mirror of
https://github.com/hrydgard/ppsspp.git
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f54f5581cd
Just in case it's thinking there's a definition to link, should use static.
258 lines
7.1 KiB
C++
258 lines
7.1 KiB
C++
// Copyright (c) 2012- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include <cmath>
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#include <string>
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#include "Common/CommonTypes.h"
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#include "Core/MIPS/MIPS.h"
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#define _VD (op & 0x7F)
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#define _VS ((op>>8) & 0x7F)
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#define _VT ((op>>16) & 0x7F)
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inline int Xpose(int v) {
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return v^0x20;
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}
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// Half of PI, or 90 degrees.
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#ifndef M_PI_2
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#define M_PI_2 1.57079632679489661923
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#endif
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// The VFPU uses weird angles where 4.0 represents a full circle. This makes it possible to return
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// exact 1.0/-1.0 values at certain angles.
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//
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// The current code attempts to match VFPU sin/cos exactly.
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// Possibly affected games:
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// Final Fantasy III (#2921 )
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// Hitman Reborn 2 (#12900)
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// Cho Aniki Zero (#13705)
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// Hajime no Ippo (#13671)
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// Dissidia Duodecim Final Fantasy (#6710 )
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//
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// Messing around with the modulo functions? try https://www.desmos.com/calculator.
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extern float vfpu_sin(float);
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extern float vfpu_cos(float);
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extern void vfpu_sincos(float, float&, float&);
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extern float vfpu_asin(float);
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inline float vfpu_clamp(float v, float min, float max) {
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// Note: NAN is preserved, and -0.0 becomes +0.0 if min=+0.0.
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return v >= max ? max : (v <= min ? min : v);
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}
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float vfpu_dot(const float a[4], const float b[4]);
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float vfpu_sqrt(float a);
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float vfpu_rsqrt(float a);
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extern float vfpu_exp2(float);
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extern float vfpu_rexp2(float);
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extern float vfpu_log2(float);
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extern float vfpu_rcp(float);
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extern void vrnd_init_default(uint32_t *rcx);
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extern void vrnd_init(uint32_t seed, uint32_t *rcx);
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extern uint32_t vrnd_generate(uint32_t *rcx);
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inline uint32_t get_uexp(uint32_t x) {
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return (x >> 23) & 0xFF;
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}
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inline int32_t get_exp(uint32_t x) {
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return get_uexp(x) - 127;
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}
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inline int32_t get_mant(uint32_t x) {
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// Note: this returns the hidden 1.
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return (x & 0x007FFFFF) | 0x00800000;
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}
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inline int32_t get_sign(uint32_t x) {
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return x & 0x80000000;
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}
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#define VFPU_FLOAT16_EXP_MAX 0x1f
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#define VFPU_SH_FLOAT16_SIGN 15
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#define VFPU_MASK_FLOAT16_SIGN 0x1
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#define VFPU_SH_FLOAT16_EXP 10
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#define VFPU_MASK_FLOAT16_EXP 0x1f
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#define VFPU_SH_FLOAT16_FRAC 0
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#define VFPU_MASK_FLOAT16_FRAC 0x3ff
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enum VectorSize {
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V_Single = 1,
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V_Pair = 2,
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V_Triple = 3,
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V_Quad = 4,
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V_Invalid = -1,
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};
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enum MatrixSize {
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M_1x1 = 1,
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M_2x2 = 2,
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M_3x3 = 3,
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M_4x4 = 4,
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M_Invalid = -1
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};
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inline u32 VFPU_SWIZZLE(int x, int y, int z, int w) {
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return (x << 0) | (y << 2) | (z << 4) | (w << 6);
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}
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inline u32 VFPU_MASK(int x, int y, int z, int w) {
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return (x << 0) | (y << 1) | (z << 2) | (w << 3);
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}
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inline u32 VFPU_ANY_SWIZZLE() {
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return 0x000000FF;
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}
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inline u32 VFPU_ABS(int x, int y, int z, int w) {
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return VFPU_MASK(x, y, z, w) << 8;
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}
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inline u32 VFPU_CONST(int x, int y, int z, int w) {
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return VFPU_MASK(x, y, z, w) << 12;
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}
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inline u32 VFPU_NEGATE(int x, int y, int z, int w) {
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return VFPU_MASK(x, y, z, w) << 16;
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}
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enum class VFPUConst {
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NONE = -1,
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ZERO,
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ONE,
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TWO,
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HALF,
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THREE,
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THIRD,
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FOURTH,
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SIXTH,
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};
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inline u32 VFPU_MAKE_CONSTANTS(VFPUConst x, VFPUConst y, VFPUConst z, VFPUConst w) {
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u32 result = 0;
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if (x != VFPUConst::NONE) {
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// This sets the constant flag and the swizzle/abs flags for the right constant.
