diff options
Diffstat (limited to 'Opcode/Ice/IceFPU.h')
-rw-r--r-- | Opcode/Ice/IceFPU.h | 474 |
1 files changed, 237 insertions, 237 deletions
diff --git a/Opcode/Ice/IceFPU.h b/Opcode/Ice/IceFPU.h index 18ad7ae..c05fd44 100644 --- a/Opcode/Ice/IceFPU.h +++ b/Opcode/Ice/IceFPU.h @@ -1,237 +1,237 @@ -///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-/**
- * Contains FPU related code.
- * \file IceFPU.h
- * \author Pierre Terdiman
- * \date April, 4, 2000
- */
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Include Guard
-#ifndef __ICEFPU_H__
-#define __ICEFPU_H__
-
- #include <algorithm>
- #include <cmath>
-
- #define SIGN_BITMASK 0x80000000
-
- //! Integer representation of a floating-point value.
- #define IR(x) ((udword&)(x))
-
- //! Signed integer representation of a floating-point value.
- #define SIR(x) ((sdword&)(x))
-
- //! Absolute integer representation of a floating-point value
- #define AIR(x) (IR(x)&0x7fffffff)
-
- //! Floating-point representation of an integer value.
- #define FR(x) ((float&)(x))
-
- //! Integer-based comparison of a floating point value.
- //! Don't use it blindly, it can be faster or slower than the FPU comparison, depends on the context.
- #define IS_NEGATIVE_FLOAT(x) (IR(x)&0x80000000)
-
- //! Fast fabs for floating-point values. It just clears the sign bit.
- //! Don't use it blindy, it can be faster or slower than the FPU comparison, depends on the context.
- inline_ float FastFabs(float x)
- {
- udword FloatBits = IR(x)&0x7fffffff;
- return FR(FloatBits);
- }
-
- //! Fast square root for floating-point values.
- inline_ float FastSqrt(float square)
- {
- return std::sqrt(square);
- }
-
- //! Saturates positive to zero.
- inline_ float fsat(float f)
- {
- udword y = (udword&)f & ~((sdword&)f >>31);
- return (float&)y;
- }
-
- //! Computes 1.0f / sqrtf(x).
- inline_ float frsqrt(float f)
- {
- float x = f * 0.5f;
- udword y = 0x5f3759df - ((udword&)f >> 1);
- // Iteration...
- (float&)y = (float&)y * ( 1.5f - ( x * (float&)y * (float&)y ) );
- // Result
- return (float&)y;
- }
-
- //! Computes 1.0f / sqrtf(x). Comes from NVIDIA.
- inline_ float InvSqrt(const float& x)
- {
- udword tmp = (udword(IEEE_1_0 << 1) + IEEE_1_0 - *(udword*)&x) >> 1;
- float y = *(float*)&tmp;
- return y * (1.47f - 0.47f * x * y * y);
- }
-
- //! Computes 1.0f / sqrtf(x). Comes from Quake3. Looks like the first one I had above.
- //! See http://www.magic-software.com/3DGEDInvSqrt.html
- inline_ float RSqrt(float number)
- {
- long i;
- float x2, y;
- const float threehalfs = 1.5f;
-
- x2 = number * 0.5f;
- y = number;
- i = * (long *) &y;
- i = 0x5f3759df - (i >> 1);
- y = * (float *) &i;
- y = y * (threehalfs - (x2 * y * y));
-
- return y;
- }
-
- //! TO BE DOCUMENTED
- inline_ float fsqrt(float f)
- {
- udword y = ( ( (sdword&)f - 0x3f800000 ) >> 1 ) + 0x3f800000;
- // Iteration...?
- // (float&)y = (3.0f - ((float&)y * (float&)y) / f) * (float&)y * 0.5f;
- // Result
- return (float&)y;
- }
-
- //! Returns the float ranged espilon value.
- inline_ float fepsilon(float f)
- {
- udword b = (udword&)f & 0xff800000;
- udword a = b | 0x00000001;
- (float&)a -= (float&)b;
- // Result
- return (float&)a;
- }
-
- //! Is the float valid ?
