ppsspp/Core/MIPS/MIPSVFPUUtils.h
Unknown W. Brackets 3df6cb704f Global: Fix some type conversion warnings.
Hidden by some warning disables.
2022-01-30 16:09:33 -08:00

219 lines
6.6 KiB
C

// Copyright (c) 2012- PPSSPP 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 git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include <cmath>
#include "Common/CommonTypes.h"
#include "Core/MIPS/MIPS.h"
#define _VD (op & 0x7F)
#define _VS ((op>>8) & 0x7F)
#define _VT ((op>>16) & 0x7F)
inline int Xpose(int v) {
return v^0x20;
}
// Half of PI, or 90 degrees.
#ifndef M_PI_2
#define M_PI_2 1.57079632679489661923
#endif
// The VFPU uses weird angles where 4.0 represents a full circle. This makes it possible to return
// exact 1.0/-1.0 values at certain angles. We currently just scale, and special case the cardinal directions.
//
// Stepping down to [0, 2pi) helps, but we also check common exact-result values.
// TODO: cos(1) and sin(2) should be -0.0, but doing that gives wrong results (possibly from floorf.)
//
// We also try an alternative solution, computing things in double precision, multiplying the input by pi/2.
// This fixes #12900 (Hitman Reborn 2) but breaks #13705 (Cho Aniki Zero) and #13671 (Hajime no Ippo).
// #2921 is still fine. So the alt solution (vfpu_sin_double etc) are behind a compat flag.
//
// A better solution would be to tailor some sine approximation for the 0..90 degrees range, compute
// modulo manually and mirror that around the circle. Also correctly special casing for inf/nan inputs
// and just trying to match it as closely as possible to the real PSP.
//
// Messing around with the modulo functions? try https://www.desmos.com/calculator.
extern float vfpu_sin(float);
extern float vfpu_cos(float);
extern void vfpu_sincos(float, float&, float&);
inline float vfpu_asin(float angle) {
return (float)(asinf(angle) / M_PI_2);
}
inline float vfpu_clamp(float v, float min, float max) {
// Note: NAN is preserved, and -0.0 becomes +0.0 if min=+0.0.
return v >= max ? max : (v <= min ? min : v);
}
float vfpu_dot(float a[4], float b[4]);
float vfpu_sqrt(float a);
float vfpu_rsqrt(float a);
#define VFPU_FLOAT16_EXP_MAX 0x1f
#define VFPU_SH_FLOAT16_SIGN 15
#define VFPU_MASK_FLOAT16_SIGN 0x1
#define VFPU_SH_FLOAT16_EXP 10
#define VFPU_MASK_FLOAT16_EXP 0x1f
#define VFPU_SH_FLOAT16_FRAC 0
#define VFPU_MASK_FLOAT16_FRAC 0x3ff
enum VectorSize {
V_Single = 1,
V_Pair = 2,
V_Triple = 3,
V_Quad = 4,
V_Invalid = -1,
};
enum MatrixSize {
M_1x1 = 1,
M_2x2 = 2,
M_3x3 = 3,
M_4x4 = 4,
M_Invalid = -1
};
inline u32 VFPU_SWIZZLE(int x, int y, int z, int w) {
return (x << 0) | (y << 2) | (z << 4) | (w << 6);
}
inline u32 VFPU_MASK(int x, int y, int z, int w) {
return (x << 0) | (y << 1) | (z << 2) | (w << 3);
}
inline u32 VFPU_ANY_SWIZZLE() {
return 0x000000FF;
}
inline u32 VFPU_ABS(int x, int y, int z, int w) {
return VFPU_MASK(x, y, z, w) << 8;
}
inline u32 VFPU_CONST(int x, int y, int z, int w) {
return VFPU_MASK(x, y, z, w) << 12;
}
inline u32 VFPU_NEGATE(int x, int y, int z, int w) {
return VFPU_MASK(x, y, z, w) << 16;
}
enum class VFPUConst {
NONE = -1,
ZERO,
ONE,
TWO,
HALF,
THREE,
THIRD,
FOURTH,
SIXTH,
};
inline u32 VFPU_MAKE_CONSTANTS(VFPUConst x, VFPUConst y, VFPUConst z, VFPUConst w) {
u32 result = 0;
if (x != VFPUConst::NONE) {
// This sets the constant flag and the swizzle/abs flags for the right constant.
