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402 lines
12 KiB
C
402 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_DOTS_H
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#define BLIS_DOTS_H
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// dots
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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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// -- (xyr) = (ss?) ------------------------------------------------------------
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#define bl2_sssdots( 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_ssddots( 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_sscdots( 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_sszdots( 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_sdsdots( 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_sdddots( 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_sdcdots( 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_sdzdots( 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_scsdots( 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_scddots( 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_sccdots( 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_sczdots( 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_szsdots( 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_szddots( 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_szcdots( 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_szzdots( 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_dssdots( 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_dsddots( 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_dscdots( 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_dszdots( 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_ddsdots( 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_ddddots( 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_ddcdots( 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_ddzdots( 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_dcsdots( 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_dcddots( 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_dccdots( 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_dczdots( 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_dzsdots( 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_dzddots( 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_dzcdots( 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_dzzdots( 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_cssdots( 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_csddots( 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_cscdots( 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_cszdots( 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_cdsdots( 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_cdddots( 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_cdcdots( 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_cdzdots( 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_ccsdots( 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_ccddots( 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_cccdots( 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_cczdots( 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_czsdots( 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_czddots( 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_czcdots( 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_czzdots( 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_zssdots( 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_zsddots( 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_zscdots( 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_zszdots( 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_zdsdots( 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_zdddots( 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_zdcdots( 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_zdzdots( 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_zcsdots( 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_zcddots( 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_zccdots( 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_zczdots( 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_zzsdots( 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_zzddots( 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_zzcdots( 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_zzzdots( 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_sdots( x, y, a ) \
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{ \
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bl2_sssdots( x, y, a ); \
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}
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#define bl2_ddots( x, y, a ) \
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{ \
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bl2_ddddots( x, y, a ); \
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}
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#define bl2_cdots( x, y, a ) \
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{ \
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bl2_cccdots( x, y, a ); \
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}
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#define bl2_zdots( x, y, a ) \
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{ \
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bl2_zzzdots( x, y, a ); \
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}
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#endif
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