/************************************************************** _ __ _ _ _ __ ___| |_ _ __ ___ / _| ___ _ __| |_| |__ | '__/ _ \ __| '__/ _ \| |_ / _ \| '__| __| '_ \ | | | __/ |_| | | (_) | _| (_) | | | |_| | | | |_| \___|\__|_| \___/|_| \___/|_| \__|_| |_| for nga (c) Charles Childers, Luke Parrish, Marc Simpsonn, Jay Skeer, Kenneth Keating **************************************************************/ #ifdef ENABLE_FLOATS #include /* Floating Point ---------------------------------------------------- */ void float_guard(NgaState *vm) { if (vm->fsp < 0 || vm->fsp > 255) { printf("\nERROR (nga/float_guard): Float Stack Limits Exceeded!\n"); printf("At %lld, fsp = %lld\n", (long long)vm->cpu[vm->active].ip, (long long)vm->fsp); exit(1); } if (vm->afsp < 0 || vm->afsp > 255) { printf("\nERROR (nga/float_guard): Alternate Float Stack Limits Exceeded!\n"); printf("At %lld, afsp = %lld\n", (long long)vm->cpu[vm->active].ip, (long long)vm->afsp); exit(1); } } /*--------------------------------------------------------------------- The first two functions push a float to the stack and pop a value off the stack. ---------------------------------------------------------------------*/ void float_push(NgaState *vm, double value) { vm->fsp++; float_guard(vm); vm->Floats[vm->fsp] = value; } double float_pop(NgaState *vm) { vm->fsp--; float_guard(vm); return vm->Floats[vm->fsp + 1]; } void float_to_alt(NgaState *vm) { vm->afsp++; float_guard(vm); vm->AFloats[vm->afsp] = float_pop(vm); } void float_from_alt(NgaState *vm) { float_push(vm, vm->AFloats[vm->afsp]); vm->afsp--; float_guard(vm); } /*--------------------------------------------------------------------- RETRO operates on 32-bit signed integer values. This function just pops a number from the data stack, casts it to a float, and pushes it to the float stack. ---------------------------------------------------------------------*/ void float_from_number(NgaState *vm) { float_push(vm, (double)stack_pop(vm)); } /*--------------------------------------------------------------------- To get a float from a string in the image, I provide this function. I cheat: using `atof()` takes care of the details, so I don't have to. ---------------------------------------------------------------------*/ void float_from_string(NgaState *vm) { float_push(vm, atof(string_extract(vm, stack_pop(vm)))); } /*--------------------------------------------------------------------- Converting a floating point into a string is slightly more work. Here I pass it off to `snprintf()` to deal with. ---------------------------------------------------------------------*/ void float_to_string(NgaState *vm) { snprintf(vm->string_data, 8192, "%f", float_pop(vm)); string_inject(vm, vm->string_data, stack_pop(vm)); } /*--------------------------------------------------------------------- Converting a floating point back into a standard number requires a little care due to the signed nature. This makes adjustments for the max & min value, and then casts (rounding) the float back to a normal number. ---------------------------------------------------------------------*/ void float_to_number(NgaState *vm) { double a = float_pop(vm); if (a > 2147483647) a = 2147483647; if (a < -2147483648) a = -2147483648; stack_push(vm, (CELL)round(a)); } void float_add(NgaState *vm) { double a = float_pop(vm); double b = float_pop(vm); float_push(vm, a+b); } void float_sub(NgaState *vm) { double a = float_pop(vm); double b = float_pop(vm); float_push(vm, b-a); } void float_mul(NgaState *vm) { double a = float_pop(vm); double b = float_pop(vm); float_push(vm, a*b); } void float_div(NgaState *vm) { double a = float_pop(vm); double b = float_pop(vm); float_push(vm, b/a); } void float_floor(NgaState *vm) { float_push(vm, floor(float_pop(vm))); } void float_ceil(NgaState *vm) { float_push(vm, ceil(float_pop(vm))); } void float_eq(NgaState *vm) { double a = float_pop(vm); double b = float_pop(vm); if (a == b) stack_push(vm, -1); else stack_push(vm, 0); } void float_neq(NgaState *vm) { double a = float_pop(vm); double b = float_pop(vm); if (a != b) stack_push(vm, -1); else stack_push(vm, 0); } void float_lt(NgaState *vm) { double a = float_pop(vm); double b = float_pop(vm); if (b < a) stack_push(vm, -1); else stack_push(vm, 0); } void float_gt(NgaState *vm) { double a = float_pop(vm); double b = float_pop(vm); if (b > a) stack_push(vm, -1); else stack_push(vm, 0); } void float_depth(NgaState *vm) { stack_push(vm, vm->fsp); } void float_adepth(NgaState *vm) { stack_push(vm, vm->afsp); } void float_dup(NgaState *vm) { double a = float_pop(vm); float_push(vm, a); float_push(vm, a); } void float_drop(NgaState *vm) { float_pop(vm); } void float_swap(NgaState *vm) { double a = float_pop(vm); double b = float_pop(vm); float_push(vm, a); float_push(vm, b); } void float_log(NgaState *vm) { double a = float_pop(vm); double b = float_pop(vm); float_push(vm, log(b) / log(a)); } void float_sqrt(NgaState *vm) { float_push(vm, sqrt(float_pop(vm))); } void float_pow(NgaState *vm) { double a = float_pop(vm); double b = float_pop(vm); float_push(vm, pow(b, a)); } void float_sin(NgaState *vm) { float_push(vm, sin(float_pop(vm))); } void float_cos(NgaState *vm) { float_push(vm, cos(float_pop(vm))); } void float_tan(NgaState *vm) { float_push(vm, tan(float_pop(vm))); } void float_asin(NgaState *vm) { float_push(vm, asin(float_pop(vm))); } void float_acos(NgaState *vm) { float_push(vm, acos(float_pop(vm))); } void float_atan(NgaState *vm) { float_push(vm, atan(float_pop(vm))); } /*--------------------------------------------------------------------- With this finally done, I implement the FPU instructions. ---------------------------------------------------------------------*/ Handler FloatHandlers[] = { float_from_number, float_from_string, float_to_number, float_to_string, float_add, float_sub, float_mul, float_div, float_floor, float_ceil, float_sqrt, float_eq, float_neq, float_lt, float_gt, float_depth, float_dup, float_drop, float_swap, float_log, float_pow, float_sin, float_tan, float_cos, float_asin, float_acos, float_atan, float_to_alt, float_from_alt, float_adepth, }; void query_floatingpoint(NgaState *vm) { stack_push(vm, 1); stack_push(vm, 2); } void io_floatingpoint(NgaState *vm) { FloatHandlers[stack_pop(vm)](vm); } #endif