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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /external/vpc/public/mathlib/math_pfns.h | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'external/vpc/public/mathlib/math_pfns.h')
| -rw-r--r-- | external/vpc/public/mathlib/math_pfns.h | 283 |
1 files changed, 283 insertions, 0 deletions
diff --git a/external/vpc/public/mathlib/math_pfns.h b/external/vpc/public/mathlib/math_pfns.h new file mode 100644 index 0000000..23a4f6b --- /dev/null +++ b/external/vpc/public/mathlib/math_pfns.h @@ -0,0 +1,283 @@ +//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=====================================================================================// + +#ifndef _MATH_PFNS_H_ +#define _MATH_PFNS_H_ + +#include <limits> + +#if defined( _X360 ) +#include <xboxmath.h> +#elif defined(_PS3) + +#ifndef SPU +#include <ppu_asm_intrinsics.h> +#endif + +// Note that similar defines exist in ssemath.h +// Maybe we should consolidate in one place for all platforms. + +#define _VEC_0x7ff (vec_int4){0x7ff,0x7ff,0x7ff,0x7ff} +#define _VEC_0x3ff (vec_int4){0x3ff,0x3ff,0x3ff,0x3ff} +#define _VEC_22L (vector unsigned int){22,22,22,22} +#define _VEC_11L (vector unsigned int){11,11,11,11} +#define _VEC_0L (vector unsigned int){0,0,0,0} +#define _VEC_255F (vector float){255.0f,255.0f,255.0f,255.0f} +#define _VEC_NEGONEF (vector float){-1.0f,-1.0f,-1.0f,-1.0f} +#define _VEC_ONEF (vector float){1.0f,1.0f,1.0f,1.0f} +#define _VEC_ZEROF (vector float){0.0f,0.0f,0.0f,0.0f} +#define _VEC_ZEROxyzONEwF (vector float){0.0f,0.0f,0.0f,1.0f} +#define _VEC_HALFF (vector float){0.5f,0.5f,0.5f,0.5f} +#define _VEC_HALFxyzZEROwF (vector float){0.5f,0.5f,0.5f,0.0f} +#define _VEC_PERMUTE_XYZ0W1 (vector unsigned char){0x00,0x01,0x02,0x03,0x04,0x05,0x06,0x07,0x08,0x09,0x0a,0x0b,0x1c,0x1d,0x1e,0x1f} + +#define _VEC_IEEEHACK (vector float){(float)(1 << 23),(float)(1 << 23),(float)(1 << 23),(float)(1 << 23)} +#define _VEC_PERMUTE_FASTFTOC (vector unsigned char){0,0,0,0,0,0,0,0,0,0,0,0,0x03,0x07,0x0b,0x0f} + +// AngleQuaternion +#define _VEC_PERMUTE_AQsxsxcxcx (vector unsigned char) {0x00,0x01,0x02,0x03,0x00,0x01,0x02,0x03,0x10,0x11,0x12,0x13,0x10,0x11,0x12,0x13} +#define _VEC_PERMUTE_AQczszszcz (vector unsigned char) {0x18,0x19,0x1a,0x1b,0x08,0x09,0x0a,0x0b,0x08,0x09,0x0a,0x0b,0x18,0x19,0x1a,0x1b} +#define _VEC_PERMUTE_AQcxcxsxsx (vector unsigned char) {0x10,0x11,0x12,0x13,0x10,0x11,0x12,0x13,0x00,0x01,0x02,0x03,0x00,0x01,0x02,0x03} +#define _VEC_PERMUTE_AQszczczsz (vector unsigned char) {0x08,0x09,0x0a,0x0b,0x18,0x19,0x1a,0x1b,0x18,0x19,0x1a,0x1b,0x08,0x09,0x0a,0x0b} +#define _VEC_PERMUTE_ANGLEQUAT (vector unsigned char) {0x10,0x11,0x12,0x13,0x04,0x05,0x06,0x07,0x18,0x19,0x1a,0x1b,0x0c,0x0d,0x0e,0x0f} + +#define _VEC_EPSILONF (__vector float) {FLT_EPSILON,FLT_EPSILON,FLT_EPSILON,FLT_EPSILON} + +#endif + +#if !(defined( PLATFORM_PPC ) || defined(SPU)) +// If we are not PPC based or SPU based, then assumes it is SSE2. We should make this code cleaner. + +#include <xmmintrin.h> + +// These globals are initialized by mathlib and redirected based on available fpu features + +// The following are not declared as macros because they are often used in limiting situations, +// and sometimes the compiler simply refuses to inline them for some reason +FORCEINLINE float FastSqrt( float x ) +{ + __m128 root = _mm_sqrt_ss( _mm_load_ss( &x ) ); + return *( reinterpret_cast<float *>( &root ) ); +} + +FORCEINLINE float FastRSqrtFast( float x ) +{ + // use intrinsics + __m128 rroot = _mm_rsqrt_ss( _mm_load_ss( &x ) ); + return *( reinterpret_cast<float *>( &rroot ) ); +} +// Single iteration NewtonRaphson reciprocal square root: +// 0.5 * rsqrtps * (3 - x * rsqrtps(x) * rsqrtps(x)) +// Very low error, and fine to use in place of 1.f / sqrtf(x). +FORCEINLINE float FastRSqrt( float x ) +{ + float rroot = FastRSqrtFast( x ); + return (0.5f * rroot) * (3.f - (x * rroot) * rroot); +} + +void FastSinCos( float x, float* s, float* c ); // any x +float FastCos( float x ); + + + +inline float FastRecip(float x) {return 1.0f / x;} +// Simple SSE rsqrt. Usually accurate to around 6 (relative) decimal places +// or so, so ok for closed