/* * Mesa 3-D graphics library * Version: 6.5.2 * * 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 * BRIAN PAUL 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 P_UTIL_H #define P_UTIL_H #include "p_compiler.h" #include #define CALLOC_STRUCT(T) (struct T *) calloc(1, sizeof(struct T)) #define CLAMP( X, MIN, MAX ) ( (X)<(MIN) ? (MIN) : ((X)>(MAX) ? (MAX) : (X)) ) #define MIN2( A, B ) ( (A)<(B) ? (A) : (B) ) #define MAX2( A, B ) ( (A)>(B) ? (A) : (B) ) #define Elements(x) sizeof(x)/sizeof(*(x)) /** * Return a pointer aligned to next multiple of 16 bytes. */ static INLINE void * align16( void *unaligned ) { union { void *p; uint64 u; } pu; pu.p = unaligned; pu.u = (pu.u + 15) & ~15; return pu.p; } #if defined(__MSC__) && defined(__WIN32__) static INLINE unsigned ffs( unsigned u ) { unsigned i; if( u == 0 ) { return 0; } __asm bsf eax, [u] __asm inc eax __asm mov [i], eax return i; } #endif union fi { float f; int i; unsigned ui; }; #define UBYTE_TO_FLOAT( ub ) ((float)(ub) / 255.0F) #define IEEE_0996 0x3f7f0000 /* 0.996 or so */ /* This function/macro is sensitive to precision. Test very carefully * if you change it! */ #define UNCLAMPED_FLOAT_TO_UBYTE(UB, F) \ do { \ union fi __tmp; \ __tmp.f = (F); \ if (__tmp.i < 0) \ UB = (ubyte) 0; \ else if (__tmp.i >= IEEE_0996) \ UB = (ubyte) 255; \ else { \ __tmp.f = __tmp.f * (255.0f/256.0f) + 32768.0f; \ UB = (ubyte) __tmp.i; \ } \ } while (0) static INLINE unsigned pack_ub4( unsigned char b0, unsigned char b1, unsigned char b2, unsigned char b3 ) { return ((((unsigned int)b0) << 0) | (((unsigned int)b1) << 8) | (((unsigned int)b2) << 16) | (((unsigned int)b3) << 24)); } static INLINE unsigned fui( float f ) { union fi fi; fi.f = f; return fi.ui; } static INLINE unsigned char float_to_ubyte( float f ) { unsigned char ub; UNCLAMPED_FLOAT_TO_UBYTE(ub, f); return ub; } static INLINE unsigned pack_ui32_float4( float a, float b, float d, float c ) { return pack_ub4( float_to_ubyte(a), float_to_ubyte(b), float_to_ubyte(c), float_to_ubyte(d) ); } #define COPY_4V( DST, SRC ) \ do { \ (DST)[0] = (SRC)[0]; \ (DST)[1] = (SRC)[1]; \ (DST)[2] = (SRC)[2]; \ (DST)[3] = (SRC)[3]; \ } while (0) #define COPY_4FV( DST, SRC ) COPY_4V(DST, SRC) #define ASSIGN_4V( DST, V0, V1, V2, V3 ) \ do { \ (DST)[0] = (V0); \ (DST)[1] = (V1); \ (DST)[2] = (V2); \ (DST)[3] = (V3); \ } while (0) static INLINE int ifloor(float f) { int ai, bi; double af, bf; union fi u; af = (3 << 22) + 0.5 + (double)f; bf = (3 << 22) + 0.5 - (double)f; u.f = (float) af; ai = u.i; u.f = (float) bf; bi = u.i; return (ai - bi) >> 1; } #if defined(__GNUC__) && defined(__i386__) static INLINE int iround(float f) { int r; __asm__ ("fistpl %0" : "=m" (r) : "t" (f) : "st"); return r; } #elif defined(__MSC__) && defined(__WIN32__) static INLINE int iround(float f) { int r; _asm { fld f fistp r } return r; } #else #define IROUND(f) ((int) (((f) >= 0.0F) ? ((f) + 0.5F) : ((f) - 0.5F))) #endif /* Could maybe have an inline version of this? */ #if defined(__GNUC__) #define FABSF(x) fabsf(x) #else #define FABSF(x) ((float) fabs(x)) #endif /* Pretty fast, and accurate. * Based on code from http://www.flipcode.com/totd/ */ static INLINE float LOG2(float val) { union fi num; int log_2; num.f = val; log_2 = ((num.i >> 23) & 255) - 128; num.i &= ~(255 << 23); num.i += 127 << 23; num.f = ((-1.0f/3) * num.f + 2) * num.f - 2.0f/3; return num.f + log_2; } #endif