forked from Lephenixnoir/Azur
Resync with last Azur update
This commit is contained in:
parent
139cd45159
commit
406cc3739e
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@ -5,3 +5,5 @@
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# Editor files
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*.sublime-*
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.vscode
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@ -35,6 +35,11 @@ if(AZUR_TOOLKIT_SDL AND AZUR_GRAPHICS_OPENGL)
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DEPENDS gen_glsl.py ${ASSETS})
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endif()
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if(AZUR_TOOLKIT_GINT)
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list(APPEND SOURCES
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src/gint/init.cpp)
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endif()
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# gint rendering
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if(AZUR_GRAPHICS_GINT_CG)
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list(APPEND SOURCES
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@ -44,6 +44,14 @@
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#cmakedefine AZUR_GRAPHICS_GINT_CG
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/* CPU architecture (mostly useful for optimized SuperH stuff). */
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/* Generic/unknown CPU architecture; only C code is used. */
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#cmakedefine AZUR_ARCH_GENERIC
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/* SH4AL-DSP for the fx-CG. */
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#cmakedefine AZUR_ARCH_SH4ALDSP
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/* Input/output settings on terminal. */
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/* No terminal output entirely. */
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@ -203,14 +203,13 @@ void azrp_image(int x, int y, bopti_image_t const *image);
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void azrp_subimage(int x, int y, bopti_image_t const *image,
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int left, int top, int width, int height, int flags);
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void azrp_triangle(int x1, int y1, int x2, int y2, int x3, int y3, int color);
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/* Draw a line between point (x1, y1) and (x2,y2) with clipping */
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void azrp_line( int x1, int y1, int x2, int y2, int color);
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/* azrp_line(): Draw a line with clipping to the screen resolution between point (x1,y1) and (x2,y2) */
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void azrp_line( int x1, int y1, int x2, int y2, uint16_t color );
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/* Draw a circle of radius rad and center (xC, yC) */
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void azrp_circle(int xc, int yc, uint16_t rad, uint16_t color);
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/* azrp_circle() : Draw a circle with clipping to the screen resolution with a center (xc,yc) and a radius rad */
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void azrp_circle( int xc, int yx, uint16_t rad, uint16_t color );
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/* See below for more detailed image functions. Dynamic effects are provided
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@ -224,8 +223,6 @@ void azrp_shader_image_rgb16_configure(void);
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void azrp_shader_image_p8_configure(void);
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void azrp_shader_image_p4_configure(void);
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void azrp_shader_triangle_configure(void);
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void azrp_shader_line_configure(void);
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void azrp_shader_circle_configure(void);
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//---
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// Performance indicators
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@ -0,0 +1,98 @@
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#include <azur/azur.h>
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#include <azur/log.h>
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#include <gint/timer.h>
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#include <gint/cpu.h>
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int azur_init(char const *title, int window_width, int window_height)
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{
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(void)title;
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(void)window_width;
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(void)window_height;
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return 0;
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}
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__attribute__((destructor))
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void azur_quit(void)
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{
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}
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//---
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// Main loop setup
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//---
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/* Time spent in the main loop (seconds)
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TODO: Handle ml_time (also in the SDL backend) */
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static double ml_time = 0.0;
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/* Timers for render and updates */
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static int ml_timer_render = -1;
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static int ml_timer_update = -1;
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static int set_flag(volatile int *flag)
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{
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*flag = 1;
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return TIMER_CONTINUE;
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}
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int azur_main_loop(
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void (*render)(void), int render_fps,
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int (*update)(void), int update_ups,
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int flags)
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{
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volatile int render_tick = 1;
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volatile int update_tick = 0;
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bool started = false;
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ml_timer_render = timer_configure(TIMER_ANY, 1000000 / render_fps,
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GINT_CALL(set_flag, &render_tick));
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if(ml_timer_render < 0) {
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azlog(ERROR, "failed to create render timer\n");
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return 1;
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}
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else {
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timer_start(ml_timer_render);
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}
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if(!(flags & AZUR_MAIN_LOOP_TIED)) {
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ml_timer_update = timer_configure(TIMER_ANY, 1000000 / update_ups,
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GINT_CALL(set_flag, &update_tick));
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if(ml_timer_update < 0) {
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timer_stop(ml_timer_render);
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azlog(ERROR, "failed to create render timer\n");
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return 1;
