// Copyright (C) 2003 Dolphin Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official SVN repository and contact information can be found at // http://code.google.com/p/dolphin-emu/ #ifndef _MATH_UTIL_H_ #define _MATH_UTIL_H_ #include "Common.h" #ifndef ARM #define USE_SSE #endif #ifdef USE_SSE #include #endif #include namespace MathUtil { static const u64 DOUBLE_SIGN = 0x8000000000000000ULL, DOUBLE_EXP = 0x7FF0000000000000ULL, DOUBLE_FRAC = 0x000FFFFFFFFFFFFFULL, DOUBLE_ZERO = 0x0000000000000000ULL; static const u32 FLOAT_SIGN = 0x80000000, FLOAT_EXP = 0x7F800000, FLOAT_FRAC = 0x007FFFFF, FLOAT_ZERO = 0x00000000; union IntDouble { double d; u64 i; }; union IntFloat { float f; u32 i; }; inline bool IsNAN(double d) { IntDouble x; x.d = d; return ( ((x.i & DOUBLE_EXP) == DOUBLE_EXP) && ((x.i & DOUBLE_FRAC) != DOUBLE_ZERO) ); } inline bool IsQNAN(double d) { IntDouble x; x.d = d; return ( ((x.i & DOUBLE_EXP) == DOUBLE_EXP) && ((x.i & 0x0007fffffffffffULL) == 0x000000000000000ULL) && ((x.i & 0x000800000000000ULL) == 0x000800000000000ULL) ); } inline bool IsSNAN(double d) { IntDouble x; x.d = d; return( ((x.i & DOUBLE_EXP) == DOUBLE_EXP) && ((x.i & DOUBLE_FRAC) != DOUBLE_ZERO) && ((x.i & 0x0008000000000000ULL) == DOUBLE_ZERO) ); } inline float FlushToZero(float f) { IntFloat x; x.f = f; if ((x.i & FLOAT_EXP) == 0) x.i &= FLOAT_SIGN; // turn into signed zero return x.f; } inline double FlushToZeroAsFloat(double d) { IntDouble x; x.d = d; if ((x.i & DOUBLE_EXP) < 0x3800000000000000ULL) x.i &= DOUBLE_SIGN; // turn into signed zero return x.d; } enum PPCFpClass { PPC_FPCLASS_QNAN = 0x11, PPC_FPCLASS_NINF = 0x9, PPC_FPCLASS_NN = 0x8, PPC_FPCLASS_ND = 0x18, PPC_FPCLASS_NZ = 0x12, PPC_FPCLASS_PZ = 0x2, PPC_FPCLASS_PD = 0x14, PPC_FPCLASS_PN = 0x4, PPC_FPCLASS_PINF = 0x5, }; // Uses PowerPC conventions for the return value, so it can be easily // used directly in CPU emulation. u32 ClassifyDouble(double dvalue); // More efficient float version. u32 ClassifyFloat(float fvalue); template struct Rectangle { T left; T top; T right; T bottom; Rectangle() { } Rectangle(T theLeft, T theTop, T theRight, T theBottom) : left(theLeft), top(theTop), right(theRight), bottom(theBottom) { } T GetWidth() const { return abs(right - left); } T GetHeight() const { return abs(bottom - top); } // If the rectangle is in a coordinate system with a lower-left origin, use // this Clamp. void ClampLL(T x1, T y1, T x2, T y2) { if (left < x1) left = x1; if (right > x2) right = x2; if (top > y1) top = y1; if (bottom < y2) bottom = y2; } // If the rectangle is in a coordinate system with an upper-left origin, // use this Clamp. void ClampUL(T x1, T y1, T x2, T y2) { if (left < x1) left = x1; if (right > x2) right = x2; if (top < y1) top = y1; if (bottom > y2) bottom = y2; } }; } // namespace MathUtil inline float pow2f(float x) {return x * x;} inline double pow2(double x) {return x * x;} int Pow2roundup(int x); int GetPow2(int x); /* There are two different flavors of float to int conversion: _mm_cvtps_epi32() and _mm_cvttps_epi32(). The first rounds according to the MXCSR rounding bits. The second one always uses round towards zero. */ void SaveSSEState(); void LoadSSEState(); void LoadDefaultSSEState(); float MathFloatVectorSum(const std::vector&); #define ROUND_UP(x, a) (((x) + (a) - 1) & ~((a) - 1)) #define ROUND_DOWN(x, a) ((x) & ~((a) - 1)) // Tiny matrix/vector library. // Used for things like Free-Look in the gfx backend. class Matrix33 { public: static void LoadIdentity(Matrix33 &mtx); // set mtx to be a rotation matrix around the x axis static void RotateX(Matrix33 &mtx, float rad); // set mtx to be a rotation matrix around the y axis static void RotateY(Matrix33 &mtx, float rad); // set result = a x b static void Multiply(const Matrix33 &a, const Matrix33 &b, Matrix33 &result); static void Multiply(const Matrix33 &a, const float vec[3], float result[3]); float data[9]; }; class Matrix44 { public: static void LoadIdentity(Matrix44 &mtx); static void LoadMatrix33(Matrix44 &mtx, const Matrix33 &m33); static void Set(Matrix44 &mtx, const float mtxArray[16]); static void Translate(Matrix44 &mtx, const float vec[3]); static void Multiply(const Matrix44 &a, const Matrix44 &b, Matrix44 &result); float data[16]; }; #endif // _MATH_UTIL_H_