1/** 2 * \file macros.h 3 * A collection of useful macros. 4 */ 5 6/* 7 * Mesa 3-D graphics library 8 * 9 * Copyright (C) 1999-2006 Brian Paul All Rights Reserved. 10 * 11 * Permission is hereby granted, free of charge, to any person obtaining a 12 * copy of this software and associated documentation files (the "Software"), 13 * to deal in the Software without restriction, including without limitation 14 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 15 * and/or sell copies of the Software, and to permit persons to whom the 16 * Software is furnished to do so, subject to the following conditions: 17 * 18 * The above copyright notice and this permission notice shall be included 19 * in all copies or substantial portions of the Software. 20 * 21 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 22 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 23 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 24 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR 25 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, 26 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR 27 * OTHER DEALINGS IN THE SOFTWARE. 28 */ 29 30 31#ifndef MACROS_H 32#define MACROS_H 33 34#include "util/macros.h" 35#include "util/u_math.h" 36#include "util/rounding.h" 37#include "imports.h" 38 39 40/** 41 * \name Integer / float conversion for colors, normals, etc. 42 */ 43/*@{*/ 44 45/** Convert GLubyte in [0,255] to GLfloat in [0.0,1.0] */ 46extern GLfloat _mesa_ubyte_to_float_color_tab[256]; 47#define UBYTE_TO_FLOAT(u) _mesa_ubyte_to_float_color_tab[(unsigned int)(u)] 48 49/** Convert GLfloat in [0.0,1.0] to GLubyte in [0,255] */ 50#define FLOAT_TO_UBYTE(X) ((GLubyte) (GLint) ((X) * 255.0F)) 51 52 53/** Convert GLbyte in [-128,127] to GLfloat in [-1.0,1.0] */ 54#define BYTE_TO_FLOAT(B) ((2.0F * (B) + 1.0F) * (1.0F/255.0F)) 55 56/** Convert GLfloat in [-1.0,1.0] to GLbyte in [-128,127] */ 57#define FLOAT_TO_BYTE(X) ( (((GLint) (255.0F * (X))) - 1) / 2 ) 58 59 60/** Convert GLbyte to GLfloat while preserving zero */ 61#define BYTE_TO_FLOATZ(B) ((B) == 0 ? 0.0F : BYTE_TO_FLOAT(B)) 62 63 64/** Convert GLbyte in [-128,127] to GLfloat in [-1.0,1.0], texture/fb data */ 65#define BYTE_TO_FLOAT_TEX(B) ((B) == -128 ? -1.0F : (B) * (1.0F/127.0F)) 66 67/** Convert GLfloat in [-1.0,1.0] to GLbyte in [-128,127], texture/fb data */ 68#define FLOAT_TO_BYTE_TEX(X) CLAMP( (GLint) (127.0F * (X)), -128, 127 ) 69 70/** Convert GLushort in [0,65535] to GLfloat in [0.0,1.0] */ 71#define USHORT_TO_FLOAT(S) ((GLfloat) (S) * (1.0F / 65535.0F)) 72 73/** Convert GLfloat in [0.0,1.0] to GLushort in [0, 65535] */ 74#define FLOAT_TO_USHORT(X) ((GLuint) ((X) * 65535.0F)) 75 76 77/** Convert GLshort in [-32768,32767] to GLfloat in [-1.0,1.0] */ 78#define SHORT_TO_FLOAT(S) ((2.0F * (S) + 1.0F) * (1.0F/65535.0F)) 79 80/** Convert GLfloat in [-1.0,1.0] to GLshort in [-32768,32767] */ 81#define FLOAT_TO_SHORT(X) ( (((GLint) (65535.0F * (X))) - 1) / 2 ) 82 83/** Convert GLshort to GLfloat while preserving zero */ 84#define SHORT_TO_FLOATZ(S) ((S) == 0 ? 