diff options
author | Brian Paul <[email protected]> | 2012-08-25 06:33:16 -0600 |
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committer | Brian Paul <[email protected]> | 2012-08-29 08:20:58 -0600 |
commit | fd9afb87d81f922ea3c13a5bf2d6b17d06b43424 (patch) | |
tree | c84f6fbe33879e83162377fa68790a670b1b60c6 /src/mesa/main/macros.h | |
parent | 454e23776dbcb4946fbd6e610d837137f7f8ed76 (diff) |
mesa: convert a bunch of math macros to inline functions
Diffstat (limited to 'src/mesa/main/macros.h')
-rw-r--r-- | src/mesa/main/macros.h | 142 |
1 files changed, 86 insertions, 56 deletions
diff --git a/src/mesa/main/macros.h b/src/mesa/main/macros.h index d1df2ce1b0a..411b16d464e 100644 --- a/src/mesa/main/macros.h +++ b/src/mesa/main/macros.h @@ -584,34 +584,31 @@ do { \ /*@}*/ -/** \name Linear interpolation macros */ +/** \name Linear interpolation functions */ /*@{*/ -/** - * Linear interpolation - * - * \note \p OUT argument is evaluated twice! - * \note Be wary of using *coord++ as an argument to any of these macros! - */ -#define LINTERP(T, OUT, IN) ((OUT) + (T) * ((IN) - (OUT))) - -#define INTERP_F( t, dstf, outf, inf ) \ - dstf = LINTERP( t, outf, inf ) - -#define INTERP_4F( t, dst, out, in ) \ -do { \ - dst[0] = LINTERP( (t), (out)[0], (in)[0] ); \ - dst[1] = LINTERP( (t), (out)[1], (in)[1] ); \ - dst[2] = LINTERP( (t), (out)[2], (in)[2] ); \ - dst[3] = LINTERP( (t), (out)[3], (in)[3] ); \ -} while (0) - -#define INTERP_3F( t, dst, out, in ) \ -do { \ - dst[0] = LINTERP( (t), (out)[0], (in)[0] ); \ - dst[1] = LINTERP( (t), (out)[1], (in)[1] ); \ - dst[2] = LINTERP( (t), (out)[2], (in)[2] ); \ -} while (0) +static inline GLfloat +LINTERP(GLfloat t, GLfloat out, GLfloat in) +{ + return out + t * (in - out); +} + +static inline void +INTERP_3F(GLfloat t, GLfloat dst[3], const GLfloat out[3], const GLfloat in[3]) +{ + dst[0] = LINTERP( t, out[0], in[0] ); + dst[1] = LINTERP( t, out[1], in[1] ); + dst[2] = LINTERP( t, out[2], in[2] ); +} + +static inline void +INTERP_4F(GLfloat t, GLfloat dst[4], const GLfloat out[4], const GLfloat in[4]) +{ + dst[0] = LINTERP( t, out[0], in[0] ); + dst[1] = LINTERP( t, out[1], in[1] ); + dst[2] = LINTERP( t, out[2], in[2] ); + dst[3] = LINTERP( t, out[3], in[3] ); +} /*@}*/ @@ -630,43 +627,76 @@ do { \ #define MIN3( A, B, C ) ((A) < (B) ? MIN2(A, C) : MIN2(B, C)) #define MAX3( A, B, C ) ((A) > (B) ? MAX2(A, C) : MAX2(B, C)) -/** Dot product of two 2-element vectors */ -#define DOT2( a, b ) ( (a)[0]*(b)[0] + (a)[1]*(b)[1] ) - -/** Dot product of two 3-element vectors */ -#define DOT3( a, b ) ( (a)[0]*(b)[0] + (a)[1]*(b)[1] + (a)[2]*(b)[2] ) - -/** Dot product of two 4-element vectors */ -#define DOT4( a, b ) ( (a)[0]*(b)[0] + (a)[1]*(b)[1] + \ - (a)[2]*(b)[2] + (a)[3]*(b)[3] ) /** Cross product of two 3-element vectors */ -#define CROSS3(n, u, v) \ -do { \ - (n)[0] = (u)[1]*(v)[2] - (u)[2]*(v)[1]; \ - (n)[1] = (u)[2]*(v)[0] - (u)[0]*(v)[2]; \ - (n)[2] = (u)[0]*(v)[1] - (u)[1]*(v)[0]; \ -} while (0) +static inline void +CROSS3(GLfloat n[3], const GLfloat u[3], const GLfloat v[3]) +{ + n[0] = u[1] * v[2] - u[2] * v[1]; + n[1] = u[2] * v[0] - u[0] * v[2]; + n[2] = u[0] * v[1] - u[1] * v[0]; +} -/* Normalize a 3-element vector to unit length. */ -#define NORMALIZE_3FV( V ) \ -do { \ - GLfloat len = (GLfloat) LEN_SQUARED_3FV(V); \ - if (len) { \ - len = INV_SQRTF(len); \ - (V)[0] = (GLfloat) ((V)[0] * len); \ - (V)[1] = (GLfloat) ((V)[1] * len); \ - (V)[2] = (GLfloat) ((V)[2] * len); \ - } \ -} while(0) +/** Dot product of two 2-element vectors */ +static inline GLfloat +DOT2(const GLfloat a[2], const GLfloat b[2]) +{ + return a[0] * b[0] + a[1] * b[1]; +} + +static inline GLfloat +DOT3(const GLfloat a[3], const GLfloat b[3]) +{ + return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; +} + +static inline GLfloat +DOT4(const GLfloat a[4], const GLfloat b[4]) +{ + return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3]; +} + + +static inline GLfloat +LEN_SQUARED_3FV(const GLfloat v[3]) +{ + return DOT3(v, v); +} + +static inline GLfloat +LEN_SQUARED_2FV(const GLfloat v[2]) +{ + return DOT2(v, v); +} + + +static inline GLfloat +LEN_3FV(const GLfloat v[3]) +{ + return SQRTF(LEN_SQUARED_3FV(v)); +} + +static inline GLfloat +LEN_2FV(const GLfloat v[2]) +{ + return SQRTF(LEN_SQUARED_2FV(v)); +} -#define LEN_3FV( V ) (SQRTF((V)[0]*(V)[0]+(V)[1]*(V)[1]+(V)[2]*(V)[2])) -#define LEN_2FV( V ) (SQRTF((V)[0]*(V)[0]+(V)[1]*(V)[1])) -#define LEN_SQUARED_3FV( V ) ((V)[0]*(V)[0]+(V)[1]*(V)[1]+(V)[2]*(V)[2]) -#define LEN_SQUARED_2FV( V ) ((V)[0]*(V)[0]+(V)[1]*(V)[1]) +/* Normalize a 3-element vector to unit length. */ +static inline void +NORMALIZE_3FV(GLfloat v[3]) +{ + GLfloat len = (GLfloat) LEN_SQUARED_3FV(v); + if (len) { + len = INV_SQRTF(len); + v[0] *= len; + v[1] *= len; + v[2] *= len; + } +} /** Compute ceiling of integer quotient of A divided by B. */ |