/* * FixPoint.i * * Provides fixpoint arithmetic (for use in SID.cpp) * You need to define FIXPOINT_PREC (number of fractional bits) and * ldSINTAB (ld of the size of the sinus table) as well M_PI * _before_ including this file. * Requires at least 32bit ints! * (C) 1997 Andreas Dehmel */ #define FIXPOINT_BITS 32 // Sign-bit #define FIXPOINT_SIGN (1<<(FIXPOINT_BITS-1)) /* * Elementary functions for the FixPoint class */ // Multiplies two fixpoint numbers, result is a fixpoint number. static inline int fixmult(int x, int y) { register unsigned int a,b; register bool sign; sign = (x ^ y) < 0; if (x < 0) {x = -x;} if (y < 0) {y = -y;} // a, b : integer part; x, y : fractional part. All unsigned now (for shift right)!!! a = (((unsigned int)x) >> FIXPOINT_PREC); x &= ~(a << FIXPOINT_PREC); b = (((unsigned int)y) >> FIXPOINT_PREC); y &= ~(b << FIXPOINT_PREC); x = ((a*b) << FIXPOINT_PREC) + (a*y + b*x) + ((unsigned int)((x*y) + (1 << (FIXPOINT_PREC-1))) >> FIXPOINT_PREC); #ifdef FIXPOINT_SIGN if (x < 0) {x ^= FIXPOINT_SIGN;} #endif if (sign) {x = -x;} return(x); } // Multiplies a fixpoint number with an integer, result is a 32 bit (!) integer in // contrast to using the standard member-functions which can provide only (32-FIXPOINT_PREC) // valid bits. static inline int intmult(int x, int y) // x is fixpoint, y integer { register unsigned int i,j; register bool sign; sign = (x ^ y) < 0; if (x < 0) {x = -x;} if (y < 0) {y = -y;} i = (((unsigned int)x) >> 16); x &= ~(i << 16); // split both into 16.16 parts j = (((unsigned int)y) >> 16); y &= ~(j << 16); #if FIXPOINT_PREC <= 16 // This '32' is independent of the number of bits used, it's due to the 16 bit shift i = ((i*j) << (32 - FIXPOINT_PREC)) + ((i*y + j*x) << (16 - FIXPOINT_PREC)) + ((unsigned int)(x*y + (1 << (FIXPOINT_PREC - 1))) >> FIXPOINT_PREC); #else { register unsigned int h; h = (i*y + j*x); i = ((i*j) << (32 - FIXPOINT_PREC)) + (h >> (FIXPOINT_PREC - 16)); h &= ((1 << (FIXPOINT_PREC - 16)) - 1); x *= y; i += (x >> FIXPOINT_PREC); x &= ((1 << FIXPOINT_PREC) - 1); i += (((h + (x >> 16)) + (1 << (FIXPOINT_PREC - 17))) >> (FIXPOINT_PREC - 16)); } #endif #ifdef FIXPOINT_SIGN if (i < 0) {i ^= FIXPOINT_SIGN;} #endif if (sign) {i = -i;} return(i); } // Computes the product of a fixpoint number with itself. static inline int fixsquare(int x) { register unsigned int a; if (x < 0) {x = -x;} a = (((unsigned int)x) >> FIXPOINT_PREC); x &= ~(a << FIXPOINT_PREC); x = ((a*a) << FIXPOINT_PREC) + ((a*x) << 1) + ((unsigned int)((x*x) + (1 << (FIXPOINT_PREC-1))) >> FIXPOINT_PREC); #ifdef FIXPOINT_SIGN if (x < 0) {x ^= FIXPOINT_SIGN;} #endif return(x); } // Computes the square root of a fixpoint number. static inline int fixsqrt(int x) { register int test, step; if (x < 0) return(-1); if (x == 0) return(0); step = (x <= (1<>1)); test = 0; while (step != 0) { register int h; h = fixsquare(test + step); if (h <= x) {test += step;} if (h == x) break; step >>= 1; } return(test); } // Divides a fixpoint number by another fixpoint number, yielding a fixpoint result. static inline int fixdiv(int x, int y) { register int res, mask; register bool sign; sign = (x ^ y) < 0; if (x < 0) {x = -x;} if (y < 0) {y = -y;} mask = (1< y) {y <<= 1; mask <<= 1;} while (mask != 0) { if (x >= y) {res |= mask; x -= y;} mask >>= 1; y >>= 