mesa: replace FABSF with fabsf
Reviewed-by: Matt Turner <mattst88@gmail.com>
This commit is contained in:
@@ -32,6 +32,7 @@ WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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* Keith Whitwell <keithw@vmware.com>
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*/
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#include "c99_math.h"
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#include "main/glheader.h"
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#include "main/imports.h"
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#include "main/context.h"
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@@ -97,7 +98,7 @@ radeonComputeFogBlendFactor( struct gl_context *ctx, GLfloat fogcoord )
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{
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GLfloat end = ctx->Fog.End;
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GLfloat d, temp;
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const GLfloat z = FABSF(fogcoord);
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const GLfloat z = fabsf(fogcoord);
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switch (ctx->Fog.Mode) {
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case GL_LINEAR:
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@@ -203,17 +203,6 @@ static inline GLfloat LOG2(GLfloat x)
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#endif
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/***
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*** FABSF: absolute value of float
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***/
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#if defined(__gnu_linux__)
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/* C99 functions */
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#define FABSF(x) fabsf(x)
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#else
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#define FABSF(x) ((GLfloat) fabs(x))
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#endif
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/**
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* Convert float to int by rounding to nearest integer, away from zero.
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*/
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@@ -34,6 +34,7 @@
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*/
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#include "c99_math.h"
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#include "main/glheader.h"
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#include "main/imports.h"
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#include "main/macros.h"
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@@ -376,9 +377,9 @@ static GLboolean invert_matrix_general( GLmatrix *mat )
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r3[7] = 1.0, r3[4] = r3[5] = r3[6] = 0.0;
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/* choose pivot - or die */
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if (FABSF(r3[0])>FABSF(r2[0])) SWAP_ROWS(r3, r2);
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if (FABSF(r2[0])>FABSF(r1[0])) SWAP_ROWS(r2, r1);
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if (FABSF(r1[0])>FABSF(r0[0])) SWAP_ROWS(r1, r0);
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if (fabsf(r3[0])>fabsf(r2[0])) SWAP_ROWS(r3, r2);
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if (fabsf(r2[0])>fabsf(r1[0])) SWAP_ROWS(r2, r1);
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if (fabsf(r1[0])>fabsf(r0[0])) SWAP_ROWS(r1, r0);
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if (0.0 == r0[0]) return GL_FALSE;
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/* eliminate first variable */
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@@ -396,8 +397,8 @@ static GLboolean invert_matrix_general( GLmatrix *mat )
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if (s != 0.0) { r1[7] -= m1 * s; r2[7] -= m2 * s; r3[7] -= m3 * s; }
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/* choose pivot - or die */
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if (FABSF(r3[1])>FABSF(r2[1])) SWAP_ROWS(r3, r2);
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if (FABSF(r2[1])>FABSF(r1[1])) SWAP_ROWS(r2, r1);
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if (fabsf(r3[1])>fabsf(r2[1])) SWAP_ROWS(r3, r2);
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if (fabsf(r2[1])>fabsf(r1[1])) SWAP_ROWS(r2, r1);
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if (0.0 == r1[1]) return GL_FALSE;
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/* eliminate second variable */
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@@ -410,7 +411,7 @@ static GLboolean invert_matrix_general( GLmatrix *mat )
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s = r1[7]; if (0.0 != s) { r2[7] -= m2 * s; r3[7] -= m3 * s; }
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/* choose pivot - or die */
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if (FABSF(r3[2])>FABSF(r2[2])) SWAP_ROWS(r3, r2);
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if (fabsf(r3[2])>fabsf(r2[2])) SWAP_ROWS(r3, r2);
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if (0.0 == r2[2]) return GL_FALSE;
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/* eliminate third variable */
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@@ -508,7 +509,7 @@ static GLboolean invert_matrix_3d_general( GLmatrix *mat )
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det = pos + neg;
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if (FABSF(det) < 1e-25)
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if (fabsf(det) < 1e-25)
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return GL_FALSE;
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det = 1.0F / det;
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@@ -1069,7 +1070,7 @@ _math_matrix_scale( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z )
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m[2] *= x; m[6] *= y; m[10] *= z;
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m[3] *= x; m[7] *= y; m[11] *= z;
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if (FABSF(x - y) < 1e-8 && FABSF(x - z) < 1e-8)
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if (fabsf(x - y) < 1e-8 && fabsf(x - z) < 1e-8)
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mat->flags |= MAT_FLAG_UNIFORM_SCALE;
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else
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mat->flags |= MAT_FLAG_GENERAL_SCALE;
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@@ -202,10 +202,10 @@ fetch_vector4(const struct prog_src_register *source,
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}
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if (source->Abs) {
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result[0] = FABSF(result[0]);
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result[1] = FABSF(result[1]);
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result[2] = FABSF(result[2]);
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result[3] = FABSF(result[3]);
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result[0] = fabsf(result[0]);
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result[1] = fabsf(result[1]);
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result[2] = fabsf(result[2]);
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result[3] = fabsf(result[3]);
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}
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if (source->Negate) {
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assert(source->Negate == NEGATE_XYZW);
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@@ -260,10 +260,10 @@ fetch_vector4_deriv(struct gl_context * ctx,
