pica_types: Replace float24/20/16 with a template class.
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@ -59,12 +59,12 @@ static void InitScreenCoordinates(OutputVertex& vtx)
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} viewport;
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const auto& regs = g_state.regs;
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viewport.halfsize_x = float24::FromRawFloat24(regs.viewport_size_x);
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viewport.halfsize_y = float24::FromRawFloat24(regs.viewport_size_y);
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viewport.halfsize_x = float24::FromRaw(regs.viewport_size_x);
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viewport.halfsize_y = float24::FromRaw(regs.viewport_size_y);
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viewport.offset_x = float24::FromFloat32(static_cast<float>(regs.viewport_corner.x));
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viewport.offset_y = float24::FromFloat32(static_cast<float>(regs.viewport_corner.y));
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viewport.zscale = float24::FromRawFloat24(regs.viewport_depth_range);
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viewport.offset_z = float24::FromRawFloat24(regs.viewport_depth_far_plane);
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viewport.zscale = float24::FromRaw(regs.viewport_depth_range);
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viewport.offset_z = float24::FromRaw(regs.viewport_depth_far_plane);
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float24 inv_w = float24::FromFloat32(1.f) / vtx.pos.w;
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vtx.color *= inv_w;
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@ -98,10 +98,10 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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Math::Vec4<float24>& attribute = g_state.vs.default_attributes[setup.index];
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// NOTE: The destination component order indeed is "backwards"
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attribute.w = float24::FromRawFloat24(default_attr_write_buffer[0] >> 8);
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attribute.z = float24::FromRawFloat24(((default_attr_write_buffer[0] & 0xFF) << 16) | ((default_attr_write_buffer[1] >> 16) & 0xFFFF));
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attribute.y = float24::FromRawFloat24(((default_attr_write_buffer[1] & 0xFFFF) << 8) | ((default_attr_write_buffer[2] >> 24) & 0xFF));
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attribute.x = float24::FromRawFloat24(default_attr_write_buffer[2] & 0xFFFFFF);
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attribute.w = float24::FromRaw(default_attr_write_buffer[0] >> 8);
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attribute.z = float24::FromRaw(((default_attr_write_buffer[0] & 0xFF) << 16) | ((default_attr_write_buffer[1] >> 16) & 0xFFFF));
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attribute.y = float24::FromRaw(((default_attr_write_buffer[1] & 0xFFFF) << 8) | ((default_attr_write_buffer[2] >> 24) & 0xFF));
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attribute.x = float24::FromRaw(default_attr_write_buffer[2] & 0xFFFFFF);
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LOG_TRACE(HW_GPU, "Set default VS attribute %x to (%f %f %f %f)", (int)setup.index,
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attribute.x.ToFloat32(), attribute.y.ToFloat32(), attribute.z.ToFloat32(),
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@ -418,10 +418,10 @@ static void WritePicaReg(u32 id, u32 value, u32 mask) {
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uniform[3 - i] = float24::FromFloat32(*(float*)(&uniform_write_buffer[i]));
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} else {
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// TODO: Untested
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uniform.w = float24::FromRawFloat24(uniform_write_buffer[0] >> 8);
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uniform.z = float24::FromRawFloat24(((uniform_write_buffer[0] & 0xFF)<<16) | ((uniform_write_buffer[1] >> 16) & 0xFFFF));
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uniform.y = float24::FromRawFloat24(((uniform_write_buffer[1] & 0xFFFF)<<8) | ((uniform_write_buffer[2] >> 24) & 0xFF));
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uniform.x = float24::FromRawFloat24(uniform_write_buffer[2] & 0xFFFFFF);
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uniform.w = float24::FromRaw(uniform_write_buffer[0] >> 8);
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uniform.z = float24::FromRaw(((uniform_write_buffer[0] & 0xFF) << 16) | ((uniform_write_buffer[1] >> 16) & 0xFFFF));
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uniform.y = float24::FromRaw(((uniform_write_buffer[1] & 0xFFFF) << 8) | ((uniform_write_buffer[2] >> 24) & 0xFF));
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uniform.x = float24::FromRaw(uniform_write_buffer[2] & 0xFFFFFF);
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}
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LOG_TRACE(HW_GPU, "Set uniform %x to (%f %f %f %f)", (int)uniform_setup.index,
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@ -4,35 +4,51 @@
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#pragma once
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#include <cstring>
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#include "common/common_types.h"
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namespace Pica {
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struct float24 {
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static float24 FromFloat32(float val) {
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float24 ret;
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/**
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* Template class for converting arbitrary Pica float types to IEEE 754 32-bit single-precision
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* floating point.
