Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=====================================================================================//
#ifndef _MATH_PFNS_H_
#define _MATH_PFNS_H_
#include <limits>
// 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,
};
#if defined( _X360 )
#include <xboxmath.h>
#elif defined(_PS3)
#ifdef SPU
#include <vectormath/c/vectormath_aos.h>
#include <spu_intrinsics.h>
#else
#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>
// 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
FORCEINLINE float VECTORCALL FastSqrt( float x )
{
__m128 root = _mm_sqrt_ss( _mm_load_ss( &x ) );
return *( reinterpret_cast<float *>( &root ) );
}
FORCEINLINE float VECTORCALL FastRSqrtFast( float x )
{
// 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).
FORCEINLINE float VECTORCALL FastRSqrt( float x )
{
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)
// 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
}
#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
// 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 );
}
/*
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
//-----------------------------------------------------------------
// Vector Unions
//-----------------------------------------------------------------
//-----------------------------------------------------------------
// Floats
//-----------------------------------------------------------------
typedef union
{
vector float vf;
float f[4];
} vector_float_union;
#if !defined(__SPU__)
//-----------------------------------------------------------------
// 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;
#endif
#endif // _PS3
#endif // #ifndef SPU
#endif // _MATH_PFNS_H_