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Merge pull request #768 from linkmauve/axe-math_utils

Continue the axing of common
This commit is contained in:
bunnei 2015-05-14 16:39:17 -04:00
commit 4b542f91ef
4 changed files with 3 additions and 409 deletions

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@ -9,7 +9,6 @@ set(SRCS
logging/filter.cpp logging/filter.cpp
logging/text_formatter.cpp logging/text_formatter.cpp
logging/backend.cpp logging/backend.cpp
math_util.cpp
memory_util.cpp memory_util.cpp
misc.cpp misc.cpp
profiler.cpp profiler.cpp

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@ -87,29 +87,3 @@ protected:
NonCopyable(NonCopyable&) = delete; NonCopyable(NonCopyable&) = delete;
NonCopyable& operator=(NonCopyable&) = delete; NonCopyable& operator=(NonCopyable&) = delete;
}; };
namespace Common {
/// Rectangle data structure
class Rect {
public:
Rect(int x0=0, int y0=0, int x1=0, int y1=0) {
x0_ = x0;
y0_ = y0;
x1_ = x1;
y1_ = y1;
}
~Rect() { }
int x0_; ///< Rect top left X-coordinate
int y0_; ///< Rect top left Y-coordinate
int x1_; ///< Rect bottom left X-coordinate
int y1_; ///< Rect bottom right Y-coordinate
inline u32 width() const { return std::abs(x1_ - x0_); }
inline u32 height() const { return std::abs(y1_ - y0_); }
inline bool operator == (const Rect& val) const {
return (x0_ == val.x0_ && y0_ == val.y0_ && x1_ == val.x1_ && y1_ == val.y1_);
}
};
}

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@ -1,211 +0,0 @@
// Copyright 2013 Dolphin Emulator Project / 2014 Citra Emulator Project
// Licensed under GPLv2 or any later version
// Refer to the license.txt file included.
#include <cstring>
#include <numeric> // Necessary on OS X, but not Linux
#include "common/common_types.h"
#include "common/math_util.h"
namespace MathUtil
{
u32 ClassifyDouble(double dvalue)
{
// TODO: Optimize the below to be as fast as possible.
IntDouble value;
value.d = dvalue;
u64 sign = value.i & DOUBLE_SIGN;
u64 exp = value.i & DOUBLE_EXP;
if (exp > DOUBLE_ZERO && exp < DOUBLE_EXP)
{
// Nice normalized number.
return sign ? PPC_FPCLASS_NN : PPC_FPCLASS_PN;
}
else
{
u64 mantissa = value.i & DOUBLE_FRAC;
if (mantissa)
{
if (exp)
{
return PPC_FPCLASS_QNAN;
}
else
{
// Denormalized number.
return sign ? PPC_FPCLASS_ND : PPC_FPCLASS_PD;
}
}
else if (exp)
{
//Infinite
return sign ? PPC_FPCLASS_NINF : PPC_FPCLASS_PINF;
}
else
{
//Zero
return sign ? PPC_FPCLASS_NZ : PPC_FPCLASS_PZ;
}
}
}
u32 ClassifyFloat(float fvalue)
{
// TODO: Optimize the below to be as fast as possible.
IntFloat value;
value.f = fvalue;
u32 sign = value.i & FLOAT_SIGN;
u32 exp = value.i & FLOAT_EXP;
if (exp > FLOAT_ZERO && exp < FLOAT_EXP)
{
// Nice normalized number.
return sign ? PPC_FPCLASS_NN : PPC_FPCLASS_PN;
}
else
{
u32 mantissa = value.i & FLOAT_FRAC;
if (mantissa)
{
if (exp)
{
return PPC_FPCLASS_QNAN; // Quiet NAN
}
else
{
// Denormalized number.
return sign ? PPC_FPCLASS_ND : PPC_FPCLASS_PD;
}
}
else if (exp)
{
// Infinite
return sign ? PPC_FPCLASS_NINF : PPC_FPCLASS_PINF;
}
else
{
//Zero
return sign ? PPC_FPCLASS_NZ : PPC_FPCLASS_PZ;
}
}
}
} // namespace
inline void MatrixMul(int n, const float *a, const float *b, float *result)
{
for (int i = 0; i < n; ++i)
{
for (int j = 0; j < n; ++j)
{
float temp = 0;
for (int k = 0; k < n; ++k)
{
temp += a[i * n + k] * b[k * n + j];
}
result[i * n + j] = temp;
}
}
}
// Calculate sum of a float list
float MathFloatVectorSum(const std::vector<float>& Vec)
{
return std::accumulate(Vec.begin(), Vec.end(), 0.0f);
}
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;
}
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;
}
void Matrix33::Multiply(const Matrix33 &a, const Matrix33 &b, Matrix33 &result)
{
MatrixMul(3, a.data, b.data, result.data);
}
void Matrix33::Multiply(const Matrix33 &a, const float vec[3], float result[3])
{
for (int i = 0; i < 3; ++i) {
result[i] = 0;
for (int k = 0; k < 3; ++k) {
result[i] += a.data[i * 3 + k] * vec[k];
}
}
}
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;
}
void Matrix44::LoadMatrix33(Matrix44 &mtx, const Matrix33 &m33)
{
for (int i = 0; i < 3; ++i)
{
for (int j = 0; j < 3; ++j)
{
mtx.data[i * 4 + j] = m33.data[i * 3 + j];
}
}
for (int i = 0; i < 3; ++i)
{
mtx.data[i * 4 + 3] = 0;
mtx.data[i + 12] = 0;
}
mtx.data[15] = 1.0f;
}
void Matrix44::Set(Matrix44 &mtx, const float mtxArray[16])
{
for(int i = 0; i < 16; ++i) {
mtx.data[i] = mtxArray[i];
}
}
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];
}
void Matrix44::Multiply(const Matrix44 &a, const Matrix44 &b, Matrix44 &result)
{
MatrixMul(4, a.data, b.data, result.data);
}

