//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=====================================================================================// #ifndef _MATH_PFNS_H_ #define _MATH_PFNS_H_ #include #if defined( _X360 ) #include #elif defined(_PS3) #ifndef SPU #include #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 // 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( &root ) ); } FORCEINLINE float FastRSqrtFast( float x ) { // use intrinsics __m128 rroot = _mm_rsqrt_ss( _mm_load_ss( &x ) ); return *( reinterpret_cast( &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::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_