- inline_ bool IsNAN(float value) { return (IR(value)&0x7f800000) == 0x7f800000; }
- inline_ bool IsIndeterminate(float value) { return IR(value) == 0xffc00000; }
- inline_ bool IsPlusInf(float value) { return IR(value) == 0x7f800000; }
- inline_ bool IsMinusInf(float value) { return IR(value) == 0xff800000; }
-
- inline_ bool IsValidFloat(float value)
- {
- if(IsNAN(value)) return false;
- if(IsIndeterminate(value)) return false;
- if(IsPlusInf(value)) return false;
- if(IsMinusInf(value)) return false;
- return true;
- }
-
- #define CHECK_VALID_FLOAT(x) ASSERT(IsValidFloat(x));
-
-/*
- //! FPU precision setting function.
- inline_ void SetFPU()
- {
- // This function evaluates whether the floating-point
- // control word is set to single precision/round to nearest/
- // exceptions disabled. If these conditions don't hold, the
- // function changes the control word to set them and returns
- // TRUE, putting the old control word value in the passback
- // location pointed to by pwOldCW.
- {
- uword wTemp, wSave;
-
- __asm fstcw wSave
- if (wSave & 0x300 || // Not single mode
- 0x3f != (wSave & 0x3f) || // Exceptions enabled
- wSave & 0xC00) // Not round to nearest mode
- {
- __asm
- {
- mov ax, wSave
- and ax, not 300h ;; single mode
- or ax, 3fh ;; disable all exceptions
- and ax, not 0xC00 ;; round to nearest mode
- mov wTemp, ax
- fldcw wTemp
- }
- }
- }
- }
-*/
- //! This function computes the slowest possible floating-point value (you can also directly use FLT_EPSILON)
- inline_ float ComputeFloatEpsilon()
- {
- float f = 1.0f;
- ((udword&)f)^=1;
- return f - 1.0f; // You can check it's the same as FLT_EPSILON
- }
-
- inline_ bool IsFloatZero(float x, float epsilon=1e-6f)
- {
- return x*x < epsilon;
- }
-
- //! A global function to find MAX(a,b) using FCOMI/FCMOV
- inline_ float FCMax2(float a, float b)
- {
- return std::max(a, b);
- }
-
- //! A global function to find MIN(a,b) using FCOMI/FCMOV
- inline_ float FCMin2(float a, float b)
- {
- return std::min(a, b);
- }
-
- //! A global function to find MAX(a,b,c) using FCOMI/FCMOV
- inline_ float FCMax3(float a, float b, float c)
- {
- return std::max(std::max(a, b), c);
- }
-
- //! A global function to find MIN(a,b,c) using FCOMI/FCMOV
- inline_ float FCMin3(float a, float b, float c)
- {
- return std::min(std::min(a, b), c);
- }
-
- inline_ int ConvertToSortable(float f)
- {
- int& Fi = (int&)f;
- int Fmask = (Fi>>31);
- Fi ^= Fmask;
- Fmask &= ~(1<<31);
- Fi -= Fmask;
- return Fi;
- }
-
- enum FPUMode
- {
- FPU_FLOOR = 0,
- FPU_CEIL = 1,
- FPU_BEST = 2,
-
- FPU_FORCE_DWORD = 0x7fffffff
- };
-
- FUNCTION ICECORE_API FPUMode GetFPUMode();
- FUNCTION ICECORE_API void SaveFPU();
- FUNCTION ICECORE_API void RestoreFPU();
- FUNCTION ICECORE_API void SetFPUFloorMode();
- FUNCTION ICECORE_API void SetFPUCeilMode();
- FUNCTION ICECORE_API void SetFPUBestMode();
-
- FUNCTION ICECORE_API void SetFPUPrecision24();
- FUNCTION ICECORE_API void SetFPUPrecision53();
- FUNCTION ICECORE_API void SetFPUPrecision64();
- FUNCTION ICECORE_API void SetFPURoundingChop();
- FUNCTION ICECORE_API void SetFPURoundingUp();
- FUNCTION ICECORE_API void SetFPURoundingDown();
- FUNCTION ICECORE_API void SetFPURoundingNear();
-
