diff --git a/dlls/d3dx9_36/d3dx9_36.spec b/dlls/d3dx9_36/d3dx9_36.spec index cbb6d20..55fe0cb 100644 --- a/dlls/d3dx9_36/d3dx9_36.spec +++ b/dlls/d3dx9_36/d3dx9_36.spec @@ -130,8 +130,8 @@ @ stub D3DXFillVolumeTextureTX @ stdcall D3DXFilterTexture(ptr ptr long long) @ stdcall D3DXFindShaderComment(ptr long ptr ptr) -@ stub D3DXFloat16To32Array -@ stub D3DXFloat32To16Array +@ stdcall D3DXFloat16To32Array(ptr ptr long) +@ stdcall D3DXFloat32To16Array(ptr ptr long) @ stub D3DXFrameAppendChild @ stub D3DXFrameCalculateBoundingSphere @ stub D3DXFrameDestroy diff --git a/dlls/d3dx9_36/math.c b/dlls/d3dx9_36/math.c index fdb5f92..d817bfb 100644 --- a/dlls/d3dx9_36/math.c +++ b/dlls/d3dx9_36/math.c @@ -1769,3 +1769,108 @@ D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4* out, UINT outstride, CON } return out; } + +static inline unsigned short float_32_to_16(const float in) +{ + int exp = 0; + float tmp = fabs(in); + int sign = signbit(in); + unsigned int mantissa; + unsigned short ret; + + /* Deal with special numbers */ + if (isinf(in)) return (sign ? 0xffff : 0x7c00); + if (isnan(in)) return (sign ? 0xffff : 0x7fff); + if (in == 0.0f) return (sign ? 0x8000 : 0x0000); + if (fabs(in) > 65520) return (sign ? 0xfc00 : 0x7c00); + + if (tmp < powf(2, 10)) + { + do + { + tmp = tmp * 2.0f; + exp--; + } while (tmp < powf(2, 10)); + } + else if (tmp >= powf(2, 11)) + { + do + { + tmp /= 2.0f; + exp++; + } while (tmp >= powf(2, 11)); + } + + mantissa = (unsigned int) tmp; + if (tmp - mantissa > 0.5f) mantissa++; /* round to nearest, away from zero */ + + exp += 10; /* Normalize the mantissa */ + exp += 15; /* Exponent is encoded with excess 15 */ + + if (exp > 31) + { + /* too big */ + ret = 0x7c00; /* INF */ + } + else if (exp <= 0) + { + /* exp == 0: Non-normalized mantissa. Returns 0x0000 (=0.0) for too small numbers */ + while (exp <= 0) + { + mantissa = mantissa >> 1; + exp++; + } + ret = mantissa & 0x3ff; + } + else + { + ret = (exp << 10) | (mantissa & 0x3ff); + } + + ret |= ((sign ? 1 : 0) << 15); /* Add the sign */ + return ret; +} + +D3DXFLOAT16 *WINAPI D3DXFloat32To16Array(D3DXFLOAT16 *pout, CONST FLOAT *pin, UINT n) +{ + unsigned int i; + + for (i = 0; i < n; ++i) + { + pout[i].value = float_32_to_16(pin[i]); + } + + return pout; +} + +/* Native d3dx9's D3DXFloat16to32Array lacks support for NaN and Inf. Specifically, e = 16 is treated as a + * regular number - e.g., 0x7fff is converted to 131008.0 and 0xffff to -131008.0. */ +static inline float float_16_to_32(const unsigned short in) +{ + const unsigned short s = (in & 0x8000); + const unsigned short e = (in & 0x7C00) >> 10; + const unsigned short m = in & 0x3FF; + const float sgn = (s ? -1.0f : 1.0f); + + if (e == 0) + { + if (m == 0) return sgn * 0.0f; /* +0.0 or -0.0 */ + else return sgn * powf(2, -14.0f) * ((float)m / 1024.0f); + } + else + { + return sgn * powf(2, (float)e - 15.0f) * (1.0f + ((float)m / 1024.0f)); + } +} + +FLOAT *WINAPI D3DXFloat16To32Array(FLOAT *pout, CONST D3DXFLOAT16 *pin, UINT n) +{ + unsigned int i; + + for (i = 0; i < n; ++i) + { + pout[i] = float_16_to_32(pin[i].value); + } + + return pout; +} diff --git a/dlls/d3dx9_36/tests/math.c b/dlls/d3dx9_36/tests/math.c index e455a96..c3b7f41 100644 --- a/dlls/d3dx9_36/tests/math.c +++ b/dlls/d3dx9_36/tests/math.c @@ -21,6 +21,7 @@ #include "wine/test.h" #include "d3dx9.h" +#include #define ARRAY_SIZE 5 @@ -2216,6 +2217,86 @@ static void test_D3DXVec_Array(void) compare_planes(exp_plane, out_plane); } +static void test_D3DXFloat_Array(void) +{ + unsigned int i; + void *out = NULL; + D3DXFLOAT16 half; + FLOAT single; + struct + { + FLOAT single_in; + + /* half_ver2 occurs on WXPPROSP3 (32 bit math), WVISTAADM (32 bit math), W7PRO (32 bit math) */ + WORD half_ver1, half_ver2; + + /* single_out_ver2 confirms that half -> single conversion is consistent across platforms */ + FLOAT single_out_ver1, single_out_ver2; + } testdata[] = { + { 80000.0f, 0x7c00, 0x7ce2, 65536.0f, 80000.0f }, + { 65503.0f, 0x7bff, 0x7bff, 65504.0f, 65504.0f }, + { 65504.0f, 0x7bff, 0x7bff, 65504.0f, 65504.0f }, + { 65520.0f, 0x7bff, 0x7c00, 65504.0f, 65536.0f }, + { 65521.0f, 0x7c00, 0x7c00, 65536.0f, 65536.0f }, + { 65534.0f, 0x7c00, 0x7c00, 65536.0f, 65536.0f }, + { 65535.0f, 0x7c00, 0x7c00, 65535.0f, 65536.0f }, + { 65536.0f, 0x7c00, 0x7c00, 65536.0f, 65536.0f }, + { -80000.0f, 0xfc00, 0xfce2, -65536.0f, -80000.0f }, + { -65503.0f, 0xfbff, 0xfbff, -65504.0f, -65504.0f }, + { -65504.0f, 0xfbff, 0xfbff, -65504.0f, -65504.0f }, + { -65520.0f, 0xfbff, 0xfc00, -65504.0f, -65536.0f }, + { -65521.0f, 0xfc00, 0xfc00, -65536.0f, -65536.0f }, + { -65534.0f, 0xfc00, 0xfc00, -65536.0f, -65536.0f }, + { -65535.0f, 0xfc00, 0xfc00, -65535.0f, -65536.0f }, + { -65536.0f, 0xfc00, 0xfc00, -65536.0f, -65536.0f }, + { INFINITY, 0x7c00, 0x7fff, 65536.0f, 131008.0f }, + { -INFINITY, 0xffff, 0xffff, -131008.0f, -131008.0f }, + { NAN, 0x7fff, 0x7fff, 131008.0f, 131008.0f }, + { -NAN, 0xffff, 0xffff, -131008.0f, -131008.0f }, + { 0.0f, 0x0, 0x0, 0.0f, 0.0f }, + { -0.0f, 0x8000, 0x8000, 0.0f, 0.0f } + }; + + /* exception on NULL out or in parameter */ + out = D3DXFloat32To16Array(&half, &single, 0); + ok(out == &half, "Got %p, expected %p.\n", out, &half); + + out = D3DXFloat16To32Array(&single, (D3DXFLOAT16 *)&half, 0); + ok(out == &single, "Got %p, expected %p.\n", out, &single); + + for (i = 0; i < sizeof(testdata)/sizeof(testdata[0]); i++) + { + out = D3DXFloat32To16Array(&half, &testdata[i].single_in, 1); + ok(out == &half, "Got %p, expected %p.\n", out, &half); + ok(half.value == testdata[i].half_ver1 || half.value == testdata[i].half_ver2, + "Got %x, expected %x or %x for index %d.\n", half.value, testdata[i].half_ver1, + testdata[i].half_ver2, i); + + out = D3DXFloat16To32Array(&single, (D3DXFLOAT16 *)&testdata[i].half_ver1, 1); + ok(out == &single, "Got %p, expected %p.