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+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+/**
+ * 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__