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|
/**
* \file macros.h
* A collection of useful macros.
*/
/*
* Mesa 3-D graphics library
*
* Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*/
#ifndef MACROS_H
#define MACROS_H
#include "util/macros.h"
#include "util/u_math.h"
#include "util/rounding.h"
#include "util/imports.h"
#include "main/glheader.h"
/**
* \name Integer / float conversion for colors, normals, etc.
*/
/*@{*/
/** Convert GLubyte in [0,255] to GLfloat in [0.0,1.0] */
extern GLfloat _mesa_ubyte_to_float_color_tab[256];
#define UBYTE_TO_FLOAT(u) _mesa_ubyte_to_float_color_tab[(unsigned int)(u)]
/** Convert GLfloat in [0.0,1.0] to GLubyte in [0,255] */
#define FLOAT_TO_UBYTE(X) ((GLubyte) (GLint) ((X) * 255.0F))
/** Convert GLbyte in [-128,127] to GLfloat in [-1.0,1.0] */
#define BYTE_TO_FLOAT(B) ((2.0F * (B) + 1.0F) * (1.0F/255.0F))
/** Convert GLfloat in [-1.0,1.0] to GLbyte in [-128,127] */
#define FLOAT_TO_BYTE(X) ( (((GLint) (255.0F * (X))) - 1) / 2 )
/** Convert GLbyte to GLfloat while preserving zero */
#define BYTE_TO_FLOATZ(B) ((B) == 0 ? 0.0F : BYTE_TO_FLOAT(B))
/** Convert GLbyte in [-128,127] to GLfloat in [-1.0,1.0], texture/fb data */
#define BYTE_TO_FLOAT_TEX(B) ((B) == -128 ? -1.0F : (B) * (1.0F/127.0F))
/** Convert GLfloat in [-1.0,1.0] to GLbyte in [-128,127], texture/fb data */
#define FLOAT_TO_BYTE_TEX(X) CLAMP( (GLint) (127.0F * (X)), -128, 127 )
/** Convert GLushort in [0,65535] to GLfloat in [0.0,1.0] */
#define USHORT_TO_FLOAT(S) ((GLfloat) (S) * (1.0F / 65535.0F))
/** Convert GLfloat in [0.0,1.0] to GLushort in [0, 65535] */
#define FLOAT_TO_USHORT(X) ((GLuint) ((X) * 65535.0F))
/** Convert GLshort in [-32768,32767] to GLfloat in [-1.0,1.0] */
#define SHORT_TO_FLOAT(S) ((2.0F * (S) + 1.0F) * (1.0F/65535.0F))
/** Convert GLfloat in [-1.0,1.0] to GLshort in [-32768,32767] */
#define FLOAT_TO_SHORT(X) ( (((GLint) (65535.0F * (X))) - 1) / 2 )
/** Convert GLshort to GLfloat while preserving zero */
#define SHORT_TO_FLOATZ(S) ((S) == 0 ? 0.0F : SHORT_TO_FLOAT(S))
/** Convert GLshort in [-32768,32767] to GLfloat in [-1.0,1.0], texture/fb data */
#define SHORT_TO_FLOAT_TEX(S) ((S) == -32768 ? -1.0F : (S) * (1.0F/32767.0F))
/** Convert GLfloat in [-1.0,1.0] to GLshort in [-32768,32767], texture/fb data */
#define FLOAT_TO_SHORT_TEX(X) ( (GLint) (32767.0F * (X)) )
/** Convert GLuint in [0,4294967295] to GLfloat in [0.0,1.0] */