result |= (((int)x & 3) << 0) | (((int)x & 4) << 6) | (1 << 12);
}
if (y != VFPUConst::NONE) {
result |= (((int)y & 3) << 2) | (((int)y & 4) << 7) | (1 << 13);
}
if (z != VFPUConst::NONE) {
result |= (((int)z & 3) << 4) | (((int)z & 4) << 8) | (1 << 14);
}
if (w != VFPUConst::NONE) {
result |= (((int)w & 3) << 6) | (((int)w & 4) << 9) | (1 << 15);
}
return result;
}
u32 VFPURewritePrefix(int ctrl, u32 remove, u32 add);
void ReadMatrix(float *rd, MatrixSize size, int reg);
void WriteMatrix(const float *rs, MatrixSize size, int reg);
void WriteVector(const float *rs, VectorSize N, int reg);
void ReadVector(float *rd, VectorSize N, int reg);
void GetVectorRegs(u8 regs[4], VectorSize N, int vectorReg);
void GetMatrixRegs(u8 regs[16], MatrixSize N, int matrixReg);
// Translate between vector and matrix size. Possibly we should simply
// join the two enums, but the type safety is kind of nice.
VectorSize GetVectorSize(MatrixSize sz);
MatrixSize GetMatrixSize(VectorSize sz);
// Note that if matrix is a transposed matrix (E format), GetColumn will actually return rows,
// and vice versa.
int GetColumnName(int matrix, MatrixSize msize, int column, int offset);
int GetRowName(int matrix, MatrixSize msize, int row, int offset);
int GetMatrixName(int matrix, MatrixSize msize, int column, int row, bool transposed);
void GetMatrixColumns(int matrixReg, MatrixSize msize, u8 vecs[4]);
void GetMatrixRows(int matrixReg, MatrixSize msize, u8 vecs[4]);
enum MatrixOverlapType {
OVERLAP_NONE = 0,
OVERLAP_PARTIAL = 1,
OVERLAP_EQUAL = 2,
// Transposed too? (same space but transposed)
};
MatrixOverlapType GetMatrixOverlap(int m1, int m2, MatrixSize msize);
// Returns a number from 0-7, good for checking overlap for 4x4 matrices.
inline int GetMtx(int matrixReg) {
return (matrixReg >> 2) & 7;
}
VectorSize GetVecSizeSafe(MIPSOpcode op);
VectorSize GetVecSize(MIPSOpcode op);
MatrixSize GetMtxSizeSafe(MIPSOpcode op);
MatrixSize GetMtxSize(MIPSOpcode op);
VectorSize GetHalfVectorSizeSafe(VectorSize sz);
VectorSize GetHalfVectorSize(VectorSize sz);
VectorSize GetDoubleVectorSizeSafe(VectorSize sz);
VectorSize GetDoubleVectorSize(VectorSize sz);
VectorSize MatrixVectorSizeSafe(MatrixSize sz);
VectorSize MatrixVectorSize(MatrixSize sz);
int GetNumVectorElements(VectorSize sz);
int GetMatrixSideSafe(MatrixSize sz);
int GetMatrixSide(MatrixSize sz);
const char *GetVectorNotation(int reg, VectorSize size);
const char *GetMatrixNotation(int reg, MatrixSize size);
inline bool IsMatrixTransposed(int matrixReg) {
return (matrixReg >> 5) & 1;
}
inline bool IsVectorColumn(int vectorReg) {
return !((vectorReg >> 5) & 1);
}
inline int TransposeMatrixReg(int matrixReg) {
return matrixReg ^ 0x20;
}
int GetVectorOverlap(int reg1, VectorSize size1, int reg2, VectorSize size2);
bool GetVFPUCtrlMask(int reg, u32 *mask);
float Float16ToFloat32(unsigned short l);
void InitVFPUSinCos();