mirror of
https://github.com/hrydgard/ppsspp.git
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210 lines
5.0 KiB
C++
210 lines
5.0 KiB
C++
// Copyright (C) 2003 Dolphin 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 SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#ifndef _MATH_UTIL_H_
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#define _MATH_UTIL_H_
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#include "Common.h"
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#ifndef ARM
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#define USE_SSE
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#endif
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#ifdef USE_SSE
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#include <xmmintrin.h>
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#endif
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#include <vector>
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namespace MathUtil
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{
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static const u64 DOUBLE_SIGN = 0x8000000000000000ULL,
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DOUBLE_EXP = 0x7FF0000000000000ULL,
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DOUBLE_FRAC = 0x000FFFFFFFFFFFFFULL,
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DOUBLE_ZERO = 0x0000000000000000ULL;
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static const u32 FLOAT_SIGN = 0x80000000,
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FLOAT_EXP = 0x7F800000,
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FLOAT_FRAC = 0x007FFFFF,
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FLOAT_ZERO = 0x00000000;
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union IntDouble {
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double d;
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u64 i;
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};
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union IntFloat {
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float f;
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u32 i;
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};
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inline bool IsNAN(double d)
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{
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IntDouble x; x.d = d;
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return ( ((x.i & DOUBLE_EXP) == DOUBLE_EXP) &&
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((x.i & DOUBLE_FRAC) != DOUBLE_ZERO) );
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}
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inline bool IsQNAN(double d)
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{
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IntDouble x; x.d = d;
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return ( ((x.i & DOUBLE_EXP) == DOUBLE_EXP) &&
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((x.i & 0x0007fffffffffffULL) == 0x000000000000000ULL) &&
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((x.i & 0x000800000000000ULL) == 0x000800000000000ULL) );
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}
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inline bool IsSNAN(double d)
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{
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IntDouble x; x.d = d;
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return( ((x.i & DOUBLE_EXP) == DOUBLE_EXP) &&
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((x.i & DOUBLE_FRAC) != DOUBLE_ZERO) &&
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((x.i & 0x0008000000000000ULL) == DOUBLE_ZERO) );
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}
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inline float FlushToZero(float f)
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{
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IntFloat x; x.f = f;
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if ((x.i & FLOAT_EXP) == 0)
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x.i &= FLOAT_SIGN; // turn into signed zero
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return x.f;
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}
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inline double FlushToZeroAsFloat(double d)
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{
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IntDouble x; x.d = d;
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if ((x.i & DOUBLE_EXP) < 0x3800000000000000ULL)
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x.i &= DOUBLE_SIGN; // turn into signed zero
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return x.d;
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}
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enum PPCFpClass
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{
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PPC_FPCLASS_QNAN = 0x11,
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PPC_FPCLASS_NINF = 0x9,
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PPC_FPCLASS_NN = 0x8,
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PPC_FPCLASS_ND = 0x18,
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PPC_FPCLASS_NZ = 0x12,
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PPC_FPCLASS_PZ = 0x2,
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PPC_FPCLASS_PD = 0x14,
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PPC_FPCLASS_PN = 0x4,
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PPC_FPCLASS_PINF = 0x5,
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};
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// Uses PowerPC conventions for the return value, so it can be easily
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// used directly in CPU emulation.
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u32 ClassifyDouble(double dvalue);
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// More efficient float version.
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u32 ClassifyFloat(float fvalue);
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template<class T>
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struct Rectangle
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{
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T left;
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T top;
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T right;
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T bottom;
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Rectangle()
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{ }
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Rectangle(T theLeft, T theTop, T theRight, T theBottom)
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: left(theLeft), top(theTop), right(theRight), bottom(theBottom)
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{ }
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T GetWidth() const { return abs(right - left); }
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T GetHeight() const { return abs(bottom - top); }
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// If the rectangle is in a coordinate system with a lower-left origin, use
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// this Clamp.
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void ClampLL(T x1, T y1, T x2, T y2)
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{
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if (left < x1) left = x1;
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if (right > x2) right = x2;
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if (top > y1) top = y1;
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if (bottom < y2) bottom = y2;
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}
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// If the rectangle is in a coordinate system with an upper-left origin,
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// use this Clamp.
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void ClampUL(T x1, T y1, T x2, T y2)
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{
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if (left < x1) left = x1;
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if (right > x2) right = x2;
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if (top < y1) top = y1;
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if (bottom > y2) bottom = y2;
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}
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};
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} // namespace MathUtil
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inline float pow2f(float x) {return x * x;}
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inline double pow2(double x) {return x * x;}
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int Pow2roundup(int x);
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int GetPow2(int x);
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/*
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There are two different flavors of float to int conversion:
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_mm_cvtps_epi32() and _mm_cvttps_epi32(). The first rounds
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according to the MXCSR rounding bits. The second one always
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uses round towards zero.
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*/
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void SaveSSEState();
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void LoadSSEState();
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void LoadDefaultSSEState();
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float MathFloatVectorSum(const std::vector<float>&);
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#define ROUND_UP(x, a) (((x) + (a) - 1) & ~((a) - 1))
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#define ROUND_DOWN(x, a) ((x) & ~((a) - 1))
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// Tiny matrix/vector library.
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// Used for things like Free-Look in the gfx backend.
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class Matrix33
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{
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public:
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static void LoadIdentity(Matrix33 &mtx);
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// set mtx to be a rotation matrix around the x axis
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static void RotateX(Matrix33 &mtx, float rad);
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// set mtx to be a rotation matrix around the y axis
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static void RotateY(Matrix33 &mtx, float rad);
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// set result = a x b
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static void Multiply(const Matrix33 &a, const Matrix33 &b, Matrix33 &result);
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static void Multiply(const Matrix33 &a, const float vec[3], float result[3]);
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float data[9];
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};
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class Matrix44
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{
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public:
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static void LoadIdentity(Matrix44 &mtx);
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static void LoadMatrix33(Matrix44 &mtx, const Matrix33 &m33);
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static void Set(Matrix44 &mtx, const float mtxArray[16]);
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static void Translate(Matrix44 &mtx, const float vec[3]);
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static void Multiply(const Matrix44 &a, const Matrix44 &b, Matrix44 &result);
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float data[16];
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};
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#endif // _MATH_UTIL_H_
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