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403 lines
12 KiB
C
403 lines
12 KiB
C
/*
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BLIS
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An object-based framework for developing high-performance BLAS-like
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libraries.
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Copyright (C) 2013, The University of Texas
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions are
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met:
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- Redistributions of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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- Redistributions in binary form must reproduce the above copyright
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notice, this list of conditions and the following disclaimer in the
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documentation and/or other materials provided with the distribution.
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- Neither the name of The University of Texas nor the names of its
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contributors may be used to endorse or promote products derived
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from this software without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifndef BLIS_DOTJS_H
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#define BLIS_DOTJS_H
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// dotjs
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// Notes:
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// - The first char encodes the type of x.
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// - The second char encodes the type of y.
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// - The third char encodes the type of rho.
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// - x is used in conjugated form.
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// -- (xyr) = (ss?) ------------------------------------------------------------
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#define bl2_sssdotjs( x, y, a ) \
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{ \
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(a) += ( float ) (x) * ( float ) (y); \
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}
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#define bl2_ssddotjs( x, y, a ) \
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{ \
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(a) += ( double ) (x) * ( double ) (y); \
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}
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#define bl2_sscdotjs( x, y, a ) \
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{ \
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(a).real += ( float ) (x) * ( float ) (y); \
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/* (a).imag += ( float ) 0.0; */ \
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}
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#define bl2_sszdotjs( x, y, a ) \
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{ \
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(a).real += ( double ) (x) * ( double ) (y); \
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/* (a).imag += ( double ) 0.0; */ \
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}
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// -- (xyr) = (sd?) ------------------------------------------------------------
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#define bl2_sdsdotjs( x, y, a ) \
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{ \
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(a) += ( float ) (x) * ( float ) (y); \
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}
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#define bl2_sdddotjs( x, y, a ) \
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{ \
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(a) += ( double ) (x) * ( double ) (y); \
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}
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#define bl2_sdcdotjs( x, y, a ) \
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{ \
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(a).real += ( float ) (x) * ( float ) (y); \
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/* (a).imag += ( float ) 0.0; */ \
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}
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#define bl2_sdzdotjs( x, y, a ) \
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{ \
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(a).real += ( double ) (x) * ( double ) (y); \
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/* (a).imag += ( double ) 0.0; */ \
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}
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// -- (xyr) = (sc?) ------------------------------------------------------------
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#define bl2_scsdotjs( x, y, a ) \
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{ \
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(a) += ( float ) (x) * ( float ) (y).real; \
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}
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#define bl2_scddotjs( x, y, a ) \
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{ \
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(a) += ( double ) (x) * ( double ) (y).real; \
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}
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#define bl2_sccdotjs( x, y, a ) \
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{ \
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(a).real += ( float ) (x) * ( float ) (y).real; \
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/* (a).imag += ( float ) 0.0; */ \
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}
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#define bl2_sczdotjs( x, y, a ) \
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{ \
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(a).real += ( double ) (x) * ( double ) (y).real; \
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/* (a).imag += ( double ) 0.0; */ \
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}
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// -- (xyr) = (sz?) ------------------------------------------------------------
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#define bl2_szsdotjs( x, y, a ) \
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{ \
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(a) += ( float ) (x) * ( float ) (y).real; \
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}
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#define bl2_szddotjs( x, y, a ) \
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{ \
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(a) += ( double ) (x) * ( double ) (y).real; \
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}
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#define bl2_szcdotjs( x, y, a ) \
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{ \
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(a).real += ( float ) (x) * ( float ) (y).real; \
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/* (a).imag += ( float ) 0.0; */ \
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}
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#define bl2_szzdotjs( x, y, a ) \
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{ \
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(a).real += ( double ) (x) * ( double ) (y).real; \
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/* (a).imag += ( double ) 0.0; */ \
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}
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// -- (xyr) = (ds?) ------------------------------------------------------------
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#define bl2_dssdotjs( x, y, a ) \
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{ \
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(a) += ( float ) (x) * ( float ) (y); \
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}
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#define bl2_dsddotjs( x, y, a ) \
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{ \
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(a) += ( double ) (x) * ( double ) (y); \
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}
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#define bl2_dscdotjs( x, y, a ) \
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{ \
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(a).real += ( float ) (x) * ( float ) (y); \
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/* (a).imag += ( float ) 0.0; */ \
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}
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#define bl2_dszdotjs( x, y, a ) \
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{ \
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(a).real += ( double ) (x) * ( double ) (y); \
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/* (a).imag += ( double ) 0.0; */ \
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}
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// -- (xyr) = (dd?) ------------------------------------------------------------