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*
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* When decoding, format is as follows:
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* - The first `M` bits are the mantissa
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* - The next `E` bits are the exponent
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* - The last bit is the sign bit
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*
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* @todo Verify on HW if this conversion is sufficently accurate.
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*/
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template<unsigned M, unsigned E>
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struct Float {
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public:
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static Float<M, E> FromFloat32(float val) {
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Float<M, E> ret;
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ret.value = val;
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return ret;
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}
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// 16 bit mantissa, 7 bit exponent, 1 bit sign
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// TODO: No idea if this works as intended
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static float24 FromRawFloat24(u32 hex) {
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float24 ret;
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if ((hex & 0xFFFFFF) == 0) {
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ret.value = 0;
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} else {
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u32 mantissa = hex & 0xFFFF;
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u32 exponent = (hex >> 16) & 0x7F;
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u32 sign = hex >> 23;
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ret.value = std::pow(2.0f, (float)exponent-63.0f) * (1.0f + mantissa * std::pow(2.0f, -16.f));
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if (sign)
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ret.value = -ret.value;
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}
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return ret;
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static Float<M, E> FromRaw(u32 hex) {
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Float<M, E> res;
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const int width = M + E + 1;
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const int bias = 128 - (1 << (E - 1));
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const int exponent = (hex >> M) & ((1 << E) - 1);
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const unsigned mantissa = hex & ((1 << M) - 1);
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if (hex & ((1 << (width - 1)) - 1))
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hex = ((hex >> (E + M)) << 31) | (mantissa << (23 - M)) | ((exponent + bias) << 23);
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else
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hex = ((hex >> (E + M)) << 31);
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std::memcpy(&res.value, &hex, sizeof(float));
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return res;
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}
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static float24 Zero() {
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static Float<M, E> Zero() {
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return FromFloat32(0.f);
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}
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@ -41,27 +57,27 @@ struct float24 {
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return value;
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}
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float24 operator * (const float24& flt) const {
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Float<M, E> operator * (const Float<M, E>& flt) const {
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if ((this->value == 0.f && !std::isnan(flt.value)) ||
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(flt.value == 0.f && !std::isnan(this->value)))
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// PICA gives 0 instead of NaN when multiplying by inf
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return Zero();
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return float24::FromFloat32(ToFloat32() * flt.ToFloat32());
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return Float<M, E>::FromFloat32(ToFloat32() * flt.ToFloat32());
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}
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float24 operator / (const float24& flt) const {
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return float24::FromFloat32(ToFloat32() / flt.ToFloat32());
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Float<M, E> operator / (const Float<M, E>& flt) const {
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return Float<M, E>::FromFloat32(ToFloat32() / flt.ToFloat32());
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}
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float24 operator + (const float24& flt) const {
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return float24::FromFloat32(ToFloat32() + flt.ToFloat32());
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Float<M, E> operator + (const Float<M, E>& flt) const {
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return Float<M, E>::FromFloat32(ToFloat32() + flt.ToFloat32());
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}
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float24 operator - (const float24& flt) const {
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return float24::FromFloat32(ToFloat32() - flt.ToFloat32());
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Float<M, E> operator - (const Float<M, E>& flt) const {
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return Float<M, E>::FromFloat32(ToFloat32() - flt.ToFloat32());
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}
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float24& operator *= (const float24& flt) {
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Float<M, E>& operator *= (const Float<M, E>& flt) {
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if ((this->value == 0.f && !std::isnan(flt.value)) ||
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(flt.value == 0.f && !std::isnan(this->value)))
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// PICA gives 0 instead of NaN when multiplying by inf
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@ -70,111 +86,61 @@ struct float24 {
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return *this;
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}
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float24& operator /= (const float24& flt) {
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Float<M, E>& operator /= (const Float<M, E>& flt) {
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value /= flt.ToFloat32();
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return *this;
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}
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float24& operator += (const float24& flt) {
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Float<M, E>& operator += (const Float<M, E>& flt) {
