rexglue-skate3/src/ui/graphics_util.cpp
2026-05-18 22:41:13 +01:00

65 lines
2.3 KiB
C++

/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2021 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*
* @modified Tom Clay, 2026 - Adapted for ReXGlue runtime
*/
#include <cmath>
#include <rex/ui/graphics_util.h>
namespace rex {
namespace ui {
int32_t FloatToD3D11Fixed16p8(float f32) {
// https://microsoft.github.io/DirectX-Specs/d3d/archive/D3D11_3_FunctionalSpec.htm#3.2.4.1%20FLOAT%20-%3E%20Fixed%20Point%20Integer
// Early exit tests.
// n == NaN || n.unbiasedExponent < -f-1 -> 0 . 0
if (!(std::abs(f32) >= 1.0f / 512.0f)) {
return 0;
}
// n >= (2^(i-1)-2^-f) -> 2^(i-1)-1 . 2^f-1
if (f32 >= 32768.0f - 1.0f / 256.0f) {
return (1 << 23) - 1;
}
// n <= -2^(i-1) -> -2^(i-1) . 0
if (f32 <= -32768.0f) {
return -32768 * 256;
}
uint32_t f32_bits = *reinterpret_cast<const uint32_t*>(&f32);
// Copy float32 mantissa bits [22:0] into corresponding bits [22:0] of a
// result buffer that has at least 24 bits total storage (before reaching
// rounding step further below). This includes one bit for the hidden 1.
// Set bit [23] (float32 hidden bit).
// Clear bits [31:24].
union {
int32_t s;
uint32_t u;
} result;
result.u = (f32_bits & ((1 << 23) - 1)) | (1 << 23);
// If the sign bit is set in the float32 number (negative), then take the 2's
// component of the entire set of bits.
if ((f32_bits >> 31) != 0) {
result.s = -result.s;
}
// Final calculation: extraBits = (mantissa - f) - n.unbiasedExponent
// (guaranteed to be >= 0).
int32_t exponent = int32_t((f32_bits >> 23) & 255) - 127;
uint32_t extra_bits = uint32_t(15 - exponent);
if (extra_bits) {
// Round the 32-bit value to a decimal that is extraBits to the left of
// the LSB end, using nearest-even.
result.u += (1 << (extra_bits - 1)) - 1 + ((result.u >> extra_bits) & 1);
// Shift right by extraBits (sign extending).
result.s >>= extra_bits;
}
return result.s;
}
} // namespace ui
} // namespace rex