96 lines
3.3 KiB
C
96 lines
3.3 KiB
C
/* tanf4 - for each of four float slots, compute the tangent by using a polynomial approximation.
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Copyright (C) 2006, 2007 Sony Computer Entertainment Inc.
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All rights reserved.
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Redistribution and use in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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* Redistributions in binary form must reproduce the above copyright
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notice, this list of conditions and the following disclaimer in the
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documentation and/or other materials provided with the distribution.
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* Neither the name of the Sony Computer Entertainment Inc nor the names
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of its contributors may be used to endorse or promote products derived
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from this software without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifndef ___SIMD_MATH_TANF4_H___
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#define ___SIMD_MATH_TANF4_H___
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#include <simdmath.h>
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#include <spu_intrinsics.h>
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#include <simdmath/_sincos.h>
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#include <simdmath/divf4.h>
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static inline vector float
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_tanf4 (vector float x)
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{
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vector float xl,x2,x3,res;
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vector signed int q;
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// Range reduction using : xl = angle * TwoOverPi;
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//
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xl = spu_mul(x, spu_splats(0.63661977236f));
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// Find the quadrant the angle falls in
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// using: q = (int) (ceil(abs(x))*sign(x))
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//
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xl = spu_add(xl,spu_sel(spu_splats(0.5f),xl,spu_splats(0x80000000)));
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q = spu_convts(xl,0);
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// Remainder in range [-pi/4..pi/4]
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//
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vec_float4 qf = spu_convtf(q,0);
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vec_float4 p1 = spu_nmsub(qf,spu_splats(__SINCOSF_KC1),x);
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xl = spu_nmsub(qf,spu_splats(__SINCOSF_KC2),p1);
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// Compute x^2 and x^3
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//
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x2 = spu_mul(xl,xl);
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x3 = spu_mul(x2,xl);
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// Compute both the sin and cos of the angles
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// using a polynomial expression:
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// cx = 1.0f + x2 * (C0 * x2 + C1), and
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// sx = xl + x3 * S0
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//
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vec_float4 ct2 = spu_madd(spu_splats( 0.0097099364f),x2,spu_splats(-0.4291161787f));
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vec_float4 cx = spu_madd(ct2,x2,spu_splats(1.0f));
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vec_float4 sx = spu_madd(spu_splats(-0.0957822992f),x3,xl);
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// Compute both cx/sx and sx/cx
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//
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vec_float4 cxosx = _divf4(cx,sx);
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vec_float4 sxocx = _divf4(sx,cx);
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vec_float4 ncxosx = (vec_float4)spu_xor(spu_splats(0x80000000),(vec_uint4)cxosx);
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// For odd numbered quadrants return -cx/sx , otherwise return
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// sx/cx
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//
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vec_uint4 mask = spu_cmpeq(spu_and(q,(int)0x1),spu_splats((int)0));
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res = spu_sel(ncxosx,sxocx,mask);
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return res;
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}
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#endif
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