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@@ -161,6 +161,81 @@ ASSERT_REG_POSITION(vertex_descriptor, 0x200);
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// The total number of registers is chosen arbitrarily, but let's make sure it's not some odd value anyway.
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// The total number of registers is chosen arbitrarily, but let's make sure it's not some odd value anyway.
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static_assert(sizeof(Regs) == 0x300 * sizeof(u32), "Invalid total size of register set");
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static_assert(sizeof(Regs) == 0x300 * sizeof(u32), "Invalid total size of register set");
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+
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+struct float24 {
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+ static float24 FromFloat32(float val) {
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+ float24 ret;
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+ ret.value = val;
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+ return ret;
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+ }
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+
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+ // 16 bit mantissa, 7 bit exponent, 1 bit sign
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+ // TODO: No idea if this works as intended
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+ static float24 FromRawFloat24(u32 hex) {
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+ float24 ret;
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+ if ((hex & 0xFFFFFF) == 0) {
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+ ret.value = 0;
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+ } else {
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+ u32 mantissa = hex & 0xFFFF;
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+ u32 exponent = (hex >> 16) & 0x7F;
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+ u32 sign = hex >> 23;
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+ ret.value = powf(2.0f, (float)exponent-63.0f) * (1.0f + mantissa * powf(2.0f, -16.f));
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+ if (sign)
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+ ret.value = -ret.value;
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+ }
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+ return ret;
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+ }
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+
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+ // Not recommended for anything but logging
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+ float ToFloat32() const {
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+ return value;
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+ }
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+
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+ float24 operator * (const float24& flt) const {
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+ return float24::FromFloat32(ToFloat32() * flt.ToFloat32());
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+ }
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+
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+ float24 operator / (const float24& flt) const {
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+ return float24::FromFloat32(ToFloat32() / flt.ToFloat32());
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+ }
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+
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+ float24 operator + (const float24& flt) const {
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+ return float24::FromFloat32(ToFloat32() + flt.ToFloat32());
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+ }
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+
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+ float24 operator - (const float24& flt) const {
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+ return float24::FromFloat32(ToFloat32() - flt.ToFloat32());
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+ }
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+
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+ float24 operator - () const {
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+ return float24::FromFloat32(-ToFloat32());
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+ }
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+
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+ bool operator < (const float24& flt) const {
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+ return ToFloat32() < flt.ToFloat32();
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+ }
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+
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+ bool operator > (const float24& flt) const {
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+ return ToFloat32() > flt.ToFloat32();
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+ }
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+
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+ bool operator >= (const float24& flt) const {
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+ return ToFloat32() >= flt.ToFloat32();
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+ }
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+
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+ bool operator <= (const float24& flt) const {
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+ return ToFloat32() <= flt.ToFloat32();
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+ }
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+
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+private:
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+ float24() = default;
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+
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+ // Stored as a regular float, merely for convenience
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+ // TODO: Perform proper arithmetic on this!
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+ float value;
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+};
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+
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+
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union CommandHeader {
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union CommandHeader {
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CommandHeader(u32 h) : hex(h) {}
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CommandHeader(u32 h) : hex(h) {}
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