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+//========= 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_