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result[3] = deriv[GET_SWZ(source->Swizzle, 3)];
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if (source->Abs) {
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result[0] = FABSF(result[0]);
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result[1] = FABSF(result[1]);
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result[2] = FABSF(result[2]);
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result[3] = FABSF(result[3]);
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result[0] = fabsf(result[0]);
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result[1] = fabsf(result[1]);
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result[2] = fabsf(result[2]);
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result[3] = fabsf(result[3]);
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}
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if (source->Negate) {
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assert(source->Negate == NEGATE_XYZW);
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@@ -291,7 +291,7 @@ fetch_vector1(const struct prog_src_register *source,
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result[0] = src[GET_SWZ(source->Swizzle, 0)];
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if (source->Abs) {
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result[0] = FABSF(result[0]);
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result[0] = fabsf(result[0]);
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}
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if (source->Negate) {
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result[0] = -result[0];
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@@ -521,10 +521,10 @@ _mesa_execute_program(struct gl_context * ctx,
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{
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GLfloat a[4], result[4];
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fetch_vector4(&inst->SrcReg[0], machine, a);
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result[0] = FABSF(a[0]);
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result[1] = FABSF(a[1]);
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result[2] = FABSF(a[2]);
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result[3] = FABSF(a[3]);
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result[0] = fabsf(a[0]);
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result[1] = fabsf(a[1]);
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result[2] = fabsf(a[2]);
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result[3] = fabsf(a[3]);
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store_vector4(inst, machine, result);
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}
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break;
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@@ -875,7 +875,7 @@ _mesa_execute_program(struct gl_context * ctx,
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{
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GLfloat t[4], q[4], abs_t0;
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fetch_vector1(&inst->SrcReg[0], machine, t);
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abs_t0 = FABSF(t[0]);
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abs_t0 = fabsf(t[0]);
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if (abs_t0 != 0.0F) {
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if (IS_INF_OR_NAN(abs_t0))
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{
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@@ -1084,7 +1084,7 @@ _mesa_execute_program(struct gl_context * ctx,
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{
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GLfloat a[4], result[4];
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fetch_vector1(&inst->SrcReg[0], machine, a);
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a[0] = FABSF(a[0]);
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a[0] = fabsf(a[0]);
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result[0] = result[1] = result[2] = result[3] = INV_SQRTF(a[0]);
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store_vector4(inst, machine, result);
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if (DEBUG_PROG) {
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@@ -92,7 +92,7 @@ if (span->arrayAttribs & VARYING_BIT_FOGC) { \
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GLuint i; \
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for (i = 0; i < span->end; i++) { \
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const GLfloat fogCoord = span->array->attribs[VARYING_SLOT_FOGC][i][0]; \
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const GLfloat c = FABSF(fogCoord); \
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const GLfloat c = fabsf(fogCoord); \
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GLfloat f, oneMinusF; \
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FOG_FUNC(f, c); \
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f = CLAMP(f, 0.0F, 1.0F); \
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@@ -109,7 +109,7 @@ else { \
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GLfloat w = span->attrStart[VARYING_SLOT_POS][3]; \
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GLuint i; \
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for (i = 0; i < span->end; i++) { \
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const GLfloat c = FABSF(fogCoord) / w; \
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const GLfloat c = fabsf(fogCoord) / w; \
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GLfloat f, oneMinusF; \
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FOG_FUNC(f, c); \
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f = CLAMP(f, 0.0F, 1.0F); \
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@@ -31,6 +31,7 @@
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* \author Brian Paul
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*/
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#include "c99_math.h"
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#include "main/glheader.h"
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#include "main/colormac.h"
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#include "main/format_pack.h"
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@@ -443,10 +444,10 @@ _swrast_compute_lambda(GLfloat dsdx, GLfloat dsdy, GLfloat dtdx, GLfloat dtdy,
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GLfloat dsdy2 = (s + dsdy) / (q + dqdy) - s * invQ;
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GLfloat dtdy2 = (t + dtdy) / (q + dqdy) - t * invQ;
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GLfloat maxU, maxV, rho, lambda;
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dsdx2 = FABSF(dsdx2);
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dsdy2 = FABSF(dsdy2);
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dtdx2 = FABSF(dtdx2);
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dtdy2 = FABSF(dtdy2);
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dsdx2 = fabsf(dsdx2);
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dsdy2 = fabsf(dsdy2);
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dtdx2 = fabsf(dtdx2);
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dtdy2 = fabsf(dtdy2);
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maxU = MAX2(dsdx2, dsdy2) * texW;
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maxV = MAX2(dtdx2, dtdy2) * texH;
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rho = MAX2(maxU, maxV);
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@@ -23,6 +23,7 @@
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*/
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#include "c99_math.h"
