replacement for fastled sqrt16() (#4426)

* added bitwise operation based sqrt16

- replacement for fastled, it is about 10% slower for numbers smaller 128 but faster for larger numbers. speed difference is irrelevant to WLED but it saves some flash.

* updated to 32bit, improved for typical WLED use

- making it 32bits allows for larger numbers
- added another initial condition check for medium sized numbers
- increased the "small number" optimization to larger numbers: the function is currently only used to calculate sqrt(x^2+y^2) which even for small segments is larger than the initially used 64, so optimizing for 1024 makes more sense, although the value is arbitrarily chosen
This commit is contained in:
Damian Schneider
2025-01-20 05:51:04 +01:00
committed by Frank
parent bf4aae8e60
commit 532c9b762c
4 changed files with 32 additions and 7 deletions

View File

@@ -6179,15 +6179,15 @@ uint16_t mode_2Dmetaballs(void) { // Metaballs by Stefan Petrick. Cannot have
// and add them together with weightening
uint16_t dx = abs(x - x1);
uint16_t dy = abs(y - y1);
uint16_t dist = 2 * sqrt16((dx * dx) + (dy * dy));
uint16_t dist = 2 * sqrt32_bw((dx * dx) + (dy * dy));
dx = abs(x - x2);
dy = abs(y - y2);
dist += sqrt16((dx * dx) + (dy * dy));
dist += sqrt32_bw((dx * dx) + (dy * dy));
dx = abs(x - x3);
dy = abs(y - y3);
dist += sqrt16((dx * dx) + (dy * dy));
dist += sqrt32_bw((dx * dx) + (dy * dy));
// inverse result
byte color = dist ? 1000 / dist : 255;
@@ -11744,7 +11744,7 @@ uint16_t mode_particle1DsonicStream(void) {
else PartSys->particles[i].ttl = 0;
}
if (SEGMENT.check1) { // modulate colors by mid frequencies
int mids = sqrt16((int)fftResult[5] + (int)fftResult[6] + (int)fftResult[7] + (int)fftResult[8] + (int)fftResult[9] + (int)fftResult[10]); // average the mids, bin 5 is ~500Hz, bin 10 is ~2kHz (see audio_reactive.h)
int mids = sqrt32_bw((int)fftResult[5] + (int)fftResult[6] + (int)fftResult[7] + (int)fftResult[8] + (int)fftResult[9] + (int)fftResult[10]); // average the mids, bin 5 is ~500Hz, bin 10 is ~2kHz (see audio_reactive.h)
PartSys->particles[i].hue += (mids * perlin8(PartSys->particles[i].x << 2, SEGMENT.step << 2)) >> 9; // color by perlin noise from mid frequencies
}
}
@@ -11832,7 +11832,7 @@ uint16_t mode_particle1DsonicBoom(void) {
// particle manipulation
for (uint32_t i = 0; i < PartSys->usedParticles; i++) {
if (SEGMENT.check1) { // modulate colors by mid frequencies
int mids = sqrt16((int)fftResult[5] + (int)fftResult[6] + (int)fftResult[7] + (int)fftResult[8] + (int)fftResult[9] + (int)fftResult[10]); // average the mids, bin 5 is ~500Hz, bin 10 is ~2kHz (see audio_reactive.h)
int mids = sqrt32_bw((int)fftResult[5] + (int)fftResult[6] + (int)fftResult[7] + (int)fftResult[8] + (int)fftResult[9] + (int)fftResult[10]); // average the mids, bin 5 is ~500Hz, bin 10 is ~2kHz (see audio_reactive.h)
PartSys->particles[i].hue += (mids * perlin8(PartSys->particles[i].x << 2, SEGMENT.step << 2)) >> 9; // color by perlin noise from mid frequencies
}
if (PartSys->particles[i].ttl > 16) {

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@@ -932,7 +932,7 @@ uint16_t Segment::calc_virtualLength() const {
break;
case M12_pArc:
{ unsigned vLen2 = vW * vW + vH * vH; // length ^2
if (vLen2 < UINT16_MAX) vLen = sqrt16(vLen2); // use faster function for 16bit values
if (vLen2 < UINT16_MAX) vLen = sqrt32_bw(vLen2); // use faster function for 16bit values
else vLen = sqrtf(vLen2); // fall-back to float if bigger
if (vW != vH) vLen++; // round up
}

View File

@@ -588,6 +588,7 @@ float fmod_t(float num, float denom);
#define cos_t cosf
#define tan_t tanf
*/
uint32_t sqrt32_bw(uint32_t x);
//wled_serial.cpp
void handleSerial();

View File

@@ -234,4 +234,28 @@ float fmod_t(float num, float denom) {
return res;
}
#endif // WLEDMM
#endif // WLEDMM
// bit-wise integer square root calculation (exact)
uint32_t sqrt32_bw(uint32_t x) {
uint32_t res = 0;
uint32_t bit;
uint32_t num = x; // use 32bit for faster calculation
if(num < 1 << 10) bit = 1 << 10; // speed optimization for small numbers < 32^2
else if (num < 1 << 20) bit = 1 << 20; // speed optimization for medium numbers < 1024^2
else bit = 1 << 30; // start with highest power of 4 <= 2^32
while (bit > num) bit >>= 2; // reduce iterations
while (bit != 0) {
if (num >= res + bit) {
num -= res + bit;
res = (res >> 1) + bit;
} else {
res >>= 1;
}
bit >>= 2;
}
return res;
}