Recently i was working with an application that had code similar to:
for (auto x = 0; x < width - 1 - left; ++x)
{
// store / reset points
temp = hPoint = 0;
for(int channel = 0; channel < audioData.size(); channel++)
{
if (peakmode) /* fir rms of window size */
{
for (int z = 0; z < sizeFactor; z++)
{
temp += audioData[channel][x * sizeFactor + z + offset];
}
hPoint += temp / sizeFactor;
}
else /* highest sample in window */
{
for (int z = 0; z < sizeFactor; z++)
{
temp = audioData[channel][x * sizeFactor + z + offset];
if (std::fabs(temp) > std::fabs(hPoint))
hPoint = temp;
}
}
.. some other code
}
... some more code
}
This is inside a graphical render loop, called some 50-100 times / sec with buffers up to 192kHz in multiple channels. So it's a lot of data running through the innermost loops, and profiling showed this was a hotspot.
It occurred to me that one could cast the float to an integer and erase the sign bit, and cast it back using only temporaries. It looked something like this:
if ((const float &&)(*((int *)&temp) & ~0x80000000) > (const float &&)(*((int *)&hPoint) & ~0x80000000))
hPoint = temp;
This gave a 12x reduction in render time, while still producing the same, valid output. Note that everything in the audiodata is sanitized beforehand to not include nans/infs/denormals, and only have a range of [-1, 1].
Are there any corner cases where this optimization will give wrong results - or, why is the standard library function not implemented like this? I presume it has to do with handling of non-normal values?
e: the layout of the floating point model is conforming to ieee, and sizeof(float) == sizeof(int) == 4