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}
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else {
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timer_start(ml_timer_update);
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}
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}
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while(1) {
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if(update_tick && !(flags & AZUR_MAIN_LOOP_TIED)) {
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update_tick = 0;
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if(update && update()) break;
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}
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if(render_tick) {
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render_tick = 0;
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/* Tied renders and updates */
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if(started && (flags & AZUR_MAIN_LOOP_TIED)) {
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if(update && update()) break;
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}
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if(render) render();
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started = true;
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}
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sleep();
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}
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if(ml_timer_render >= 0) {
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timer_stop(ml_timer_render);
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ml_timer_render = 0;
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}
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if(ml_timer_update >= 0) {
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timer_stop(ml_timer_update);
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ml_timer_update = 0;
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}
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return 0;
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}
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@ -145,5 +145,4 @@ void azrp_shader_circle( void *uniforms, void *comnd, void *fragment )
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}
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cmd->curr_frag++;
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}
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@ -40,7 +40,7 @@ int SGN( int x1 )
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else return -1;
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}
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void azrp_line(int xA, int yA, int xB, int yB, int color)
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void azrp_line(int xA, int yA, int xB, int yB, uint16_t color)
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{
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prof_enter(azrp_perf_cmdgen);
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@ -199,4 +199,4 @@ void azrp_shader_line( void *uniforms, void *comnd, void *fragment )
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cmd->curr_y = cmd->curr_y & 15;
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cmd->i = i+1;
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}
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}
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@ -134,7 +134,8 @@ SDL_Window *azur_sdl_window(void)
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// Main loop setup
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//---
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/* Time spent in the main loop (seconds) */
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/* Time spent in the main loop (seconds)
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TODO: Handle ml_time (also in the gint backend) */
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static double ml_time = 0.0;
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/* In emscripten, callbacks are void/void, vsync is always ON, and the
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@ -7,15 +7,31 @@
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include(CTest)
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add_library(num STATIC
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set(SOURCES
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src/num.cpp
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src/str.cpp)
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target_include_directories(num PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}/include")
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if(DEFINED AZUR_ARCH_GENERIC)
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set(LIBNUM_ARCH_GENERIC TRUE)
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elseif(DEFINED AZUR_ARCH_SH4ALDSP)
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set(LIBNUM_ARCH_SH4ALDSP TRUE)
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list(APPEND SOURCES
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src/sh4aldsp/div_i32_i16_i16.s)
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endif()
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configure_file(include/num/config.h.in num/config.h)
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add_library(num STATIC ${SOURCES})
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target_include_directories(num PUBLIC
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"${CMAKE_CURRENT_SOURCE_DIR}/include"
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"${CMAKE_CURRENT_BINARY_DIR}")
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# Library file: libnum.a
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install(TARGETS num DESTINATION ${LIBDIR})
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# Headers: azur/*.h
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# Headers: num/config.h and num/*.h
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install(DIRECTORY include/ DESTINATION ${INCDIR})
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install(FILES "${CMAKE_CURRENT_BINARY_DIR}/num/config.h"
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DESTINATION ${INCDIR}/num)
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#---
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# Unit tests
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@ -0,0 +1,15 @@
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//---------------------------------------------------------------------------//
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// ," /\ ", Azur: A game engine for CASIO fx-CG and PC //
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// | _/__\_ | Designed by Lephe' and the Planète Casio community. //
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// "._`\/'_." License: MIT <https://opensource.org/licenses/MIT> //
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//---------------------------------------------------------------------------//
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// num.config: Compile-time configuration options
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#pragma once
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/* CPU architecture. */
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/* Generic/unknown CPU architecture; only C code is used. */
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#cmakedefine LIBNUM_ARCH_GENERIC
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/* SH4AL-DSP for the fx-CG. */
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#cmakedefine LIBNUM_ARCH_SH4ALDSP
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@ -48,9 +48,8 @@
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#pragma once
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#include <cstdint>
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#include <num/primitives.h>
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#include <cstddef>
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#include <type_traits>
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#include <concepts>
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v %= other.v;
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return *this;
