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mesa: convert a bunch of math macros to inline functions
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commit
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1 changed files with 85 additions and 55 deletions
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@ -584,34 +584,31 @@ do { \
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/*@}*/
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/** \name Linear interpolation macros */
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/** \name Linear interpolation functions */
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/*@{*/
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/**
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* Linear interpolation
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*
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* \note \p OUT argument is evaluated twice!
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* \note Be wary of using *coord++ as an argument to any of these macros!
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*/
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#define LINTERP(T, OUT, IN) ((OUT) + (T) * ((IN) - (OUT)))
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static inline GLfloat
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LINTERP(GLfloat t, GLfloat out, GLfloat in)
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{
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return out + t * (in - out);
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}
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#define INTERP_F( t, dstf, outf, inf ) \
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dstf = LINTERP( t, outf, inf )
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static inline void
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INTERP_3F(GLfloat t, GLfloat dst[3], const GLfloat out[3], const GLfloat in[3])
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{
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dst[0] = LINTERP( t, out[0], in[0] );
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dst[1] = LINTERP( t, out[1], in[1] );
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dst[2] = LINTERP( t, out[2], in[2] );
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}
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#define INTERP_4F( t, dst, out, in ) \
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do { \
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dst[0] = LINTERP( (t), (out)[0], (in)[0] ); \
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dst[1] = LINTERP( (t), (out)[1], (in)[1] ); \
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dst[2] = LINTERP( (t), (out)[2], (in)[2] ); \
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dst[3] = LINTERP( (t), (out)[3], (in)[3] ); \
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} while (0)
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#define INTERP_3F( t, dst, out, in ) \
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do { \
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dst[0] = LINTERP( (t), (out)[0], (in)[0] ); \
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dst[1] = LINTERP( (t), (out)[1], (in)[1] ); \
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dst[2] = LINTERP( (t), (out)[2], (in)[2] ); \
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} while (0)
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static inline void
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INTERP_4F(GLfloat t, GLfloat dst[4], const GLfloat out[4], const GLfloat in[4])
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{
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dst[0] = LINTERP( t, out[0], in[0] );
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dst[1] = LINTERP( t, out[1], in[1] );
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dst[2] = LINTERP( t, out[2], in[2] );
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dst[3] = LINTERP( t, out[3], in[3] );
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}
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/*@}*/
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@ -630,43 +627,76 @@ do { \
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#define MIN3( A, B, C ) ((A) < (B) ? MIN2(A, C) : MIN2(B, C))
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#define MAX3( A, B, C ) ((A) > (B) ? MAX2(A, C) : MAX2(B, C))
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/** Dot product of two 2-element vectors */
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#define DOT2( a, b ) ( (a)[0]*(b)[0] + (a)[1]*(b)[1] )
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/** Dot product of two 3-element vectors */
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#define DOT3( a, b ) ( (a)[0]*(b)[0] + (a)[1]*(b)[1] + (a)[2]*(b)[2] )
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/** Dot product of two 4-element vectors */
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#define DOT4( a, b ) ( (a)[0]*(b)[0] + (a)[1]*(b)[1] + \
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(a)[2]*(b)[2] + (a)[3]*(b)[3] )
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/** Cross product of two 3-element vectors */
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#define CROSS3(n, u, v) \
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do { \
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(n)[0] = (u)[1]*(v)[2] - (u)[2]*(v)[1]; \
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(n)[1] = (u)[2]*(v)[0] - (u)[0]*(v)[2]; \
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(n)[2] = (u)[0]*(v)[1] - (u)[1]*(v)[0]; \
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} while (0)
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static inline void
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CROSS3(GLfloat n[3], const GLfloat u[3], const GLfloat v[3])
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{
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n[0] = u[1] * v[2] - u[2] * v[1];
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n[1] = u[2] * v[0] - u[0] * v[2];
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n[2] = u[0] * v[1] - u[1] * v[0];
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}
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/** Dot product of two 2-element vectors */
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static inline GLfloat
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DOT2(const GLfloat a[2], const GLfloat b[2])
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{
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return a[0] * b[0] + a[1] * b[1];
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}
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static inline GLfloat
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DOT3(const GLfloat a[3], const GLfloat b[3])
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{
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return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
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}
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static inline GLfloat
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DOT4(const GLfloat a[4], const GLfloat b[4])
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{
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return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];
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}
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static inline GLfloat
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LEN_SQUARED_3FV(const GLfloat v[3])
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{
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return DOT3(v, v);
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}
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static inline GLfloat
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LEN_SQUARED_2FV(const GLfloat v[2])
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{
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return DOT2(v, v);
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}
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static inline GLfloat
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LEN_3FV(const GLfloat v[3])
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{
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return SQRTF(LEN_SQUARED_3FV(v));
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}
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static inline GLfloat
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LEN_2FV(const GLfloat v[2])
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{
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return SQRTF(LEN_SQUARED_2FV(v));
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}
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/* Normalize a 3-element vector to unit length. */
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#define NORMALIZE_3FV( V ) \
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do { \
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GLfloat len = (GLfloat) LEN_SQUARED_3FV(V); \
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if (len) { \
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len = INV_SQRTF(len); \
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(V)[0] = (GLfloat) ((V)[0] * len); \
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(V)[1] = (GLfloat) ((V)[1] * len); \
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(V)[2] = (GLfloat) ((V)[2] * len); \
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} \
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} while(0)
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#define LEN_3FV( V ) (SQRTF((V)[0]*(V)[0]+(V)[1]*(V)[1]+(V)[2]*(V)[2]))
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#define LEN_2FV( V ) (SQRTF((V)[0]*(V)[0]+(V)[1]*(V)[1]))
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#define LEN_SQUARED_3FV( V ) ((V)[0]*(V)[0]+(V)[1]*(V)[1]+(V)[2]*(V)[2])
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#define LEN_SQUARED_2FV( V ) ((V)[0]*(V)[0]+(V)[1]*(V)[1])
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static inline void
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NORMALIZE_3FV(GLfloat v[3])
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{
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GLfloat len = (GLfloat) LEN_SQUARED_3FV(v);
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if (len) {
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len = INV_SQRTF(len);
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v[0] *= len;
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v[1] *= len;
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v[2] *= len;
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}
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}
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/** Compute ceiling of integer quotient of A divided by B. */
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