- FUNCTION ICECORE_API int intChop(const float& f);
- FUNCTION ICECORE_API int intFloor(const float& f);
- FUNCTION ICECORE_API int intCeil(const float& f);
-
-#endif // __ICEFPU_H__
+/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +/** + * Contains FPU related code. + * \file IceFPU.h + * \author Pierre Terdiman + * \date April, 4, 2000 + */ +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// Include Guard +#ifndef __ICEFPU_H__ +#define __ICEFPU_H__ + + #include <algorithm> + #include <cmath> + + #define SIGN_BITMASK 0x80000000 + + //! Integer representation of a floating-point value. + #define IR(x) ((udword&)(x)) + + //! Signed integer representation of a floating-point value. + #define SIR(x) ((sdword&)(x)) + + //! Absolute integer representation of a floating-point value + #define AIR(x) (IR(x)&0x7fffffff) + + //! Floating-point representation of an integer value. + #define FR(x) ((float&)(x)) + + //! Integer-based comparison of a floating point value. + //! Don't use it blindly, it can be faster or slower than the FPU comparison, depends on the context. + #define IS_NEGATIVE_FLOAT(x) (IR(x)&0x80000000) + + //! Fast fabs for floating-point values. It just clears the sign bit. + //! Don't use it blindy, it can be faster or slower than the FPU comparison, depends on the context. + inline_ float FastFabs(float x) + { + udword FloatBits = IR(x)&0x7fffffff; + return FR(FloatBits); + } + + //! Fast square root for floating-point values. + inline_ float FastSqrt(float square) + { + return std::sqrt(square); + } + + //! Saturates positive to zero. + inline_ float fsat(float f) + { + udword y = (udword&)f & ~((sdword&)f >>31); + return (float&)y; + } + + //! Computes 1.0f / sqrtf(x). + inline_ float frsqrt(float f) + { + float x = f * 0.5f; + udword y = 0x5f3759df - ((udword&)f >> 1); + // Iteration... + (float&)y = (float&)y * ( 1.5f - ( x * (float&)y * (float&)y ) ); + // Result + return (float&)y; + } + + //! Computes 1.0f / sqrtf(x). Comes from NVIDIA. + inline_ float InvSqrt(const float& x) + { + udword tmp = (udword(IEEE_1_0 << 1) + IEEE_1_0 - *(udword*)&x) >> 1; + float y = *(float*)&tmp; + return y * (1.47f - 0.47f * x * y * y); + } + + //! Computes 1.0f / sqrtf(x). Comes from Quake3. Looks like the first one I had above. + //! See http://www.magic-software.com/3DGEDInvSqrt.html + inline_ float RSqrt(float number) + { + long i; + float x2, y; + const float threehalfs = 1.5f; + + x2 = number * 0.5f; + y = number; + i = * (long *) &y; + i = 0x5f3759df - (i >> 1); + y = * (float *) &i; + y = y * (threehalfs - (x2 * y * y)); + + return y; + } + + //! TO BE DOCUMENTED + inline_ float fsqrt(float f) + { + udword y = ( ( (sdword&)f - 0x3f800000 ) >> 1 ) + 0x3f800000; + // Iteration...? + // (float&)y = (3.0f - ((float&)y * (float&)y) / f) * (float&)y * 0.5f; + // Result + return (float&)y; + } + + //! Returns the float ranged espilon value. + inline_ float fepsilon(float f) + { + udword b = (udword&)f & 0xff800000; + udword a = b | 0x00000001; + (float&)a -= (float&)b; + // Result + return (float&)a; + } + + //! Is the float valid ? + inline_ bool IsNAN(float value) { return (IR(value)&0x7f800000) == 0x7f800000; } + inline_ bool IsIndeterminate(float value) { return IR(value) == 