0.0F : SHORT_TO_FLOAT(S)) 85 86 87/** Convert GLshort in [-32768,32767] to GLfloat in [-1.0,1.0], texture/fb data */ 88#define SHORT_TO_FLOAT_TEX(S) ((S) == -32768 ? -1.0F : (S) * (1.0F/32767.0F)) 89 90/** Convert GLfloat in [-1.0,1.0] to GLshort in [-32768,32767], texture/fb data */ 91#define FLOAT_TO_SHORT_TEX(X) ( (GLint) (32767.0F * (X)) ) 92 93 94/** Convert GLuint in [0,4294967295] to GLfloat in [0.0,1.0] */ 95#define UINT_TO_FLOAT(U) ((GLfloat) ((U) * (1.0F / 4294967295.0))) 96 97/** Convert GLfloat in [0.0,1.0] to GLuint in [0,4294967295] */ 98#define FLOAT_TO_UINT(X) ((GLuint) ((X) * 4294967295.0)) 99 100 101/** Convert GLint in [-2147483648,2147483647] to GLfloat in [-1.0,1.0] */ 102#define INT_TO_FLOAT(I) ((GLfloat) ((2.0F * (I) + 1.0F) * (1.0F/4294967294.0))) 103 104/** Convert GLfloat in [-1.0,1.0] to GLint in [-2147483648,2147483647] */ 105/* causes overflow: 106#define FLOAT_TO_INT(X) ( (((GLint) (4294967294.0 * (X))) - 1) / 2 ) 107*/ 108/* a close approximation: */ 109#define FLOAT_TO_INT(X) ( (GLint) (2147483647.0 * (X)) ) 110 111/** Convert GLfloat in [-1.0,1.0] to GLint64 in [-(1<<63),(1 << 63) -1] */ 112#define FLOAT_TO_INT64(X) ( (GLint64) (9223372036854775807.0 * (double)(X)) ) 113 114 115/** Convert GLint in [-2147483648,2147483647] to GLfloat in [-1.0,1.0], texture/fb data */ 116#define INT_TO_FLOAT_TEX(I) ((I) == -2147483648 ? -1.0F : (I) * (1.0F/2147483647.0)) 117 118/** Convert GLfloat in [-1.0,1.0] to GLint in [-2147483648,2147483647], texture/fb data */ 119#define FLOAT_TO_INT_TEX(X) ( (GLint) (2147483647.0 * (X)) ) 120 121 122#define BYTE_TO_UBYTE(b) ((GLubyte) ((b) < 0 ? 0 : (GLubyte) (b))) 123#define SHORT_TO_UBYTE(s) ((GLubyte) ((s) < 0 ? 0 : (GLubyte) ((s) >> 7))) 124#define USHORT_TO_UBYTE(s) ((GLubyte) ((s) >> 8)) 125#define INT_TO_UBYTE(i) ((GLubyte) ((i) < 0 ? 0 : (GLubyte) ((i) >> 23))) 126#define UINT_TO_UBYTE(i) ((GLubyte) ((i) >> 24)) 127 128 129#define BYTE_TO_USHORT(b) ((b) < 0 ? 0 : ((GLushort) (((b) * 65535) / 255))) 130#define UBYTE_TO_USHORT(b) (((GLushort) (b) << 8) | (GLushort) (b)) 131#define SHORT_TO_USHORT(s) ((s) < 0 ? 0 : ((GLushort) (((s) * 65535 / 32767)))) 132#define INT_TO_USHORT(i) ((i) < 0 ? 0 : ((GLushort) ((i) >> 15))) 133#define UINT_TO_USHORT(i) ((i) < 0 ? 