ppsspp/Core/MIPS/MIPSVFPUUtils.h
Unknown W. Brackets 5b7bd8155d Special case specific sin/cos result values.
Fixes #7737, thanks go to gid15 from Jpcsp for finding and daniel229 for
reporting.
2016-05-29 08:51:38 -07:00

182 lines
4.9 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;
}
#ifndef M_PI_2
#define M_PI_2 1.57079632679489661923
#endif
// Some games depend on exact values, but sinf() and cosf() aren't always precise.
// Stepping down to [0, 2pi) helps, but we also check common exact-result values.
inline float vfpu_sin(float angle) {
angle -= floorf(angle * 0.25f) * 4.f;
if (angle == 0.0f || angle == 2.0f) {
return 0.0f;
} else if (angle == 1.0f) {
return 1.0f;
} else if (angle == 3.0f) {
return -1.0f;
}
angle *= (float)M_PI_2;
return sinf(angle);
}
inline float vfpu_cos(float angle) {
angle -= floorf(angle * 0.25f) * 4.f;
if (angle == 1.0f || angle == 3.0f) {
return 0.0f;
} else if (angle == 0.0f) {
return 1.0f;
} else if (angle == 2.0f) {
return -1.0f;
}
angle *= (float)M_PI_2;
return cosf(angle);
}
inline float vfpu_asin(float angle) {
return asinf(angle) / M_PI_2;
}
inline void vfpu_sincos(float angle, float &sine, float &cosine) {
angle -= floorf(angle * 0.25f) * 4.f;
if (angle == 0.0f) {
sine = 0.0f;
cosine = 1.0f;
} else if (angle == 1.0f) {
sine = 1.0f;
cosine = 0.0f;
} else if (angle == 2.0f) {
sine = 0.0f;
cosine = -1.0f;
} else if (angle == 3.0f) {
sine = -1.0f;
cosine = 0.0f;
} else {
angle *= (float)M_PI_2;
#if defined(__linux__)
sincosf(angle, &sine, &cosine);
#else
sine = sinf(angle);
cosine = cosf(angle);
#endif
}
}
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);
}
#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_2x2 = 2,
M_3x3 = 3,
M_4x4 = 4,
M_Invalid = -1
};
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 GetVecSize(MIPSOpcode op);
MatrixSize GetMtxSize(MIPSOpcode op);
VectorSize GetHalfVectorSize(VectorSize sz);
VectorSize GetDoubleVectorSize(VectorSize sz);
VectorSize MatrixVectorSize(MatrixSize sz);
int GetNumVectorElements(VectorSize 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);
float Float16ToFloat32(unsigned short l);