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remove broken and unused normf code
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Carsten Griwodz committed Aug 13, 2024
1 parent 8db589f commit bd4d957
Showing 1 changed file with 12 additions and 36 deletions.
48 changes: 12 additions & 36 deletions src/popsift/s_desc_norm_l2.h
Original file line number Diff line number Diff line change
Expand Up @@ -50,24 +50,10 @@ void NormalizeL2::normalize( const float* src_desc, float* dst_desc, const bool
float4 descr;
descr = ptr4[threadIdx.x];

#if POPSIFT_IS_DEFINED(POPSIFT_HAVE_NORMF)
// normf() is an elegant function: sqrt(sum_0^127{v^2})
// It exists from CUDA 7.5 but the trouble with CUB on the GTX 980 Ti forces
// us to with CUDA 7.0 right now

float norm;

if( threadIdx.x == 0 ) {
norm = rnormf( 128, src_desc ); // 1/sqrt(sum of squares)
}
__syncthreads();
norm = popsift::shuffle( norm, 0 );

descr.x = min( descr.x*norm, 0.2f );
descr.y = min( descr.y*norm, 0.2f );
descr.z = min( descr.z*norm, 0.2f );
descr.w = min( descr.w*norm, 0.2f );

// 32 threads compute 4 squares each, then shuffle to performing a addition by
// reduction for the sum of 128 squares, result in thread 0
norm = descr.x * descr.x
+ descr.y * descr.y
+ descr.z * descr.z
Expand All @@ -77,34 +63,25 @@ void NormalizeL2::normalize( const float* src_desc, float* dst_desc, const bool
norm += popsift::shuffle_down( norm, 4 );
norm += popsift::shuffle_down( norm, 2 );
norm += popsift::shuffle_down( norm, 1 );
if( threadIdx.x == 0 ) {
// norm = __fsqrt_rn( norm );
// norm = __fdividef( 512.0f, norm );
norm = __frsqrt_rn( norm ); // inverse square root
norm = scalbnf( norm, d_consts.norm_multi );
}
#else // not HAVE_NORMF
float norm;

norm = descr.x * descr.x
+ descr.y * descr.y
+ descr.z * descr.z
+ descr.w * descr.w;
norm += popsift::shuffle_down( norm, 16 );
norm += popsift::shuffle_down( norm, 8 );
norm += popsift::shuffle_down( norm, 4 );
norm += popsift::shuffle_down( norm, 2 );
norm += popsift::shuffle_down( norm, 1 );
if( threadIdx.x == 0 ) {
// compute 1 / sqrt(sum) in round-to-nearest even mode in thread 0
norm = __frsqrt_rn( norm );
}

// spread the inverted norm from thread 0 to all threads in the warp
norm = popsift::shuffle( norm, 0 );

// quasi-normalize all 128 floats
descr.x = min( descr.x*norm, 0.2f );
descr.y = min( descr.y*norm, 0.2f );
descr.z = min( descr.z*norm, 0.2f );
descr.w = min( descr.w*norm, 0.2f );

// Repeat the procedure, but also add a multiplier. E.g., if the user wants to
// descriptors as bytes rather than floats, multiply by 256 - or even by 512
// for better accuracy, which is OK because a point cannot be a keypoint if more
// than half of its gradient is in a single direction.
norm = descr.x * descr.x
+ descr.y * descr.y
+ descr.z * descr.z
Expand All @@ -114,13 +91,12 @@ void NormalizeL2::normalize( const float* src_desc, float* dst_desc, const bool
norm += popsift::shuffle_down( norm, 4 );
norm += popsift::shuffle_down( norm, 2 );
norm += popsift::shuffle_down( norm, 1 );

if( threadIdx.x == 0 ) {
// norm = __fsqrt_rn( norm );
// norm = __fdividef( 512.0f, norm );
norm = __frsqrt_rn( norm ); // inverse square root
norm = scalbnf( norm, d_consts.norm_multi );
}
#endif // HAVE_NORMF

norm = popsift::shuffle( norm, 0 );

descr.x = descr.x * norm;
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