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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=====================================================================================//
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#ifndef _MATH_PFNS_H_
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#define _MATH_PFNS_H_
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#include <limits>
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#if defined( _X360 )
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#include <xboxmath.h>
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#elif defined(_PS3)
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#ifndef SPU
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#include <ppu_asm_intrinsics.h>
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#endif
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// Note that similar defines exist in ssemath.h
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// Maybe we should consolidate in one place for all platforms.
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#define _VEC_0x7ff (vec_int4){0x7ff,0x7ff,0x7ff,0x7ff}
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#define _VEC_0x3ff (vec_int4){0x3ff,0x3ff,0x3ff,0x3ff}
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#define _VEC_22L (vector unsigned int){22,22,22,22}
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#define _VEC_11L (vector unsigned int){11,11,11,11}
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#define _VEC_0L (vector unsigned int){0,0,0,0}
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#define _VEC_255F (vector float){255.0f,255.0f,255.0f,255.0f}
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#define _VEC_NEGONEF (vector float){-1.0f,-1.0f,-1.0f,-1.0f}
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#define _VEC_ONEF (vector float){1.0f,1.0f,1.0f,1.0f}
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#define _VEC_ZEROF (vector float){0.0f,0.0f,0.0f,0.0f}
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#define _VEC_ZEROxyzONEwF (vector float){0.0f,0.0f,0.0f,1.0f}
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#define _VEC_HALFF (vector float){0.5f,0.5f,0.5f,0.5f}
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#define _VEC_HALFxyzZEROwF (vector float){0.5f,0.5f,0.5f,0.0f}
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#define _VEC_PERMUTE_XYZ0W1 (vector unsigned char){0x00,0x01,0x02,0x03,0x04,0x05,0x06,0x07,0x08,0x09,0x0a,0x0b,0x1c,0x1d,0x1e,0x1f}
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#define _VEC_IEEEHACK (vector float){(float)(1 << 23),(float)(1 << 23),(float)(1 << 23),(float)(1 << 23)}
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#define _VEC_PERMUTE_FASTFTOC (vector unsigned char){0,0,0,0,0,0,0,0,0,0,0,0,0x03,0x07,0x0b,0x0f}
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// AngleQuaternion
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#define _VEC_PERMUTE_AQsxsxcxcx (vector unsigned char) {0x00,0x01,0x02,0x03,0x00,0x01,0x02,0x03,0x10,0x11,0x12,0x13,0x10,0x11,0x12,0x13}
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#define _VEC_PERMUTE_AQczszszcz (vector unsigned char) {0x18,0x19,0x1a,0x1b,0x08,0x09,0x0a,0x0b,0x08,0x09,0x0a,0x0b,0x18,0x19,0x1a,0x1b}
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#define _VEC_PERMUTE_AQcxcxsxsx (vector unsigned char) {0x10,0x11,0x12,0x13,0x10,0x11,0x12,0x13,0x00,0x01,0x02,0x03,0x00,0x01,0x02,0x03}
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#define _VEC_PERMUTE_AQszczczsz (vector unsigned char) {0x08,0x09,0x0a,0x0b,0x18,0x19,0x1a,0x1b,0x18,0x19,0x1a,0x1b,0x08,0x09,0x0a,0x0b}
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#define _VEC_PERMUTE_ANGLEQUAT (vector unsigned char) {0x10,0x11,0x12,0x13,0x04,0x05,0x06,0x07,0x18,0x19,0x1a,0x1b,0x0c,0x0d,0x0e,0x0f}
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#define _VEC_EPSILONF (__vector float) {FLT_EPSILON,FLT_EPSILON,FLT_EPSILON,FLT_EPSILON}
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#endif
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#if !(defined( PLATFORM_PPC ) || defined(SPU))
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// If we are not PPC based or SPU based, then assumes it is SSE2. We should make this code cleaner.
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#include <xmmintrin.h>
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// These globals are initialized by mathlib and redirected based on available fpu features
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// The following are not declared as macros because they are often used in limiting situations,
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// and sometimes the compiler simply refuses to inline them for some reason
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FORCEINLINE float FastSqrt( float x )
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{
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__m128 root = _mm_sqrt_ss( _mm_load_ss( &x ) );
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return *( reinterpret_cast<float *>( &root ) );
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}
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FORCEINLINE float FastRSqrtFast( float x )
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{
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// use intrinsics
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__m128 rroot = _mm_rsqrt_ss( _mm_load_ss( &x ) );
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return *( reinterpret_cast<float *>( &rroot ) );
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}
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// Single iteration NewtonRaphson reciprocal square root:
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// 0.5 * rsqrtps * (3 - x * rsqrtps(x) * rsqrtps(x))
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// Very low error, and fine to use in place of 1.f / sqrtf(x).
