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// 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