1; } #ifdef FIXPOINT_SIGN if (res < 0) {res ^= FIXPOINT_SIGN;} #endif if (sign) {res = -res;} return(res); } /* * The C++ Fixpoint class. By no means exhaustive... * Since it contains only one int data, variables of type FixPoint can be * passed directly rather than as a reference. */ class FixPoint { private: int x; public: FixPoint(void); FixPoint(int y); ~FixPoint(void); // conversions int Value(void); int round(void); operator int(void); // unary operators FixPoint sqrt(void); FixPoint sqr(void); FixPoint abs(void); FixPoint operator+(void); FixPoint operator-(void); FixPoint operator++(void); FixPoint operator--(void); // binary operators int imul(int y); FixPoint operator=(FixPoint y); FixPoint operator=(int y); FixPoint operator+(FixPoint y); FixPoint operator+(int y); FixPoint operator-(FixPoint y); FixPoint operator-(int y); FixPoint operator/(FixPoint y); FixPoint operator/(int y); FixPoint operator*(FixPoint y); FixPoint operator*(int y); FixPoint operator+=(FixPoint y); FixPoint operator+=(int y); FixPoint operator-=(FixPoint y); FixPoint operator-=(int y); FixPoint operator*=(FixPoint y); FixPoint operator*=(int y); FixPoint operator/=(FixPoint y); FixPoint operator/=(int y); FixPoint operator<<(int y); FixPoint operator>>(int y); FixPoint operator<<=(int y); FixPoint operator>>=(int y); // conditional operators bool operator<(FixPoint y); bool operator<(int y); bool operator<=(FixPoint y); bool operator<=(int y); bool operator>(FixPoint y); bool operator>(int y); bool operator>=(FixPoint y); bool operator>=(int y); bool operator==(FixPoint y); bool operator==(int y); bool operator!=(FixPoint y); bool operator!=(int y); }; /* * int gets treated differently according to the case: * * a) Equations (=) or condition checks (==, <, <= ...): raw int (i.e. no conversion) * b) As an argument for an arithmetic operation: conversion to fixpoint by shifting * * Otherwise loading meaningful values into FixPoint variables would be very awkward. */ FixPoint::FixPoint(void) {x = 0;} FixPoint::FixPoint(int y) {x = y;} FixPoint::~FixPoint(void) {;} inline int FixPoint::Value(void) {return(x);} inline int FixPoint::round(void) {return((x + (1 << (FIXPOINT_PREC-1))) >> FIXPOINT_PREC);} inline FixPoint::operator int(void) {return(x);} // unary operators inline FixPoint FixPoint::sqrt(void) {return(fixsqrt(x));} inline FixPoint FixPoint::sqr(void) {return(fixsquare(x));} inline FixPoint FixPoint::abs(void) {return((x < 0) ? -x : x);} inline FixPoint FixPoint::operator+(void) {return(x);} inline FixPoint FixPoint::operator-(void) {return(-x);} inline FixPoint FixPoint::operator++(void) {x += (1 << FIXPOINT_PREC); return x;} inline FixPoint FixPoint::operator--(void) {x -= (1 << FIXPOINT_PREC); return x;} // binary operators inline int FixPoint::imul(int y) {return(intmult(x,y));} inline FixPoint FixPoint::operator=(FixPoint y) {x = y.Value(); return x;} inline FixPoint FixPoint::operator=(int y) {x = y; return x;} inline FixPoint FixPoint::operator+(FixPoint y) {return(x + y.Value());} inline FixPoint FixPoint::operator+(int y) {return(x + (y << FIXPOINT_PREC));} inline FixPoint FixPoint::operator-(FixPoint y) {return(x - y.Value());} inline FixPoint FixPoint::operator-(int y) {return(x - (y << FIXPOINT_PREC));} inline FixPoint FixPoint::operator/(FixPoint