/** \name Math */
/*@{*/
-/** Wrapper around sin() */
-double
-_mesa_sin(double a)
-{
- return sin(a);
-}
-
-/** Single precision wrapper around sin() */
-float
-_mesa_sinf(float a)
-{
- return (float) sin((double) a);
-}
-
-/** Wrapper around cos() */
-double
-_mesa_cos(double a)
-{
- return cos(a);
-}
-
-/** Single precision wrapper around asin() */
-float
-_mesa_asinf(float x)
-{
- return (float) asin((double) x);
-}
-
-/** Single precision wrapper around atan() */
-float
-_mesa_atanf(float x)
-{
- return (float) atan((double) x);
-}
-
/** Wrapper around sqrt() */
double
_mesa_sqrtd(double x)
extern void
_mesa_memset16( unsigned short *dst, unsigned short val, size_t n );
-extern double
-_mesa_sin(double a);
-
-extern float
-_mesa_sinf(float a);
-
-extern double
-_mesa_cos(double a);
-
-extern float
-_mesa_asinf(float x);
-
-extern float
-_mesa_atanf(float x);
-
extern double
_mesa_sqrtd(double x);
return;
FLUSH_VERTICES(ctx, _NEW_LIGHT);
light->SpotCutoff = params[0];
- light->_CosCutoffNeg = (GLfloat) (_mesa_cos(light->SpotCutoff * DEG2RAD));
+ light->_CosCutoffNeg = (GLfloat) (cos(light->SpotCutoff * DEG2RAD));
if (light->_CosCutoffNeg < 0)
light->_CosCutoff = 0;
else
GLfloat m[16];
GLboolean optimized;
- s = (GLfloat) _mesa_sin( angle * DEG2RAD );
- c = (GLfloat) _mesa_cos( angle * DEG2RAD );
+ s = (GLfloat) sin( angle * DEG2RAD );
+ c = (GLfloat) cos( angle * DEG2RAD );
memcpy(m, Identity, sizeof(GLfloat)*16);
optimized = GL_FALSE;
GLfloat a[4], result[4];
fetch_vector1(&inst->SrcReg[0], machine, a);
result[0] = result[1] = result[2] = result[3]
- = (GLfloat) _mesa_cos(a[0]);
+ = (GLfloat) cos(a[0]);
store_vector4(inst, machine, result);
}
break;
{
GLfloat a[4], result[4];
fetch_vector1(&inst->SrcReg[0], machine, a);
- result[0] = (GLfloat) _mesa_cos(a[0]);
- result[1] = (GLfloat) _mesa_sin(a[0]);
+ result[0] = (GLfloat) cos(a[0]);
+ result[1] = (GLfloat) sin(a[0]);
result[2] = 0.0; /* undefined! */
result[3] = 0.0; /* undefined! */
store_vector4(inst, machine, result);
GLfloat a[4], result[4];
fetch_vector1(&inst->SrcReg[0], machine, a);
result[0] = result[1] = result[2] = result[3]
- = (GLfloat) _mesa_sin(a[0]);
+ = (GLfloat) sin(a[0]);
store_vector4(inst, machine, result);
}
break;