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#define bl2_ddsdotjs( x, y, a ) \
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{ \
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(a) += ( float ) (x) * ( float ) (y); \
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}
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#define bl2_ddddotjs( x, y, a ) \
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{ \
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(a) += ( double ) (x) * ( double ) (y); \
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}
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#define bl2_ddcdotjs( x, y, a ) \
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{ \
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(a).real += ( float ) (x) * ( float ) (y); \
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/* (a).imag += ( float ) 0.0; */ \
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}
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#define bl2_ddzdotjs( x, y, a ) \
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{ \
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(a).real += ( double ) (x) * ( double ) (y); \
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/* (a).imag += ( double ) 0.0; */ \
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}
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// -- (xyr) = (dc?) ------------------------------------------------------------
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#define bl2_dcsdotjs( x, y, a ) \
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{ \
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(a) += ( float ) (x) * ( float ) (y).real; \
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}
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#define bl2_dcddotjs( x, y, a ) \
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{ \
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(a) += ( double ) (x) * ( double ) (y).real; \
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}
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#define bl2_dccdotjs( x, y, a ) \
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{ \
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(a).real += ( float ) (x) * ( float ) (y).real; \
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/* (a).imag += ( float ) 0.0; */ \
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}
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#define bl2_dczdotjs( x, y, a ) \
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{ \
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(a).real += ( double ) (x) * ( double ) (y).real; \
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/* (a).imag += ( double ) 0.0; */ \
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}
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// -- (xyr) = (dz?) ------------------------------------------------------------
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#define bl2_dzsdotjs( x, y, a ) \
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{ \
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(a) += ( float ) (x) * ( float ) (y).real; \
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}
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#define bl2_dzddotjs( x, y, a ) \
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{ \
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(a) += ( double ) (x) * ( double ) (y).real; \
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}
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#define bl2_dzcdotjs( x, y, a ) \
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{ \
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(a).real += ( float ) (x) * ( float ) (y).real; \
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/* (a).imag += ( float ) 0.0; */ \
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}
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#define bl2_dzzdotjs( x, y, a ) \
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{ \
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(a).real += ( double ) (x) * ( double ) (y).real; \
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/* (a).imag += ( double ) 0.0; */ \
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}
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// -- (xyr) = (cs?) ------------------------------------------------------------
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#define bl2_cssdotjs( x, y, a ) \
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{ \
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(a) += ( float ) (x).real * ( float ) (y); \
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}
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#define bl2_csddotjs( x, y, a ) \
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{ \
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(a) += ( double ) (x).real * ( double ) (y); \
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}
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#define bl2_cscdotjs( x, y, a ) \
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{ \
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(a).real += ( float ) (x).real * ( float ) (y); \
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(a).imag += ( float )-(x).imag * ( float ) (y); \
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}
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#define bl2_cszdotjs( x, y, a ) \
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{ \
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(a).real += ( double ) (x).real * ( double ) (y); \
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(a).imag += ( double )-(x).imag * ( double ) (y); \
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}
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// -- (xyr) = (cd?) ------------------------------------------------------------
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#define bl2_cdsdotjs( x, y, a ) \
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{ \
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(a) += ( float ) (x).real * ( float ) (y); \
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}
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#define bl2_cdddotjs( x, y, a ) \
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{ \
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(a) += ( double ) (x).real * ( double ) (y); \
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}
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#define bl2_cdcdotjs( x, y, a ) \
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{ \
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(a).real += ( float ) (x).real * ( float ) (y); \
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(a).imag += ( float )-(x).imag * ( float ) (y); \
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}
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#define bl2_cdzdotjs( x, y, a ) \
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{ \
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(a).real += ( double ) (x).real * ( double ) (y); \
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(a).imag += ( double )-(x).imag * ( double ) (y); \
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}
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// -- (xyr) = (cc?) ------------------------------------------------------------
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#define bl2_ccsdotjs( x, y, a ) \
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{ \
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(a) += ( float ) (x).real * ( float ) (y).real - ( float ) (x).imag * ( float ) (y).imag; \
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}
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#define bl2_ccddotjs( x, y, a ) \
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{ \
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(a) += ( double ) (x).real * ( double ) (y).real - ( double ) (x).imag * ( double ) (y).imag; \
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}
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#define bl2_cccdotjs( x, y, a ) \
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{ \
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(a).real += ( float ) (x).real * ( float ) (y).real + ( float ) (x).imag * ( float ) (y).imag; \
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(a).imag += ( float ) (x).real * ( float ) (y).imag - ( float ) (x).imag * ( float ) (y).real; \
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}
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#define bl2_cczdotjs( x, y, a ) \
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{ \
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(a).real += ( double ) (x).real * ( double ) (y).real + ( double ) (x).imag * ( double ) (y).imag; \
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(a).imag += ( double ) (x).real * ( double ) (y).imag - ( double ) (x).imag * ( double ) (y).real; \
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}
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// -- (xyr) = (cz?) ------------------------------------------------------------
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#define bl2_czsdotjs( x, y, a ) \
