The upcoming vectormath that will used to speed up the SPU version of Extras/BulletMultiThreaded depends on this.
104 lines
3.9 KiB
C
104 lines
3.9 KiB
C
/* sinf4 -
|
|
Copyright (C) 2006, 2007 Sony Computer Entertainment Inc.
|
|
All rights reserved.
|
|
|
|
Redistribution and use in source and binary forms,
|
|
with or without modification, are permitted provided that the
|
|
following conditions are met:
|
|
* Redistributions of source code must retain the above copyright
|
|
notice, this list of conditions and the following disclaimer.
|
|
* Redistributions in binary form must reproduce the above copyright
|
|
notice, this list of conditions and the following disclaimer in the
|
|
documentation and/or other materials provided with the distribution.
|
|
* Neither the name of the Sony Computer Entertainment Inc nor the names
|
|
of its contributors may be used to endorse or promote products derived
|
|
from this software without specific prior written permission.
|
|
|
|
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
|
|
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
|
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
|
|
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
|
|
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
|
|
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
|
|
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
|
|
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
|
|
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
|
|
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
|
|
POSSIBILITY OF SUCH DAMAGE.
|
|
*/
|
|
|
|
#include <simdmath.h>
|
|
#include <altivec.h>
|
|
|
|
#include "sincos_c.h"
|
|
#include "common-types.h"
|
|
//
|
|
// Computes the sine of each of the four slots
|
|
// by using a polynomial approximation.
|
|
//
|
|
|
|
vector float
|
|
sinf4 (vector float x)
|
|
{
|
|
vec_float4 xl,xl2,xl3,res;
|
|
vec_int4 q;
|
|
|
|
// Range reduction using : xl = angle * TwoOverPi;
|
|
//
|
|
xl = vec_madd(x, vec_splatsf4(0.63661977236f),vec_splatsf4(0.0f));
|
|
|
|
// Find the quadrant the angle falls in
|
|
// using: q = (int) (ceil(abs(xl))*sign(xl))
|
|
//
|
|
xl = vec_add(xl,vec_sel(vec_splatsf4(0.5f),xl,vec_splatsu4(0x80000000)));
|
|
q = vec_cts(xl,0);
|
|
|
|
|
|
// Compute an offset based on the quadrant that the angle falls in
|
|
//
|
|
vec_int4 offset = vec_and(q,vec_splatsi4((int)0x3));
|
|
|
|
// Remainder in range [-pi/4..pi/4]
|
|
//
|
|
vec_float4 qf = vec_ctf(q,0);
|
|
vec_float4 p1 = vec_nmsub(qf,vec_splatsf4(_SINCOS_KC1),x);
|
|
xl = vec_nmsub(qf,vec_splatsf4(_SINCOS_KC2),p1);
|
|
|
|
// Compute x^2 and x^3
|
|
//
|
|
xl2 = vec_madd(xl,xl,vec_splatsf4(0.0f));
|
|
xl3 = vec_madd(xl2,xl,vec_splatsf4(0.0f));
|
|
|
|
|
|
// Compute both the sin and cos of the angles
|
|
// using a polynomial expression:
|
|
// cx = 1.0f + xl2 * ((C0 * xl2 + C1) * xl2 + C2), and
|
|
// sx = xl + xl3 * ((S0 * xl2 + S1) * xl2 + S2)
|
|
//
|
|
vec_float4 ct1 = vec_madd(vec_splatsf4(_SINCOS_CC0),xl2,vec_splatsf4(_SINCOS_CC1));
|
|
vec_float4 st1 = vec_madd(vec_splatsf4(_SINCOS_SC0),xl2,vec_splatsf4(_SINCOS_SC1));
|
|
|
|
vec_float4 ct2 = vec_madd(ct1,xl2,vec_splatsf4(_SINCOS_CC2));
|
|
vec_float4 st2 = vec_madd(st1,xl2,vec_splatsf4(_SINCOS_SC2));
|
|
|
|
vec_float4 cx = vec_madd(ct2,xl2,vec_splatsf4(1.0f));
|
|
vec_float4 sx = vec_madd(st2,xl3,xl);
|
|
|
|
// Use the cosine when the offset is odd and the sin
|
|
// when the offset is even
|
|
//
|
|
vec_uint4 mask1 = (vec_uint4)vec_cmpeq(vec_and(offset,
|
|
vec_splatsi4(0x1)),
|
|
vec_splatsi4((int)(0)));
|
|
res = vec_sel(cx,sx,mask1);
|
|
|
|
// Flip the sign of the result when (offset mod 4) = 1 or 2
|
|
//
|
|
vec_uint4 mask2 = (vec_uint4)vec_cmpeq(vec_and(offset,vec_splatsi4(0x2)),vec_splatsi4((int)0));
|
|
res = vec_sel((vec_float4)vec_xor(vec_splatsu4(0x80000000U),(vec_uint4)res),res,mask2);
|
|
|
|
return res;
|
|
|
|
}
|
|
|