#define UINT_TO_FLOAT(U) ((GLfloat) ((U) * (1.0F / 4294967295.0)))
/** Convert GLfloat in [0.0,1.0] to GLuint in [0,4294967295] */
#define FLOAT_TO_UINT(X) ((GLuint) ((X) * 4294967295.0))
/** Convert GLint in [-2147483648,2147483647] to GLfloat in [-1.0,1.0] */
#define INT_TO_FLOAT(I) ((GLfloat) ((2.0F * (I) + 1.0F) * (1.0F/4294967294.0)))
/** Convert GLfloat in [-1.0,1.0] to GLint in [-2147483648,2147483647] */
/* causes overflow:
#define FLOAT_TO_INT(X) ( (((GLint) (4294967294.0 * (X))) - 1) / 2 )
*/
/* a close approximation: */
#define FLOAT_TO_INT(X) ( (GLint) (2147483647.0 * (X)) )
/** Convert GLfloat in [-1.0,1.0] to GLint64 in [-(1<<63),(1 << 63) -1] */
#define FLOAT_TO_INT64(X) ( (GLint64) (9223372036854775807.0 * (double)(X)) )
/** Convert GLint in [-2147483648,2147483647] to GLfloat in [-1.0,1.0], texture/fb data */
#define INT_TO_FLOAT_TEX(I) ((I) == -2147483648 ? -1.0F : (I) * (1.0F/2147483647.0))
/** Convert GLfloat in [-1.0,1.0] to GLint in [-2147483648,2147483647], texture/fb data */
#define FLOAT_TO_INT_TEX(X) ( (GLint) (2147483647.0 * (X)) )
#define BYTE_TO_UBYTE(b) ((GLubyte) ((b) < 0 ? 0 : (GLubyte) (b)))
#define SHORT_TO_UBYTE(s) ((GLubyte) ((s) < 0 ? 0 : (GLubyte) ((s) >> 7)))
#define USHORT_TO_UBYTE(s) ((GLubyte) ((s) >> 8))
#define INT_TO_UBYTE(i) ((GLubyte) ((i) < 0 ? 0 : (GLubyte) ((i) >> 23)))
#define UINT_TO_UBYTE(i) ((GLubyte) ((i) >> 24))
#define BYTE_TO_USHORT(b) ((b) < 0 ? 0 : ((GLushort) (((b) * 65535) / 255)))
#define UBYTE_TO_USHORT(b) (((GLushort) (b) << 8) | (GLushort) (b))
#define SHORT_TO_USHORT(s) ((s) < 0 ? 0 : ((GLushort) (((s) * 65535 / 32767))))
#define INT_TO_USHORT(i) ((i) < 0 ? 0 : ((GLushort) ((i) >> 15)))
#define UINT_TO_USHORT(i) ((i) < 0 ? 0 : ((GLushort) ((i) >> 16)))
#define UNCLAMPED_FLOAT_TO_USHORT(us, f) \
us = ( (GLushort) _mesa_lroundevenf( CLAMP((f), 0.0F, 1.0F) * 65535.0F) )
#define CLAMPED_FLOAT_TO_USHORT(us, f) \
us = ( (GLushort) _mesa_lroundevenf( (f) * 65535.0F) )
#define UNCLAMPED_FLOAT_TO_SHORT(s, f) \
s = ( (GLshort) _mesa_lroundevenf( CLAMP((f), -1.0F, 1.0F) * 32767.0F) )
/***
*** UNCLAMPED_FLOAT_TO_UBYTE: clamp float to [0,1] and map to ubyte in [0,255]
*** CLAMPED_FLOAT_TO_UBYTE: map float known to be in [0,1] to ubyte in [0,255]
***/
#ifndef DEBUG
/* This function/macro is sensitive to precision. Test very carefully
* if you change it!
