mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-24 05:49:58 +00:00
5b7bd8155d
Fixes #7737, thanks go to gid15 from Jpcsp for finding and daniel229 for reporting.
182 lines
4.9 KiB
C
182 lines
4.9 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 "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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#ifndef M_PI_2
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#define M_PI_2 1.57079632679489661923
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#endif
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// Some games depend on exact values, but sinf() and cosf() aren't always precise.
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// Stepping down to [0, 2pi) helps, but we also check common exact-result values.
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inline float vfpu_sin(float angle) {
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angle -= floorf(angle * 0.25f) * 4.f;
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if (angle == 0.0f || angle == 2.0f) {
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return 0.0f;
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} else if (angle == 1.0f) {
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return 1.0f;
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} else if (angle == 3.0f) {
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return -1.0f;
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}
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angle *= (float)M_PI_2;
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return sinf(angle);
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}
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inline float vfpu_cos(float angle) {
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angle -= floorf(angle * 0.25f) * 4.f;
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if (angle == 1.0f || angle == 3.0f) {
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return 0.0f;
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} else if (angle == 0.0f) {
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return 1.0f;
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} else if (angle == 2.0f) {
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return -1.0f;
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}
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angle *= (float)M_PI_2;
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return cosf(angle);
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}
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inline float vfpu_asin(float angle) {
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return asinf(angle) / M_PI_2;
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}
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inline void vfpu_sincos(float angle, float &sine, float &cosine) {
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angle -= floorf(angle * 0.25f) * 4.f;
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if (angle == 0.0f) {
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sine = 0.0f;
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cosine = 1.0f;
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} else if (angle == 1.0f) {
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sine = 1.0f;
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cosine = 0.0f;
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} else if (angle == 2.0f) {
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sine = 0.0f;
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cosine = -1.0f;
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} else if (angle == 3.0f) {
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sine = -1.0f;
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cosine = 0.0f;
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} else {
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angle *= (float)M_PI_2;
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#if defined(__linux__)
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sincosf(angle, &sine, &cosine);
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#else
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sine = sinf(angle);
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cosine = cosf(angle);
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#endif
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}
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}
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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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#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_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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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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inline int GetMtx(int matrixReg) {
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return (matrixReg >> 2) & 7;
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}
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VectorSize GetVecSize(MIPSOpcode op);
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MatrixSize GetMtxSize(MIPSOpcode op);
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VectorSize GetHalfVectorSize(VectorSize sz);
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VectorSize GetDoubleVectorSize(VectorSize sz);
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VectorSize MatrixVectorSize(MatrixSize sz);
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int GetNumVectorElements(VectorSize sz);
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int GetMatrixSide(MatrixSize sz);
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const char *GetVectorNotation(int reg, VectorSize size);
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const char *GetMatrixNotation(int reg, MatrixSize size);
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inline bool IsMatrixTransposed(int matrixReg) {
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return (matrixReg >> 5) & 1;
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}
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inline bool IsVectorColumn(int vectorReg) {
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return !((vectorReg >> 5) & 1);
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}
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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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float Float16ToFloat32(unsigned short l);
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