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}
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inline constexpr num8 ifloor() {
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return 0;
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}
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inline constexpr num8 floor() {
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return num8(0);
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}
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inline constexpr num8 iceil() {
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return v != 0;
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}
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/* Warning: num8::ceil() always overflows! */
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inline constexpr num8 ceil() {
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return num8(0);
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/* Comparisons with int */
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inline constexpr bool operator==(int const &i) {
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inline constexpr bool operator==(int const &i) const {
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return (v | i) == 0;
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}
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inline constexpr bool operator<(int const &i) {
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inline constexpr bool operator<(int const &i) const {
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return i >= 1;
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}
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inline constexpr bool operator>=(int const &i) {
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inline constexpr bool operator>=(int const &i) const {
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return i <= 0;
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}
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inline constexpr bool operator<=(int const &i) {
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inline constexpr bool operator<=(int const &i) const {
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return i + !v > 0;
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}
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inline constexpr bool operator>(int const &i) {
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inline constexpr bool operator>(int const &i) const {
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return i + !v <= 0;
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}
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/* num16 x num16 -> num32 multiplication
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This is efficiently implemented with a muls.w instruction. */
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static constexpr num32 dmul(num16 const &x, num16 const &y);
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/* num16 / num16 -> num16 division for positive numbers
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This bypasses some sign tests, which saves a bit of time. */
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static constexpr num16 div_positive(num16 const &x, num16 const &y);
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/* Basic arithmetic */
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@ -210,19 +218,25 @@ struct num16
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v = (v * other.v) / 256;
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return *this;
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}
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inline constexpr num16 &operator/=(num16 const &other) {
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v = (v * 256) / other.v;
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inline num16 &operator/=(num16 const &other) {
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v = prim::div_i32_i16_i16(v * 256, other.v);
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return *this;
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}
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inline constexpr num16 &operator%=(num16 const &other) {
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v %= other.v;
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return *this;
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}
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inline constexpr int ifloor() {
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return v >> 8;
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}
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inline constexpr num16 floor() {
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num16 x;
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x.v = v & 0xff00;
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return x;
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}
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inline constexpr int iceil() {
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return (v + 0xff) >> 8;
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}
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inline constexpr num16 ceil() {
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num16 x;
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x.v = ((v - 1) | 0xff) + 1;
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@ -236,22 +250,22 @@ struct num16
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/* Comparisons with int */
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inline constexpr bool operator==(int const &i) {
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inline constexpr bool operator==(int const &i) const {
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return (int16_t)i == i && (i << 8) == v;
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}
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inline constexpr bool operator<(int const &i) {
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inline constexpr bool operator<(int const &i) const {
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return (v >> 8) < i;
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}
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inline constexpr bool operator>=(int const &i) {
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inline constexpr bool operator>=(int const &i) const {
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return (v >> 8) >= i;
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}
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/* Unfortunately the branchless version for this test is expressed in terms
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of `v`, not `i`, so it does not simplify well when `i` is known. In that
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case, writing eg. `x > num16(0)` is faster than `x > 0`. */
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inline constexpr bool operator<=(int const &i) {
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inline constexpr bool operator<=(int const &i) const {
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return (v >> 8) + ((v & 0xff) != 0) <= i;
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}
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inline constexpr bool operator>(int const &i) {
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inline constexpr bool operator>(int const &i) const {
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return (v >> 8) + ((v & 0xff) != 0) > i;
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}
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@ -330,11 +344,17 @@ struct num32
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v %= other.v;
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return *this;
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}
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inline constexpr int ifloor() {
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return v >> 16;
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}
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inline constexpr num32 floor() {
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num32 x;
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x.v = v & 0xffff0000;