*/
#define UNCLAMPED_FLOAT_TO_UBYTE(UB, FLT) \
do { \
fi_type __tmp; \
__tmp.f = (FLT); \
if (__tmp.i < 0) \
UB = (GLubyte) 0; \
else if (__tmp.i >= IEEE_ONE) \
UB = (GLubyte) 255; \
else { \
__tmp.f = __tmp.f * (255.0F/256.0F) + 32768.0F; \
UB = (GLubyte) __tmp.i; \
} \
} while (0)
#define CLAMPED_FLOAT_TO_UBYTE(UB, FLT) \
do { \
fi_type __tmp; \
__tmp.f = (FLT) * (255.0F/256.0F) + 32768.0F; \
UB = (GLubyte) __tmp.i; \
} while (0)
#else
#define UNCLAMPED_FLOAT_TO_UBYTE(ub, f) \
ub = ((GLubyte) _mesa_lroundevenf(CLAMP((f), 0.0F, 1.0F) * 255.0F))
#define CLAMPED_FLOAT_TO_UBYTE(ub, f) \
ub = ((GLubyte) _mesa_lroundevenf((f) * 255.0F))
#endif
static fi_type UINT_AS_UNION(GLuint u)
{
fi_type tmp;
tmp.u = u;
return tmp;
}
static inline fi_type INT_AS_UNION(GLint i)
{
fi_type tmp;
tmp.i = i;
return tmp;
}
static inline fi_type FLOAT_AS_UNION(GLfloat f)
{
fi_type tmp;
tmp.f = f;
return tmp;
}
static inline uint64_t DOUBLE_AS_UINT64(double d)
{
union {
double d;
uint64_t u64;
} tmp;
tmp.d = d;
return tmp.u64;
}
static inline double UINT64_AS_DOUBLE(uint64_t u)
{
union {
double d;
uint64_t u64;
} tmp;
tmp.u64 = u;
return tmp.d;
}
/* First sign-extend x, then return uint32_t. */
#define INT_AS_UINT(x) ((uint32_t)((int32_t)(x)))
#define FLOAT_AS_UINT(x) (FLOAT_AS_UNION(x).u)
/**
* Convert a floating point value to an unsigned fixed point value.
*
* \param frac_bits The number of bits used to store the fractional part.
*/
static inline uint32_t
U_FIXED(float value, uint32_t frac_bits)
{
value *= (1 << frac_bits);
return value < 0.0f ? 0 : (uint32_t) value;
}
/**
* Convert a floating point value to an signed fixed point value.
*
* \param frac_bits The number of bits used to store the fractional part.
*/
static inline int32_t
S_FIXED(float value, uint32_t frac_bits)
{
return (int32_t) (value * (1 << frac_bits));
}
/*@}*/
/** Stepping a GLfloat pointer by a byte stride */
#define STRIDE_F(p, i) (p = (GLfloat *)((GLubyte *)p + i))
/** Stepping a GLuint pointer by a byte stride */
#define STRIDE_UI(p, i) (p = (GLuint *)((GLubyte *)p + i))
/** Stepping a GLubyte[4] pointer by a byte stride */
#define STRIDE_4UB(p, i) (p = (GLubyte (*)[4])((GLubyte *)p + i))
/** Stepping a GLfloat[4] pointer by a byte stride */
#define STRIDE_4F(p, i) (p = (GLfloat (*)[4])((GLubyte *)p + i))
/** Stepping a \p t pointer by a byte stride */
#define STRIDE_T(p, t, i) (p = (t)((GLubyte *)p + i))
/**********************************************************************/
/** \name 4-element vector operations */
/*@{*/
/** Zero */
#define ZERO_4V( DST ) (DST)[0] = (DST)[1] = (DST)[2] = (DST)[3] = 0
/** Test for equality */
