Fixed Only

In addition to not having much of the standard library available, we don't even have a floating point unit available! We can't do floating point math in hardware! We could still do floating point math as pure software computations if we wanted, but that's a slow, slow thing to do.

Are there faster ways? It's the same answer as always: "Yes, but not without a tradeoff."

The faster way is to represent fractional values using a system called a Fixed Point Representation. What do we trade away? Numeric range.

  • Floating point math stores bits for base value and for exponent all according to a single well defined standard for how such a complicated thing works.
  • Fixed point math takes a normal integer (either signed or unsigned) and then just "mentally associates" it (so to speak) with a fractional value for its "units". If you have 3 and it's in units of 1/2, then you have 3/2, or 1.5 using decimal notation. If your number is 256 and it's in units of 1/256th then the value is 1.0 in decimal notation.

Floating point math requires dedicated hardware to perform quickly, but it can "trade" precision when it needs to represent extremely large or small values.

Fixed point math is just integral math, which our GBA is reasonably good at, but because your number is associated with a fixed fraction your results can get out of range very easily.

Representing A Fixed Point Value

So we want to associate our numbers with a mental note of what units they're in:

  • PhantomData is a type that tells the compiler "please remember this extra type info" when you add it as a field to a struct. It goes away at compile time, so it's perfect for us to use as space for a note to ourselves without causing runtime overhead.
  • The typenum crate is the best way to represent a number within a type in Rust. Since our values on the GBA are always specified as a number of fractional bits to count the number as, we can put typenum types such as U8 or U14 into our PhantomData to keep track of what's going on.

Now, those of you who know me, or perhaps just know my reputation, will of course immediately question what happened to the real Lokathor. I do not care for most crates, and I particularly don't care for using a crate in teaching situations. However, typenum has a number of factors on its side that let me suggest it in this situation:

  • It's version 1.10 with a total of 21 versions and nearly 700k downloads, so we can expect that the major troubles have been shaken out and that it will remain fairly stable for quite some time to come.
  • It has no further dependencies that it's going to drag into the compilation.
  • It happens all at compile time, so it's not clogging up our actual game with any nonsense.
  • The (interesting) subject of "how do you do math inside Rust's trait system?" is totally separate from the concern that we're trying to focus on here.

Therefore, we will consider it acceptable to use this crate.

Now the typenum crate defines a whole lot, but we'll focus down to just a single type at the moment: UInt is a type-level unsigned value. It's like u8 or u16, but while they're types that then have values, each UInt construction statically equates to a specific value. Like how the () type only has one value, which is also called (). In this case, you wrap up UInt around smaller UInt values and a B1 or B0 value to build up the binary number that you want at the type level.

In other words, instead of writing


# #![allow(unused_variables)]
#fn main() {
let six = 0b110;
#}

We write


# #![allow(unused_variables)]
#fn main() {
type U6 = UInt<UInt<UInt<UTerm, B1>, B1>, B0>;
#}

Wild, I know. If you look into the typenum crate you can do math and stuff with these type level numbers, and we will a little bit below, but to start off we just need to store one in some PhantomData.

A struct For Fixed Point

Our actual type for a fixed point value looks like this:


# #![allow(unused_variables)]
#fn main() {
use core::marker::PhantomData;
use typenum::marker_traits::Unsigned;

/// Fixed point `T` value with `F` fractional bits.
#[derive(Debug, Copy, Clone, Default, PartialEq, Eq, PartialOrd, Ord)]
#[repr(transparent)]
pub struct Fx<T, F: Unsigned> {
  bits: T,
  _phantom: PhantomData<F>,
}
#}

This says that Fx<T,F> is a generic type that holds some base number type T and a F type that's marking off how many fractional bits we're using. We only want people giving unsigned type-level values for the PhantomData type, so we use the trait bound F: Unsigned.

We use repr(transparent) here to ensure that Fx will always be treated just like the base type in the final program (in terms of bit pattern and ABI).

If you go and check, this is basically how the existing general purpose crates for fixed point math represent their numbers. They're a little fancier about it because they have to cover every case, and we only have to cover our GBA case.

That's quite a bit to type though. We probably want to make a few type aliases for things to be easier to look at. Unfortunately there's no standard notation for how you write a fixed point type. We also have to limit ourselves to what's valid for use in a Rust type too. I like the fx thing, so we'll use that for signed and then fxu if we need an unsigned value.


# #![allow(unused_variables)]
#fn main() {
/// Alias for an `i16` fixed point value with 8 fractional bits.
pub type fx8_8 = Fx<i16,U8>;
#}

Rust will complain about having non_camel_case_types, and you can shut that warning up by putting an #[allow(non_camel_case_types)] attribute on the type alias directly, or you can use #![allow(non_camel_case_types)] at the very top of the module to shut up that warning for the whole module (which is what I did).

