forked from dolphin-emu/dolphin
		
	This reverts commit 7aae9ccbc0.
Reasons:
- no test results have been provided to prove the usefulness of the patch
- broken coding style
- the author hasn't replied to any criticism
		
	
		
			
				
	
	
		
			213 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			213 lines
		
	
	
		
			3.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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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 MathUtil
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{
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u32 ClassifyDouble(double dvalue)
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{
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	// TODO: Optimize the below to be as fast as possible.
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	IntDouble value;
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	value.d = dvalue;
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	u64 sign = value.i & DOUBLE_SIGN;
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	u64 exp  = value.i & DOUBLE_EXP;
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	if (exp > DOUBLE_ZERO && exp < DOUBLE_EXP) 
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	{
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		// Nice normalized number.
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		return sign ? PPC_FPCLASS_NN : PPC_FPCLASS_PN;
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	}
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	else
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	{
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		u64 mantissa = value.i & DOUBLE_FRAC;
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		if (mantissa)
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		{
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			if (exp)
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			{
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				return PPC_FPCLASS_QNAN;
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			}
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			else
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			{
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				// Denormalized number.
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				return sign ? PPC_FPCLASS_ND : PPC_FPCLASS_PD;
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			}
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		}
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		else if (exp)
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		{
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			//Infinite
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			return sign ? PPC_FPCLASS_NINF : PPC_FPCLASS_PINF;
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		}
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		else
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		{
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			//Zero
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			return sign ? PPC_FPCLASS_NZ : PPC_FPCLASS_PZ;
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		}
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	}
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}
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u32 ClassifyFloat(float fvalue)
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{
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	// TODO: Optimize the below to be as fast as possible.
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	IntFloat value;
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	value.f = fvalue;
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	u32 sign = value.i & FLOAT_SIGN;
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	u32 exp  = value.i & FLOAT_EXP;
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	if (exp > FLOAT_ZERO && exp < FLOAT_EXP) 
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	{
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		// Nice normalized number.
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		return sign ? PPC_FPCLASS_NN : PPC_FPCLASS_PN;
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	}
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	else
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	{
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		u32 mantissa = value.i & FLOAT_FRAC;
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		if (mantissa)
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		{
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			if (exp)
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			{
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				return PPC_FPCLASS_QNAN; // Quiet NAN
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			}
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			else
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			{
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				// Denormalized number.
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				return sign ? PPC_FPCLASS_ND : PPC_FPCLASS_PD;
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			}
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		} 
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		else if (exp) 
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		{
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			// Infinite
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			return sign ? PPC_FPCLASS_NINF : PPC_FPCLASS_PINF;
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		} 
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		else 
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		{
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			//Zero
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			return sign ? PPC_FPCLASS_NZ : PPC_FPCLASS_PZ;
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		}
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	}
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}
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}  // namespace
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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)
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	{
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		for (int j = 0; j < n; ++j)
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		{
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			float temp = 0;
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			for (int k = 0; k < n; ++k)
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			{
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				temp += a[i * n + k] * b[k * n + j];
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			}
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			result[i * n + j] = temp;
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		}
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	}
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}
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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)
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{
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	memset(mtx.data, 0, sizeof(mtx.data));
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	mtx.data[0] = 1.0f;
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	mtx.data[4] = 1.0f;
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	mtx.data[8] = 1.0f;
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}
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void Matrix33::RotateX(Matrix33 &mtx, float rad)
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{
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	float s = sin(rad);
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	float c = cos(rad);
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	memset(mtx.data, 0, sizeof(mtx.data));
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	mtx.data[0] = 1;
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	mtx.data[4] = c;
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	mtx.data[5] = -s;
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	mtx.data[7] = s;
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	mtx.data[8] = c;
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}
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void Matrix33::RotateY(Matrix33 &mtx, float rad)
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{
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	float s = sin(rad);
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	float c = cos(rad);
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	memset(mtx.data, 0, sizeof(mtx.data));
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	mtx.data[0] = c;
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	mtx.data[2] = s;
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	mtx.data[4] = 1;
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	mtx.data[6] = -s;    
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	mtx.data[8] = c;
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}
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void Matrix33::Multiply(const Matrix33 &a, const Matrix33 &b, Matrix33 &result)
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{
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	MatrixMul(3, a.data, b.data, result.data);
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}
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void Matrix33::Multiply(const Matrix33 &a, const float vec[3], float result[3])
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{
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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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		}
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	}
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}
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void Matrix44::LoadIdentity(Matrix44 &mtx)
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{
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	memset(mtx.data, 0, sizeof(mtx.data));
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	mtx.data[0] = 1.0f;
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	mtx.data[5] = 1.0f;
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	mtx.data[10] = 1.0f;
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	mtx.data[15] = 1.0f;
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}
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void Matrix44::LoadMatrix33(Matrix44 &mtx, const Matrix33 &m33)
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{
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	for (int i = 0; i < 3; ++i)
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	{
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		for (int j = 0; j < 3; ++j)
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		{
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			mtx.data[i * 4 + j] = m33.data[i * 3 + j];
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		}
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	}
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	for (int i = 0; i < 3; ++i)
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	{
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		mtx.data[i * 4 + 3] = 0;
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		mtx.data[i + 12] = 0;
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	}
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	mtx.data[15] = 1.0f;
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}
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void Matrix44::Set(Matrix44 &mtx, const float mtxArray[16])
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{
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	for(int i = 0; i < 16; ++i) {
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		mtx.data[i] = mtxArray[i];
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	}
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}
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void Matrix44::Translate(Matrix44 &mtx, const float vec[3])
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{
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	LoadIdentity(mtx);
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	mtx.data[3] = vec[0];
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	mtx.data[7] = vec[1];
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	mtx.data[11] = vec[2];
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}
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void Matrix44::Multiply(const Matrix44 &a, const Matrix44 &b, Matrix44 &result)
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{
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	MatrixMul(4, a.data, b.data, result.data);
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}
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