0 : ((GLushort) ((i) >> 16))) 134#define UNCLAMPED_FLOAT_TO_USHORT(us, f) \ 135 us = ( (GLushort) _mesa_lroundevenf( CLAMP((f), 0.0F, 1.0F) * 65535.0F) ) 136#define CLAMPED_FLOAT_TO_USHORT(us, f) \ 137 us = ( (GLushort) _mesa_lroundevenf( (f) * 65535.0F) ) 138 139#define UNCLAMPED_FLOAT_TO_SHORT(s, f) \ 140 s = ( (GLshort) _mesa_lroundevenf( CLAMP((f), -1.0F, 1.0F) * 32767.0F) ) 141 142/*** 143 *** UNCLAMPED_FLOAT_TO_UBYTE: clamp float to [0,1] and map to ubyte in [0,255] 144 *** CLAMPED_FLOAT_TO_UBYTE: map float known to be in [0,1] to ubyte in [0,255] 145 ***/ 146#ifndef DEBUG 147/* This function/macro is sensitive to precision. Test very carefully 148 * if you change it! 149 */ 150#define UNCLAMPED_FLOAT_TO_UBYTE(UB, FLT) \ 151 do { \ 152 fi_type __tmp; \ 153 __tmp.f = (FLT); \ 154 if (__tmp.i < 0) \ 155 UB = (GLubyte) 0; \ 156 else if (__tmp.i >= IEEE_ONE) \ 157 UB = (GLubyte) 255; \ 158 else { \ 159 __tmp.f = __tmp.f * (255.0F/256.0F) + 32768.0F; \ 160 UB = (GLubyte) __tmp.i; \ 161 } \ 162 } while (0) 163#define CLAMPED_FLOAT_TO_UBYTE(UB, FLT) \ 164 do { \ 165 fi_type __tmp; \ 166 __tmp.f = (FLT) * (255.0F/256.0F) + 32768.0F; \ 167 UB = (GLubyte) __tmp.i; \ 168 } while (0) 169#else 170#define UNCLAMPED_FLOAT_TO_UBYTE(ub, f) \ 171 ub = ((GLubyte) _mesa_lroundevenf(CLAMP((f), 0.0F, 1.0F) * 255.0F)) 172#define CLAMPED_FLOAT_TO_UBYTE(ub, f) \ 173 ub = ((GLubyte) _mesa_lroundevenf((f) * 255.0F)) 174#endif 175 176static fi_type UINT_AS_UNION(GLuint u) 177{ 178 fi_type tmp; 179 tmp.u = u; 180 return tmp; 181} 182 183static inline fi_type INT_AS_UNION(GLint i) 184{ 185 fi_type tmp; 186 tmp.i = i; 187 return tmp; 188} 189 190static inline fi_type FLOAT_AS_UNION(GLfloat f) 191{ 192 fi_type tmp; 193 tmp.f = f; 194 return tmp; 195} 196 197/** 198 * Convert a floating point value to an unsigned fixed point value. 199 * 200 * \param frac_bits The number of bits used to store the fractional part. 201 */ 202static inline uint32_t 203U_FIXED(float value, uint32_t frac_bits) 204{ 205 value *= (1 << frac_bits); 206 return value < 0.0f ? 0 : (uint32_t) value; 207} 208 209/** 210 * Convert a floating point value to an signed fixed point value. 211 * 212 * \param frac_bits The number of bits used to store the fractional part. 213 */ 214static inline int32_t 215S_FIXED(float value, uint32_t frac_bits) 216{ 217 return (int32_t) (value * (1 << frac_bits)); 218} 219/*@}*/ 220 221 222/** Stepping a GLfloat pointer by a byte stride */ 223#define STRIDE_F(p, i) (p = (GLfloat *)((GLubyte *)p + i)) 224/** Stepping a GLuint pointer by a byte stride */ 225#define STRIDE_UI(p, i) (p = (GLuint *)((GLubyte *)p + i)) 226/** Stepping a GLubyte[4] pointer by a byte stride */ 227#define STRIDE_4UB(p, i) (p = (GLubyte (*)[4])((GLubyte *)p + i)) 228/** Stepping a GLfloat[4] pointer by a byte stride */ 229#define STRIDE_4F(p, i) (p = (GLfloat (*)[4])((GLubyte *)p + i)) 230/** Stepping a \p t pointer by a byte stride */ 231#define STRIDE_T(p, t, i) (p = (t)((GLubyte *)p + i)) 232 233 234/**********************************************************************/ 235/** \name 4-element vector operations */ 236/*@{*/ 237 238/** Zero */ 239#define ZERO_4V( DST ) (DST)[0] = (DST)[1] = (DST)[2] = (DST)[3] = 0 240 241/** Test for equality */ 242#define