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@ -4,11 +4,9 @@
#pragma once #pragma once
#include "common/common_types.h"
#include <algorithm> #include <algorithm>
#include <cstdlib>
#include <type_traits> #include <type_traits>
#include <vector>
namespace MathUtil namespace MathUtil
{ {
@ -19,83 +17,6 @@ inline T Clamp(const T val, const T& min, const T& max)
return std::max(min, std::min(max, val)); return std::max(min, std::min(max, val));
} }
static const u64 DOUBLE_SIGN = 0x8000000000000000ULL,
DOUBLE_EXP = 0x7FF0000000000000ULL,
DOUBLE_FRAC = 0x000FFFFFFFFFFFFFULL,
DOUBLE_ZERO = 0x0000000000000000ULL;
static const u32 FLOAT_SIGN = 0x80000000,
FLOAT_EXP = 0x7F800000,
FLOAT_FRAC = 0x007FFFFF,
FLOAT_ZERO = 0x00000000;
union IntDouble {
double d;
u64 i;
};
union IntFloat {
float f;
u32 i;
};
inline bool IsNAN(double d)
{
IntDouble x; x.d = d;
return ( ((x.i & DOUBLE_EXP) == DOUBLE_EXP) &&
((x.i & DOUBLE_FRAC) != DOUBLE_ZERO) );
}
inline bool IsQNAN(double d)
{
IntDouble x; x.d = d;
return ( ((x.i & DOUBLE_EXP) == DOUBLE_EXP) &&
((x.i & 0x0007fffffffffffULL) == 0x000000000000000ULL) &&
((x.i & 0x000800000000000ULL) == 0x000800000000000ULL) );
}
inline bool IsSNAN(double d)
{
IntDouble x; x.d = d;
return( ((x.i & DOUBLE_EXP) == DOUBLE_EXP) &&
((x.i & DOUBLE_FRAC) != DOUBLE_ZERO) &&
((x.i & 0x0008000000000000ULL) == DOUBLE_ZERO) );
}
inline float FlushToZero(float f)
{
IntFloat x; x.f = f;
if ((x.i & FLOAT_EXP) == 0)
x.i &= FLOAT_SIGN; // turn into signed zero
return x.f;
}
inline double FlushToZeroAsFloat(double d)
{
IntDouble x; x.d = d;
if ((x.i & DOUBLE_EXP) < 0x3800000000000000ULL)
x.i &= DOUBLE_SIGN; // turn into signed zero
return x.d;
}
enum PPCFpClass
{
PPC_FPCLASS_QNAN = 0x11,
PPC_FPCLASS_NINF = 0x9,
PPC_FPCLASS_NN = 0x8,
PPC_FPCLASS_ND = 0x18,
PPC_FPCLASS_NZ = 0x12,
PPC_FPCLASS_PZ = 0x2,
PPC_FPCLASS_PD = 0x14,
PPC_FPCLASS_PN = 0x4,
PPC_FPCLASS_PINF = 0x5,
};
// Uses PowerPC conventions for the return value, so it can be easily
// used directly in CPU emulation.
u32 ClassifyDouble(double dvalue);
// More efficient float version.
u32 ClassifyFloat(float fvalue);
template<class T> template<class T>
struct Rectangle struct Rectangle
{ {
@ -104,101 +25,12 @@ struct Rectangle
T right; T right;
T bottom; T bottom;
Rectangle() Rectangle() {}
{ }
Rectangle(T theLeft, T theTop, T theRight, T theBottom) Rectangle(T left, T top, T right, T bottom) : left(left), top(top), right(right), bottom(bottom) {}
: left(theLeft), top(theTop), right(theRight), bottom(theBottom)