0xffc00000; } + inline_ bool IsPlusInf(float value) { return IR(value) == 0x7f800000; } + inline_ bool IsMinusInf(float value) { return IR(value) == 0xff800000; } + + inline_ bool IsValidFloat(float value) + { + if(IsNAN(value)) return false; + if(IsIndeterminate(value)) return false; + if(IsPlusInf(value)) return false; + if(IsMinusInf(value)) return false; + return true; + } + + #define CHECK_VALID_FLOAT(x) ASSERT(IsValidFloat(x)); + +/* + //! FPU precision setting function. + inline_ void SetFPU() + { + // This function evaluates whether the floating-point + // control word is set to single precision/round to nearest/ + // exceptions disabled. If these conditions don't hold, the + // function changes the control word to set them and returns + // TRUE, putting the old control word value in the passback + // location pointed to by pwOldCW. + { + uword wTemp, wSave; + + __asm fstcw wSave + if (wSave & 0x300 || // Not single mode + 0x3f != (wSave & 0x3f) || // Exceptions enabled + wSave & 0xC00) // Not round to nearest mode + { + __asm + { + mov ax, wSave + and ax, not 300h ;; single mode + or ax, 3fh ;; disable all exceptions + and ax, not 0xC00 ;; round to nearest mode + mov wTemp, ax + fldcw wTemp + } + } + } + } +*/ + //! This function computes the slowest possible floating-point value (you can also directly use FLT_EPSILON) + inline_ float ComputeFloatEpsilon() + { + float f = 1.0f; + ((udword&)f)^=1; + return f - 1.0f; // You can check it's the same as FLT_EPSILON + } + + inline_ bool IsFloatZero(float x, float epsilon=1e-6f) + { + return x*x < epsilon; + } + + //! A global function to find MAX(a,b) using FCOMI/FCMOV + inline_ float FCMax2(float a, float b) + { + return std::max(a, b); + } + + //! A global function to find MIN(a,b) using FCOMI/FCMOV + inline_ float FCMin2(float a, float b) + { + return std::min(a, b); + } + + //! A global function to find MAX(a,b,c) using FCOMI/FCMOV + inline_ float FCMax3(float a, float b, float c) + { + return std::max(std::max(a, b), c); + } + + //! A global function to find MIN(a,b,c) using FCOMI/FCMOV + inline_ float FCMin3(float a, float b, float c) + { + return std::min(std::min(a, b), c); + } + + inline_ int ConvertToSortable(float f) + { + int& Fi = (int&)f; + int Fmask = (Fi>>31); + Fi ^= Fmask; + Fmask &= ~(1<<31); + Fi -= Fmask; + return Fi; + } + + enum FPUMode + { + FPU_FLOOR = 0, + FPU_CEIL = 1, + FPU_BEST = 2, + + FPU_FORCE_DWORD = 0x7fffffff + }; + + FUNCTION ICECORE_API FPUMode GetFPUMode(); + FUNCTION ICECORE_API void SaveFPU(); + FUNCTION ICECORE_API void RestoreFPU(); + FUNCTION ICECORE_API void SetFPUFloorMode(); + FUNCTION ICECORE_API void SetFPUCeilMode(); + FUNCTION ICECORE_API void SetFPUBestMode(); + + FUNCTION ICECORE_API void SetFPUPrecision24(); + FUNCTION ICECORE_API void SetFPUPrecision53(); + FUNCTION ICECORE_API void SetFPUPrecision64(); + FUNCTION ICECORE_API void SetFPURoundingChop(); + FUNCTION ICECORE_API void SetFPURoundingUp(); + FUNCTION ICECORE_API void SetFPURoundingDown(); + FUNCTION ICECORE_API void SetFPURoundingNear(); + + FUNCTION ICECORE_API int intChop(const float& f); + FUNCTION ICECORE_API int intFloor(const float& f); + FUNCTION ICECORE_API int intCeil(const float& f); + +#endif // __ICEFPU_H__ |