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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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							|  |  |  | #include "Common.h"
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							|  |  |  | #include "MathUtil.h"
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										 |  |  | #include <cmath>
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										 |  |  | #include <numeric>
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										 |  |  | namespace { | 
					
						
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										 |  |  | static u32 saved_sse_state = _mm_getcsr(); | 
					
						
							|  |  |  | static const u32 default_sse_state = _mm_getcsr(); | 
					
						
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										 |  |  | } | 
					
						
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							|  |  |  | namespace MathUtil | 
					
						
							|  |  |  | { | 
					
						
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										 |  |  | int ClassifyDouble(double dvalue) | 
					
						
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										 |  |  | { | 
					
						
							|  |  |  | 	// TODO: Optimize the below to be as fast as possible.
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							|  |  |  | 	IntDouble value; | 
					
						
							|  |  |  | 	value.d = dvalue; | 
					
						
							|  |  |  | 	// 5 bits (C, <, >, =, ?)
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							|  |  |  | 	// easy cases first
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							|  |  |  | 	if (value.i == 0) { | 
					
						
							|  |  |  | 		// positive zero
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							|  |  |  | 		return 0x2; | 
					
						
							|  |  |  | 	} else if (value.i == 0x8000000000000000ULL) { | 
					
						
							|  |  |  | 		// negative zero
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							|  |  |  | 	   return 0x12; | 
					
						
							|  |  |  | 	} else if (value.i == 0x7FF0000000000000ULL) { | 
					
						
							|  |  |  | 		// positive inf
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							|  |  |  | 		return 0x5; | 
					
						
							|  |  |  | 	} else if (value.i == 0xFFF0000000000000ULL) { | 
					
						
							|  |  |  | 		// negative inf
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							|  |  |  | 		return 0x9; | 
					
						
							|  |  |  | 	} else { | 
					
						
							|  |  |  | 		// OK let's dissect this thing.
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							|  |  |  | 		int sign = value.i >> 63; | 
					
						
							|  |  |  | 		int exp = (int)((value.i >> 52) & 0x7FF); | 
					
						
							|  |  |  | 		if (exp >= 1 && exp <= 2046) { | 
					
						
							|  |  |  | 			// Nice normalized number.
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							|  |  |  | 			if (sign) { | 
					
						
							|  |  |  | 				return 0x8; // negative
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							|  |  |  | 			} else { | 
					
						
							|  |  |  | 				return 0x4; // positive
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							|  |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		u64 mantissa = value.i & 0x000FFFFFFFFFFFFFULL; | 
					
						
							|  |  |  | 		if (exp == 0 && mantissa) { | 
					
						
							|  |  |  | 			// Denormalized number.
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							|  |  |  | 			if (sign) { | 
					
						
							|  |  |  | 				return 0x18; | 
					
						
							|  |  |  | 			} else { | 
					
						
							|  |  |  | 				return 0x14; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 		} else if (exp == 0x7FF && mantissa /* && mantissa_top*/) { | 
					
						
							|  |  |  | 			return 0x11; // Quiet NAN
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							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 	return 0x4; | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | int ClassifyFloat(float fvalue) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	// TODO: Optimize the below to be as fast as possible.
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							|  |  |  | 	IntFloat value; | 
					
						
							|  |  |  | 	value.f = fvalue; | 
					
						
							|  |  |  | 	// 5 bits (C, <, >, =, ?)
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							|  |  |  | 	// easy cases first
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							|  |  |  | 	if (value.i == 0) { | 
					
						
							|  |  |  | 		// positive zero
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							|  |  |  | 		return 0x2; | 
					
						
							|  |  |  | 	} else if (value.i == 0x80000000) { | 
					
						
							|  |  |  | 		// negative zero
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							|  |  |  | 	   return 0x12; | 
					
						
							|  |  |  | 	} else if (value.i == 0x7F800000) { | 
					
						
							|  |  |  | 		// positive inf
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							|  |  |  | 		return 0x5; | 
					
						
							|  |  |  | 	} else if (value.i == 0xFF800000) { | 
					
						
							|  |  |  | 		// negative inf
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							|  |  |  | 		return 0x9; | 
					
						
							|  |  |  | 	} else { | 
					
						
							|  |  |  | 		// OK let's dissect this thing.
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							|  |  |  | 		int sign = value.i >> 31; | 
					
						
							|  |  |  | 		int exp = (int)((value.i >> 23) & 0xFF); | 
					
						
							|  |  |  | 		if (exp >= 1 && exp <= 254) { | 
					
						
							|  |  |  | 			// Nice normalized number.
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							|  |  |  | 			if (sign) { | 
					
						
							|  |  |  | 				return 0x8; // negative
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							|  |  |  | 			} else { | 
					
						
							|  |  |  | 				return 0x4; // positive
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							|  |  |  | 			} | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		u64 mantissa = value.i & 0x007FFFFF; | 
					
						
							|  |  |  | 		if (exp == 0 && mantissa) { | 
					
						
							|  |  |  | 			// Denormalized number.
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							|  |  |  | 			if (sign) { | 
					
						
							|  |  |  | 				return 0x18; | 
					
						
							|  |  |  | 			} else { | 
					
						
							|  |  |  | 				return 0x14; | 
					
						
							|  |  |  | 			} | 
					
						
							|  |  |  | 		} else if (exp == 0xFF && mantissa /* && mantissa_top*/) { | 
					
						
							|  |  |  | 			return 0x11; // Quiet NAN
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							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 	return 0x4; | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | }  // namespace
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							|  |  |  | void LoadDefaultSSEState() | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	_mm_setcsr(default_sse_state); | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | void LoadSSEState() | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	_mm_setcsr(saved_sse_state); | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | void SaveSSEState() | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	saved_sse_state = _mm_getcsr(); | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | inline void MatrixMul(int n, const float *a, const float *b, float *result) | 
					