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return x;
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}
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inline constexpr int iceil() {
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return (v + 0xffff) >> 16;
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}
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inline constexpr num32 ceil() {
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num32 x;
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x.v = ((v - 1) | 0xffff) + 1;
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@ -345,22 +365,23 @@ struct num32
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x.v = v & 0xffff;
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return x;
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}
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num32 sqrt() const;
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/* Comparisons with int */
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inline constexpr bool operator==(int const &i) {
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inline constexpr bool operator==(int const &i) const {
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return (int16_t)i == i && (i << 16) == v;
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}
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inline constexpr bool operator<(int const &i) {
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inline constexpr bool operator<(int const &i) const {
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return (v >> 16) < i;
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}
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inline constexpr bool operator>=(int const &i) {
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inline constexpr bool operator>=(int const &i) const {
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return (v >> 16) >= i;
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}
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inline constexpr bool operator<=(int const &i) {
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inline constexpr bool operator<=(int const &i) const {
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return (v >> 16) + ((v & 0xffff) != 0) <= i;
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}
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inline constexpr bool operator>(int const &i) {
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inline constexpr bool operator>(int const &i) const {
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return (v >> 16) + ((v & 0xffff) != 0) > i;
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}
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@ -447,11 +468,17 @@ struct num64
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v %= other.v;
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return *this;
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}
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inline constexpr int ifloor() {
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return v >> 32;
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}
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inline constexpr num64 floor() {
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num64 x;
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x.v = v & 0xffffffff00000000ull;
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return x;
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}
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inline constexpr int iceil() {
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return (v >> 32) + ((uint32_t)v != 0);
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}
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inline constexpr num64 ceil() {
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num64 x;
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x.v = ((v - 1) | 0xffffffffull) + 1;
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@ -569,6 +596,26 @@ inline constexpr T operator-(T const &op) {
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return T(0) - op;
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}
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/* Internal minima, maxima and clamp */
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template<typename T> requires(is_num<T>)
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inline constexpr T min(T const &left, T const &right)
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{
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return (left < right) ? left : right;
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}
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template<typename T> requires(is_num<T>)
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inline constexpr T max(T const &left, T const &right)
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{
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return (left > right) ? left : right;
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}
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template<typename T> requires(is_num<T>)
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inline constexpr T clamp(T const &val, T const &lower, T const &upper)
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{
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return max(lower, min(val, upper));
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}
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/* Other specific operations */
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inline constexpr num32 num16::dmul(num16 const &x, num16 const &y)
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@ -578,6 +625,13 @@ inline constexpr num32 num16::dmul(num16 const &x, num16 const &y)
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return n;
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}
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inline constexpr num16 num16::div_positive(num16 const &x, num16 const &y)
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{
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num16 r;
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r.v = ((uint32_t)(uint16_t)x.v << 8) / (uint16_t)y.v;
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return r;
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}
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inline constexpr num64 num32::dmul(num32 const &x, num32 const &y)
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{
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num64 n;
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|
@ -585,4 +639,12 @@ inline constexpr num64 num32::dmul(num32 const &x, num32 const &y)
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return n;
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}
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/* Floor modulo. We provide an optimized version for constants, which optimizes
|
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away the main condition. */
|
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template<typename T> requires(is_num<T>)
|
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inline constexpr T modf(T const &x, T const &y) {
|
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T r = x % y;
|
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return (r.v && (r.v ^ y.v) < 0) ? r + y : r;
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}
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} /* namespace libnum */
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|
|
@ -0,0 +1,37 @@
|
|||
//---------------------------------------------------------------------------//
|
||||
// ," /\ ", Azur: A game engine for CASIO fx-CG and PC //
|
||||
// | _/__\_ | Designed by Lephe' and the Planète Casio community. //
|
||||
// "._`\/'_." License: MIT <https://opensource.org/licenses/MIT> //
|
||||
//---------------------------------------------------------------------------//
|
||||
// num.primitives: Platform-specific optimized primitives
|
||||
//
|
||||
// This header provides a generic interface to optimized primitives such as
|
||||
// unusual-size divisions. These are used in libnum functions for a performance
|
||||
// boost.