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{ \
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(a) += ( float ) (x).real * ( float ) (y).real - ( float ) (x).imag * ( float ) (y).imag; \
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}
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#define bl2_czddotjs( x, y, a ) \
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{ \
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(a) += ( double ) (x).real * ( double ) (y).real - ( double ) (x).imag * ( double ) (y).imag; \
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}
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#define bl2_czcdotjs( x, y, a ) \
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{ \
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(a).real += ( float ) (x).real * ( float ) (y).real + ( float ) (x).imag * ( float ) (y).imag; \
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(a).imag += ( float ) (x).real * ( float ) (y).imag - ( float ) (x).imag * ( float ) (y).real; \
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}
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#define bl2_czzdotjs( x, y, a ) \
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{ \
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(a).real += ( double ) (x).real * ( double ) (y).real + ( double ) (x).imag * ( double ) (y).imag; \
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(a).imag += ( double ) (x).real * ( double ) (y).imag - ( double ) (x).imag * ( double ) (y).real; \
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}
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// -- (xyr) = (zs?) ------------------------------------------------------------
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#define bl2_zssdotjs( x, y, a ) \
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{ \
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(a) += ( float ) (x).real * ( float ) (y); \
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}
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#define bl2_zsddotjs( x, y, a ) \
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{ \
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(a) += ( double ) (x).real * ( double ) (y); \
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}
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#define bl2_zscdotjs( x, y, a ) \
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{ \
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(a).real += ( float ) (x).real * ( float ) (y); \
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(a).imag += ( float ) (x).imag * ( float ) (y); \
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}
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#define bl2_zszdotjs( x, y, a ) \
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{ \
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(a).real += ( double ) (x).real * ( double ) (y); \
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(a).imag += ( double ) (x).imag * ( double ) (y); \
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}
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// -- (xyr) = (zd?) ------------------------------------------------------------
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#define bl2_zdsdotjs( x, y, a ) \
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{ \
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(a) += ( float ) (x).real * ( float ) (y); \
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}
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#define bl2_zdddotjs( x, y, a ) \
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{ \
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(a) += ( double ) (x).real * ( double ) (y); \
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}
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#define bl2_zdcdotjs( x, y, a ) \
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{ \
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(a).real += ( float ) (x).real * ( float ) (y); \
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(a).imag += ( float ) (x).imag * ( float ) (y); \
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}
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#define bl2_zdzdotjs( x, y, a ) \
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{ \
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(a).real += ( double ) (x).real * ( double ) (y); \
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(a).imag += ( double ) (x).imag * ( double ) (y); \
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}
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// -- (xyr) = (zc?) ------------------------------------------------------------
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#define bl2_zcsdotjs( x, y, a ) \
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{ \
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(a) += ( float ) (x).real * ( float ) (y).real - ( float ) (x).imag * ( float ) (y).imag; \
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}
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#define bl2_zcddotjs( x, y, a ) \
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{ \
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(a) += ( double ) (x).real * ( double ) (y).real - ( double ) (x).imag * ( double ) (y).imag; \
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}
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#define bl2_zccdotjs( x, y, a ) \
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{ \
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(a).real += ( float ) (x).real * ( float ) (y).real + ( float ) (x).imag * ( float ) (y).imag; \
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(a).imag += ( float ) (x).real * ( float ) (y).imag - ( float ) (x).imag * ( float ) (y).real; \
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}
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#define bl2_zczdotjs( x, y, a ) \
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{ \
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(a).real += ( double ) (x).real * ( double ) (y).real + ( double ) (x).imag * ( double ) (y).imag; \
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(a).imag += ( double ) (x).real * ( double ) (y).imag - ( double ) (x).imag * ( double ) (y).real; \
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}
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// -- (xyr) = (zz?) ------------------------------------------------------------
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#define bl2_zzsdotjs( x, y, a ) \
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{ \
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(a) += ( float ) (x).real * ( float ) (y).real - ( float ) (x).imag * ( float ) (y).imag; \
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}
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#define bl2_zzddotjs( x, y, a ) \
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{ \
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(a) += ( double ) (x).real * ( double ) (y).real - ( double ) (x).imag * ( double ) (y).imag; \
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}
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#define bl2_zzcdotjs( x, y, a ) \
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{ \
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(a).real += ( float ) (x).real * ( float ) (y).real + ( float ) (x).imag * ( float ) (y).imag; \
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(a).imag += ( float ) (x).real * ( float ) (y).imag - ( float ) (x).imag * ( float ) (y).real; \
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}
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#define bl2_zzzdotjs( x, y, a ) \
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{ \
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(a).real += ( double ) (x).real * ( double ) (y).real + ( double ) (x).imag * ( double ) (y).imag; \
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(a).imag += ( double ) (x).real * ( double ) (y).imag - ( double ) (x).imag * ( double ) (y).real; \
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}
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#define bl2_sdotjs( x, y, a ) \
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{ \
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bl2_sssdotjs( x, y, a ); \
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}
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#define bl2_ddotjs( x, y, a ) \
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{ \
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bl2_ddddotjs( x, y, a ); \
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}
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#define bl2_cdotjs( x, y, a ) \
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{ \
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bl2_cccdotjs( x, y, a ); \
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}
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#define bl2_zdotjs( x, y, a ) \
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{ \
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bl2_zzzdotjs( x, y, a ); \
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}
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#endif
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