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* All libraries have been isolated from each other, and build into separate artifacts. * Project has been restructured to support isolating libraries. * CCrashHandler now calls a callback on crash (setup from core/dllmain.cpp, this can be setup in any way for any project. This callback is getting called when the apllication crashes. Useful for flushing buffers before closing handles to logging files for example). * Tier0 'CoreMsgV' function now calls a callback sink, which could be set by the user (currently setup to the SDK's internal logger in core/dllmain.cpp). TODO: * Add a batch file to autogenerate all projects. * Add support for dedicated server. * Add support for client dll. Bugs: * Game crashes on the title screen after the UI script compiler has finished (root cause unknown). * Curl error messages are getting logged twice for the dedicated server due to the removal of all "DEDICATED" preprocessor directives to support isolating projects. This has to be fixed properly!
101 lines
1.9 KiB
C++
101 lines
1.9 KiB
C++
//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=====================================================================================//
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#include "mathlib/ssemath.h"
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// NOTE: This has to be the last file included!
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#include "tier0/memdbgon.h"
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fltx4 Pow_FixedPoint_Exponent_SIMD(const fltx4& x, int exponent)
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{
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fltx4 rslt = Four_Ones; // x^0=1.0
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int xp = abs(exponent);
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if (xp & 3) // fraction present?
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{
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fltx4 sq_rt = SqrtEstSIMD(x);
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if (xp & 1) // .25?
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rslt = SqrtEstSIMD(sq_rt); // x^.25
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if (xp & 2)
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rslt = MulSIMD(rslt, sq_rt);
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}
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xp >>= 2; // strip fraction
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fltx4 curpower = x; // curpower iterates through x,x^2,x^4,x^8,x^16...
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while (1)
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{
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if (xp & 1)
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rslt = MulSIMD(rslt, curpower);
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xp >>= 1;
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if (xp)
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curpower = MulSIMD(curpower, curpower);
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else
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break;
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}
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if (exponent < 0)
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return ReciprocalEstSaturateSIMD(rslt); // pow(x,-b)=1/pow(x,b)
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else
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return rslt;
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}
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#ifndef _PS3 // these aren't fast (or correct) on the PS3
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/*
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* (c) Ian Stephenson
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*
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* ian@dctsystems.co.uk
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*
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* Fast pow() reference implementation
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*/
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static float shift23 = (1 << 23);
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static float OOshift23 = 1.0 / (1 << 23);
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float FastLog2(float i)
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{
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float LogBodge = 0.346607f;
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float x;
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float y;
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x = float(*(int*)&i);
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x *= OOshift23; //1/pow(2,23);
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x = x - 127;
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y = x - floorf(x);
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y = (y - y * y) * LogBodge;
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return x + y;
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}
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float FastPow2(float i)
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{
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float PowBodge = 0.33971f;
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float x;
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float y = i - floorf(i);
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y = (y - y * y) * PowBodge;
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x = i + 127 - y;
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x *= shift23; //pow(2,23);
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*(int*)&x = (int)x;
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return x;
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}
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float FastPow(float a, float b)
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{
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if (a <= OOshift23)
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{
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return 0.0f;
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}
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return FastPow2(b * FastLog2(a));
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}
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float FastPow10(float i)
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{
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return FastPow2(i * 3.321928f);
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}
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#else
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#pragma message("TODO: revisit fast logs on all PPC hardware")
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#endif
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