262 lines
5.5 KiB
C++
262 lines
5.5 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.
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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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#include "Common.h"
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#include "MathUtil.h"
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#include <cmath>
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#include <numeric>
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namespace {
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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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}
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namespace MathUtil
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{
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int ClassifyDouble(double dvalue)
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{
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// TODO: Optimize the below to be as fast as possible.
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IntDouble value;
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value.d = dvalue;
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// 5 bits (C, <, >, =, ?)
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// easy cases first
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if (value.i == 0) {
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// positive zero
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return 0x2;
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} else if (value.i == 0x8000000000000000ULL) {
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// negative zero
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return 0x12;
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} else if (value.i == 0x7FF0000000000000ULL) {
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// positive inf
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return 0x5;
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} else if (value.i == 0xFFF0000000000000ULL) {
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// negative inf
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return 0x9;
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} else {
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// OK let's dissect this thing.
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int sign = value.i >> 63;
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int exp = (int)((value.i >> 52) & 0x7FF);
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if (exp >= 1 && exp <= 2046) {
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// Nice normalized number.
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if (sign) {
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return 0x8; // negative
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} else {
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return 0x4; // positive
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}
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}
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u64 mantissa = value.i & 0x000FFFFFFFFFFFFFULL;
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if (exp == 0 && mantissa) {
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// Denormalized number.
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if (sign) {
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return 0x18;
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} else {
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return 0x14;
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}
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} else if (exp == 0x7FF && mantissa /* && mantissa_top*/) {
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return 0x11; // Quiet NAN
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}
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}
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return 0x4;
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}
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int ClassifyFloat(float fvalue)
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{
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// TODO: Optimize the below to be as fast as possible.
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IntFloat value;
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value.f = fvalue;
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// 5 bits (C, <, >, =, ?)
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// easy cases first
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if (value.i == 0) {
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// positive zero
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return 0x2;
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} else if (value.i == 0x80000000) {
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// negative zero
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return 0x12;
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} else if (value.i == 0x7F800000) {
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// positive inf
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return 0x5;
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} else if (value.i == 0xFF800000) {
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// negative inf
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return 0x9;
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} else {
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// OK let's dissect this thing.
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int sign = value.i >> 31;
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int exp = (int)((value.i >> 23) & 0xFF);
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if (exp >= 1 && exp <= 254) {
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// Nice normalized number.
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if (sign) {
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return 0x8; // negative
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} else {
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return 0x4; // positive
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}
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}
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u64 mantissa = value.i & 0x007FFFFF;
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if (exp == 0 && mantissa) {
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// Denormalized number.
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if (sign) {
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return 0x18;
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} else {
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return 0x14;
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}
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} else if (exp == 0xFF && mantissa /* && mantissa_top*/) {
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return 0x11; // Quiet NAN
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}
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}
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return 0x4;
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}
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} // namespace
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void LoadDefaultSSEState()
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{
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_mm_setcsr(default_sse_state);
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}
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void LoadSSEState()
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{
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_mm_setcsr(saved_sse_state);
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}
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void SaveSSEState()
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{
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saved_sse_state = _mm_getcsr();
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}
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inline void MatrixMul(int n, const float *a, const float *b, float *result)
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{
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for (int i = 0; i < n; ++i)
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{
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for (int j = 0; j < n; ++j)
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{
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float temp = 0;
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for (int k = 0; k < n; ++k)
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{
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temp += a[i * n + k] * b[k * n + j];
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}
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result[i * n + j] = temp;
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}
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}
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}
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// Calculate sum of a float list
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float MathFloatVectorSum(const std::vector<float>& Vec)
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{
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return std::accumulate(Vec.begin(), Vec.end(), 0.0f);
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}
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void Matrix33::LoadIdentity(Matrix33 &mtx)
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{
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memset(mtx.data, 0, sizeof(mtx.data));
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mtx.data[0] = 1.0f;
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mtx.data[4] = 1.0f;
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mtx.data[8] = 1.0f;
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}
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void Matrix33::RotateX(Matrix33 &mtx, float rad)
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{
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float s = sin(rad);
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float c = cos(rad);
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memset(mtx.data, 0, sizeof(mtx.data));
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mtx.data[0] = 1;
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mtx.data[4] = c;
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mtx.data[5] = -s;
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mtx.data[7] = s;
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mtx.data[8] = c;
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}
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void Matrix33::RotateY(Matrix33 &mtx, float rad)
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{
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float s = sin(rad);
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float c = cos(rad);
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memset(mtx.data, 0, sizeof(mtx.data));
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mtx.data[0] = c;
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mtx.data[2] = s;
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mtx.data[4] = 1;
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mtx.data[6] = -s;
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mtx.data[8] = c;
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}
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void Matrix33::Multiply(const Matrix33 &a, const Matrix33 &b, Matrix33 &result)
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{
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MatrixMul(3, a.data, b.data, result.data);
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}
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void Matrix33::Multiply(const Matrix33 &a, const float vec[3], float result[3])
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{
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for (int i = 0; i < 3; ++i) {
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result[i] = 0;
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for (int k = 0; k < 3; ++k) {
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result[i] += a.data[i * 3 + k] * vec[k];
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}
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}
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}
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void Matrix44::LoadIdentity(Matrix44 &mtx)
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{
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memset(mtx.data, 0, sizeof(mtx.data));
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mtx.data[0] = 1.0f;
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mtx.data[5] = 1.0f;
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mtx.data[10] = 1.0f;
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mtx.data[15] = 1.0f;
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}
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void Matrix44::LoadMatrix33(Matrix44 &mtx, const Matrix33 &m33)
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{
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for (int i = 0; i < 3; ++i)
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{
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for (int j = 0; j < 3; ++j)
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{
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mtx.data[i * 4 + j] = m33.data[i * 3 + j];
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}
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}
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for (int i = 0; i < 3; ++i)
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{
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mtx.data[i * 4 + 3] = 0;
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mtx.data[i + 12] = 0;
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}
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mtx.data[15] = 1.0f;
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}
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void Matrix44::Set(Matrix44 &mtx, const float mtxArray[16])
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{
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for(int i = 0; i < 16; ++i) {
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mtx.data[i] = mtxArray[i];
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}
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}
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void Matrix44::Translate(Matrix44 &mtx, const float vec[3])
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{
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LoadIdentity(mtx);
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mtx.data[3] = vec[0];
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mtx.data[7] = vec[1];
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mtx.data[11] = vec[2];
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}
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void Matrix44::Multiply(const Matrix44 &a, const Matrix44 &b, Matrix44 &result)
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{
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MatrixMul(4, a.data, b.data, result.data);
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}
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