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value += flt.ToFloat32();
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return *this;
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}
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float24& operator -= (const float24& flt) {
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Float<M, E>& operator -= (const Float<M, E>& flt) {
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value -= flt.ToFloat32();
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return *this;
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}
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float24 operator - () const {
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return float24::FromFloat32(-ToFloat32());
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Float<M, E> operator - () const {
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return Float<M, E>::FromFloat32(-ToFloat32());
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}
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bool operator < (const float24& flt) const {
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bool operator < (const Float<M, E>& flt) const {
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return ToFloat32() < flt.ToFloat32();
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}
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bool operator > (const float24& flt) const {
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bool operator > (const Float<M, E>& flt) const {
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return ToFloat32() > flt.ToFloat32();
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}
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bool operator >= (const float24& flt) const {
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bool operator >= (const Float<M, E>& flt) const {
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return ToFloat32() >= flt.ToFloat32();
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}
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bool operator <= (const float24& flt) const {
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bool operator <= (const Float<M, E>& flt) const {
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return ToFloat32() <= flt.ToFloat32();
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}
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bool operator == (const float24& flt) const {
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bool operator == (const Float<M, E>& flt) const {
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return ToFloat32() == flt.ToFloat32();
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}
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bool operator != (const float24& flt) const {
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bool operator != (const Float<M, E>& flt) const {
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return ToFloat32() != flt.ToFloat32();
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}
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private:
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static const unsigned MASK = (1 << (M + E + 1)) - 1;
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static const unsigned MANTISSA_MASK = (1 << M) - 1;
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static const unsigned EXPONENT_MASK = (1 << E) - 1;
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// Stored as a regular float, merely for convenience
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// TODO: Perform proper arithmetic on this!
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float value;
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};
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static_assert(sizeof(float24) == sizeof(float), "Shader JIT assumes float24 is implemented as a 32-bit float");
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struct float16 {
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// 10 bit mantissa, 5 bit exponent, 1 bit sign
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// TODO: No idea if this works as intended
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static float16 FromRawFloat16(u32 hex) {
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float16 ret;
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if ((hex & 0xFFFF) == 0) {
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ret.value = 0;
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} else {
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u32 mantissa = hex & 0x3FF;
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u32 exponent = (hex >> 10) & 0x1F;
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u32 sign = (hex >> 15) & 1;
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ret.value = std::pow(2.0f, (float)exponent - 15.0f) * (1.0f + mantissa * std::pow(2.0f, -10.f));
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if (sign)
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ret.value = -ret.value;
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}
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return ret;
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}
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float ToFloat32() const {
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return value;
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}
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private:
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// Stored as a regular float, merely for convenience
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// TODO: Perform proper arithmetic on this!
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float value;
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};
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struct float20 {
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// 12 bit mantissa, 7 bit exponent, 1 bit sign
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// TODO: No idea if this works as intended
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static float20 FromRawFloat20(u32 hex) {
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float20 ret;
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if ((hex & 0xFFFFF) == 0) {
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ret.value = 0;
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} else {
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u32 mantissa = hex & 0xFFF;
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u32 exponent = (hex >> 12) & 0x7F;
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u32 sign = (hex >> 19) & 1;
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ret.value = std::pow(2.0f, (float)exponent - 63.0f) * (1.0f + mantissa * std::pow(2.0f, -12.f));
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if (sign)
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ret.value = -ret.value;
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}
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return ret;
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}
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float ToFloat32() const {
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return value;
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}
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private:
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// Stored as a regular float, merely for convenience
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// TODO: Perform proper arithmetic on this!