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FORCEINLINE float FastRSqrt( float x )
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{
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float rroot = FastRSqrtFast( x );
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return (0.5f * rroot) * (3.f - (x * rroot) * rroot);
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}
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void FastSinCos( float x, float* s, float* c ); // any x
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float FastCos( float x );
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inline float FastRecip(float x) {return 1.0f / x;}
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// Simple SSE rsqrt. Usually accurate to around 6 (relative) decimal places
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// or so, so ok for closed transforms. (ie, computing lighting normals)
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inline float FastSqrtEst(float x) { return FastRSqrtFast(x) * x; }
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#else // !defined( PLATFORM_PPC ) && !defined(_SPU)
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#ifndef SPU
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// We may not need this for SPU, so let's not bother for now
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FORCEINLINE float _VMX_Sqrt( float x )
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{
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return __fsqrts( x );
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}
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FORCEINLINE double _VMX_RSqrt( double x )
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{
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double rroot = __frsqrte( x );
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// Single iteration NewtonRaphson on reciprocal square root estimate
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return (0.5f * rroot) * (3.0f - (x * rroot) * rroot);
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}
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FORCEINLINE double _VMX_RSqrtFast( double x )
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{
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return __frsqrte( x );
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}
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#ifdef _X360
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FORCEINLINE void _VMX_SinCos( float a, float *pS, float *pC )
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{
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XMScalarSinCos( pS, pC, a );
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}
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FORCEINLINE float _VMX_Cos( float a )
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{
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return XMScalarCos( a );
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}
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#endif
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// the 360 has fixed hw and calls directly
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#define FastSqrt(x) _VMX_Sqrt(x)
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#define FastRSqrt(x) _VMX_RSqrt(x)
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#define FastRSqrtFast(x) _VMX_RSqrtFast(x)
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#define FastSinCos(x,s,c) _VMX_SinCos(x,s,c)
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#define FastCos(x) _VMX_Cos(x)
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inline double FastRecip(double x) {return __fres(x);}
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inline double FastSqrtEst(double x) { return __frsqrte(x) * x; }
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#endif // !defined( PLATFORM_PPC ) && !defined(_SPU)
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// if x is infinite, return FLT_MAX
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inline float FastClampInfinity( float x )
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{
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#ifdef PLATFORM_PPC
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return fsel( std::numeric_limits<float>::infinity() - x, x, FLT_MAX );
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#else
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return ( x > FLT_MAX ? FLT_MAX : x );
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#endif
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}
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#if defined (_PS3) && !defined(SPU)
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// extern float cosvf(float); /* single precision cosine */
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// extern float sinvf(float); /* single precision sine */
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// TODO: need a faster single precision equivalent
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#define cosvf cosf
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#define sinvf sinf
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inline int _rotl( int x, int c )
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{
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return __rlwimi(x,x,c,0,31);
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}
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inline int64 _rotl64( int64 x, int c )
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{
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return __rldicl( x, c, 0 );
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}
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//-----------------------------------------------------------------
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// Vector Unions
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//-----------------------------------------------------------------
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//-----------------------------------------------------------------
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// Floats
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//-----------------------------------------------------------------
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typedef union
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{
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vector float vf;
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float f[4];
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} vector_float_union;
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//-----------------------------------------------------------------
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// Ints
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//-----------------------------------------------------------------
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typedef union
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{
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vector int vi;
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int i[4];
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} vector_int4_union;
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typedef union
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{
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vector unsigned int vui;
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unsigned int ui[4];
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} vector_uint4_union;
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//-----------------------------------------------------------------
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// Shorts
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//-----------------------------------------------------------------
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typedef union
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{
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vector signed short vs;
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signed short s[8];
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} vector_short8_union;
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typedef union
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{
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vector unsigned short vus;
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unsigned short us[8];
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} vector_ushort8_union;
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//-----------------------------------------------------------------
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// Chars
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//-----------------------------------------------------------------
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typedef union
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{
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vector signed char vc;
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signed char c[16];
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} vector_char16_union;
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typedef union
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{
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vector unsigned char vuc;
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unsigned char uc[16];
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} vector_uchar16_union;
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/*
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FORCEINLINE float _VMX_Sqrt( float x )
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{
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vector_float_union vIn, vOut;
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vIn.f[0] = x;
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vOut.vf = sqrtf4(vIn.vf);
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return vOut.f[0];
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}
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FORCEINLINE float _VMX_RSqrt( float x )
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{
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vector_float_union vIn, vOut;
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vIn.f[0] = x;
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vOut.vf = rsqrtf4(vIn.vf);
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return vOut.f[0];
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}
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FORCEINLINE float _VMX_RSqrtFast( float x )
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{
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vector_float_union vIn, vOut;
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vIn.f[0] = x;
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vOut.vf = rsqrtf4fast(vIn.vf);
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return vOut.f[0];
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}
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*/
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FORCEINLINE void _VMX_SinCos( float a, float *pS, float *pC )
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{
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*pS=sinvf(a);
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*pC=cosvf(a);
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}
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FORCEINLINE float _VMX_Cos( float a )
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{
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return cosvf(a);
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}
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// the 360 has fixed hw and calls directly
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/*
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#define FastSqrt(x) _VMX_Sqrt(x)
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#define FastRSqrt(x) _VMX_RSqrt(x)
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#define FastRSqrtFast(x) _VMX_RSqrtFast(x)
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#define FastSinCos(x,s,c) _VMX_SinCos(x,s,c)
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#define FastCos(x) _VMX_Cos(x)
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*/
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#endif // _PS3
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#endif // #ifndef SPU
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#endif // _MATH_PFNS_H_
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