Fixing a bunch of alloy clang issues.
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69
src/poly/math.cc
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69
src/poly/math.cc
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2014 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include <poly/math.h>
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namespace poly {
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// TODO(benvanik): replace with alternate implementation.
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// XMConvertFloatToHalf
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// Copyright (c) Microsoft Corporation. All rights reserved.
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uint16_t float_to_half(float value) {
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uint32_t Result;
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uint32_t IValue = ((uint32_t *)(&value))[0];
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uint32_t Sign = (IValue & 0x80000000U) >> 16U;
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IValue = IValue & 0x7FFFFFFFU; // Hack off the sign
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if (IValue > 0x47FFEFFFU) {
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// The number is too large to be represented as a half. Saturate to
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// infinity.
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Result = 0x7FFFU;
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} else {
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if (IValue < 0x38800000U) {
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// The number is too small to be represented as a normalized half.
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// Convert it to a denormalized value.
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uint32_t Shift = 113U - (IValue >> 23U);
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IValue = (0x800000U | (IValue & 0x7FFFFFU)) >> Shift;
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} else {
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// Rebias the exponent to represent the value as a normalized half.
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IValue += 0xC8000000U;
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}
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Result = ((IValue + 0x0FFFU + ((IValue >> 13U) & 1U)) >> 13U) & 0x7FFFU;
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}
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return (uint16_t)(Result | Sign);
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}
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// TODO(benvanik): replace with alternate implementation.
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// XMConvertHalfToFloat
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// Copyright (c) Microsoft Corporation. All rights reserved.
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float half_to_float(uint16_t value) {
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uint32_t Mantissa = (uint32_t)(value & 0x03FF);
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uint32_t Exponent;
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if ((value & 0x7C00) != 0) {
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// The value is normalized
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Exponent = (uint32_t)((value >> 10) & 0x1F);
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} else if (Mantissa != 0) {
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// The value is denormalized
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// Normalize the value in the resulting float
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Exponent = 1;
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do {
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Exponent--;
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Mantissa <<= 1;
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} while ((Mantissa & 0x0400) == 0);
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Mantissa &= 0x03FF;
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} else {
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// The value is zero
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Exponent = (uint32_t)-112;
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}
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uint32_t Result = ((value & 0x8000) << 16) | // Sign
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((Exponent + 112) << 23) | // Exponent
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(Mantissa << 13); // Mantissa
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return *(float *)&Result;
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}
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} // namespace poly
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