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/*
This file is part of darktable,
Copyright (C) 2020 - darktable developers.
darktable is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
darktable is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with darktable. If not, see <http://www.gnu.org/licenses/>.
*/
// This is the OpenCL translation of common/noise_generator.h
typedef enum dt_noise_distribution_t
{
DT_NOISE_UNIFORM = 0, // $DESCRIPTION: "uniform"
DT_NOISE_GAUSSIAN = 1, // $DESCRIPTION: "gaussian"
DT_NOISE_POISSONIAN = 2 // $DESCRIPTION: "poissonian"
} dt_noise_distribution_t;
static inline unsigned int splitmix32(const unsigned long seed)
{
// fast random number generator
// reference : https://gist.github.com/imneme/6179748664e88ef3c34860f44309fc71
unsigned long result = (seed ^ (seed >> 33)) * 0x62a9d9ed799705f5ul;
result = (result ^ (result >> 28)) * 0xcb24d0a5c88c35b3ul;
return (unsigned int)(result >> 32);
}
static inline unsigned rol32(const unsigned int x, const int k)
{
return (x << k) | (x >> (32 - k));
}
static inline float xoshiro128plus(uint state[4])
{
// fast random number generator
// reference : http://prng.di.unimi.it/
const unsigned int result = state[0] + state[3];
const unsigned int t = state[1] << 9;
state[2] ^= state[0];
state[3] ^= state[1];
state[1] ^= state[2];
state[0] ^= state[3];
state[2] ^= t;
state[3] = rol32(state[3], 11);
return (float)(result >> 8) * 0x1.0p-24f; // take the first 24 bits and put them in mantissa
}
static inline float4 uniform_noise_simd(const float4 mu, const float4 sigma, uint state[4])
{
const float4 noise = { xoshiro128plus(state), xoshiro128plus(state), xoshiro128plus(state), 0.f };
return mu + 2.0f * (noise - 0.5f) * sigma;
}
static inline float4 gaussian_noise_simd(const float4 mu, const float4 sigma, uint state[4])
{
// Create gaussian noise centered in mu of standard deviation sigma
// state should be initialized with xoshiro256_init() before calling and private in thread
// flip needs to be flipped every next iteration
// reference : https://en.wikipedia.org/wiki/Box%E2%80%93Muller_transform
float4 u1, u2;
u1.x = xoshiro128plus(state);
u1.y = xoshiro128plus(state);
u1.z = xoshiro128plus(state);
u2.x = xoshiro128plus(state);
u2.y = xoshiro128plus(state);
u2.z = xoshiro128plus(state);
u1 = fmax(u1, FLT_MIN);
const float4 flip = { 1.0f, 0.0f, 1.0f, 0.0f };
const float4 flip_comp = { 0.0f, 1.0f, 0.0f, 0.0f };
// flip is a 4×1 boolean mask
const float4 noise = flip * native_sqrt(-2.0f * native_log(u1)) * native_cos(2.f * M_PI_F * u2) +
flip_comp * native_sqrt(-2.0f * native_log(u1)) * native_sin(2.f * M_PI_F * u2);
return noise * sigma + mu;
}
static inline float4 poisson_noise_simd(const float4 mu, const float4 sigma, uint state[4])
{
// create poissonian noise - It's just gaussian noise with Anscombe transform applied
float4 u1, u2;
// we need to generate the random numbers in this order to match CPU path.
u1.x = xoshiro128plus(state);
u2.x = xoshiro128plus(state);
u1.y = xoshiro128plus(state);
u2.y = xoshiro128plus(state);
u1.z = xoshiro128plus(state);
u2.z = xoshiro128plus(state);
u1 = fmax(u1, (float4)FLT_MIN);
const float4 flip = { 1.0f, 0.0f, 1.0f, 0.0f };
const float4 flip_comp = { 0.0f, 1.0f, 0.0f, 0.0f };
// flip is a 4×1 boolean mask
const float4 noise = flip * native_sqrt(-2.0f * native_log(u1)) * native_cos(2.f * M_PI_F * u2) +
flip_comp * native_sqrt(-2.0f * native_log(u1)) * native_sin(2.f * M_PI_F * u2);
// now we have gaussian noise, then apply Anscombe transform to get poissonian one
const float4 r = noise * sigma + 2.0f * native_sqrt(fmax(mu + (3.f / 8.f), 0.0f));
return ((r * r - sigma * sigma) / (4.f)) - (3.f / 8.f);
}
static inline float4 dt_noise_generator_simd(const dt_noise_distribution_t distribution,
const float4 mu, const float4 param,
uint state[4])
{
// vector version
switch(distribution)
{
case(DT_NOISE_UNIFORM):
default:
{
return uniform_noise_simd(mu, param, state);
}
case(DT_NOISE_GAUSSIAN):
{
return gaussian_noise_simd(mu, param, state);
}
case(DT_NOISE_POISSONIAN):
{
return poisson_noise_simd(mu, param, state);
}
}
}
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