@hidden>)
 >Re: float to int (kinda OT) (From: Brendan Younger <email@hidden>)
 >Re: float to int (kinda OT) (From: Chris Cox <email@hidden>)
 >Re: float to int (kinda OT) (From: Brendan Younger <email@hidden>)
 >Re: float to int (kinda OT) (From: Chris Cox <email@hidden>)



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