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