125 lines
3.0 KiB
C++
125 lines
3.0 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include "Common.h"
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#include "FPURoundMode.h"
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#include "CPUDetect.h"
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#ifndef _WIN32
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static const unsigned short FPU_ROUND_NEAR = 0 << 10;
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static const unsigned short FPU_ROUND_DOWN = 1 << 10;
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static const unsigned short FPU_ROUND_UP = 2 << 10;
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static const unsigned short FPU_ROUND_CHOP = 3 << 10;
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static const unsigned short FPU_ROUND_MASK = 3 << 10;
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#include <xmmintrin.h>
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#endif
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// OR-mask for disabling FPU exceptions (bits 7-12 in the MXCSR register)
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const u32 EXCEPTION_MASK = 0x1F80;
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// Denormals-Are-Zero (non-IEEE mode: denormal inputs are set to +/- 0)
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const u32 DAZ = 0x40;
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// Flush-To-Zero (non-IEEE mode: denormal outputs are set to +/- 0)
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const u32 FTZ = 0x8000;
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namespace FPURoundMode
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{
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// Get the default SSE states here.
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static u32 saved_sse_state = _mm_getcsr();
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static const u32 default_sse_state = _mm_getcsr();
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void SetRoundMode(u32 mode)
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{
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// Set FPU rounding mode to mimic the PowerPC's
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#ifdef _M_IX86
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// This shouldn't really be needed anymore since we use SSE
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#ifdef _WIN32
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const int table[4] =
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{
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_RC_NEAR,
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_RC_CHOP,
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_RC_UP,
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_RC_DOWN
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};
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_set_controlfp(_MCW_RC, table[mode]);
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#else
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const unsigned short table[4] =
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{
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FPU_ROUND_NEAR,
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FPU_ROUND_CHOP,
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FPU_ROUND_UP,
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FPU_ROUND_DOWN
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};
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unsigned short _mode;
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asm ("fstcw %0" : "=m" (_mode) : );
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_mode = (_mode & ~FPU_ROUND_MASK) | table[mode];
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asm ("fldcw %0" : : "m" (_mode));
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#endif
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#endif
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}
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void SetPrecisionMode(u32 mode)
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{
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#ifdef _M_IX86
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// sets the floating-point lib to 53-bit
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// PowerPC has a 53bit floating pipeline only
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// eg: sscanf is very sensitive
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#ifdef _WIN32
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_control87(_PC_53, MCW_PC);
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#else
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const unsigned short table[4] = {
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0 << 8, // FPU_PREC_24
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2 << 8, // FPU_PREC_53
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3 << 8, // FPU_PREC_64
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3 << 8, // FPU_PREC_MASK
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};
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unsigned short _mode;
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asm ("fstcw %0" : "=m" (_mode));
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_mode = (_mode & ~table[3]) | table[mode];
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asm ("fldcw %0" : : "m" (_mode));
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#endif
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#else
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//x64 doesn't need this - fpu is done with SSE
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//but still - set any useful sse options here
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#endif
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}
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void SetSIMDMode(u32 roundingMode, u32 nonIEEEMode)
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{
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// lookup table for FPSCR.RN-to-MXCSR.RC translation
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static const u32 roundingModeLUT[4] =
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{
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(0 << 13) | EXCEPTION_MASK, // nearest
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(3 << 13) | EXCEPTION_MASK, // -inf
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(2 << 13) | EXCEPTION_MASK, // +inf
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(1 << 13) | EXCEPTION_MASK, // zero
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};
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u32 csr = roundingModeLUT[roundingMode];
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static const u32 denormalLUT[2] =
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{
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FTZ, // flush-to-zero only
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FTZ | DAZ, // flush-to-zero and denormals-are-zero (may not be supported)
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};
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// FIXME: proper (?) non-IEEE mode emulation causes issues in lots of games
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if (nonIEEEMode && false)
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{
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csr |= denormalLUT[cpu_info.bFlushToZero];
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}
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_mm_setcsr(csr);
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}
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void SaveSIMDState()
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{
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saved_sse_state = _mm_getcsr();
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}
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void LoadSIMDState()
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{
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_mm_setcsr(saved_sse_state);
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}
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void LoadDefaultSIMDState()
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{
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_mm_setcsr(default_sse_state);
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}
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}
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