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result |= (((int)x & 3) << 0) | (((int)x & 4) << 6) | (1 << 12);
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}
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if (y != VFPUConst::NONE) {
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result |= (((int)y & 3) << 2) | (((int)y & 4) << 7) | (1 << 13);
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}
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if (z != VFPUConst::NONE) {
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result |= (((int)z & 3) << 4) | (((int)z & 4) << 8) | (1 << 14);
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}
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if (w != VFPUConst::NONE) {
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result |= (((int)w & 3) << 6) | (((int)w & 4) << 9) | (1 << 15);
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}
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return result;
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}
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u32 VFPURewritePrefix(int ctrl, u32 remove, u32 add);
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void ReadMatrix(float *rd, MatrixSize size, int reg);
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void WriteMatrix(const float *rs, MatrixSize size, int reg);
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void WriteVector(const float *rs, VectorSize N, int reg);
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void ReadVector(float *rd, VectorSize N, int reg);
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void GetVectorRegs(u8 regs[4], VectorSize N, int vectorReg);
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void GetMatrixRegs(u8 regs[16], MatrixSize N, int matrixReg);
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// Translate between vector and matrix size. Possibly we should simply
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// join the two enums, but the type safety is kind of nice.
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VectorSize GetVectorSize(MatrixSize sz);
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MatrixSize GetMatrixSize(VectorSize sz);
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// Note that if matrix is a transposed matrix (E format), GetColumn will actually return rows,
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// and vice versa.
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int GetColumnName(int matrix, MatrixSize msize, int column, int offset);
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int GetRowName(int matrix, MatrixSize msize, int row, int offset);
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int GetMatrixName(int matrix, MatrixSize msize, int column, int row, bool transposed);
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void GetMatrixColumns(int matrixReg, MatrixSize msize, u8 vecs[4]);
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void GetMatrixRows(int matrixReg, MatrixSize msize, u8 vecs[4]);
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enum MatrixOverlapType {
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OVERLAP_NONE = 0,
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OVERLAP_PARTIAL = 1,
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OVERLAP_EQUAL = 2,
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// Transposed too? (same space but transposed)
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};
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MatrixOverlapType GetMatrixOverlap(int m1, int m2, MatrixSize msize);
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// Returns a number from 0-7, good for checking overlap for 4x4 matrices.
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static inline int GetMtx(int matrixReg) {
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return (matrixReg >> 2) & 7;
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}
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static inline VectorSize GetVecSize(MIPSOpcode op) {
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int a = (op >> 7) & 1;
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int b = (op >> 14) & 2;
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return (VectorSize)(a + b + 1); // Safe, there are no other possibilities
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}
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static inline MatrixSize GetMtxSize(MIPSOpcode op) {
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int a = (op >> 7) & 1;
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int b = (op >> 14) & 2;
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return (MatrixSize)(a + b + 1); // Safe, there are no other possibilities
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}
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VectorSize GetHalfVectorSizeSafe(VectorSize sz);
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VectorSize GetHalfVectorSize(VectorSize sz);
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VectorSize GetDoubleVectorSizeSafe(VectorSize sz);
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VectorSize GetDoubleVectorSize(VectorSize sz);
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VectorSize MatrixVectorSizeSafe(MatrixSize sz);
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VectorSize MatrixVectorSize(MatrixSize sz);
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static inline int GetNumVectorElements(VectorSize sz) {
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switch (sz) {
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case V_Single: return 1;
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case V_Pair: return 2;
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case V_Triple: return 3;
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case V_Quad: return 4;
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default: return 0;
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}
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}
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int GetMatrixSideSafe(MatrixSize sz);
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int GetMatrixSide(MatrixSize sz);
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std::string GetVectorNotation(int reg, VectorSize size);
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std::string GetMatrixNotation(int reg, MatrixSize size);
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static inline bool IsMatrixTransposed(int matrixReg) {
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return (matrixReg >> 5) & 1;
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}
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static inline bool IsVectorColumn(int vectorReg) {
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return !((vectorReg >> 5) & 1);
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}
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static inline int TransposeMatrixReg(int matrixReg) {
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return matrixReg ^ 0x20;
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}
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int GetVectorOverlap(int reg1, VectorSize size1, int reg2, VectorSize size2);
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bool GetVFPUCtrlMask(int reg, u32 *mask);
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float Float16ToFloat32(unsigned short l);
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void InitVFPU();
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