/*
* Mesa 3-D graphics library
- * Version: 6.5.2
*
* Copyright (C) 1999-2006 Brian Paul All Rights Reserved.
*
* 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.
+ * 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/u_math.h"
#include "imports.h"
#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) ( (GLint) (127.0F * (X)) )
-
+#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 [-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 GLuint in [0,4294967295] to GLfloat in [0.0,1.0] */
-#define UINT_TO_FLOAT(U) ((GLfloat) (U) * (1.0F / 4294967295.0))
+#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) ((2.0F * (I) + 1.0F) * (1.0F/4294967294.0))
+#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 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) IROUND( CLAMP((f), 0.0F, 1.0F) * 65535.0F) )
+ us = ( (GLushort) F_TO_I( CLAMP((f), 0.0F, 1.0F) * 65535.0F) )
#define CLAMPED_FLOAT_TO_USHORT(us, f) \
- us = ( (GLushort) IROUND( (f) * 65535.0F) )
+ us = ( (GLushort) F_TO_I( (f) * 65535.0F) )
+
+#define UNCLAMPED_FLOAT_TO_SHORT(s, f) \
+ s = ( (GLshort) F_TO_I( 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) F_TO_I(CLAMP((f), 0.0F, 1.0F) * 255.0F))
+#define CLAMPED_FLOAT_TO_UBYTE(ub, f) \
+ ub = ((GLubyte) F_TO_I((f) * 255.0F))
+#endif
+
+static inline GLfloat INT_AS_FLT(GLint i)
+{
+ fi_type tmp;
+ tmp.i = i;
+ return tmp.f;
+}
+
+static inline GLfloat UINT_AS_FLT(GLuint u)
+{
+ fi_type tmp;
+ tmp.u = u;
+ return tmp.f;
+}
+
+static inline unsigned FLT_AS_UINT(float f)
+{
+ fi_type tmp;
+ tmp.f = f;
+ return tmp.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));
+}
/*@}*/
#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 GLchan[4] pointer by a byte stride */
-#define STRIDE_4CHAN(p, i) (p = (GLchan (*)[4])((GLubyte *)p + i))
-/** Stepping a GLchan pointer by a byte stride */
-#define STRIDE_CHAN(p, i) (p = (GLchan *)((GLubyte *)p + i))
/** Stepping a \p t pointer by a byte stride */
#define STRIDE_T(p, t, i) (p = (t)((GLubyte *)p + i))
(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__)
-#define TEST_EQ_4UBV(DST, SRC) *((GLuint*)(DST)) == *((GLuint*)(SRC))
+ return *((const GLuint *) a) == *((const GLuint *) b);
#else
-#define TEST_EQ_4UBV(DST, SRC) TEST_EQ_4V(DST, SRC)
+ return TEST_EQ_4V(a, b);
#endif
+}
+
/** Copy a 4-element vector */
#define COPY_4V( DST, SRC ) \
(DST)[3] = (SRC)[3]; \
} while (0)
-/** Copy a 4-element vector with cast */
-#define COPY_4V_CAST( DST, SRC, CAST ) \
-do { \
- (DST)[0] = (CAST)(SRC)[0]; \
- (DST)[1] = (CAST)(SRC)[1]; \
- (DST)[2] = (CAST)(SRC)[2]; \
- (DST)[3] = (CAST)(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__)
-#define COPY_4UBV(DST, SRC) \
-do { \
- *((GLuint*)(DST)) = *((GLuint*)(SRC)); \
-} while (0)
+ *((GLuint *) dst) = *((GLuint *) src);
#else
-/* The GLuint cast might fail if DST or SRC are not dword-aligned (RISC) */
-#define COPY_4UBV(DST, SRC) \
-do { \
- (DST)[0] = (SRC)[0]; \
- (DST)[1] = (SRC)[1]; \
- (DST)[2] = (SRC)[2]; \
- (DST)[3] = (SRC)[3]; \
-} while (0)
+ /* The GLuint cast might fail if DST or SRC are not dword-aligned (RISC) */
+ COPY_4V(dst, src);
#endif
-
-/**
- * Copy a 4-element float vector
- * memcpy seems to be most efficient
- */
-#define COPY_4FV( DST, SRC ) \
-do { \
- _mesa_memcpy(DST, SRC, sizeof(GLfloat) * 4); \
-} while (0)
+}
/** Copy \p SZ elements into a 4-element vector */
#define COPY_SZ_4V(DST, SZ, SRC) \
(DST)[3] *= S; \
} while (0)
-/** Assignment */
-#define ASSIGN_4V( V, V0, V1, V2, V3 ) \
-do { \
- V[0] = V0; \
- V[1] = V1; \
- V[2] = V2; \
- V[3] = V3; \
-} while(0)
-
/*@}*/
/*@}*/
-
-/** \name Linear interpolation macros */
-/*@{*/
-
-/**
- * Linear interpolation
- *
- * \note \p OUT argument is evaluated twice!