Constructing A Fixed Point Value

So how do we actually make one of these values? Well, we can always just wrap or unwrap any value in our Fx type:


# #![allow(unused_variables)]
#fn main() {
impl<T, F: Unsigned> Fx<T, F> {
  /// Uses the provided value directly.
  pub fn from_raw(r: T) -> Self {
    Fx {
      num: r,
      phantom: PhantomData,
    }
  }
  /// Unwraps the inner value.
  pub fn into_raw(self) -> T {
    self.num
  }
}
#}

I'd like to use the From trait of course, but it was giving me some trouble, i think because of the orphan rule. Oh well.

If we want to be particular to the fact that these are supposed to be numbers... that gets tricky. Rust is actually quite bad at being generic about number types. You can use the num crate, or you can just use a macro and invoke it once per type. Guess what we're gonna do.


# #![allow(unused_variables)]
#fn main() {
macro_rules! fixed_point_methods {
  ($t:ident) => {
    impl<F: Unsigned> Fx<$t, F> {
      /// Gives the smallest positive non-zero value.
      pub fn precision() -> Self {
        Fx {
          num: 1,
          phantom: PhantomData,
        }
      }

      /// Makes a value with the integer part shifted into place.
      pub fn from_int_part(i: $t) -> Self {
        Fx {
          num: i << F::U8,
          phantom: PhantomData,
        }
      }
    }
  };
}

fixed_point_methods! {u8}
fixed_point_methods! {i8}
fixed_point_methods! {i16}
fixed_point_methods! {u16}
fixed_point_methods! {i32}
fixed_point_methods! {u32}
#}

Now you'd think that those can be const, but at the moment you can't have a const function with a bound on any trait other than Sized, so they have to be normal functions.

Also, we're doing something a little interesting there with from_int_part. We can take our F type and get its constant value. There's other associated constants if we want it in other types, and also non-const methods if you wanted that for some reason (maybe passing it as a closure function? dunno).

Casting Base Values

Next, once we have a value in one base type we will need to be able to move it into another base type. Unfortunately this means we gotta use the as operator, which requires a concrete source type and a concrete destination type. There's no easy way for us to make it generic here.

We could let the user use into_raw, cast, and then do from_raw, but that's error prone because they might change the fractional bit count accidentally. This means that we have to write a function that does the casting while perfectly preserving the fractional bit quantity. If we wrote one function for each conversion it'd be like 30 different possible casts (6 base types that we support, and then 5 possible target types). Instead, we'll write it just once in a way that takes a closure, and let the user pass a closure that does the cast. The compiler should merge it all together quite nicely for us once optimizations kick in.

This code goes outside the macro. I want to avoid too much code in the macro if we can, it's a little easier to cope with I think.


# #![allow(unused_variables)]
#fn main() {
  /// Casts the base type, keeping the fractional bit quantity the same.
  pub fn cast_inner<Z, C: Fn(T) -> Z>(self, op: C) -> Fx<Z, F> {
    Fx {
      num: op(self.num),
      phantom: PhantomData,
    }
  }
#}

It's horrible and ugly, but Rust is just bad at numbers sometimes.

Adjusting Fractional Part

In addition to the base value we might want to change our fractional bit quantity. This is actually easier that it sounds, but it also requires us to be tricky with the generics. We can actually use some typenum type level operators here.

This code goes inside the macro: we need to be able to use the left shift and right shift, which is easiest when we just use the macro's $t as our type. We could alternately put a similar function outside the macro and be generic on T having the left and right shift operators by using a where clause. As much as I'd like to avoid too much code being generated by macro, I'd even more like to avoid generic code with huge and complicated trait bounds. It comes down to style, and you gotta decide for yourself.


# #![allow(unused_variables)]
#fn main() {
      /// Changes the fractional bit quantity, keeping the base type the same.
      pub fn adjust_fractional_bits<Y: Unsigned + IsEqual<F, Output = False>>(self) -> Fx<$t, Y> {
        let leftward_movement: i32 = Y::to_i32() - F::to_i32();
        Fx {
          num: if leftward_movement > 0 {
            self.num << leftward_movement
          } else {
            self.num >> (-leftward_movement)
          },
          phantom: PhantomData,
        }
      }
#}

There's a few things at work. First, we introduce Y as the target number of fractional bits, and we also limit it that the target bits quantity can't be the same as we already have using a type-level operator. If it's the same as we started with, why are you doing the cast at all?