\n", out, &single); + ok(relative_error(single, testdata[i].single_out_ver1) < admitted_error, + "Got %f, expected %f for index %d.\n", single, testdata[i].single_out_ver1, i); + + out = D3DXFloat16To32Array(&single, (D3DXFLOAT16 *)&testdata[i].half_ver2, 1); + ok(out == &single, "Got %p, expected %p.\n", out, &single); + ok(relative_error(single, testdata[i].single_out_ver2) < admitted_error, + "Got %f, expected %f for index %d.\n", single, testdata[i].single_out_ver2, i); + } + + { + D3DXFLOAT16 res; + union p + { + float f; + DWORD d; + } x; + + x.d = 0x33000800; + D3DXFloat32To16Array(&res, &x.f, 1); + ok(res.value == 1, "Failed %f %x\n", x.f, res.value); + } +} + START_TEST(math) { D3DXColorTest(); @@ -2231,4 +2312,5 @@ START_TEST(math) test_Matrix_Decompose(); test_Matrix_Transformation2D(); test_D3DXVec_Array(); + test_D3DXFloat_Array(); } diff --git a/include/d3dx9math.h b/include/d3dx9math.h index f842e3e..cdb1deb 100644 --- a/include/d3dx9math.h +++ b/include/d3dx9math.h @@ -261,6 +261,21 @@ typedef struct D3DXCOLOR FLOAT r, g, b, a; } D3DXCOLOR, *LPD3DXCOLOR; +typedef struct D3DXFLOAT16 +{ +#ifdef __cplusplus + D3DXFLOAT16(); + D3DXFLOAT16(FLOAT f); + D3DXFLOAT16(CONST D3DXFLOAT16 &f); + + operator FLOAT (); + + BOOL operator == (CONST D3DXFLOAT16 &) const; + BOOL operator != (CONST D3DXFLOAT16 &) const; +#endif /* __cplusplus */ + WORD value; +} D3DXFLOAT16, *LPD3DXFLOAT16; + #ifdef __cplusplus extern "C" { #endif @@ -358,6 +373,9 @@ D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv); D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv, CONST D3DXMATRIX *pm); D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4 *pout, UINT outstride, CONST D3DXVECTOR4 *pv, UINT vstride, CONST D3DXMATRIX *pm, UINT n); +D3DXFLOAT16 *WINAPI D3DXFloat32To16Array(D3DXFLOAT16 *pout, CONST FLOAT *pin, UINT n); +FLOAT *WINAPI D3DXFloat16To32Array(FLOAT *pout, CONST D3DXFLOAT16 *pin, UINT n); + #ifdef __cplusplus } #endif diff --git a/include/d3dx9math.inl b/include/d3dx9math.inl index 3cd078a..3f55aef 100644 --- a/include/d3dx9math.inl +++ b/include/d3dx9math.inl @@ -851,6 +851,37 @@ inline BOOL D3DXCOLOR::operator != (CONST D3DXCOLOR& col) const return r != col.r || g != col.g || b != col.b || a != col.a; } +inline D3DXFLOAT16::D3DXFLOAT16() +{ +} + +inline D3DXFLOAT16::D3DXFLOAT16(FLOAT f) +{ + D3DXFloat32To16Array(this, &f, 1); +} + +inline D3DXFLOAT16::D3DXFLOAT16(CONST D3DXFLOAT16 &f) +{ + value = f.value; +} + +inline D3DXFLOAT16::operator FLOAT () +{ + FLOAT f; + D3DXFloat16To32Array(&f, this, 1); + return f; +} + +inline BOOL D3DXFLOAT16::operator == (CONST D3DXFLOAT16 &f) const +{ + return value == f.value; +} + +inline BOOL D3DXFLOAT16::operator != (CONST D3DXFLOAT16 &f) const +{ + return value != f.value; +} + #endif /* __cplusplus */ /*_______________D3DXCOLOR_____________________*/