|
||||
//
|
||||
// The following functions are defined:
|
||||
// - div_X_Y_Z: Division of an X by a Y with a result of type Z (where X,Y,Z is
|
||||
// a signed integer type iN or an unsigned integer type uN)
|
||||
//---
|
||||
|
||||
#pragma once
|
||||
|
||||
#include <num/config.h>
|
||||
#include <cstdint>
|
||||
|
||||
namespace libnum::prim {
|
||||
|
||||
#ifdef LIBNUM_ARCH_SH4ALDSP
|
||||
|
||||
extern int div_i32_i16_i16(int32_t num, int16_t denum);
|
||||
|
||||
#else
|
||||
|
||||
static inline constexpr int div_i32_i16_i16(int32_t num, int16_t denum)
|
||||
{
|
||||
return num / denum;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
} /* namespace libnum::prim */
|
|
@ -189,6 +189,10 @@ inline constexpr vec<T,N> operator*(T const &lhs, vec<T,N> rhs) {
|
|||
rhs[i] *= lhs;
|
||||
return rhs;
|
||||
}
|
||||
template<typename T, int N>
|
||||
inline constexpr vec<T,N> operator/(vec<T,N> lhs, T const &rhs) {
|
||||
return lhs /= rhs;
|
||||
}
|
||||
|
||||
/* Comparisons */
|
||||
|
||||
|
|
|
@ -0,0 +1,21 @@
|
|||
#include <num/num.h>
|
||||
using namespace libnum;
|
||||
|
||||
/* Integer square root (rather slow) */
|
||||
static int64_t sqrtll(int64_t n)
|
||||
{
|
||||
if(n < 4)
|
||||
return (n > 0);
|
||||
|
||||
int64_t low_bound = sqrtll(n / 4) * 2;
|
||||
int64_t high_bound = low_bound + 1;
|
||||
|
||||
return (high_bound * high_bound <= n) ? high_bound : low_bound;
|
||||
}
|
||||
|
||||
num32 num32::sqrt() const
|
||||
{
|
||||
num32 r;
|
||||
r.v = sqrtll((int64_t)v << 16);
|
||||
return r;
|
||||
}
|
|
@ -0,0 +1,54 @@
|
|||
# --------------------------------------------------------------------------- #
|
||||
# ," /\ ", Azur: A game engine for CASIO fx-CG and PC #
|
||||
# | _/__\_ | Designed by Lephe' and the Planète Casio community. #
|
||||
# "._`\/'_." License: MIT <https://opensource.org/licenses/MIT> #
|
||||
# --------------------------------------------------------------------------- #
|
||||
# SH4AL-DSP optimized i32 / i16 -> i16 division.
|
||||
#
|
||||
# This simply uses the CPU's ability to divide without rotation for 16 bit
|
||||
# divisors without all the boilerplate than libgcc's __sdivisi3 requires since
|
||||
# it assumes 32-bit inputs. Used for num16 division.
|
||||
# ---
|
||||
|
||||
.global __ZN6libnum4prim15div_i32_i16_i16Els
|
||||
|
||||
# libnum::prim::div_i32_i16_i16(long, short)
|
||||
__ZN6libnum4prim15div_i32_i16_i16Els:
|
||||
shll16 r5
|
||||
mov #0, r2
|
||||
|
||||
mov r4, r3
|
||||
rotcl r3
|
||||
|
||||
subc r2, r4
|
||||
|
||||
div0s r5, r4
|
||||
|
||||
div1 r5, r4
|
||||
div1 r5, r4
|
||||
div1 r5, r4
|
||||
div1 r5, r4
|
||||
|
||||
div1 r5, r4
|
||||
div1 r5, r4
|
||||
div1 r5, r4
|
||||
div1 r5, r4
|
||||
|
||||
div1 r5, r4
|
||||
div1 r5, r4
|
||||
div1 r5, r4
|
||||
div1 r5, r4
|
||||
|
||||
div1 r5, r4
|
||||
div1 r5, r4
|
||||
div1 r5, r4
|
||||
div1 r5, r4
|
||||
|
||||
exts.w r4, r4
|
||||
|
||||
rotcl r4
|
||||
|
||||
addc r2, r4
|
||||
|
||||
rts
|
||||
exts.w r4, r0
|
|
@ -306,7 +306,7 @@ class ExprParser:
|
|||
return decorate
|
||||
|
||||
def binaryOpsRight(ctor, ops):
|
||||
return binaryOpsRight(ctor, ops, rassoc=True)
|
||||
return binaryOps(ctor, ops, rassoc=True)
|
||||
|
||||
def unaryOps(ctor, ops, assoc=True):
|
||||
def decorate(f):
|
||||
|
|
Loading…
Reference in New Issue