TEST_EQ_4V(a,b) ((a)[0] == (b)[0] && \ 243 (a)[1] == (b)[1] && \ 244 (a)[2] == (b)[2] && \ 245 (a)[3] == (b)[3]) 246 247/** Test for equality (unsigned bytes) */ 248static inline GLboolean 249TEST_EQ_4UBV(const GLubyte a[4], const GLubyte b[4]) 250{ 251#if defined(__i386__) 252 return *((const GLuint *) a) == *((const GLuint *) b); 253#else 254 return TEST_EQ_4V(a, b); 255#endif 256} 257 258 259/** Copy a 4-element vector */ 260#define COPY_4V( DST, SRC ) \ 261do { \ 262 (DST)[0] = (SRC)[0]; \ 263 (DST)[1] = (SRC)[1]; \ 264 (DST)[2] = (SRC)[2]; \ 265 (DST)[3] = (SRC)[3]; \ 266} while (0) 267 268/** Copy a 4-element unsigned byte vector */ 269static inline void 270COPY_4UBV(GLubyte dst[4], const GLubyte src[4]) 271{ 272#if defined(__i386__) 273 *((GLuint *) dst) = *((GLuint *) src); 274#else 275 /* The GLuint cast might fail if DST or SRC are not dword-aligned (RISC) */ 276 COPY_4V(dst, src); 277#endif 278} 279 280/** Copy \p SZ elements into a 4-element vector */ 281#define COPY_SZ_4V(DST, SZ, SRC) \ 282do { \ 283 switch (SZ) { \ 284 case 4: (DST)[3] = (SRC)[3]; \ 285 case 3: (DST)[2] = (SRC)[2]; \ 286 case 2: (DST)[1] = (SRC)[1]; \ 287 case 1: (DST)[0] = (SRC)[0]; \ 288 } \ 289} while(0) 290 291/** Copy \p SZ elements into a homegeneous (4-element) vector, giving 292 * default values to the remaining */ 293#define COPY_CLEAN_4V(DST, SZ, SRC) \ 294do { \ 295 ASSIGN_4V( DST, 0, 0, 0, 1 ); \ 296 COPY_SZ_4V( DST, SZ, SRC ); \ 297} while (0) 298 299/** Subtraction */ 300#define SUB_4V( DST, SRCA, SRCB ) \ 301do { \ 302 (DST)[0] = (SRCA)[0] - (SRCB)[0]; \ 303 (DST)[1] = (SRCA)[1] - (SRCB)[1]; \ 304 (DST)[2] = (SRCA)[2] - (SRCB)[2]; \ 305 (DST)[3] = (SRCA)[3] - (SRCB)[3]; \ 306} while (0) 307 308/** Addition */ 309#define ADD_4V( DST, SRCA, SRCB ) \ 310do { \ 311 (DST)[0] = (SRCA)[0] + (SRCB)[0]; \ 312 (DST)[1] = (SRCA)[1] + (SRCB)[1]; \ 313 (DST)[2] = (SRCA)[2] + (SRCB)[2]; \ 314 (DST)[3] = (SRCA)[3] + (SRCB)[3]; \ 315} while (0) 316 317/** Element-wise multiplication */ 318#define SCALE_4V( DST, SRCA, SRCB ) \ 319do { \ 320 (DST)[0] = (SRCA)[0] * (SRCB)[0]; \ 321 (DST)[1] = (SRCA)[1] * (SRCB)[1]; \ 322 (DST)[2] = (SRCA)[2] * (SRCB)[2]; \ 323 (DST)[3] = (SRCA)[3] * (SRCB)[3]; \ 324} while (0) 325 326/** In-place addition */ 327#define ACC_4V( DST, SRC ) \ 328do { \ 329 (DST)[0] += (SRC)[0]; \ 330 (DST)[1] += (SRC)[1]; \ 331 (DST)[2] += (SRC)[2]; \ 332 (DST)[3] += (SRC)[3]; \ 333} while (0) 334 335/** Element-wise multiplication and addition */ 336#define ACC_SCALE_4V( DST, SRCA, SRCB ) \ 337do { \ 338 (DST)[0] += (SRCA)[0] * (SRCB)[0]; \ 339 (DST)[1] += (SRCA)[1] * (SRCB)[1]; \ 340 (DST)[2] += (SRCA)[2] * (SRCB)[2]; \ 341 (DST)[3] += (SRCA)[3] * (SRCB)[3]; \ 342} while (0) 343 344/** In-place scalar multiplication and addition */ 345#define ACC_SCALE_SCALAR_4V( DST, S, SRCB ) \ 346do { \ 347 (DST)[0] += S * (SRCB)[0]; \ 348 (DST)[1] += S * (SRCB)[1]; \ 349 (DST)[2] += S * (SRCB)[2]; \ 350 (DST)[3] += S * (SRCB)[3]; \ 351} while (0) 352 353/** Scalar multiplication */ 354#define SCALE_SCALAR_4V( DST, S, SRCB ) \ 355do { \ 356 (DST)[0] = S * (SRCB)[0]; \ 357 (DST)[1] = S * (SRCB)[1]; \ 358 (DST)[2] = S * (SRCB)[2]; \ 359 (DST)[3] = S * (SRCB)[3]; \ 360} while (0) 361 362/** In-place scalar multiplication */ 363#define SELF_SCALE_SCALAR_4V( DST, S ) \ 364do { \ 365 (DST)[0] *= S; \ 366 (DST)[1] *= S; \ 367 (DST)[2] *= S; \ 368 (DST)[3] *= S; \ 369} while (0) 370 371/*@}*/ 372 373 374/**********************************************************************/ 375/** \name 3-element vector operations*/ 376/*@{*/ 377 378/** Zero */ 379#define ZERO_3V( DST ) (DST)[0] = (DST)[1] = (DST)[2] = 0 380 381/** Test for equality */ 382#define TEST_EQ_3V(a,b) \ 383 ((a)[0] == (b)[0] && \ 384 (a)[1] == (b)[1] && \ 385 (a)[2] == (b)[2]) 386 387/** Copy a 3-element vector */ 388#define COPY_3V( DST, SRC ) \ 389do { \ 390 (DST)[0] = (SRC)[0]; \ 391 (DST)[1] = (SRC)[1]; \ 392 (DST)[2] = (SRC)[2]; \ 393} while (0) 394 395/** Copy a 3-element vector with cast */ 396#define COPY_3V_CAST( DST, SRC, CAST ) \ 397do { \ 398 (DST)[0] = (CAST)(SRC)[0]; \ 399 (DST)[1] = (CAST)(SRC)[1]; \ 400 (DST)[2] = (CAST)(SRC)[2]; \ 401} while (0) 402 403/** Copy a 3-element float vector */ 404#define COPY_3FV( DST, SRC ) \ 405do { \ 406 const GLfloat *_tmp = (SRC); \ 407 (DST)[0] = _tmp[0]; \ 408 (DST)[1] = _tmp[1]; \ 409 (DST)[2] = _tmp[2]; \ 410} while (0) 411 412/** Subtraction */ 413#define SUB_3V( DST, SRCA, SRCB ) \ 414do { \ 415 (DST)[0] = (SRCA)[0] - (SRCB)[0]; \ 416 (DST)[1] = (SRCA)[1] - (SRCB)[1]; \ 417 (DST)[2] = (SRCA)[2] - (SRCB)[2]; \ 418} while (0) 419 420/** Addition */ 421#define ADD_3V( DST, SRCA, SRCB ) \ 422do { \ 423 (DST)[0] = (SRCA)[0] + (SRCB)[0]; \ 424 (DST)[1] = (SRCA)[1] + (SRCB)[1]; \ 425 (DST)[2] = (SRCA)[2] + (SRCB)[2]; \ 426} while (0) 427 428/** In-place scalar multiplication */ 429#define SCALE_3V( DST, SRCA, SRCB ) \ 430do { \ 431 (DST)[0] = (SRCA)[0] * (SRCB)[0]; \ 432 (DST)[1] = (SRCA)[1] * (SRCB)[1]; \ 433 (DST)[2] = (SRCA)[2] * (SRCB)[2]; \ 434} while (0) 435 436/** In-place element-wise multiplication */ 437#define SELF_SCALE_3V( DST, SRC ) \ 438do { \ 439 (DST)[0] *= (SRC)[0]; \ 440 (DST)[1] *= (SRC)[1]; \ 441 (DST)[2] *= (SRC)[2]; \ 442} while (0) 443 444/** In-place addition */ 445#define ACC_3V( DST, SRC ) \ 446do { \ 447 (DST)[0] += (SRC)[0]; \ 448 (DST)[1] += (SRC)[1]; \ 449 (DST)[2] += (SRC)[2]; \ 450} while (0) 451 452/** Element-wise multiplication and addition */ 453#define ACC_SCALE_3V( DST, SRCA, SRCB ) \ 454do { \ 455 (DST)[0] += (SRCA)[0] * (SRCB)[0]; \ 456 (DST)[1] += (SRCA)[1] * (SRCB)[1]; \ 457 (DST)[2] += (SRCA)[2] * (SRCB)[2]; \ 458} while (0) 459 460/** Scalar multiplication */ 461#define SCALE_SCALAR_3V( DST, S, SRCB ) \ 462do { \ 463 (DST)[0] = S * (SRCB)[0]; \ 464 (DST)[1] = S * (SRCB)[1]; \ 465 (DST)[2] = S * (SRCB)[2]; \ 466} while (0) 467 468/** In-place scalar multiplication and addition */ 469#define ACC_SCALE_SCALAR_3V( DST, S, SRCB ) \ 470do { \ 471 (DST)[0] += S * (SRCB)[0]; \ 472 (DST)[1] += S * (SRCB)[1]; \ 473 (DST)[2] += S * (SRCB)[2]; \ 474} while (0) 475 476/** In-place scalar multiplication */ 477#define SELF_SCALE_SCALAR_3V( DST, S ) \ 478do { \ 479 (DST)[0] *= S; \ 480 (DST)[1] *= S; \ 481 (DST)[2] *= S; \ 482} while (0) 483 484/** In-place scalar addition */ 485#define ACC_SCALAR_3V( DST, S ) \ 486do { \ 487 (DST)[0] += S; \ 488 (DST)[1] += S; \ 489 (DST)[2] += S; \ 490} while (0) 491 492/** Assignment */ 493#define ASSIGN_3V( V, V0, V1, V2 ) \ 494do { \ 495 V[0] = V0; \ 496 V[1] = V1; \ 497 V[2] = V2; \ 498} while(0) 499 500/*@}*/ 501 502 503/**********************************************************************/ 504/** \name 2-element vector operations*/ 505/*@{*/ 506 507/** Zero */ 508#define ZERO_2V( DST ) (DST)[0] = (DST)[1] = 0 509 510/** Copy a 2-element vector */ 511#define COPY_2V( DST, SRC ) \ 512do { \ 513 (DST)[0] = (SRC)[0]; \ 514 (DST)[1] = (SRC)[1]; \ 515} while (0) 516 517/** Copy a 2-element vector with cast */ 518#define COPY_2V_CAST( DST, SRC, CAST ) \ 519do { \ 520 (DST)[0] = (CAST)(SRC)[0]; \ 521 (DST)[1] = (CAST)(SRC)[1]; \ 522} while (0) 523 524/** Copy a 2-element float vector */ 525#define COPY_2FV( DST, SRC ) \ 526do { \ 527 const GLfloat *_tmp = (SRC); \ 528 (DST)[0] = _tmp[0]; \ 529 (DST)[1] = _tmp[1]; \ 530} while (0) 531 532/** Subtraction */ 533#define SUB_2V( DST, SRCA, SRCB ) \ 534do { \ 535 (DST)[0] = (SRCA)[0] - (SRCB)[0]; \ 536 (DST)[1] = (SRCA)[1] - (SRCB)[1]; \ 537} while (0) 538 539/** Addition */ 540#define ADD_2V( DST, SRCA, SRCB ) \ 541do { \ 542 (DST)[0] = (SRCA)[0] + (SRCB)[0]; \ 543 (DST)[1] = (SRCA)[1] + (SRCB)[1]; \ 544} while (0) 545 546/** In-place scalar multiplication */ 547#define SCALE_2V( DST, SRCA, SRCB ) \ 548do { \ 549 (DST)[0] = (SRCA)[0] * (SRCB)[0]; \ 550 (DST)[1] = (SRCA)[1] * (SRCB)[1]; \ 551} while (0) 552 553/** In-place addition */ 554#define ACC_2V( DST, SRC ) \ 555do { \ 556 (DST)[0] += (SRC)[0]; \ 557 (DST)[1] += (SRC)[1]; \ 558} while (0) 559 560/** Element-wise multiplication and addition */ 561#define ACC_SCALE_2V( DST, SRCA, SRCB ) \ 562do { \ 563 (DST)[0] += (SRCA)[0] * (SRCB)[0]; \ 564 (DST)[1] += (SRCA)[1] * (SRCB)[1]; \ 565} while (0) 566 567/** Scalar multiplication */ 568#define SCALE_SCALAR_2V( DST, S, SRCB ) \ 569do { \ 570 (DST)[0] = S * (SRCB)[0]; \ 571 (DST)[1] = S * (SRCB)[1]; \ 572} while (0) 573 574/** In-place scalar multiplication and addition */ 575#define ACC_SCALE_SCALAR_2V( DST, S, SRCB ) \ 576do { \ 577 (DST)[0] += S * (SRCB)[0]; \ 578 (DST)[1] += S * (SRCB)[1]; \ 579} while (0) 580 581/** In-place scalar multiplication */ 582#define SELF_SCALE_SCALAR_2V( DST, S ) \ 583do { \ 584 (DST)[0] *= S; \ 585 (DST)[1] *= S; \ 586} while (0) 587 588/** In-place scalar addition */ 589#define ACC_SCALAR_2V( DST, S ) \ 590do { \ 591 (DST)[0] += S; \ 592 (DST)[1] += S; \ 593} while (0) 594 595/** Assign scalers to short vectors */ 596#define ASSIGN_2V( V, V0, V1 ) \ 597do { \ 598 V[0] = V0; \ 599 V[1] = V1; \ 600} while(0) 601 602/*@}*/ 603 604/** Copy \p sz elements into a homegeneous (4-element) vector, giving 605 * default values to the remaining components. 606 * The default values are chosen based on \p type. 607 */ 608static inline void 609COPY_CLEAN_4V_TYPE_AS_UNION(fi_type dst[4], int sz, const fi_type src[4], 610 GLenum type) 611{ 612 switch (type) { 613 case GL_FLOAT: 614 ASSIGN_4V(dst, FLOAT_AS_UNION(0), FLOAT_AS_UNION(0), 615 FLOAT_AS_UNION(0), FLOAT_AS_UNION(1)); 616 break; 617 case GL_INT: 618 ASSIGN_4V(dst, INT_AS_UNION(0), INT_AS_UNION(0), 619 INT_AS_UNION(0), INT_AS_UNION(1)); 620 break; 621 case GL_UNSIGNED_INT: 622 ASSIGN_4V(dst, UINT_AS_UNION(0), UINT_AS_UNION(0), 623 UINT_AS_UNION(0), UINT_AS_UNION(1)); 624 break; 625 default: 626 ASSIGN_4V(dst, FLOAT_AS_UNION(0), FLOAT_AS_UNION(0), 627 FLOAT_AS_UNION(0), FLOAT_AS_UNION(1)); /* silence warnings */ 628 assert(!"Unexpected type in COPY_CLEAN_4V_TYPE_AS_UNION macro"); 629 } 630 COPY_SZ_4V(dst, sz, src); 631} 632 633/** \name Linear interpolation functions */ 634/*@{*/ 635 636static inline GLfloat 637LINTERP(GLfloat t, GLfloat out, GLfloat in) 638{ 639 return out + t * (in - out); 640} 641 642static inline void 643INTERP_3F(GLfloat t, GLfloat dst[3], const GLfloat out[3], const GLfloat in[3]) 644{ 645 dst[0] = LINTERP( t, out[0], in[0] ); 646 dst[1] = LINTERP( t, out[1], in[1] ); 647 dst[2] = LINTERP( t, out[2], in[2] ); 648} 649 650static inline void 651INTERP_4F(GLfloat t, GLfloat dst[4], const GLfloat out[4], const GLfloat in[4]) 652{ 653 dst[0] = LINTERP( t, out[0], in[0] ); 654 dst[1] = LINTERP( t, out[1], in[1] ); 655 dst[2] = LINTERP( t, out[2], in[2] ); 656 dst[3] = LINTERP( t, out[3], in[3] ); 657} 658 659/*@}*/ 660 661 662 663static inline unsigned 664minify(unsigned value, unsigned levels) 665{ 666 return MAX2(1, value >> levels); 667} 668 669/** 670 * Align a value up to an alignment value 671 * 672 * If \c value is not already aligned to the requested alignment value, it 673 * will be rounded up. 674 * 675 * \param value Value to be rounded 676 * \param alignment Alignment value to be used. This must be a power of two. 677 * 678 * \sa ROUND_DOWN_TO() 679 */ 680static inline uintptr_t 681ALIGN(uintptr_t value, int32_t alignment) 682{ 683 assert((alignment > 0) && _mesa_is_pow_two(alignment)); 684 return (((value) + (alignment) - 1) & ~((alignment) - 1)); 685} 686 687/** 688 * Like ALIGN(), but works with a non-power-of-two alignment. 