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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=====================================================================================//
# ifndef _MATH_PFNS_H_
# define _MATH_PFNS_H_
# include <limits>
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// YUP_ACTIVE is from Source2. It's (obviously) not supported on this branch, just including it here to help merge camera.cpp/.h and the CSM shadow code.
//#define YUP_ACTIVE 1
enum MatrixAxisType_t
{
# ifdef YUP_ACTIVE
FORWARD_AXIS = 2 ,
LEFT_AXIS = 0 ,
UP_AXIS = 1 ,
# else
FORWARD_AXIS = 0 ,
LEFT_AXIS = 1 ,
UP_AXIS = 2 ,
# endif
X_AXIS = 0 ,
Y_AXIS = 1 ,
Z_AXIS = 2 ,
ORIGIN = 3 ,
PROJECTIVE = 3 ,
} ;
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# if defined( _X360 )
# include <xboxmath.h>
# elif defined(_PS3)
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# ifdef SPU
# include <vectormath/c/vectormath_aos.h>
# include <spu_intrinsics.h>
# else
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# include <ppu_asm_intrinsics.h>
# 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 <xmmintrin.h>
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// 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
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FORCEINLINE float VECTORCALL FastSqrt ( float x )
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{
__m128 root = _mm_sqrt_ss ( _mm_load_ss ( & x ) ) ;
return * ( reinterpret_cast < float * > ( & root ) ) ;
}
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FORCEINLINE float VECTORCALL FastRSqrtFast ( float x )
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{
// use intrinsics
__m128 rroot = _mm_rsqrt_ss ( _mm_load_ss ( & x ) ) ;
return * ( reinterpret_cast < float * > ( & 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).
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FORCEINLINE float VECTORCALL FastRSqrt ( float x )
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{
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)
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// if x is infinite, return FLT_MAX
inline float FastClampInfinity ( float x )
{
# ifdef PLATFORM_PPC
return fsel ( std : : numeric_limits < float > : : infinity ( ) - x , x , FLT_MAX ) ;
# else
return ( x > FLT_MAX ? FLT_MAX : x ) ;
# endif
}
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# if defined (_PS3)
# if defined(__SPU__)
inline int _rotl ( int a , int count )
{
vector signed int vi ;
vi = spu_promote ( a , 0 ) ;
vi = spu_rl ( vi , count ) ;
return spu_extract ( vi , 0 ) ;
}
# else
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// 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 ) ;
}
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/*
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
# if defined(__SPU__)
// do we need these optimized yet?
FORCEINLINE float FastSqrt ( float x )
{
return sqrtf ( x ) ;
}
FORCEINLINE float FastRSqrt ( float x )
{
float rroot = 1.f / ( sqrtf ( x ) + FLT_EPSILON ) ;
return rroot ;
}
# define FastRSqrtFast(x) FastRSqrt(x)
# endif
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//-----------------------------------------------------------------
// Vector Unions
//-----------------------------------------------------------------
//-----------------------------------------------------------------
// Floats
//-----------------------------------------------------------------
typedef union
{
vector float vf ;
float f [ 4 ] ;
} vector_float_union ;
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# if !defined(__SPU__)
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//-----------------------------------------------------------------
// 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 ;
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# endif
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# endif // _PS3
# endif // #ifndef SPU
# endif // _MATH_PFNS_H_