- * \note Be wary of using *coord++ as an argument to any of these macros!
- */
-#define LINTERP(T, OUT, IN) ((OUT) + (T) * ((IN) - (OUT)))
-
-/* Can do better with integer math
+/** 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.
*/
-#define INTERP_UB( t, dstub, outub, inub ) \
-do { \
- GLfloat inf = UBYTE_TO_FLOAT( inub ); \
- GLfloat outf = UBYTE_TO_FLOAT( outub ); \
- GLfloat dstf = LINTERP( t, outf, inf ); \
- UNCLAMPED_FLOAT_TO_UBYTE( dstub, dstf ); \
-} while (0)
-
-#define INTERP_CHAN( t, dstc, outc, inc ) \
-do { \
- GLfloat inf = CHAN_TO_FLOAT( inc ); \
- GLfloat outf = CHAN_TO_FLOAT( outc ); \
- GLfloat dstf = LINTERP( t, outf, inf ); \
- UNCLAMPED_FLOAT_TO_CHAN( dstc, dstf ); \
-} while (0)
-
-#define INTERP_UI( t, dstui, outui, inui ) \
- dstui = (GLuint) (GLint) LINTERP( (t), (GLfloat) (outui), (GLfloat) (inui) )
-
-#define INTERP_F( t, dstf, outf, inf ) \
- dstf = LINTERP( t, outf, inf )
-
-#define INTERP_4F( t, dst, out, in ) \
-do { \
- 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] ); \
-} while (0)
-
-#define INTERP_3F( t, dst, out, in ) \
-do { \
- dst[0] = LINTERP( (t), (out)[0], (in)[0] ); \
- dst[1] = LINTERP( (t), (out)[1], (in)[1] ); \
- dst[2] = LINTERP( (t), (out)[2], (in)[2] ); \
-} while (0)
-
-#define INTERP_4CHAN( t, dst, out, in ) \
-do { \
- INTERP_CHAN( (t), (dst)[0], (out)[0], (in)[0] ); \
- INTERP_CHAN( (t), (dst)[1], (out)[1], (in)[1] ); \
- INTERP_CHAN( (t), (dst)[2], (out)[2], (in)[2] ); \
- INTERP_CHAN( (t), (dst)[3], (out)[3], (in)[3] ); \
-} while (0)
-
-#define INTERP_3CHAN( t, dst, out, in ) \
-do { \
- INTERP_CHAN( (t), (dst)[0], (out)[0], (in)[0] ); \
- INTERP_CHAN( (t), (dst)[1], (out)[1], (in)[1] ); \
- INTERP_CHAN( (t), (dst)[2], (out)[2], (in)[2] ); \
-} while (0)
+static inline void
+COPY_CLEAN_4V_TYPE_AS_FLOAT(GLfloat dst[4], int sz, const GLfloat src[4],
+ GLenum type)
+{
+ switch (type) {
+ case GL_FLOAT:
+ ASSIGN_4V(dst, 0, 0, 0, 1);
+ break;
+ case GL_INT:
+ ASSIGN_4V(dst, INT_AS_FLT(0), INT_AS_FLT(0),
+ INT_AS_FLT(0), INT_AS_FLT(1));
+ break;
+ case GL_UNSIGNED_INT:
+ ASSIGN_4V(dst, UINT_AS_FLT(0), UINT_AS_FLT(0),
+ UINT_AS_FLT(0), UINT_AS_FLT(1));
+ break;
+ default:
+ ASSIGN_4V(dst, 0.0f, 0.0f, 0.0f, 1.0f); /* silence warnings */
+ assert(!"Unexpected type in COPY_CLEAN_4V_TYPE_AS_FLOAT macro");
+ }
+ COPY_SZ_4V(dst, sz, src);
+}
+
+/** \name Linear interpolation functions */
+/*@{*/
-#define INTERP_SZ( t, vec, to, out, in, sz ) \
-do { \
- switch (sz) { \
- case 4: vec[to][3] = LINTERP( (t), (vec)[out][3], (vec)[in][3] ); \
- case 3: vec[to][2] = LINTERP( (t), (vec)[out][2], (vec)[in][2] ); \
- case 2: vec[to][1] = LINTERP( (t), (vec)[out][1], (vec)[in][1] ); \
- case 1: vec[to][0] = LINTERP( (t), (vec)[out][0], (vec)[in][0] ); \
- } \
-} while(0)
+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] );
+}
/*@}*/
/** Clamp X to [MIN,MAX] */