{ }
bool operator==(const Rectangle& r) { return left==r.left && top==r.top && right==r.right && bottom==r.bottom; }
T GetWidth() const { return std::abs(static_cast<typename std::make_signed<T>::type>(right - left)); } T GetWidth() const { return std::abs(static_cast<typename std::make_signed<T>::type>(right - left)); }
T GetHeight() const { return std::abs(static_cast<typename std::make_signed<T>::type>(bottom - top)); } T GetHeight() const { return std::abs(static_cast<typename std::make_signed<T>::type>(bottom - top)); }
// If the rectangle is in a coordinate system with a lower-left origin, use
// this Clamp.
void ClampLL(T x1, T y1, T x2, T y2)
{
if (left < x1) left = x1;
if (right > x2) right = x2;
if (top > y1) top = y1;
if (bottom < y2) bottom = y2;
}
// If the rectangle is in a coordinate system with an upper-left origin,
// use this Clamp.
void ClampUL(T x1, T y1, T x2, T y2)
{
if (left < x1) left = x1;
if (right > x2) right = x2;
if (top < y1) top = y1;
if (bottom > y2) bottom = y2;
}
}; };
} // namespace MathUtil } // namespace MathUtil
inline float pow2f(float x) {return x * x;}
inline double pow2(double x) {return x * x;}
float MathFloatVectorSum(const std::vector<float>&);
#define ROUND_UP(x, a) (((x) + (a) - 1) & ~((a) - 1))
#define ROUND_DOWN(x, a) ((x) & ~((a) - 1))
// Rounds down. 0 -> undefined
inline u64 Log2(u64 val)
{
#if defined(__GNUC__)
return 63 - __builtin_clzll(val);
#elif defined(_MSC_VER) && defined(_M_X64)
unsigned long result = -1;
_BitScanReverse64(&result, val);
return result;
#else
u64 result = -1;
while (val != 0)
{
val >>= 1;
++result;
}
return result;
#endif
}
// Tiny matrix/vector library.
// Used for things like Free-Look in the gfx backend.
class Matrix33
{
public:
static void LoadIdentity(Matrix33 &mtx);
// set mtx to be a rotation matrix around the x axis
static void RotateX(Matrix33 &mtx, float rad);
// set mtx to be a rotation matrix around the y axis
static void RotateY(Matrix33 &mtx, float rad);
// set result = a x b
static void Multiply(const Matrix33 &a, const Matrix33 &b, Matrix33 &result);
static void Multiply(const Matrix33 &a, const float vec[3], float result[3]);
float data[9];
};
class Matrix44
{
public:
static void LoadIdentity(Matrix44 &mtx);
static void LoadMatrix33(Matrix44 &mtx, const Matrix33 &m33);
static void Set(Matrix44 &mtx, const float mtxArray[16]);
static void Translate(Matrix44 &mtx, const float vec[3]);
static void Multiply(const Matrix44 &a, const Matrix44 &b, Matrix44 &result);
float data[16];
};