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float value;
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};
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using float24 = Float<16, 7>;
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using float20 = Float<12, 7>;
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using float16 = Float<10, 5>;
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} // namespace Pica
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@ -810,8 +810,8 @@ void RasterizerOpenGL::SyncCullMode() {
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}
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void RasterizerOpenGL::SyncDepthModifiers() {
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float depth_scale = -Pica::float24::FromRawFloat24(Pica::g_state.regs.viewport_depth_range).ToFloat32();
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float depth_offset = Pica::float24::FromRawFloat24(Pica::g_state.regs.viewport_depth_far_plane).ToFloat32() / 2.0f;
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float depth_scale = -Pica::float24::FromRaw(Pica::g_state.regs.viewport_depth_range).ToFloat32();
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float depth_offset = Pica::float24::FromRaw(Pica::g_state.regs.viewport_depth_far_plane).ToFloat32() / 2.0f;
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// TODO: Implement scale modifier
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uniform_block_data.data.depth_offset = depth_offset;
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@ -948,9 +948,9 @@ void RasterizerOpenGL::SyncLightAmbient(int light_index) {
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void RasterizerOpenGL::SyncLightPosition(int light_index) {
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std::array<GLfloat, 3> position = {
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Pica::float16::FromRawFloat16(Pica::g_state.regs.lighting.light[light_index].x).ToFloat32(),
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Pica::float16::FromRawFloat16(Pica::g_state.regs.lighting.light[light_index].y).ToFloat32(),
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Pica::float16::FromRawFloat16(Pica::g_state.regs.lighting.light[light_index].z).ToFloat32() };
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Pica::float16::FromRaw(Pica::g_state.regs.lighting.light[light_index].x).ToFloat32(),
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Pica::float16::FromRaw(Pica::g_state.regs.lighting.light[light_index].y).ToFloat32(),
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Pica::float16::FromRaw(Pica::g_state.regs.lighting.light[light_index].z).ToFloat32() };
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if (position != uniform_block_data.data.light_src[light_index].position) {
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uniform_block_data.data.light_src[light_index].position = position;
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@ -962,8 +962,8 @@ void RasterizerOpenGL::SyncDrawState() {
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const auto& regs = Pica::g_state.regs;
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// Sync the viewport
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GLsizei viewport_width = (GLsizei)Pica::float24::FromRawFloat24(regs.viewport_size_x).ToFloat32() * 2;
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GLsizei viewport_height = (GLsizei)Pica::float24::FromRawFloat24(regs.viewport_size_y).ToFloat32() * 2;
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GLsizei viewport_width = (GLsizei)Pica::float24::FromRaw(regs.viewport_size_x).ToFloat32() * 2;
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GLsizei viewport_height = (GLsizei)Pica::float24::FromRaw(regs.viewport_size_y).ToFloat32() * 2;
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// OpenGL uses different y coordinates, so negate corner offset and flip origin
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// TODO: Ensure viewport_corner.x should not be negated or origin flipped
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@ -83,8 +83,8 @@ struct PicaShaderConfig {
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res.lighting.light[light_index].directional = light.directional != 0;
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res.lighting.light[light_index].two_sided_diffuse = light.two_sided_diffuse != 0;
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res.lighting.light[light_index].dist_atten_enable = regs.lighting.IsDistAttenEnabled(num);
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res.lighting.light[light_index].dist_atten_bias = Pica::float20::FromRawFloat20(light.dist_atten_bias).ToFloat32();
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res.lighting.light[light_index].dist_atten_scale = Pica::float20::FromRawFloat20(light.dist_atten_scale).ToFloat32();
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res.lighting.light[light_index].dist_atten_bias = Pica::float20::FromRaw(light.dist_atten_bias).ToFloat32();
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res.lighting.light[light_index].dist_atten_scale = Pica::float20::FromRaw(light.dist_atten_scale).ToFloat32();
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}
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res.lighting.lut_d0.enable = regs.lighting.lut_enable_d0 == 0;
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