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/*
* 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 <math.h>
#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
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