y) {return(fixdiv(x,y.Value()));} inline FixPoint FixPoint::operator/(int y) {return(x/y);} inline FixPoint FixPoint::operator*(FixPoint y) {return(fixmult(x,y.Value()));} inline FixPoint FixPoint::operator*(int y) {return(x*y);} inline FixPoint FixPoint::operator+=(FixPoint y) {x += y.Value(); return x;} inline FixPoint FixPoint::operator+=(int y) {x += (y << FIXPOINT_PREC); return x;} inline FixPoint FixPoint::operator-=(FixPoint y) {x -= y.Value(); return x;} inline FixPoint FixPoint::operator-=(int y) {x -= (y << FIXPOINT_PREC); return x;} inline FixPoint FixPoint::operator*=(FixPoint y) {x = fixmult(x,y.Value()); return x;} inline FixPoint FixPoint::operator*=(int y) {x *= y; return x;} inline FixPoint FixPoint::operator/=(FixPoint y) {x = fixdiv(x,y.Value()); return x;} inline FixPoint FixPoint::operator/=(int y) {x /= y; return x;} inline FixPoint FixPoint::operator<<(int y) {return(x << y);} inline FixPoint FixPoint::operator>>(int y) {return(x >> y);} inline FixPoint FixPoint::operator<<=(int y) {x <<= y; return x;} inline FixPoint FixPoint::operator>>=(int y) {x >>= y; return x;} // conditional operators inline bool FixPoint::operator<(FixPoint y) {return(x < y.Value());} inline bool FixPoint::operator<(int y) {return(x < y);} inline bool FixPoint::operator<=(FixPoint y) {return(x <= y.Value());} inline bool FixPoint::operator<=(int y) {return(x <= y);} inline bool FixPoint::operator>(FixPoint y) {return(x > y.Value());} inline bool FixPoint::operator>(int y) {return(x > y);} inline bool FixPoint::operator>=(FixPoint y) {return(x >= y.Value());} inline bool FixPoint::operator>=(int y) {return(x >= y);} inline bool FixPoint::operator==(FixPoint y) {return(x == y.Value());} inline bool FixPoint::operator==(int y) {return(x == y);} inline bool FixPoint::operator!=(FixPoint y) {return(x != y.Value());} inline bool FixPoint::operator!=(int y) {return(x != y);} /* * In case the first argument is an int (i.e. member-operators not applicable): * Not supported: things like int/FixPoint. The same difference in conversions * applies as mentioned above. */ // binary operators inline FixPoint operator+(int x, FixPoint y) {return((x << FIXPOINT_PREC) + y.Value());} inline FixPoint operator-(int x, FixPoint y) {return((x << FIXPOINT_PREC) - y.Value());} inline FixPoint operator*(int x, FixPoint y) {return(x*y.Value());} // conditional operators inline bool operator==(int x, FixPoint y) {return(x == y.Value());} inline bool operator!=(int x, FixPoint y) {return(x != y.Value());} inline bool operator<(int x, FixPoint y) {return(x < y.Value());} inline bool operator<=(int x, FixPoint y) {return(x <= y.Value());} inline bool operator>(int x, FixPoint y) {return(x > y.Value());} inline bool operator>=(int x, FixPoint y) {return(x >= y.Value());} /* * For more convenient creation of constant fixpoint numbers from constant floats. */ #define FixNo(n) (FixPoint)((int)(n*(1<= 3*(1<= 2*(1<= (1<> (FIXPOINT_PREC - ldSINTAB - 1)) & ((1<<(ldSINTAB+2))-1); FIXPOINT_SIN_COS_GENERIC } static inline FixPoint fixcos(FixPoint x) { int angle = x; // cos(x) = sin(x+PI/2) angle = (angle + (1<<(FIXPOINT_PREC-1)) >> (FIXPOINT_PREC - ldSINTAB - 1)) & ((1<<(ldSINTAB+2))-1); FIXPOINT_SIN_COS_GENERIC } static inline void InitFixSinTab(void) { int i; float step; for (i=0, step=0; i<(1<