#define CLAMP( X, MIN, MAX ) ( (X)<(MIN) ? (MIN) : ((X)>(MAX) ? (MAX) : (X)) )
-/** Assign X to CLAMP(X, MIN, MAX) */
-#define CLAMP_SELF(x, mn, mx) \
- ( (x)<(mn) ? ((x) = (mn)) : ((x)>(mx) ? ((x)=(mx)) : (x)) )
-
-
-
/** Minimum of two values: */
#define MIN2( A, B ) ( (A)<(B) ? (A) : (B) )
/** Maximum of two values: */
#define MAX2( A, B ) ( (A)>(B) ? (A) : (B) )
-/** Dot product of two 2-element vectors */
-#define DOT2( a, b ) ( (a)[0]*(b)[0] + (a)[1]*(b)[1] )
+/** Minimum and maximum of three values: */
+#define MIN3( A, B, C ) ((A) < (B) ? MIN2(A, C) : MIN2(B, C))
+#define MAX3( A, B, C ) ((A) > (B) ? MAX2(A, C) : MAX2(B, C))
-/** Dot product of two 3-element vectors */
-#define DOT3( a, b ) ( (a)[0]*(b)[0] + (a)[1]*(b)[1] + (a)[2]*(b)[2] )
+static inline unsigned
+minify(unsigned value, unsigned levels)
+{
+ return MAX2(1, value >> levels);
+}
-/** Dot product of two 4-element vectors */
-#define DOT4( a, b ) ( (a)[0]*(b)[0] + (a)[1]*(b)[1] + \
- (a)[2]*(b)[2] + (a)[3]*(b)[3] )
+/**
+ * Return true if the given value is a power of two.
+ *
+ * Note that this considers 0 a power of two.
+ */
+static inline bool
+is_power_of_two(unsigned value)
+{
+ return (value & (value - 1)) == 0;
+}
+
+/**
+ * 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()
+ */
+#define ALIGN(value, alignment) (((value) + (alignment) - 1) & ~((alignment) - 1))
-/** Dot product of two 4-element vectors */
-#define DOT4V(v,a,b,c,d) (v[0]*(a) + v[1]*(b) + v[2]*(c) + v[3]*(d))
+/**
+ * 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()
+ */
+#define ROUND_DOWN_TO(value, alignment) ((value) & ~(alignment - 1))
/** Cross product of two 3-element vectors */
-#define CROSS3(n, u, v) \
-do { \
- (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]; \
-} while (0)
+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. */
-#define NORMALIZE_3FV( V ) \
-do { \
- GLfloat len = (GLfloat) LEN_SQUARED_3FV(V); \
- if (len) { \
- len = INV_SQRTF(len); \
- (V)[0] = (GLfloat) ((V)[0] * len); \
- (V)[1] = (GLfloat) ((V)[1] * len); \
- (V)[2] = (GLfloat) ((V)[2] * len); \
- } \
-} while(0)
+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)
+{
+ return signbit(x) != signbit(y);
+}
-#define LEN_3FV( V ) (SQRTF((V)[0]*(V)[0]+(V)[1]*(V)[1]+(V)[2]*(V)[2]))
-#define LEN_2FV( V ) (SQRTF((V)[0]*(V)[0]+(V)[1]*(V)[1]))
-#define LEN_SQUARED_3FV( V ) ((V)[0]*(V)[0]+(V)[1]*(V)[1]+(V)[2]*(V)[2])
-#define LEN_SQUARED_2FV( V ) ((V)[0]*(V)[0]+(V)[1]*(V)[1])
+/** Compute ceiling of integer quotient of A divided by B. */
+#define DIV_ROUND_UP( A, B ) ( (A) % (B) == 0 ? (A)/(B) : (A)/(B)+1 )
/** casts to silence warnings with some compilers */
#define ENUM_TO_DOUBLE(E) ((GLdouble)(GLint)(E))
#define ENUM_TO_BOOLEAN(E) ((E) ? GL_TRUE : GL_FALSE)
+/* Compute the size of an array */
+#ifndef ARRAY_SIZE
+# define ARRAY_SIZE(x) (sizeof(x) / sizeof(x[0]))
+#endif
+
+/* Stringify */
+#define STRINGIFY(x) #x
#endif