Now, once we're sure that the current bits and target bits aren't the same, we compute target - start, and call this our "leftward movement". Example: if we're targeting 8 bits and we're at 4 bits, we do 8-4 and get +4 as our leftward movement. If the leftward_movement is positive we naturally shift our current value to the left. If it's not positive then it must be negative because we eliminated 0 as a possibility using the type-level operator, so we shift to the right by the negative value.

Addition, Subtraction, Shifting, Negative, Comparisons

From here on we're getting help from this blog post by Job Vranish, so thank them if you learn something.

I might have given away the game a bit with those derive traits on our fixed point type. For a fair number of operations you can use the normal form of the op on the inner bits as long as the fractional parts have the same quantity. This includes equality and ordering (which we derived) as well as addition, subtraction, and bit shifting (which we need to do ourselves).

This code can go outside the macro, with sufficient trait bounds.


# #![allow(unused_variables)]
#fn main() {
impl<T: Add<Output = T>, F: Unsigned> Add for Fx<T, F> {
  type Output = Self;
  fn add(self, rhs: Fx<T, F>) -> Self::Output {
    Fx {
      num: self.num + rhs.num,
      phantom: PhantomData,
    }
  }
}
#}

The bound on T makes it so that Fx<T, F> can be added any time that T can be added to its own type with itself as the output. We can use the exact same pattern for Sub, Shl, Shr, and Neg. With enough trait bounds, we can do anything!


# #![allow(unused_variables)]
#fn main() {
impl<T: Sub<Output = T>, F: Unsigned> Sub for Fx<T, F> {
  type Output = Self;
  fn sub(self, rhs: Fx<T, F>) -> Self::Output {
    Fx {
      num: self.num - rhs.num,
      phantom: PhantomData,
    }
  }
}

impl<T: Shl<u32, Output = T>, F: Unsigned> Shl<u32> for Fx<T, F> {
  type Output = Self;
  fn shl(self, rhs: u32) -> Self::Output {
    Fx {
      num: self.num << rhs,
      phantom: PhantomData,
    }
  }
}

impl<T: Shr<u32, Output = T>, F: Unsigned> Shr<u32> for Fx<T, F> {
  type Output = Self;
  fn shr(self, rhs: u32) -> Self::Output {
    Fx {
      num: self.num >> rhs,
      phantom: PhantomData,
    }
  }
}

impl<T: Neg<Output = T>, F: Unsigned> Neg for Fx<T, F> {
  type Output = Self;
  fn neg(self) -> Self::Output {
    Fx {
      num: -self.num,
      phantom: PhantomData,
    }
  }
}
#}

Unfortunately, for Shl and Shr to have as much coverage on our type as it does on the base type (allowing just about any right hand side) we'd have to do another macro, but I think just u32 is fine. We can always add more later if we need.

We could also implement BitAnd, BitOr, BitXor, and Not, but they don't seem relevent to our fixed point math use, and this section is getting long already. Just use the same general patterns if you want to add it in your own programs. Shockingly, Rem also works directly if you want it, though I don't forsee us needing floating point remainder. Also, the GBA can't do hardware division or remainder, and we'll have to work around that below when we implement Div (which maybe we don't need, but it's complex enough I should show it instead of letting people guess).

Note: In addition to the various Op traits, there's also OpAssign variants. Each OpAssign is the same as Op, but takes &mut self instead of self and then modifies in place instead of producing a fresh value. In other words, if you want both + and += you'll need to do the AddAssign trait too. It's not the worst thing to just write a = a+b, so I won't bother with showing all that here. It's pretty easy to figure out for yourself if you want.

Multiplication

This is where things get more interesting. When we have two numbers A and B they really stand for (a*f) and (b*f). If we write A*B then we're really writing (a*f)*(b*f), which can be rewritten as (a*b)*2f, and now it's obvious that we have one more f than we wanted to have. We have to do the multiply of the inner value and then divide out the f. We divide by 1 << bit_count, so if we have 8 fractional bits we'll divide by 256.

The catch is that, when we do the multiply we're extremely likely to overflow our base type with that multiplication step. Then we do that divide, and now our result is basically nonsense. We can avoid this to some extent by casting up to a higher bit type, doing the multiplication and division at higher precision, and then casting back down. We want as much precision as possible without being too inefficient, so we'll always cast up to 32-bit (on a 64-bit machine you'd cast up to 64-bit instead).

Naturally, any signed value has to be cast up to i32 and any unsigned value has to be cast up to u32, so we'll have to handle those separately.

Also, instead of doing an actual divide we can right-shift by the correct number of bits to achieve the same effect. Except when we have a signed value that's negative, because actual division truncates towards zero and right-shifting truncates towards negative infinity. We can get around this by flipping the sign, doing the shift, and flipping the sign again (which sounds silly but it's so much faster than doing an actual division).

