// Copyright (c) 2012- PPSSPP Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. #pragma once #include #include "Common/CommonTypes.h" #include "Core/MIPS/MIPS.h" #define _VD (op & 0x7F) #define _VS ((op>>8) & 0x7F) #define _VT ((op>>16) & 0x7F) inline int Xpose(int v) { return v^0x20; } #ifndef M_PI_2 #define M_PI_2 1.57079632679489661923 #endif // Some games depend on exact values, but sinf() and cosf() aren't always precise. // Stepping down to [0, 2pi) helps, but we also check common exact-result values. // TODO: cos(1) and sin(2) should be -0.0, but doing that gives wrong results (possibly from floorf.) inline float vfpu_sin(float angle) { angle -= floorf(angle * 0.25f) * 4.f; if (angle == 0.0f || angle == 2.0f) { return 0.0f; } else if (angle == 1.0f) { return 1.0f; } else if (angle == 3.0f) { return -1.0f; } angle *= (float)M_PI_2; return sinf(angle); } inline float vfpu_cos(float angle) { angle -= floorf(angle * 0.25f) * 4.f; if (angle == 1.0f || angle == 3.0f) { return 0.0f; } else if (angle == 0.0f) { return 1.0f; } else if (angle == 2.0f) { return -1.0f; } angle *= (float)M_PI_2; return cosf(angle); } inline float vfpu_asin(float angle) { return asinf(angle) / M_PI_2; } inline void vfpu_sincos(float angle, float &sine, float &cosine) { angle -= floorf(angle * 0.25f) * 4.f; if (angle == 0.0f) { sine = 0.0f; cosine = 1.0f; } else if (angle == 1.0f) { sine = 1.0f; cosine = 0.0f; } else if (angle == 2.0f) { sine = 0.0f; cosine = -1.0f; } else if (angle == 3.0f) { sine = -1.0f; cosine = 0.0f; } else { angle *= (float)M_PI_2; #if defined(__linux__) sincosf(angle, &sine, &cosine); #else sine = sinf(angle); cosine = cosf(angle); #endif } } inline float vfpu_clamp(float v, float min, float max) { // Note: NAN is preserved, and -0.0 becomes +0.0 if min=+0.0. return v >= max ? max : (v <= min ? min : v); } #define VFPU_FLOAT16_EXP_MAX 0x1f #define VFPU_SH_FLOAT16_SIGN 15 #define VFPU_MASK_FLOAT16_SIGN 0x1 #define VFPU_SH_FLOAT16_EXP 10 #define VFPU_MASK_FLOAT16_EXP 0x1f #define VFPU_SH_FLOAT16_FRAC 0 #define VFPU_MASK_FLOAT16_FRAC 0x3ff enum VectorSize { V_Single = 1, V_Pair = 2, V_Triple = 3, V_Quad = 4, V_Invalid = -1, }; enum MatrixSize { M_1x1 = 1, M_2x2 = 2, M_3x3 = 3, M_4x4 = 4, M_Invalid = -1 }; static u32 VFPU_SWIZZLE(int x, int y, int z, int w) { return (x << 0) | (y << 2) | (z << 4) | (w << 6); } static u32 VFPU_MASK(int x, int y, int z, int w) { return (x << 0) | (y << 1) | (z << 2) | (w << 3); } static u32 VFPU_ANY_SWIZZLE() { return 0x000000FF; } static u32 VFPU_ABS(int x, int y, int z, int w) { return VFPU_MASK(x, y, z, w) << 8; } static u32 VFPU_CONST(int x, int y, int z, int w) { return VFPU_MASK(x, y, z, w) << 12; } static u32 VFPU_NEGATE(int x, int y, int z, int w) { return VFPU_MASK(x, y, z, w) << 16; } enum class VFPUConst { NONE = -1, ZERO, ONE, TWO, HALF, THREE, THIRD, FOURTH, SIXTH, }; static u32 VFPU_MAKE_CONSTANTS(VFPUConst x, VFPUConst y, VFPUConst z, VFPUConst w) { u32 result = 0; if (x != VFPUConst::NONE) { // This sets the constant flag and the swizzle/abs flags for the right constant. result |= (((int)x & 3) << 0) | (((int)x & 4) << 6) | (1 << 12); } if (y != VFPUConst::NONE) { result |= (((int)y & 3) << 2) | (((int)y & 4) << 7) | (1 << 13); } if (z != VFPUConst::NONE) { result |= (((int)z & 3) << 4) | (((int)z & 4) << 8) | (1 << 14); } if (w != VFPUConst::NONE) { result |= (((int)w & 3) << 6) | (((int)w & 4) << 9) | (1 << 15); } return result; } u32 VFPURewritePrefix(int ctrl, u32 remove, u32 add); void ReadMatrix(float *rd, MatrixSize size, int reg); void WriteMatrix(const float *rs, MatrixSize size, int reg); void WriteVector(const float *rs, VectorSize N, int reg); void ReadVector(float *rd, VectorSize N, int reg); void GetVectorRegs(u8 regs[4], VectorSize N, int vectorReg); void GetMatrixRegs(u8 regs[16], MatrixSize N, int matrixReg); // Translate between vector and matrix size. Possibly we should simply // join the two enums, but the type safety is kind of nice. VectorSize GetVectorSize(MatrixSize sz); MatrixSize GetMatrixSize(VectorSize sz); // Note that if matrix is a transposed matrix (E format), GetColumn will actually return rows, // and vice versa. int GetColumnName(int matrix, MatrixSize msize, int column, int offset); int GetRowName(int matrix, MatrixSize msize, int row, int offset); int GetMatrixName(int matrix, MatrixSize msize, int column, int row, bool transposed); void GetMatrixColumns(int matrixReg, MatrixSize msize, u8 vecs[4]); void GetMatrixRows(int matrixReg, MatrixSize msize, u8 vecs[4]); enum MatrixOverlapType { OVERLAP_NONE = 0, OVERLAP_PARTIAL = 1, OVERLAP_EQUAL = 2, // Transposed too? (same space but transposed) }; MatrixOverlapType GetMatrixOverlap(int m1, int m2, MatrixSize msize); // Returns a number from 0-7, good for checking overlap for 4x4 matrices. inline int GetMtx(int matrixReg) { return (matrixReg >> 2) & 7; } VectorSize GetVecSizeSafe(MIPSOpcode op); VectorSize GetVecSize(MIPSOpcode op); MatrixSize GetMtxSizeSafe(MIPSOpcode op); MatrixSize GetMtxSize(MIPSOpcode op); VectorSize GetHalfVectorSizeSafe(VectorSize sz); VectorSize GetHalfVectorSize(VectorSize sz); VectorSize GetDoubleVectorSizeSafe(VectorSize sz); VectorSize GetDoubleVectorSize(VectorSize sz); VectorSize MatrixVectorSizeSafe(MatrixSize sz); VectorSize MatrixVectorSize(MatrixSize sz); int GetNumVectorElements(VectorSize sz); int GetMatrixSideSafe(MatrixSize sz); int GetMatrixSide(MatrixSize sz); const char *GetVectorNotation(int reg, VectorSize size); const char *GetMatrixNotation(int reg, MatrixSize size); inline bool IsMatrixTransposed(int matrixReg) { return (matrixReg >> 5) & 1; } inline bool IsVectorColumn(int vectorReg) { return !((vectorReg >> 5) & 1); } inline int TransposeMatrixReg(int matrixReg) { return matrixReg ^ 0x20; } int GetVectorOverlap(int reg1, VectorSize size1, int reg2, VectorSize size2); bool GetVFPUCtrlMask(int reg, u32 *mask); float Float16ToFloat32(unsigned short l);