2009-07-28 21:32:10 +00:00
										 
									 
								 
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								// Copyright (C) 2003 Dolphin Project.
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								// This program is free software: you can redistribute it and/or modify
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								// it under the terms of the GNU General Public License as published by
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								// the Free Software Foundation, version 2.0.
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								// This program is distributed in the hope that it will be useful,
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								// but WITHOUT ANY WARRANTY; without even the implied warranty of
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								// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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								// GNU General Public License 2.0 for more details.
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								// A copy of the GPL 2.0 should have been included with the program.
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								// If not, see http://www.gnu.org/licenses/
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								// Official SVN repository and contact information can be found at
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								// http://code.google.com/p/dolphin-emu/
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											2009-03-28 08:57:34 +00:00
										 
									 
								 
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								#ifndef _MATH_UTIL_H_
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								#define _MATH_UTIL_H_
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								#include "Common.h"
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											2009-07-12 21:58:32 +00:00
										 
									 
								 
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								#include <xmmintrin.h>
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								#include <vector>
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								namespace MathUtil
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								{
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								static const u64 DOUBLE_SIGN = 0x8000000000000000ULL,
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									DOUBLE_EXP  = 0x7FF0000000000000ULL,
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									DOUBLE_FRAC = 0x000FFFFFFFFFFFFFULL,
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									DOUBLE_ZERO = 0x0000000000000000ULL;
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								static const u32 FLOAT_SIGN = 0x80000000,
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									FLOAT_EXP  = 0x7F800000,
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									FLOAT_FRAC = 0x007FFFFF,
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									FLOAT_ZERO = 0x00000000;
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								union IntDouble {
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									double d;
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									u64 i;
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								};
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								union IntFloat {
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									float f;
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									u32 i;
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								};
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								inline bool IsNAN(double d)
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								{
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									IntDouble x; x.d = d;
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									return ( ((x.i & DOUBLE_EXP) == DOUBLE_EXP) &&
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											 ((x.i & DOUBLE_FRAC) != DOUBLE_ZERO) );
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								}
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								inline bool IsQNAN(double d)
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								{
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									IntDouble x; x.d = d;
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									return ( ((x.i & DOUBLE_EXP) == DOUBLE_EXP) &&
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										     ((x.i & 0x0007fffffffffffULL) == 0x000000000000000ULL) &&
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										     ((x.i & 0x000800000000000ULL) == 0x000800000000000ULL) );
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								}
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								inline bool IsSNAN(double d)
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								{
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									IntDouble x; x.d = d;
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									return( ((x.i & DOUBLE_EXP) == DOUBLE_EXP) &&
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											((x.i & DOUBLE_FRAC) != DOUBLE_ZERO) &&
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											((x.i & 0x0008000000000000ULL) == DOUBLE_ZERO) );
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								}
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								inline float FlushToZero(float f)
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								{
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									IntFloat x; x.f = f;
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									if ((x.i & FLOAT_EXP) == 0)
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										x.i &= FLOAT_SIGN;  // turn into signed zero
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									return x.f;
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								}
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								inline double FlushToZeroAsFloat(double d)
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								{
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									IntDouble x; x.d = d;
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									if ((x.i & DOUBLE_EXP) < 0x3800000000000000ULL)
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										x.i &= DOUBLE_SIGN;  // turn into signed zero
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									return x.d;
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								}
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								enum PPCFpClass
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								{
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									PPC_FPCLASS_QNAN = 0x11,
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									PPC_FPCLASS_NINF = 0x9,
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									PPC_FPCLASS_NN   = 0x8,
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									PPC_FPCLASS_ND   = 0x18,
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									PPC_FPCLASS_NZ   = 0x12,
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									PPC_FPCLASS_PZ   = 0x2,
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									PPC_FPCLASS_PD   = 0x14,
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									PPC_FPCLASS_PN   = 0x4,
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									PPC_FPCLASS_PINF = 0x5,
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								};
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								// Uses PowerPC conventions for the return value, so it can be easily
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								// used directly in CPU emulation.
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								u32 ClassifyDouble(double dvalue);
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								// More efficient float version.
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								u32 ClassifyFloat(float fvalue);
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											2009-07-15 00:51:24 +00:00
										 
