ppsspp/math/math_util.h

198 lines
4.4 KiB
C

#ifndef _MATHUTILS_H
#define _MATHUTILS_H
#include <cmath>
#include <cstring>
#include "base/basictypes.h"
inline float sqr(float f) {return f*f;}
inline float sqr_signed(float f) {return f<0 ? -f*f : f*f;}
typedef unsigned short float16;
// This ain't a 1.5.10 float16, it's a stupid hack format where we chop 16 bits off a float.
// This choice is subject to change. Don't think I'm using this for anything at all now anyway.
// DEPRECATED
inline float16 FloatToFloat16(float x) {
int ix;
memcpy(&ix, &x, sizeof(float));
return ix >> 16;
}
inline float Float16ToFloat(float16 ix) {
float x;
memcpy(&x, &ix, sizeof(float));
return x;
}
inline uint32_t RoundUpToPowerOf2(uint32_t v) {
v--;
v |= v >> 1;
v |= v >> 2;
v |= v >> 4;
v |= v >> 8;
v |= v >> 16;
v++;
return v;
}
#define PI 3.141592653589793f
#ifndef M_PI
#define M_PI 3.141592653589793f
#endif
// The stuff in this file is from all over the web, esp. dspmusic.org. I think it's all public domain.
// In any case, very little of it is used anywhere at the moment.
// Calculate pseudo-random 32 bit number based on linear congruential method.
void SetSeed(unsigned int seed);
unsigned int GenerateRandomNumber();
inline float GenerateRandomFloat01() {
return (float)((double)GenerateRandomNumber() / 0xFFFFFFFF);
}
inline float GenerateRandomSignedFloat() {
return (float)((double)GenerateRandomNumber() / 0x80000000) - 1.0f;
}
inline float GaussRand()
{
float R1 = GenerateRandomFloat01();
float R2 = GenerateRandomFloat01();
float X = sqrtf(-2.0f * logf(R1)) * cosf(2.0f * PI * R2);
if (X > 4.0f) X = 4.0f;
if (X < -4.0f) X = -4.0f;
return X;
}
// Accuracy unknown
inline double atan_fast(double x) {
return (x / (1.0 + 0.28 * (x * x)));
}
// linear -> dB conversion
inline float lin2dB(float lin) {
const float LOG_2_DB = 8.6858896380650365530225783783321f; // 20 / ln( 10 )
return logf(lin) * LOG_2_DB;
}
// dB -> linear conversion
inline float dB2lin(float dB) {
const float DB_2_LOG = 0.11512925464970228420089957273422f; // ln( 10 ) / 20
return expf(dB * DB_2_LOG);
}
inline bool my_isinf(float f) {
union {
float f;
uint32_t u;
} f2u;
f2u.f = f;
return f2u.u == 0x7f800000 ||
f2u.u == 0xff800000;
}
inline bool my_isnan(float f) {
union {
float f;
uint32_t u;
} f2u;
f2u.f = f;
// NaNs have non-zero mantissa
return ((f2u.u & 0x7F800000) == 0x7F800000) && (f2u.u & 0x7FFFFF);
}
inline int is_even(float d) {
float int_part;
modff(d / 2.0f, &int_part);
return 2.0f * int_part == d;
}
// Rounds *.5 to closest even number
inline double round_ieee_754(double d) {
float i = floor(d);
d -= i;
if (d < 0.5f)
return i;
if (d > 0.5f)
return i + 1.0f;
if (is_even(i))
return i;
return i + 1.0f;
}
union FP32 {
uint32_t u;
float f;
};
struct FP16 {
uint16_t u;
};
// magic code from ryg: http://fgiesen.wordpress.com/2012/03/28/half-to-float-done-quic/
// See also SSE2 version: https://gist.github.com/rygorous/2144712
inline FP32 half_to_float_fast5(FP16 h)
{
static const FP32 magic = { (127 + (127 - 15)) << 23 };
static const FP32 was_infnan = { (127 + 16) << 23 };
FP32 o;
o.u = (h.u & 0x7fff) << 13; // exponent/mantissa bits
o.f *= magic.f; // exponent adjust
if (o.f >= was_infnan.f) // make sure Inf/NaN survive
o.u |= 255 << 23;
o.u |= (h.u & 0x8000) << 16; // sign bit
return o;
}
inline float ExpandHalf(uint16_t half) {
FP16 fp16;
fp16.u = half;
FP32 fp = half_to_float_fast5(fp16);
return fp.f;
}
// More magic code: https://gist.github.com/rygorous/2156668
inline FP16 float_to_half_fast3(FP32 f)
{
static const FP32 f32infty = { 255 << 23 };
static const FP32 f16infty = { 31 << 23 };
static const FP32 magic = { 15 << 23 };
static const uint32_t sign_mask = 0x80000000u;
static const uint32_t round_mask = ~0xfffu;
FP16 o = { 0 };
uint32_t sign = f.u & sign_mask;
f.u ^= sign;
if (f.u >= f32infty.u) // Inf or NaN (all exponent bits set)
o.u = (f.u > f32infty.u) ? 0x7e00 : 0x7c00; // NaN->qNaN and Inf->Inf
else // (De)normalized number or zero
{
f.u &= round_mask;
f.f *= magic.f;
f.u -= round_mask;
if (f.u > f16infty.u) f.u = f16infty.u; // Clamp to signed infinity if overflowed
o.u = f.u >> 13; // Take the bits!
}
o.u |= sign >> 16;
return o;
}
inline uint16_t ShrinkToHalf(float full) {
FP32 fp32;
fp32.f = full;
FP16 fp = float_to_half_fast3(fp32);
return fp.u;
}
// FPU control.
void EnableFZ();
#endif