#define TEST_EQ_4V(a,b) ((a)[0] == (b)[0] && \
(a)[1] == (b)[1] && \
(a)[2] == (b)[2] && \
(a)[3] == (b)[3])
/** Test for equality (unsigned bytes) */
static inline GLboolean
TEST_EQ_4UBV(const GLubyte a[4], const GLubyte b[4])
{
#if defined(__i386__)
return *((const GLuint *) a) == *((const GLuint *) b);
#else
return TEST_EQ_4V(a, b);
#endif
}
/** Copy a 4-element vector */
#define COPY_4V( DST, SRC ) \
do { \
(DST)[0] = (SRC)[0]; \
(DST)[1] = (SRC)[1]; \
(DST)[2] = (SRC)[2]; \
(DST)[3] = (SRC)[3]; \
} while (0)
/** Copy a 4-element unsigned byte vector */
static inline void
COPY_4UBV(GLubyte dst[4], const GLubyte src[4])
{
#if defined(__i386__)
*((GLuint *) dst) = *((GLuint *) src);
#else
/* The GLuint cast might fail if DST or SRC are not dword-aligned (RISC) */
COPY_4V(dst, src);
#endif
}
/** Copy \p SZ elements into a 4-element vector */
#define COPY_SZ_4V(DST, SZ, SRC) \
do { \
switch (SZ) { \
case 4: (DST)[3] = (SRC)[3]; \
case 3: (DST)[2] = (SRC)[2]; \
case 2: (DST)[1] = (SRC)[1]; \
case 1: (DST)[0] = (SRC)[0]; \
} \
} while(0)
/** Copy \p SZ elements into a homegeneous (4-element) vector, giving
* default values to the remaining */
#define COPY_CLEAN_4V(DST, SZ, SRC) \
do { \
ASSIGN_4V( DST, 0, 0, 0, 1 ); \
COPY_SZ_4V( DST, SZ, SRC ); \
} while (0)
/** Subtraction */
#define SUB_4V( DST, SRCA, SRCB ) \
do { \
(DST)[0] = (SRCA)[0] - (SRCB)[0]; \
(DST)[1] = (SRCA)[1] - (SRCB)[1]; \
(DST)[2] = (SRCA)[2] - (SRCB)[2]; \
(DST)[3] = (SRCA)[3] - (SRCB)[3]; \
} while (0)
/** Addition */
#define ADD_4V( DST, SRCA, SRCB ) \
do { \
(DST)[0] = (SRCA)[0] + (SRCB)[0]; \
(DST)[1] = (SRCA)[1] + (SRCB)[1]; \
(DST)[2] = (SRCA)[2] + (SRCB)[2]; \
(DST)[3] = (SRCA)[3] + (SRCB)[3]; \
} while (0)
/** Element-wise multiplication */
#define SCALE_4V( DST, SRCA, SRCB ) \
do { \
(DST)[0] = (SRCA)[0] * (SRCB)[0]; \
(DST)[1] = (SRCA)[1] * (SRCB)[1]; \
(DST)[2] = (SRCA)[2] * (SRCB)[2]; \
(DST)[3] = (SRCA)[3] * (SRCB)[3]; \
} while (0)
/** In-place addition */
#define ACC_4V( DST, SRC ) \
do { \
(DST)[0] += (SRC)[0]; \
(DST)[1] += (SRC)[1]; \
(DST)[2] += (SRC)[2]; \
(DST)[3] += (SRC)[3]; \
} while (0)
/** Element-wise multiplication and addition */
#define ACC_SCALE_4V( DST, SRCA, SRCB ) \
do { \
(DST)[0] += (SRCA)[0] * (SRCB)[0]; \
(DST)[1] += (SRCA)[1] * (SRCB)[1]; \
(DST)[2] += (SRCA)[2] * (SRCB)[2]; \
(DST)[3] += (SRCA)[3] * (SRCB)[3]; \
} while (0)
/** In-place scalar multiplication and addition */
#define ACC_SCALE_SCALAR_4V( DST, S, SRCB ) \
do { \
(DST)[0] += S * (SRCB)[0]; \
(DST)[1] += S * (SRCB)[1]; \
(DST)[2] += S * (SRCB)[2]; \
(DST)[3] += S * (SRCB)[3]; \
} while (0)
/** Scalar multiplication */
