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- <h1>Ogg Vorbis I format specification: helper equations</h1>
- <h1>Overview</h1>
- <p>The equations below are used in multiple places by the Vorbis codec
- specification. Rather than cluttering up the main specification
- documents, they are defined here and linked in the main documents
- where appropriate.</p>
- <h2><a name="log">ilog</a></h2>
- <p>The "ilog(x)" function returns the position number (1 through n) of the
- highest set bit in the two's complement integer value
- <tt>[x]</tt>. Values of <tt>[x]</tt> less than zero are defined to return zero.</p>
- <pre>
- 1) [return_value] = 0;
- 2) if ( [x] is greater than zero ){
-
- 3) increment [return_value];
- 4) logical shift [x] one bit to the right, padding the MSb with zero
- 5) repeat at step 2)
- }
- 6) done
- </pre>
- <p>Examples:</p>
- <ul>
- <li>ilog(0) = 0;</li>
- <li>ilog(1) = 1;</li>
- <li>ilog(2) = 2;</li>
- <li>ilog(3) = 2;</li>
- <li>ilog(4) = 3;</li>
- <li>ilog(7) = 3;</li>
- <li>ilog(negative number) = 0;</li>
- </ul>
- <h2><a name="float32_unpack">float32_unpack</a></h2>
- <p>"float32_unpack(x)" is intended to translate the packed binary
- representation of a Vorbis codebook float value into the
- representation used by the decoder for floating point numbers. For
- purposes of this example, we will unpack a Vorbis float32 into a
- host-native floating point number.</p>
- <pre>
- 1) [mantissa] = [x] bitwise AND 0x1fffff (unsigned result)
- 2) [sign] = [x] bitwise AND 0x80000000 (unsigned result)
- 3) [exponent] = ( [x] bitwise AND 0x7fe00000) shifted right 21 bits (unsigned result)
- 4) if ( [sign] is nonzero ) then negate [mantissa]
- 5) return [mantissa] * ( 2 ^ ( [exponent] - 788 ) )
- </pre>
- <h2><a name="lookup1_values">lookup1_values</a></h2>
- <p>"lookup1_values(codebook_entries,codebook_dimensions)" is used to
- compute the correct length of the value index for a codebook VQ lookup
- table of lookup type 1. The values on this list are permuted to
- construct the VQ vector lookup table of size
- <tt>[codebook_entries]</tt>.</p>
- <p>The return value for this function is defined to be 'the greatest
- integer value for which <tt>[return_value] to the power of
- [codebook_dimensions] is less than or equal to
- [codebook_entries]</tt>'.</p>
- <h2><a name="low_neighbor">low_neighbor</a></h2>
- <p>"low_neighbor(v,x)" finds the position <i>n</i> in vector [v] of
- the greatest value scalar element for which <i>n</i> is less than
- <tt>[x]</tt> and <tt>vector [v] element <i>n</i> is less
- than vector [v] element [x]</tt>.</p>
- <h2><a name="high_neighbor">high_neighbor</a></h2>
- <p>"high_neighbor(v,x)" finds the position <i>n</i> in vector [v] of
- the lowest value scalar element for which <i>n</i> is less than
- <tt>[x]</tt> and <tt>vector [v] element <i>n</i> is greater
- than vector [v] element [x]</tt>.</p>
- <h2><a name="render_point">render_point</a></h2>
- <p>"render_point(x0,y0,x1,y1,X)" is used to find the Y value at point X
- along the line specified by x0, x1, y0 and y1. This function uses an
- integer algorithm to solve for the point directly without calculating
- intervening values along the line.</p>
- <pre>
- 1) [dy] = [y1] - [y0]
- 2) [adx] = [x1] - [x0]
- 3) [ady] = absolute value of [dy]
- 4) [err] = [ady] * ([X] - [x0])
- 5) [off] = [err] / [adx] using integer division
- 6) if ( [dy] is less than zero ) {
- 7) [Y] = [y0] - [off]
- } else {
- 8) [Y] = [y0] + [off]
-
- }
- 9) done
- </pre>
- <h2><a name="render_line">render_line</a></h2>
- <p>Floor decode type one uses the integer line drawing algorithm of
- "render_line(x0, y0, x1, y1, v)" to construct an integer floor
- curve for contiguous piecewise line segments. Note that it has not
- been relevant elsewhere, but here we must define integer division as
- rounding division of both positive and negative numbers toward zero.</p>
- <pre>
- 1) [dy] = [y1] - [y0]
- 2) [adx] = [x1] - [x0]
- 3) [ady] = absolute value of [dy]
- 4) [base] = [dy] / [adx] using integer division
- 5) [x] = [x0]
- 6) [y] = [y0]
- 7) [err] = 0
- 8) if ( [dy] is less than 0 ) {
- 9) [sy] = [base] - 1
- } else {
- 10) [sy] = [base] + 1
- }
- 11) [ady] = [ady] - (absolute value of [base]) * [adx]
- 12) vector [v] element [x] = [y]
- 13) iterate [x] over the range [x0]+1 ... [x1]-1 {
- 14) [err] = [err] + [ady];
- 15) if ( [err] >= [adx] ) {
- 15) [err] = [err] - [adx]
- 16) [y] = [y] + [sy]
- } else {
- 17) [y] = [y] + [base]
-
- }
- 18) vector [v] element [x] = [y]
- }
- </pre>
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