65026f980a
Causes OpenGL Software Renderer to generate incorrect window coordinates on MIPS & possibly x86 Change-Id: I3c51b6a5a4e6af75e9b31d9d47e4e4d894825888 Signed-off-by: Bhanu Chetlapalli <bhanu@mips.com>
340 lines
8.6 KiB
C++
340 lines
8.6 KiB
C++
/* libs/pixelflinger/fixed.cpp
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**
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** Copyright 2006, The Android Open Source Project
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**
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** Licensed under the Apache License, Version 2.0 (the "License");
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** you may not use this file except in compliance with the License.
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** You may obtain a copy of the License at
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**
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** http://www.apache.org/licenses/LICENSE-2.0
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**
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** Unless required by applicable law or agreed to in writing, software
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** distributed under the License is distributed on an "AS IS" BASIS,
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** WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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** See the License for the specific language governing permissions and
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** limitations under the License.
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*/
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#include <stdio.h>
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#include <private/pixelflinger/ggl_context.h>
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#include <private/pixelflinger/ggl_fixed.h>
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// ------------------------------------------------------------------------
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int32_t gglRecipQNormalized(int32_t x, int* exponent)
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{
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const int32_t s = x>>31;
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uint32_t a = s ? -x : x;
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// the result will overflow, so just set it to the biggest/inf value
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if (ggl_unlikely(a <= 2LU)) {
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*exponent = 0;
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return s ? FIXED_MIN : FIXED_MAX;
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}
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// Newton-Raphson iteration:
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// x = r*(2 - a*r)
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const int32_t lz = gglClz(a);
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a <<= lz; // 0.32
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uint32_t r = a;
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// note: if a == 0x80000000, this means x was a power-of-2, in this
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// case we don't need to compute anything. We get the reciprocal for
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// (almost) free.
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if (a != 0x80000000) {
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r = (0x2E800 << (30-16)) - (r>>(2-1)); // 2.30, r = 2.90625 - 2*a
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// 0.32 + 2.30 = 2.62 -> 2.30
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// 2.30 + 2.30 = 4.60 -> 2.30
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r = (((2LU<<30) - uint32_t((uint64_t(a)*r) >> 32)) * uint64_t(r)) >> 30;
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r = (((2LU<<30) - uint32_t((uint64_t(a)*r) >> 32)) * uint64_t(r)) >> 30;
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}
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// shift right 1-bit to make room for the sign bit
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*exponent = 30-lz-1;
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r >>= 1;
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return s ? -r : r;
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}
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int32_t gglRecipQ(GGLfixed x, int q)
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{
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int shift;
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x = gglRecipQNormalized(x, &shift);
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shift += 16-q;
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if (shift > 0)
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x += 1L << (shift-1); // rounding
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x >>= shift;
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return x;
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}
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// ------------------------------------------------------------------------
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GGLfixed gglFastDivx(GGLfixed n, GGLfixed d)
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{
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if ((d>>24) && ((d>>24)+1)) {
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n >>= 8;
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d >>= 8;
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}
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return gglMulx(n, gglRecip(d));
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}
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// ------------------------------------------------------------------------
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static const GGLfixed ggl_sqrt_reciproc_approx_tab[8] = {
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// 1/sqrt(x) with x = 1-N/16, N=[8...1]
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0x16A09, 0x15555, 0x143D1, 0x134BF, 0x1279A, 0x11C01, 0x111AC, 0x10865
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};
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GGLfixed gglSqrtRecipx(GGLfixed x)
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{
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if (x == 0) return FIXED_MAX;
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if (x == FIXED_ONE) return x;
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const GGLfixed a = x;
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const int32_t lz = gglClz(x);
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x = ggl_sqrt_reciproc_approx_tab[(a>>(28-lz))&0x7];
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const int32_t exp = lz - 16;
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if (exp <= 0) x >>= -exp>>1;
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else x <<= (exp>>1) + (exp & 1);
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if (exp & 1) {
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x = gglMulx(x, ggl_sqrt_reciproc_approx_tab[0])>>1;
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}
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// 2 Newton-Raphson iterations: x = x/2*(3-(a*x)*x)
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x = gglMulx((x>>1),(0x30000 - gglMulx(gglMulx(a,x),x)));
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x = gglMulx((x>>1),(0x30000 - gglMulx(gglMulx(a,x),x)));
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return x;
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}
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GGLfixed gglSqrtx(GGLfixed a)
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{
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// Compute a full precision square-root (24 bits accuracy)
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GGLfixed r = 0;
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GGLfixed bit = 0x800000;
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int32_t bshift = 15;
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do {
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GGLfixed temp = bit + (r<<1);
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if (bshift >= 8) temp <<= (bshift-8);
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else temp >>= (8-bshift);
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if (a >= temp) {
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r += bit;
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a -= temp;
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}
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bshift--;
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} while (bit>>=1);
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return r;
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}
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// ------------------------------------------------------------------------
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static const GGLfixed ggl_log_approx_tab[] = {
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// -ln(x)/ln(2) with x = N/16, N=[8...16]
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0xFFFF, 0xd47f, 0xad96, 0x8a62, 0x6a3f, 0x4caf, 0x3151, 0x17d6, 0x0000
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};
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static const GGLfixed ggl_alog_approx_tab[] = { // domain [0 - 1.0]
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0xffff, 0xeac0, 0xd744, 0xc567, 0xb504, 0xa5fe, 0x9837, 0x8b95, 0x8000
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};
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GGLfixed gglPowx(GGLfixed x, GGLfixed y)
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{
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// prerequisite: 0 <= x <= 1, and y >=0
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// pow(x,y) = 2^(y*log2(x))
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// = 2^(y*log2(x*(2^exp)*(2^-exp))))
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// = 2^(y*(log2(X)-exp))
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// = 2^(log2(X)*y - y*exp)
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// = 2^( - (-log2(X)*y + y*exp) )
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int32_t exp = gglClz(x) - 16;
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GGLfixed f = x << exp;
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x = (f & 0x0FFF)<<4;
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f = (f >> 12) & 0x7;
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GGLfixed p = gglMulAddx(
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ggl_log_approx_tab[f+1] - ggl_log_approx_tab[f], x,
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ggl_log_approx_tab[f]);
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p = gglMulAddx(p, y, y*exp);
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exp = gglFixedToIntFloor(p);
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if (exp < 31) {
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p = gglFracx(p);
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x = (p & 0x1FFF)<<3;