#define SCALE_SCALAR_4V( DST, S, SRCB ) \
do { \
(DST)[0] = S * (SRCB)[0]; \
(DST)[1] = S * (SRCB)[1]; \
(DST)[2] = S * (SRCB)[2]; \
(DST)[3] = S * (SRCB)[3]; \
} while (0)
/** In-place scalar multiplication */
#define SELF_SCALE_SCALAR_4V( DST, S ) \
do { \
(DST)[0] *= S; \
(DST)[1] *= S; \
(DST)[2] *= S; \
(DST)[3] *= S; \
} while (0)
/*@}*/
/**********************************************************************/
/** \name 3-element vector operations*/
/*@{*/
/** Zero */
#define ZERO_3V( DST ) (DST)[0] = (DST)[1] = (DST)[2] = 0
/** Test for equality */
#define TEST_EQ_3V(a,b) \
((a)[0] == (b)[0] && \
(a)[1] == (b)[1] && \
(a)[2] == (b)[2])
/** Copy a 3-element vector */
#define COPY_3V( DST, SRC ) \
do { \
(DST)[0] = (SRC)[0]; \
(DST)[1] = (SRC)[1]; \
(DST)[2] = (SRC)[2]; \
} while (0)
/** Copy a 3-element vector with cast */
#define COPY_3V_CAST( DST, SRC, CAST ) \
do { \
(DST)[0] = (CAST)(SRC)[0]; \
(DST)[1] = (CAST)(SRC)[1]; \
(DST)[2] = (CAST)(SRC)[2]; \
} while (0)
/** Copy a 3-element float vector */
#define COPY_3FV( DST, SRC ) \
do { \
const GLfloat *_tmp = (SRC); \
(DST)[0] = _tmp[0]; \
(DST)[1] = _tmp[1]; \
(DST)[2] = _tmp[2]; \
} while (0)
/** Subtraction */
#define SUB_3V( DST, SRCA, SRCB ) \
do { \
(DST)[0] = (SRCA)[0] - (SRCB)[0]; \
(DST)[1] = (SRCA)[1] - (SRCB)[1]; \
(DST)[2] = (SRCA)[2] - (SRCB)[2]; \
} while (0)
/** Addition */
#define ADD_3V( DST, SRCA, SRCB ) \
do { \
(DST)[0] = (SRCA)[0] + (SRCB)[0]; \
(DST)[1] = (SRCA)[1] + (SRCB)[1]; \
(DST)[2] = (SRCA)[2] + (SRCB)[2]; \
} while (0)
/** In-place scalar multiplication */
#define SCALE_3V( DST, SRCA, SRCB ) \
do { \
(DST)[0] = (SRCA)[0] * (SRCB)[0]; \
(DST)[1] = (SRCA)[1] * (SRCB)[1]; \
(DST)[2] = (SRCA)[2] * (SRCB)[2]; \
} while (0)
/** In-place element-wise multiplication */
#define SELF_SCALE_3V( DST, SRC ) \
do { \
(DST)[0] *= (SRC)[0]; \
(DST)[1] *= (SRC)[1]; \
(DST)[2] *= (SRC)[2]; \
} while (0)
/** In-place addition */
#define ACC_3V( DST, SRC ) \
do { \
(DST)[0] += (SRC)[0]; \
(DST)[1] += (SRC)[1]; \
(DST)[2] += (SRC)[2]; \
} while (0)
/** Element-wise multiplication and addition */
#define ACC_SCALE_3V( DST, SRCA, SRCB ) \
do { \
(DST)[0] += (SRCA)[0] * (SRCB)[0]; \
(DST)[1] += (SRCA)[1] * (SRCB)[1]; \
(DST)[2] += (SRCA)[2] * (SRCB)[2]; \
} while (0)
/** Scalar multiplication */
#define SCALE_SCALAR_3V( DST, S, SRCB ) \
do { \
(DST)[0] = S * (SRCB)[0]; \
(DST)[1] = S * (SRCB)[1]; \
(DST)[2] = S * (SRCB)[2]; \
} while (0)
/** In-place scalar multiplication and addition */
#define ACC_SCALE_SCALAR_3V( DST, S, SRCB ) \
do { \
(DST)[0] += S * (SRCB)[0]; \
(DST)[1] += S * (SRCB)[1]; \
