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Diffstat (limited to 'libs/ode-0.16.1/OPCODE/Ice/IceFPU.h')
-rw-r--r-- | libs/ode-0.16.1/OPCODE/Ice/IceFPU.h | 282 |
1 files changed, 282 insertions, 0 deletions
diff --git a/libs/ode-0.16.1/OPCODE/Ice/IceFPU.h b/libs/ode-0.16.1/OPCODE/Ice/IceFPU.h new file mode 100644 index 0000000..e7ec3f5 --- /dev/null +++ b/libs/ode-0.16.1/OPCODE/Ice/IceFPU.h @@ -0,0 +1,282 @@ +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +/** + * Contains FPU related code. + * \file IceFPU.h + * \author Pierre Terdiman + * \date April, 4, 2000 + */ +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// Include Guard +#ifndef __ICEFPU_H__ +#define __ICEFPU_H__ + + #define SIGN_BITMASK 0x80000000 + + namespace { + union float_udword { float f; udword u; }; + union float_sdword { float f; sdword s; }; + } + + + //! Integer representation of a floating-point value. + //#define IR(x) ((udword&)(x)) + static inline udword IR(float x) { float_udword fu; fu.f = x; return fu.u; } + + //! Signed integer representation of a floating-point value. + //#define SIR(x) ((sdword&)(x)) + static inline sdword SIR(float x) { float_sdword fs; fs.f = x; return fs.s; } + + //! 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)) + static inline float FR(unsigned x) { float_udword fu; fu.u = x; return fu.f; } + + //! 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 sqrtf(square); + } + + //! Saturates positive to zero. + inline_ float fsat(float f) + { + udword y = IR(f) & ~(SIR(f) >>31); + return FR(y); + } + + //! Computes 1.0f / sqrtf(x). + inline_ float frsqrt(float f) + { + float x = f * 0.5f; + udword y = 0x5f3759df - (IR(f) >> 1); + // Iteration... + const float fy = FR(y); + const float result = fy * ( 1.5f - ( x * fy * fy ) ); + // Result + return result; + } + + //! Computes 1.0f / sqrtf(x). Comes from NVIDIA. + inline_ float InvSqrt(const float& x) + { + const udword tmp = (udword(IEEE_1_0 << 1) + IEEE_1_0 - IR(x)) >> 1; + const float y = FR(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) + { + int i; + float x2, y; + const float threehalfs = 1.5f; + + x2 = number * 0.5f; + y = number; + i = IR(y); + i = 0x5f3759df - (i >> 1); + y = FR(i); + y = y * (threehalfs - (x2 * y * y)); + + return y; + } + + //! TO BE DOCUMENTED + inline_ float fsqrt(float f) + { + udword y = ( ( SIR(f) - 0x3f800000 ) >> 1 ) + 0x3f800000; + // Iteration...? + // (float&)y = (3.0f - ((float&)y * (float&)y) / f) * (float&)y * 0.5f; + // Result + return FR(y); + } + + //! Returns the float ranged espilon value. + inline_ float fepsilon(float f) + { + udword b = IR(f) & 0xff800000; + udword a = b | 0x00000001; + // Result + return FR(a) - FR(b); + } + + //! 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() + { + const float f = FR( IR(1.0f) ^ 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; + } + + #define FCOMI_ST0 _asm _emit 0xdb _asm _emit 0xf0 + #define FCOMIP_ST0 _asm _emit 0xdf _asm _emit 0xf0 + #define FCMOVB_ST0 _asm _emit 0xda _asm _emit 0xc0 + #define FCMOVNB_ST0 _asm _emit 0xdb _asm _emit 0xc0 + + #define FCOMI_ST1 _asm _emit 0xdb _asm _emit 0xf1 + #define FCOMIP_ST1 _asm _emit 0xdf _asm _emit 0xf1 + #define FCMOVB_ST1 _asm _emit 0xda _asm _emit 0xc1 + #define FCMOVNB_ST1 _asm _emit 0xdb _asm _emit 0xc1 + + #define FCOMI_ST2 _asm _emit 0xdb _asm _emit 0xf2 + #define FCOMIP_ST2 _asm _emit 0xdf _asm _emit 0xf2 + #define FCMOVB_ST2 _asm _emit 0xda _asm _emit 0xc2 + #define FCMOVNB_ST2 _asm _emit 0xdb _asm _emit 0xc2 + + #define FCOMI_ST3 _asm _emit 0xdb _asm _emit 0xf3 + #define FCOMIP_ST3 _asm _emit 0xdf _asm _emit 0xf3 + #define FCMOVB_ST3 _asm _emit 0xda _asm _emit 0xc3 + #define FCMOVNB_ST3 _asm _emit 0xdb _asm _emit 0xc3 + + #define FCOMI_ST4 _asm _emit 0xdb _asm _emit 0xf4 + #define FCOMIP_ST4 _asm _emit 0xdf _asm _emit 0xf4 + #define FCMOVB_ST4 _asm _emit 0xda _asm _emit 0xc4 + #define FCMOVNB_ST4 _asm _emit 0xdb _asm _emit 0xc4 + + #define FCOMI_ST5 _asm _emit 0xdb _asm _emit 0xf5 + #define FCOMIP_ST5 _asm _emit 0xdf _asm _emit 0xf5 + #define FCMOVB_ST5 _asm _emit 0xda _asm _emit 0xc5 + #define FCMOVNB_ST5 _asm _emit 0xdb _asm _emit 0xc5 + + #define FCOMI_ST6 _asm _emit 0xdb _asm _emit 0xf6 + #define FCOMIP_ST6 _asm _emit 0xdf _asm _emit 0xf6 + #define FCMOVB_ST6 _asm _emit 0xda _asm _emit 0xc6 + #define FCMOVNB_ST6 _asm _emit 0xdb _asm _emit 0xc6 + + #define FCOMI_ST7 _asm _emit 0xdb _asm _emit 0xf7 + #define FCOMIP_ST7 _asm _emit 0xdf _asm _emit 0xf7 + #define FCMOVB_ST7 _asm _emit 0xda _asm _emit 0xc7 + #define FCMOVNB_ST7 _asm _emit 0xdb _asm _emit 0xc7 + + //! A global function to find MAX(a,b) using FCOMI/FCMOV + inline_ float FCMax2(float a, float b) + { + return (a > b) ? a : b; + } + + //! A global function to find MIN(a,b) using FCOMI/FCMOV + inline_ float FCMin2(float a, float b) + { + return (a < b) ? a : b; + } + + //! A global function to find MAX(a,b,c) using FCOMI/FCMOV + inline_ float FCMax3(float a, float b, float c) + { + return (a > b) ? ((a > c) ? a : c) : ((b > c) ? b : c); + } + + //! A global function to find MIN(a,b,c) using FCOMI/FCMOV + inline_ float FCMin3(float a, float b, float c) + { + return (a < b) ? ((a < c) ? a : c) : ((b < c) ? b : c); + } + + inline_ int ConvertToSortable(float f) + { + int Fi = SIR(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__ |