transforms. (ie, computing lighting normals) +inline float FastSqrtEst(float x) { return FastRSqrtFast(x) * x; } + + +#else // !defined( PLATFORM_PPC ) && !defined(_SPU) + +#ifndef SPU +// We may not need this for SPU, so let's not bother for now + +FORCEINLINE float _VMX_Sqrt( float x ) +{ + return __fsqrts( x ); +} + +FORCEINLINE double _VMX_RSqrt( double x ) +{ + double rroot = __frsqrte( x ); + + // Single iteration NewtonRaphson on reciprocal square root estimate + return (0.5f * rroot) * (3.0f - (x * rroot) * rroot); +} + +FORCEINLINE double _VMX_RSqrtFast( double x ) +{ + return __frsqrte( x ); +} + +#ifdef _X360 +FORCEINLINE void _VMX_SinCos( float a, float *pS, float *pC ) +{ + XMScalarSinCos( pS, pC, a ); +} + +FORCEINLINE float _VMX_Cos( float a ) +{ + return XMScalarCos( a ); +} +#endif + +// the 360 has fixed hw and calls directly +#define FastSqrt(x) _VMX_Sqrt(x) +#define FastRSqrt(x) _VMX_RSqrt(x) +#define FastRSqrtFast(x) _VMX_RSqrtFast(x) +#define FastSinCos(x,s,c) _VMX_SinCos(x,s,c) +#define FastCos(x) _VMX_Cos(x) + +inline double FastRecip(double x) {return __fres(x);} +inline double FastSqrtEst(double x) { return __frsqrte(x) * x; } + +#endif // !defined( PLATFORM_PPC ) && !defined(_SPU) + +// if x is infinite, return FLT_MAX +inline float FastClampInfinity( float x ) +{ +#ifdef PLATFORM_PPC + return fsel( std::numeric_limits<float>::infinity() - x, x, FLT_MAX ); +#else + return ( x > FLT_MAX ? FLT_MAX : x ); +#endif +} + +#if defined (_PS3) && !defined(SPU) + +// extern float cosvf(float); /* single precision cosine */ +// extern float sinvf(float); /* single precision sine */ +// TODO: need a faster single precision equivalent +#define cosvf cosf +#define sinvf sinf + +inline int _rotl( int x, int c ) +{ + return __rlwimi(x,x,c,0,31); +} + +inline int64 _rotl64( int64 x, int c ) +{ + return __rldicl( x, c, 0 ); +} + +//----------------------------------------------------------------- +// Vector Unions +//----------------------------------------------------------------- + +//----------------------------------------------------------------- +// Floats +//----------------------------------------------------------------- +typedef union +{ + vector float vf; + float f[4]; +} vector_float_union; + +//----------------------------------------------------------------- +// Ints +//----------------------------------------------------------------- +typedef union +{ + vector int vi; + int i[4]; +} vector_int4_union; + +typedef union +{ + vector unsigned int vui; + unsigned int ui[4]; +} vector_uint4_union; + +//----------------------------------------------------------------- +// Shorts +//----------------------------------------------------------------- +typedef union +{ + vector signed short vs; + signed short s[8]; +} vector_short8_union; + +typedef union +{ + vector unsigned short vus; + unsigned short us[8]; +} vector_ushort8_union; + +//----------------------------------------------------------------- +// Chars +//----------------------------------------------------------------- +typedef union +{ + vector signed char vc; + signed char c[16]; +} vector_char16_union; + +typedef union +{ + vector unsigned char vuc; + unsigned char uc[16]; +} vector_uchar16_union; + +/* +FORCEINLINE float _VMX_Sqrt( float x ) +{ + vector_float_union vIn, vOut; + + vIn.f[0] = x; + + vOut.vf = sqrtf4(vIn.vf); + + return vOut.f[0]; +} + +FORCEINLINE float _VMX_RSqrt( float x ) +{ + vector_float_union vIn, vOut; + + vIn.f[0] = x; + + vOut.vf = rsqrtf4(vIn.vf); + + return vOut.f[0]; +} + +FORCEINLINE float _VMX_RSqrtFast( float x ) +{ + vector_float_union vIn, vOut; + + vIn.f[0] = x; + + vOut.vf = rsqrtf4fast(vIn.vf); + + return vOut.f[0]; +} +*/ + +FORCEINLINE void _VMX_SinCos( float a, float *pS, float *pC ) +{ + *pS=sinvf(a); + *pC=cosvf(a); +} + +FORCEINLINE float _VMX_Cos( float a ) +{ + return cosvf(a); +} + + +// the 360 has fixed hw and calls directly +/* +#define FastSqrt(x) _VMX_Sqrt(x) +#define FastRSqrt(x) _VMX_RSqrt(x) +#define FastRSqrtFast(x) _VMX_RSqrtFast(x) +#define FastSinCos(x,s,c) _VMX_SinCos(x,s,c) +#define FastCos(x) _VMX_Cos(x) +*/ +#endif // _PS3 +#endif // #ifndef SPU + +#endif // _MATH_PFNS_H_ |