(DST)[2] += S * (SRCB)[2]; \
} while (0)
/** In-place scalar multiplication */
#define SELF_SCALE_SCALAR_3V( DST, S ) \
do { \
(DST)[0] *= S; \
(DST)[1] *= S; \
(DST)[2] *= S; \
} while (0)
/** In-place scalar addition */
#define ACC_SCALAR_3V( DST, S ) \
do { \
(DST)[0] += S; \
(DST)[1] += S; \
(DST)[2] += S; \
} while (0)
/** Assignment */
#define ASSIGN_3V( V, V0, V1, V2 ) \
do { \
V[0] = V0; \
V[1] = V1; \
V[2] = V2; \
} while(0)
/*@}*/
/**********************************************************************/
/** \name 2-element vector operations*/
/*@{*/
/** Zero */
#define ZERO_2V( DST ) (DST)[0] = (DST)[1] = 0
/** Copy a 2-element vector */
#define COPY_2V( DST, SRC ) \
do { \
(DST)[0] = (SRC)[0]; \
(DST)[1] = (SRC)[1]; \
} while (0)
/** Copy a 2-element vector with cast */
#define COPY_2V_CAST( DST, SRC, CAST ) \
do { \
(DST)[0] = (CAST)(SRC)[0]; \
(DST)[1] = (CAST)(SRC)[1]; \
} while (0)
/** Copy a 2-element float vector */
#define COPY_2FV( DST, SRC ) \
do { \
const GLfloat *_tmp = (SRC); \
(DST)[0] = _tmp[0]; \
(DST)[1] = _tmp[1]; \
} while (0)
/** Subtraction */
#define SUB_2V( DST, SRCA, SRCB ) \
do { \
(DST)[0] = (SRCA)[0] - (SRCB)[0]; \
(DST)[1] = (SRCA)[1] - (SRCB)[1]; \
} while (0)
/** Addition */
#define ADD_2V( DST, SRCA, SRCB ) \
do { \
(DST)[0] = (SRCA)[0] + (SRCB)[0]; \
(DST)[1] = (SRCA)[1] + (SRCB)[1]; \
} while (0)
/** In-place scalar multiplication */
#define SCALE_2V( DST, SRCA, SRCB ) \
do { \
(DST)[0] = (SRCA)[0] * (SRCB)[0]; \
(DST)[1] = (SRCA)[1] * (SRCB)[1]; \
} while (0)
/** In-place addition */
#define ACC_2V( DST, SRC ) \
do { \
(DST)[0] += (SRC)[0]; \
(DST)[1] += (SRC)[1]; \
} while (0)
/** Element-wise multiplication and addition */
#define ACC_SCALE_2V( DST, SRCA, SRCB ) \
do { \
(DST)[0] += (SRCA)[0] * (SRCB)[0]; \
(DST)[1] += (SRCA)[1] * (SRCB)[1]; \
} while (0)
/** Scalar multiplication */
#define SCALE_SCALAR_2V( DST, S, SRCB ) \
do { \
(DST)[0] = S * (SRCB)[0]; \
(DST)[1] = S * (SRCB)[1]; \
} while (0)
/** In-place scalar multiplication and addition */
#define ACC_SCALE_SCALAR_2V( DST, S, SRCB ) \
do { \
(DST)[0] += S * (SRCB)[0]; \
(DST)[1] += S * (SRCB)[1]; \
} while (0)
/** In-place scalar multiplication */
#define SELF_SCALE_SCALAR_2V( DST, S ) \
do { \
(DST)[0] *= S; \
(DST)[1] *= S; \
} while (0)
/** In-place scalar addition */
#define ACC_SCALAR_2V( DST, S ) \
do { \
(DST)[0] += S; \
(DST)[1] += S; \
} while (0)
/** Assign scalers to short vectors */
#define ASSIGN_2V( V, V0, V1 ) \
do { \
V[0] = V0; \
V[1] = V1; \
} while(0)
/*@}*/
/** Copy \p sz elements into a homegeneous (4-element) vector, giving
* default values to the remaining components.
