// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2008-2019 NVIDIA Corporation. All rights reserved. // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. #ifndef PSFOUNDATION_PSFPU_H #define PSFOUNDATION_PSFPU_H #include "Ps.h" #include "PsIntrinsics.h" #define PX_IR(x) ((uint32_t&)(x)) // integer representation of a floating-point value. #define PX_SIR(x) ((int32_t&)(x)) // signed integer representation of a floating-point value. #define PX_FR(x) ((float&)(x)) // floating-point representation of a integer value. #define PX_FPU_GUARD shdfnd::FPUGuard scopedFpGuard; #define PX_SIMD_GUARD shdfnd::SIMDGuard scopedFpGuard; namespace physx { namespace shdfnd { // sets the default SDK state for scalar and SIMD units class PX_FOUNDATION_API FPUGuard { public: FPUGuard(); // set fpu control word for PhysX ~FPUGuard(); // restore fpu control word private: uint32_t mControlWords[8]; }; // sets default SDK state for simd unit only, lighter weight than FPUGuard class SIMDGuard { public: PX_INLINE SIMDGuard(); // set simd control word for PhysX PX_INLINE ~SIMDGuard(); // restore simd control word private: uint32_t mControlWord; }; /** \brief Enables floating point exceptions for the scalar and SIMD unit */ PX_FOUNDATION_API void enableFPExceptions(); /** \brief Disables floating point exceptions for the scalar and SIMD unit */ PX_FOUNDATION_API void disableFPExceptions(); } // namespace shdfnd } // namespace physx #if PX_WINDOWS_FAMILY || PX_XBOXONE #include "windows/PsWindowsFPU.h" #elif (PX_LINUX && PX_SSE2) || PX_PS4 || PX_OSX #include "unix/PsUnixFPU.h" #else PX_INLINE physx::shdfnd::SIMDGuard::SIMDGuard() { } PX_INLINE physx::shdfnd::SIMDGuard::~SIMDGuard() { } #endif #endif // #ifndef PSFOUNDATION_PSFPU_H