/** 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:
/* a close approximation: */
#define FLOAT_TO_INT(X) ( (GLint) (2147483647.0 * (X)) )
+/** Convert GLfloat in [-1.0,1.0] to GLint64 in [-(1<<63),(1 << 63) -1] */
+#define FLOAT_TO_INT64(X) ( (GLint64) (9223372036854775807.0 * (double)(X)) )
+
/** Convert GLint in [-2147483648,2147483647] to GLfloat in [-1.0,1.0], texture/fb data */
#define INT_TO_FLOAT_TEX(I) ((I) == -2147483648 ? -1.0F : (I) * (1.0F/2147483647.0))
#endif
/**
- * Copy a 4-element float vector (avoid using FPU registers)
- * XXX Could use two 64-bit moves on 64-bit systems
+ * Copy a 4-element float vector
+ * memcpy seems to be most efficient
*/
#define COPY_4FV( DST, SRC ) \
do { \
- const GLuint *_s = (const GLuint *) (SRC); \
- GLuint *_d = (GLuint *) (DST); \
- _d[0] = _s[0]; \
- _d[1] = _s[1]; \
- _d[2] = _s[2]; \
- _d[3] = _s[3]; \
+ memcpy(DST, SRC, sizeof(GLfloat) * 4); \
} while (0)
/** Copy \p SZ elements into a 4-element vector */
/** 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) )