Also, again signed values can be annoying, because if the value just happens to be i32::MIN then when you negate it you'll have... still a negative value. I'm not 100% on this, but I think the correct thing to do at that point is to give $t::MIN as out output num value.

Did you get all that? Good, because this is involves casting, we will need to implement it three times, which calls for another macro.


# #![allow(unused_variables)]
#fn main() {
macro_rules! fixed_point_signed_multiply {
  ($t:ident) => {
    impl<F: Unsigned> Mul for Fx<$t, F> {
      type Output = Self;
      fn mul(self, rhs: Fx<$t, F>) -> Self::Output {
        let pre_shift = (self.num as i32).wrapping_mul(rhs.num as i32);
        if pre_shift < 0 {
          if pre_shift == core::i32::MIN {
            Fx {
              num: core::$t::MIN,
              phantom: PhantomData,
            }
          } else {
            Fx {
              num: (-((-pre_shift) >> F::U8)) as $t,
              phantom: PhantomData,
            }
          }
        } else {
          Fx {
            num: (pre_shift >> F::U8) as $t,
            phantom: PhantomData,
          }
        }
      }
    }
  };
}

fixed_point_signed_multiply! {i8}
fixed_point_signed_multiply! {i16}
fixed_point_signed_multiply! {i32}

macro_rules! fixed_point_unsigned_multiply {
  ($t:ident) => {
    impl<F: Unsigned> Mul for Fx<$t, F> {
      type Output = Self;
      fn mul(self, rhs: Fx<$t, F>) -> Self::Output {
        Fx {
          num: ((self.num as u32).wrapping_mul(rhs.num as u32) >> F::U8) as $t,
          phantom: PhantomData,
        }
      }
    }
  };
}

fixed_point_unsigned_multiply! {u8}
fixed_point_unsigned_multiply! {u16}
fixed_point_unsigned_multiply! {u32}
#}

Division

Division is similar to multiplication, but reversed. Which makes sense. This time A/B gives (a*f)/(b*f) which is a/b, one less f than we were after.

As with the multiplication version of things, we have to up-cast our inner value as much a we can before doing the math, to allow for the most precision possible.

The snag here is that the GBA has no division or remainder. Instead, the GBA has a BIOS function you can call to do i32/i32 division.

This is a potential problem for us though. If we have some unsigned value, we need it to fit within the positive space of an i32 after the multiply so that we can cast it to i32, call the BIOS function that only works on i32 values, and cast it back to its actual type.

  • If you have a u8 you're always okay, even with 8 floating bits.
  • If you have a u16 you're okay even with a maximum value up to 15 floating bits, but having a maximum value and 16 floating bits makes it break.
  • If you have a u32 you're probably going to be in trouble all the time.

So... ugh, there's not much we can do about this. For now we'll just have to suffer some.

// TODO: find a numerics book that tells us how to do u32/u32 divisions.


# #![allow(unused_variables)]
#fn main() {
macro_rules! fixed_point_signed_division {
  ($t:ident) => {
    impl<F: Unsigned> Div for Fx<$t, F> {
      type Output = Self;
      fn div(self, rhs: Fx<$t, F>) -> Self::Output {
        let mul_output: i32 = (self.num as i32).wrapping_mul(1 << F::U8);
        let divide_result: i32 = crate::bios::div(mul_output, rhs.num as i32);
        Fx {
          num: divide_result as $t,
          phantom: PhantomData,
        }
      }
    }
  };
}

fixed_point_signed_division! {i8}
fixed_point_signed_division! {i16}
fixed_point_signed_division! {i32}

macro_rules! fixed_point_unsigned_division {
  ($t:ident) => {
    impl<F: Unsigned> Div for Fx<$t, F> {
      type Output = Self;
      fn div(self, rhs: Fx<$t, F>) -> Self::Output {
        let mul_output: i32 = (self.num as i32).wrapping_mul(1 << F::U8);
        let divide_result: i32 = crate::bios::div(mul_output, rhs.num as i32);
        Fx {
          num: divide_result as $t,
          phantom: PhantomData,
        }
      }
    }
  };
}

fixed_point_unsigned_division! {u8}
fixed_point_unsigned_division! {u16}
fixed_point_unsigned_division! {u32}
#}

Trigonometry

TODO: look up tables! arcbits!

Just Using A Crate

If, after seeing all that, and seeing that I still didn't even cover every possible trait impl that you might want for all the possible types... if after all that you feel too intimidated, then I'll cave a bit on your behalf and suggest to you that the fixed crate seems to be the best crate available for fixed point math.

I have not tested its use on the GBA myself.

It's just my recommendation from looking at the docs of the various options available, if you really wanted to just have a crate for it.