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p >>= 13;
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p = gglMulAddx(
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ggl_alog_approx_tab[p+1] - ggl_alog_approx_tab[p], x,
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ggl_alog_approx_tab[p]);
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p >>= exp;
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} else {
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p = 0;
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}
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return p;
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// ( powf((a*65536.0f), (b*65536.0f)) ) * 65536.0f;
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}
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// ------------------------------------------------------------------------
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int32_t gglDivQ(GGLfixed n, GGLfixed d, int32_t i)
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{
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//int32_t r =int32_t((int64_t(n)<<i)/d);
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const int32_t ds = n^d;
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if (n<0) n = -n;
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if (d<0) d = -d;
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int nd = gglClz(d) - gglClz(n);
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i += nd + 1;
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if (nd > 0) d <<= nd;
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else n <<= -nd;
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uint32_t q = 0;
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int j = i & 7;
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i >>= 3;
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// gcc deals with the code below pretty well.
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// we get 3.75 cycles per bit in the main loop
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// and 8 cycles per bit in the termination loop
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if (ggl_likely(i)) {
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n -= d;
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do {
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q <<= 8;
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if (n>=0) q |= 128;
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else n += d;
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n = n*2 - d;
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if (n>=0) q |= 64;
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else n += d;
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n = n*2 - d;
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if (n>=0) q |= 32;
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else n += d;
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n = n*2 - d;
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if (n>=0) q |= 16;
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else n += d;
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n = n*2 - d;
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if (n>=0) q |= 8;
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else n += d;
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n = n*2 - d;
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if (n>=0) q |= 4;
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else n += d;
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n = n*2 - d;
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if (n>=0) q |= 2;
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else n += d;
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n = n*2 - d;
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if (n>=0) q |= 1;
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else n += d;
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if (--i == 0)
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goto finish;
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n = n*2 - d;
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} while(true);
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do {
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q <<= 1;
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n = n*2 - d;
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if (n>=0) q |= 1;
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else n += d;
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finish: ;
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} while (j--);
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return (ds<0) ? -q : q;
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}
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n -= d;
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if (n>=0) q |= 1;
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else n += d;
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j--;
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goto finish;
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}
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// ------------------------------------------------------------------------
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// assumes that the int32_t values of a, b, and c are all positive
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// use when both a and b are larger than c
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template <typename T>
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static inline void swap(T& a, T& b) {
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T t(a);
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a = b;
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b = t;
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}
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static __attribute__((noinline))
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int32_t slow_muldiv(uint32_t a, uint32_t b, uint32_t c)
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{
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// first we compute a*b as a 64-bit integer
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// (GCC generates umull with the code below)
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uint64_t ab = uint64_t(a)*b;
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uint32_t hi = ab>>32;
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uint32_t lo = ab;
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uint32_t result;
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// now perform the division
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if (hi >= c) {
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overflow:
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result = 0x7fffffff; // basic overflow
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} else if (hi == 0) {
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result = lo/c; // note: c can't be 0
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if ((result >> 31) != 0) // result must fit in 31 bits
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goto overflow;
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} else {
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uint32_t r = hi;
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int bits = 31;
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result = 0;
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do {
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r = (r << 1) | (lo >> 31);
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lo <<= 1;
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result <<= 1;
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if (r >= c) {
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r -= c;
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result |= 1;
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}
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} while (bits--);
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}
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return int32_t(result);
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}
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// assumes a >= 0 and c >= b >= 0
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static inline
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int32_t quick_muldiv(int32_t a, int32_t b, int32_t c)
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{
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int32_t r = 0, q = 0, i;
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int leading = gglClz(a);
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i = 32 - leading;
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a <<= leading;
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do {
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r <<= 1;
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if (a < 0)
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r += b;
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a <<= 1;
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q <<= 1;
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if (r >= c) {
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r -= c;
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q++;
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}
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asm(""::); // gcc generates better code this way
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if (r >= c) {
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r -= c;
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q++;
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}
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}
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while (--i);
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return q;
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}
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// this function computes a*b/c with 64-bit intermediate accuracy
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// overflows (e.g. division by 0) are handled and return INT_MAX
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int32_t gglMulDivi(int32_t a, int32_t b, int32_t c)
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{
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int32_t result;
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int32_t sign = a^b^c;
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if (a < 0) a = -a;
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if (b < 0) b = -b;
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if (c < 0) c = -c;
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if (a < b) {
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swap(a, b);
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}
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if (b <= c) result = quick_muldiv(a, b, c);
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else result = slow_muldiv((uint32_t)a, (uint32_t)b, (uint32_t)c);
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if (sign < 0)
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result = -result;
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return result;
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}
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