									 
								 
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								template<class T>
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								struct Rectangle
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								{
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									T left;
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									T top;
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									T right;
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									T bottom;
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									Rectangle()
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									{ }
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									Rectangle(T theLeft, T theTop, T theRight, T theBottom)
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										: left(theLeft), top(theTop), right(theRight), bottom(theBottom)
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									{ }
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									T GetWidth() const { return abs(right - left); }
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									T GetHeight() const { return abs(bottom - top); }
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									// If the rectangle is in a coordinate system with a lower-left origin, use
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									// this Clamp.
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									void ClampLL(T x1, T y1, T x2, T y2)
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									{
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										if (left < x1) left = x1;
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										if (right > x2) right = x2;
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										if (top > y1) top = y1;
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										if (bottom < y2) bottom = y2;
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									}
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									// If the rectangle is in a coordinate system with an upper-left origin,
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									// use this Clamp.
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									void ClampUL(T x1, T y1, T x2, T y2) 
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									{
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										if (left < x1) left = x1;
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										if (right > x2) right = x2;
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										if (top < y1) top = y1;
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										if (bottom > y2) bottom = y2;
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									}
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								};
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											2009-06-14 11:30:33 +00:00
										 
									 
								 
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								}  // namespace MathUtil
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								inline float pow2f(float x) {return x * x;}
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								inline double pow2(double x) {return x * x;}
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											2008-12-08 04:46:09 +00:00
										 
									 
								 
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								/*
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								   There are two different flavors of float to int conversion:
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								   _mm_cvtps_epi32() and _mm_cvttps_epi32(). The first rounds
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								   according to the MXCSR rounding bits. The second one always
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								   uses round towards zero.
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								 */
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								void SaveSSEState();
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								void LoadSSEState();
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								void LoadDefaultSSEState();
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											2009-07-28 07:40:18 +00:00
										 
									 
								 
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								float MathFloatVectorSum(const std::vector<float>&);
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											2008-12-08 04:46:09 +00:00
										 
									 
								 
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											2009-02-22 00:40:52 +00:00
										 
									 
								 
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								#define ROUND_UP(x, a)		(((x) + (a) - 1) & ~((a) - 1))
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											2012-04-23 00:38:58 -07:00
										 
									 
								 
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								#define ROUND_DOWN(x, a)	((x) & ~((a) - 1))
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											2009-06-14 11:30:33 +00:00
										 
									 
								 
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								// Tiny matrix/vector library.
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								// Used for things like Free-Look in the gfx backend.
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											2009-04-19 10:10:45 +00:00
										 
									 
								 
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								class Matrix33
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								{
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								public:
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								    static void LoadIdentity(Matrix33 &mtx);
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								    // set mtx to be a rotation matrix around the x axis
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								    static void RotateX(Matrix33 &mtx, float rad);
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								    // set mtx to be a rotation matrix around the y axis
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								    static void RotateY(Matrix33 &mtx, float rad);
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								    // set result = a x b
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								    static void Multiply(const Matrix33 &a, const Matrix33 &b, Matrix33 &result);
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								    static void Multiply(const Matrix33 &a, const float vec[3], float result[3]);
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								    float data[9];
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								};
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								class Matrix44
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								{
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								public:
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								    static void LoadIdentity(Matrix44 &mtx);
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								    static void LoadMatrix33(Matrix44 &mtx, const Matrix33 &m33);
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								    static void Set(Matrix44 &mtx, const float mtxArray[16]);
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								    static void Translate(Matrix44 &mtx, const float vec[3]);
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								    static void Multiply(const Matrix44 &a, const Matrix44 &b, Matrix44 &result);
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								    float data[16];
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								};
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											2009-03-28 08:57:34 +00:00
										 
									 
								 
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								#endif // _MATH_UTIL_H_
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