+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);
+}
+
+
+/** 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
+}