						
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										 |  |  | {     | 
					
						
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										 |  |  |     for (int i = 0; i < n; ++i) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  |         for (int j = 0; j < n; ++j) | 
					
						
							|  |  |  | 		{ | 
					
						
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										 |  |  |             float temp = 0; | 
					
						
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										 |  |  |             for (int k = 0; k < n; ++k) | 
					
						
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										 |  |  |                 temp += a[i * n + k] * b[k * n + j]; | 
					
						
							|  |  |  |             } | 
					
						
							|  |  |  |             result[i * n + j] = temp; | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | // Calculate sum of a float list
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										 |  |  | float MathFloatVectorSum(const std::vector<float>& Vec) | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  | 	return std::accumulate(Vec.begin(), Vec.end(), 0.0f); | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | void Matrix33::LoadIdentity(Matrix33 &mtx) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     memset(mtx.data, 0, sizeof(mtx.data)); | 
					
						
							|  |  |  |     mtx.data[0] = 1.0f; | 
					
						
							|  |  |  |     mtx.data[4] = 1.0f; | 
					
						
							|  |  |  |     mtx.data[8] = 1.0f; | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | void Matrix33::RotateX(Matrix33 &mtx, float rad) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     float s = sin(rad); | 
					
						
							|  |  |  |     float c = cos(rad); | 
					
						
							|  |  |  |     memset(mtx.data, 0, sizeof(mtx.data)); | 
					
						
							|  |  |  |     mtx.data[0] = 1; | 
					
						
							|  |  |  |     mtx.data[4] = c; | 
					
						
							|  |  |  |     mtx.data[5] = -s; | 
					
						
							|  |  |  |     mtx.data[7] = s; | 
					
						
							|  |  |  |     mtx.data[8] = c; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | void Matrix33::RotateY(Matrix33 &mtx, float rad) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     float s = sin(rad); | 
					
						
							|  |  |  |     float c = cos(rad); | 
					
						
							|  |  |  |     memset(mtx.data, 0, sizeof(mtx.data)); | 
					
						
							|  |  |  |     mtx.data[0] = c; | 
					
						
							|  |  |  |     mtx.data[2] = s; | 
					
						
							|  |  |  |     mtx.data[4] = 1; | 
					
						
							|  |  |  |     mtx.data[6] = -s;     | 
					
						
							|  |  |  |     mtx.data[8] = c; | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | void Matrix33::Multiply(const Matrix33 &a, const Matrix33 &b, Matrix33 &result) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     MatrixMul(3, a.data, b.data, result.data); | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | void Matrix33::Multiply(const Matrix33 &a, const float vec[3], float result[3]) | 
					
						
							|  |  |  | { | 
					
						
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										 |  |  |     for (int i = 0; i < 3; ++i) { | 
					
						
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										 |  |  |         result[i] = 0; | 
					
						
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										 |  |  |         for (int k = 0; k < 3; ++k) { | 
					
						
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										 |  |  |             result[i] += a.data[i * 3 + k] * vec[k]; | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | void Matrix44::LoadIdentity(Matrix44 &mtx) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     memset(mtx.data, 0, sizeof(mtx.data)); | 
					
						
							|  |  |  |     mtx.data[0] = 1.0f; | 
					
						
							|  |  |  |     mtx.data[5] = 1.0f; | 
					
						
							|  |  |  |     mtx.data[10] = 1.0f; | 
					
						
							|  |  |  |     mtx.data[15] = 1.0f; | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | void Matrix44::LoadMatrix33(Matrix44 &mtx, const Matrix33 &m33) | 
					
						
							|  |  |  | { | 
					
						
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										 |  |  |     for (int i = 0; i < 3; ++i) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  |         for (int j = 0; j < 3; ++j) | 
					
						
							|  |  |  | 		{ | 
					
						
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										 |  |  |             mtx.data[i * 4 + j] = m33.data[i * 3 + j]; | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |     } | 
					
						
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										 |  |  |     for (int i = 0; i < 3; ++i) | 
					
						
							|  |  |  | 	{ | 
					
						
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										 |  |  |         mtx.data[i * 4 + 3] = 0; | 
					
						
							|  |  |  |         mtx.data[i + 12] = 0; | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  |     mtx.data[15] = 1.0f; | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | void Matrix44::Set(Matrix44 &mtx, const float mtxArray[16]) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     for(int i = 0; i < 16; ++i) { | 
					
						
							|  |  |  |         mtx.data[i] = mtxArray[i]; | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | void Matrix44::Translate(Matrix44 &mtx, const float vec[3]) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     LoadIdentity(mtx); | 
					
						
							|  |  |  |     mtx.data[3] = vec[0]; | 
					
						
							|  |  |  |     mtx.data[7] = vec[1]; | 
					
						
							|  |  |  |     mtx.data[11] = vec[2]; | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | void Matrix44::Multiply(const Matrix44 &a, const Matrix44 &b, Matrix44 &result) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     MatrixMul(4, a.data, b.data, result.data); | 
					
						
							|  |  |  | } | 
					
						
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