689 */ 690static inline uintptr_t 691ALIGN_NPOT(uintptr_t value, int32_t alignment) 692{ 693 assert(alignment > 0); 694 return (value + alignment - 1) / alignment * alignment; 695} 696 697/** 698 * Align a value down to an alignment value 699 * 700 * If \c value is not already aligned to the requested alignment value, it 701 * will be rounded down. 702 * 703 * \param value Value to be rounded 704 * \param alignment Alignment value to be used. This must be a power of two. 705 * 706 * \sa ALIGN() 707 */ 708static inline uintptr_t 709ROUND_DOWN_TO(uintptr_t value, int32_t alignment) 710{ 711 assert((alignment > 0) && _mesa_is_pow_two(alignment)); 712 return ((value) & ~(alignment - 1)); 713} 714 715 716/** Cross product of two 3-element vectors */ 717static inline void 718CROSS3(GLfloat n[3], const GLfloat u[3], const GLfloat v[3]) 719{ 720 n[0] = u[1] * v[2] - u[2] * v[1]; 721 n[1] = u[2] * v[0] - u[0] * v[2]; 722 n[2] = u[0] * v[1] - u[1] * v[0]; 723} 724 725 726/** Dot product of two 2-element vectors */ 727static inline GLfloat 728DOT2(const GLfloat a[2], const GLfloat b[2]) 729{ 730 return a[0] * b[0] + a[1] * b[1]; 731} 732 733static inline GLfloat 734DOT3(const GLfloat a[3], const GLfloat b[3]) 735{ 736 return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]; 737} 738 739static inline GLfloat 740DOT4(const GLfloat a[4], const GLfloat b[4]) 741{ 742 return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3]; 743} 744 745 746static inline GLfloat 747LEN_SQUARED_3FV(const GLfloat v[3]) 748{ 749 return DOT3(v, v); 750} 751 752static inline GLfloat 753LEN_SQUARED_2FV(const GLfloat v[2]) 754{ 755 return DOT2(v, v); 756} 757 758 759static inline GLfloat 760LEN_3FV(const GLfloat v[3]) 761{ 762 return sqrtf(LEN_SQUARED_3FV(v)); 763} 764 765static inline GLfloat 766LEN_2FV(const GLfloat v[2]) 767{ 768 return sqrtf(LEN_SQUARED_2FV(v)); 769} 770 771 772/* Normalize a 3-element vector to unit length. */ 773static inline void 774NORMALIZE_3FV(GLfloat v[3]) 775{ 776 GLfloat len = (GLfloat) LEN_SQUARED_3FV(v); 777 if (len) { 778 len = 1.0f / sqrtf(len); 779 v[0] *= len; 780 v[1] *= len; 781 v[2] *= len; 782 } 783} 784 785 786/** Test two floats have opposite signs */ 787static inline GLboolean 788DIFFERENT_SIGNS(GLfloat x, GLfloat y) 789{ 790#ifdef _MSC_VER 791#pragma warning( push ) 792#pragma warning( disable : 6334 ) /* sizeof operator applied to an expression with an operator may yield unexpected results */ 793#endif 794 return signbit(x) != signbit(y); 795#ifdef _MSC_VER 796#pragma warning( pop ) 797#endif 798} 799 800 801/** casts to silence warnings with some compilers */ 802#define ENUM_TO_INT(E) ((GLint)(E)) 803#define ENUM_TO_FLOAT(E) ((GLfloat)(GLint)(E)) 804#define ENUM_TO_DOUBLE(E) ((GLdouble)(GLint)(E)) 805#define ENUM_TO_BOOLEAN(E) ((E) ? GL_TRUE : GL_FALSE) 806 807 808/* Stringify */ 809#define STRINGIFY(x) #x 810 811#endif 812