X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Fmain%2Fmacros.h;h=14a5d5fe16efbc09e9763ba5a148e5d4b05a6db4;hb=12a4fd7e45c8a410c3904f3153b912f04ca8eb10;hp=55578adf836c874e7ec606a57e9b5f0228059570;hpb=3e18bad36d90255dca6cb519eb7ecfc540c292c1;p=mesa.git diff --git a/src/mesa/main/macros.h b/src/mesa/main/macros.h index 55578adf836..14a5d5fe16e 100644 --- a/src/mesa/main/macros.h +++ b/src/mesa/main/macros.h @@ -54,12 +54,15 @@ extern GLfloat _mesa_ubyte_to_float_color_tab[256]; #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)) @@ -74,6 +77,9 @@ extern GLfloat _mesa_ubyte_to_float_color_tab[256]; /** 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)) @@ -83,14 +89,14 @@ extern GLfloat _mesa_ubyte_to_float_color_tab[256]; /** 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: @@ -123,9 +129,61 @@ extern GLfloat _mesa_ubyte_to_float_color_tab[256]; #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] + ***/ +#if defined(USE_IEEE) && !defined(DEBUG) +#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 { \ + fi_type __tmp; \ + __tmp.f = (F); \ + if (__tmp.i < 0) \ + UB = (GLubyte) 0; \ + else if (__tmp.i >= IEEE_0996) \ + 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, F) \ + do { \ + fi_type __tmp; \ + __tmp.f = (F) * (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; +} /*@}*/ @@ -138,10 +196,6 @@ extern GLfloat _mesa_ubyte_to_float_color_tab[256]; #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)) @@ -160,11 +214,16 @@ extern GLfloat _mesa_ubyte_to_float_color_tab[256]; (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 ) \ @@ -175,40 +234,25 @@ do { \ (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 a 4-element float vector */ +static inline void +COPY_4FV(GLfloat dst[4], const GLfloat src[4]) +{ + /* memcpy seems to be most efficient */ + memcpy(dst, src, sizeof(GLfloat) * 4); +} /** Copy \p SZ elements into a 4-element vector */ #define COPY_SZ_4V(DST, SZ, SRC) \ @@ -543,81 +587,57 @@ do { \ /*@}*/ - -/** \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: + ASSERT(0); + } + 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] ); +} /*@}*/ @@ -632,46 +652,99 @@ do { \ /** 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] ) - -/** Dot product of two 3-element vectors */ -#define DOT3( a, b ) ( (a)[0]*(b)[0] + (a)[1]*(b)[1] + (a)[2]*(b)[2] ) +/** 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 4-element vectors */ -#define DOT4( a, b ) ( (a)[0]*(b)[0] + (a)[1]*(b)[1] + \ - (a)[2]*(b)[2] + (a)[3]*(b)[3] ) - -/** 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)) /** 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]; +} -/* 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) +/** 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)); +} -#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]) +/* 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 = INV_SQRTF(len); + v[0] *= len; + v[1] *= len; + v[2] *= len; + } +} + + +/** Is float value negative? */ +static inline GLboolean +IS_NEGATIVE(float x) +{ + return signbit(x) != 0; +} + +/** Test two floats have opposite signs */ +static inline GLboolean +DIFFERENT_SIGNS(GLfloat x, GLfloat y) +{ + return signbit(x) != signbit(y); +} + + +/** Compute ceiling of integer quotient of A divided by B. */ +#define CEILING( A, B ) ( (A) % (B) == 0 ? (A)/(B) : (A)/(B)+1 ) /** casts to silence warnings with some compilers */