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36224bad4b
- Use xs_Float.h for loading UDMF vertex data so that they will be bit-exact with ZDoom's loader. SVN r3979 (trunk)
224 lines
No EOL
8.8 KiB
C++
224 lines
No EOL
8.8 KiB
C++
// ====================================================================================================================
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// ====================================================================================================================
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// xs_Float.h
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//
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// Source: "Know Your FPU: Fixing Floating Fast"
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// http://www.stereopsis.com/sree/fpu2006.html
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//
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// xs_CRoundToInt: Round toward nearest, but ties round toward even (just like FISTP)
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// xs_ToInt: Round toward zero, just like the C (int) cast
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// xs_FloorToInt: Round down
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// xs_CeilToInt: Round up
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// xs_RoundToInt: Round toward nearest, but ties round up
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// ====================================================================================================================
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// ====================================================================================================================
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#ifndef _xs_FLOAT_H_
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#define _xs_FLOAT_H_
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// ====================================================================================================================
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// Defines
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// ====================================================================================================================
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#ifndef _xs_DEFAULT_CONVERSION
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#define _xs_DEFAULT_CONVERSION 0
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#endif //_xs_DEFAULT_CONVERSION
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#if __BIG_ENDIAN__
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#define _xs_iexp_ 0
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#define _xs_iman_ 1
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#else
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#define _xs_iexp_ 1 //intel is little endian
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#define _xs_iman_ 0
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#endif //BigEndian_
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#ifdef __GNUC__
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#define finline inline
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#else
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#define finline __forceinline
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#endif
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union _xs_doubleints
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{
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real64 val;
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uint32 ival[2];
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};
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#if 0
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#define _xs_doublecopysgn(a,b) ((int32*)&a)[_xs_iexp_]&=~(((int32*)&b)[_xs_iexp_]&0x80000000)
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#define _xs_doubleisnegative(a) ((((int32*)&a)[_xs_iexp_])|0x80000000)
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#endif
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// ====================================================================================================================
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// Constants
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// ====================================================================================================================
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const real64 _xs_doublemagic = real64 (6755399441055744.0); //2^52 * 1.5, uses limited precisicion to floor
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const real64 _xs_doublemagicdelta = (1.5e-8); //almost .5f = .5f + 1e^(number of exp bit)
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const real64 _xs_doublemagicroundeps = (.5f-_xs_doublemagicdelta); //almost .5f = .5f - 1e^(number of exp bit)
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// ====================================================================================================================
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// Prototypes
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// ====================================================================================================================
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static int32 xs_CRoundToInt (real64 val, real64 dmr = _xs_doublemagic);
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static int32 xs_ToInt (real64 val, real64 dme = -_xs_doublemagicroundeps);
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static int32 xs_FloorToInt (real64 val, real64 dme = _xs_doublemagicroundeps);
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static int32 xs_CeilToInt (real64 val, real64 dme = _xs_doublemagicroundeps);
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static int32 xs_RoundToInt (real64 val);
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//int32 versions
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finline static int32 xs_CRoundToInt (int32 val) {return val;}
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finline static int32 xs_ToInt (int32 val) {return val;}
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// ====================================================================================================================
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// Fix Class
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// ====================================================================================================================
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template <int32 N> class xs_Fix
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{
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public:
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typedef int32 Fix;
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// ====================================================================================================================
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// Basic Conversion from Numbers
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// ====================================================================================================================
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finline static Fix ToFix (int32 val) {return val<<N;}
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finline static Fix ToFix (real64 val) {return xs_ConvertToFixed(val);}
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// ====================================================================================================================
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// Basic Conversion to Numbers
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// ====================================================================================================================
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finline static real64 ToReal (Fix f) {return real64(f)/real64(1<<N);}
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finline static int32 ToInt (Fix f) {return f>>N;}
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protected:
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// ====================================================================================================================
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// Helper function - mainly to preserve _xs_DEFAULT_CONVERSION
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// ====================================================================================================================
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finline static int32 xs_ConvertToFixed (real64 val)
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{
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#if _xs_DEFAULT_CONVERSION==0
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return xs_CRoundToInt(val, _xs_doublemagic/(1<<N));
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#else
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return (long)((val)*(1<<N));
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#endif
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}
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};
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// ====================================================================================================================
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// ====================================================================================================================
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// Inline implementation
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// ====================================================================================================================
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// ====================================================================================================================
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finline static int32 xs_CRoundToInt(real64 val, real64 dmr)
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{
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#if _xs_DEFAULT_CONVERSION==0
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_xs_doubleints uval;
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uval.val = val + dmr;
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return uval.ival[_xs_iman_];
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#else
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return int32(floor(val+.5));
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#endif
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}
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// ====================================================================================================================
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finline static int32 xs_ToInt(real64 val, real64 dme)
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{
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/* unused - something else I tried...
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_xs_doublecopysgn(dme,val);
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return xs_CRoundToInt(val+dme);
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return 0;
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*/
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#if _MSC_VER >= 1400
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// VC++ 2005's standard cast is a little bit faster than this
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// magic number code. (Which is pretty amazing!) SSE has the
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// fastest C-style float->int conversion, but unfortunately,
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// checking for SSE support every time you need to do a
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// conversion completely negates its performance advantage.
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return int32(val);
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#else
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#if _xs_DEFAULT_CONVERSION==0
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return (val<0) ? xs_CRoundToInt(val-dme) :
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xs_CRoundToInt(val+dme);
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#else
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return int32(val);
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#endif
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#endif
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}
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// ====================================================================================================================
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finline static int32 xs_FloorToInt(real64 val, real64 dme)
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{
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#if _xs_DEFAULT_CONVERSION==0
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return xs_CRoundToInt (val - dme);
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#else
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return floor(val);
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#endif
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}
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// ====================================================================================================================
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finline static int32 xs_CeilToInt(real64 val, real64 dme)
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{
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#if _xs_DEFAULT_CONVERSION==0
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return xs_CRoundToInt (val + dme);
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#else
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return ceil(val);
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#endif
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}
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// ====================================================================================================================
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finline static int32 xs_RoundToInt(real64 val)
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{
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#if _xs_DEFAULT_CONVERSION==0
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// Yes, it is important that two fadds be generated, so you cannot override the dmr
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// passed to xs_CRoundToInt with _xs_doublemagic + _xs_doublemagicdelta. If you do,
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// you'll end up with Banker's Rounding again.
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return xs_CRoundToInt (val + _xs_doublemagicdelta);
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#else
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return floor(val+.5);
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#endif
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}
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// ====================================================================================================================
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// ====================================================================================================================
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// Unsigned variants
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// ====================================================================================================================
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// ====================================================================================================================
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finline static uint32 xs_CRoundToUInt(real64 val)
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{
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return (uint32)xs_CRoundToInt(val);
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}
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finline static uint32 xs_FloorToUInt(real64 val)
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{
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return (uint32)xs_FloorToInt(val);
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}
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finline static uint32 xs_CeilToUInt(real64 val)
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{
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return (uint32)xs_CeilToUInt(val);
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}
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finline static uint32 xs_RoundToUInt(real64 val)
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{
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return (uint32)xs_RoundToInt(val);
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}
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// ====================================================================================================================
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// ====================================================================================================================
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#endif // _xs_FLOAT_H_
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