* The default values are chosen based on \p type.
*/
static inline void
COPY_CLEAN_4V_TYPE_AS_UNION(fi_type dst[4], int sz, const fi_type src[4],
GLenum type)
{
switch (type) {
case GL_FLOAT:
ASSIGN_4V(dst, FLOAT_AS_UNION(0), FLOAT_AS_UNION(0),
FLOAT_AS_UNION(0), FLOAT_AS_UNION(1));
break;
case GL_INT:
ASSIGN_4V(dst, INT_AS_UNION(0), INT_AS_UNION(0),
INT_AS_UNION(0), INT_AS_UNION(1));
break;
case GL_UNSIGNED_INT:
ASSIGN_4V(dst, UINT_AS_UNION(0), UINT_AS_UNION(0),
UINT_AS_UNION(0), UINT_AS_UNION(1));
break;
default:
ASSIGN_4V(dst, FLOAT_AS_UNION(0), FLOAT_AS_UNION(0),
FLOAT_AS_UNION(0), FLOAT_AS_UNION(1)); /* silence warnings */
assert(!"Unexpected type in COPY_CLEAN_4V_TYPE_AS_UNION macro");
}
COPY_SZ_4V(dst, sz, src);
}
/** \name Linear interpolation functions */
/*@{*/
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] );
}
/*@}*/
static inline unsigned
minify(unsigned value, unsigned levels)
{
return MAX2(1, value >> levels);
}
/**
* Align a value up to an alignment value
*
* If \c value is not already aligned to the requested alignment value, it
* will be rounded up.
*
* \param value Value to be rounded
* \param alignment Alignment value to be used. This must be a power of two.
*
* \sa ROUND_DOWN_TO()
*/
static inline uintptr_t
ALIGN(uintptr_t value, int32_t alignment)
{
assert((alignment > 0) && _mesa_is_pow_two(alignment));
return (((value) + (alignment) - 1) & ~((alignment) - 1));
}
/**
* Like ALIGN(), but works with a non-power-of-two alignment.
*/
static inline uintptr_t
ALIGN_NPOT(uintptr_t value, int32_t alignment)
{
assert(alignment > 0);
return (value + alignment - 1) / alignment * alignment;
}
/**
* Align a value down to an alignment value
*
* If \c value is not already aligned to the requested alignment value, it
* will be rounded down.
*
* \param value Value to be rounded
* \param alignment Alignment value to be used. This must be a power of two.
*
* \sa ALIGN()
*/
static inline uintptr_t
ROUND_DOWN_TO(uintptr_t value, int32_t alignment)
{
assert((alignment > 0) && _mesa_is_pow_two(alignment));
return ((value) & ~(alignment - 1));
}
/** Cross product of two 3-element vectors */
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];
}
/** 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));
}
/* 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 = 1.0f / sqrtf(len);
v[0] *= len;
v[1] *= len;
v[2] *= len;
}
}
/** Test two floats have opposite signs */
static inline GLboolean
DIFFERENT_SIGNS(GLfloat x, GLfloat y)
{
#ifdef _MSC_VER
#pragma warning( push )
#pragma warning( disable : 6334 ) /* sizeof operator applied to an expression with an operator may yield unexpected results */
#endif
return signbit(x) != signbit(y);
#ifdef _MSC_VER
#pragma warning( pop )
#endif
}
/** casts to silence warnings with some compilers */
#define ENUM_TO_INT(E) ((GLint)(E))
#define ENUM_TO_FLOAT(E) ((GLfloat)(GLint)(E))
#define ENUM_TO_DOUBLE(E) ((GLdouble)(GLint)(E))
#define ENUM_TO_BOOLEAN(E) ((E) ? GL_TRUE : GL_FALSE)
/* Stringify */
#define STRINGIFY(x) #x
#endif
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