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#include "main/glheader.h"
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#include "main/context.h"
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#include "main/colormac.h"
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@@ -223,7 +224,7 @@ linear_texel_locations(GLenum wrapMode,
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}
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break;
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case GL_MIRROR_CLAMP_EXT:
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u = FABSF(s);
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u = fabsf(s);
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if (u >= 1.0F)
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u = (GLfloat) size;
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else
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@@ -233,7 +234,7 @@ linear_texel_locations(GLenum wrapMode,
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*i1 = *i0 + 1;
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break;
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case GL_MIRROR_CLAMP_TO_EDGE_EXT:
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u = FABSF(s);
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u = fabsf(s);
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if (u >= 1.0F)
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u = (GLfloat) size;
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else
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@@ -250,7 +251,7 @@ linear_texel_locations(GLenum wrapMode,
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{
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const GLfloat min = -1.0F / (2.0F * size);
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const GLfloat max = 1.0F - min;
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u = FABSF(s);
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u = fabsf(s);
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if (u <= min)
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u = min * size;
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else if (u >= max)
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@@ -354,7 +355,7 @@ nearest_texel_location(GLenum wrapMode,
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{
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/* s limited to [0,1] */
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/* i limited to [0,size-1] */
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const GLfloat u = FABSF(s);
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const GLfloat u = fabsf(s);
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if (u <= 0.0F)
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i = 0;
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else if (u >= 1.0F)
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@@ -369,7 +370,7 @@ nearest_texel_location(GLenum wrapMode,
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/* i limited to [0, size-1] */
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const GLfloat min = 1.0F / (2.0F * size);
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const GLfloat max = 1.0F - min;
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const GLfloat u = FABSF(s);
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const GLfloat u = fabsf(s);
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if (u < min)
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i = 0;
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else if (u > max)
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@@ -384,7 +385,7 @@ nearest_texel_location(GLenum wrapMode,
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/* i limited to [0, size-1] */
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const GLfloat min = -1.0F / (2.0F * size);
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const GLfloat max = 1.0F - min;
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const GLfloat u = FABSF(s);
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const GLfloat u = fabsf(s);
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if (u < min)
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i = -1;
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else if (u > max)
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@@ -2358,7 +2359,7 @@ choose_cube_face(const struct gl_texture_object *texObj,
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const GLfloat rx = texcoord[0];
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const GLfloat ry = texcoord[1];
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const GLfloat rz = texcoord[2];
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const GLfloat arx = FABSF(rx), ary = FABSF(ry), arz = FABSF(rz);
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const GLfloat arx = fabsf(rx), ary = fabsf(ry), arz = fabsf(rz);
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GLuint face;
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GLfloat sc, tc, ma;
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@@ -25,6 +25,7 @@
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* Keith Whitwell <keithw@vmware.com>
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*/
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#include "c99_math.h"
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#include "main/glheader.h"
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#include "main/colormac.h"
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#include "main/macros.h"
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@@ -142,8 +142,8 @@ static void TAG(triangle)(struct gl_context *ctx, GLuint e0, GLuint e1, GLuint e
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const GLfloat ez = z[0] - z[2];
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const GLfloat fz = z[1] - z[2];
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const GLfloat oneOverArea = 1.0F / cc;
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const GLfloat dzdx = FABSF((ey * fz - ez * fy) * oneOverArea);
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const GLfloat dzdy = FABSF((ez * fx - ex * fz) * oneOverArea);
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const GLfloat dzdx = fabsf((ey * fz - ez * fy) * oneOverArea);
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const GLfloat dzdy = fabsf((ez * fx - ex * fz) * oneOverArea);
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offset += MAX2(dzdx, dzdy) * ctx->Polygon.OffsetFactor;
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}
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/* new Z values */
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@@ -187,7 +187,7 @@ run_fog_stage(struct gl_context *ctx, struct tnl_pipeline_stage *stage)
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NOTE should avoid going through array twice */
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coord = input->start;
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for (i = 0; i < input->count; i++) {
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*coord = FABSF(*coord);
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*coord = fabsf(*coord);
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STRIDE_F(coord, input->stride);
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}
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}
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@@ -202,7 +202,7 @@ run_fog_stage(struct gl_context *ctx, struct tnl_pipeline_stage *stage)
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input->count = VB->EyePtr->count;
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coord = VB->EyePtr->start;
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for (i = 0 ; i < VB->EyePtr->count; i++) {
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input->data[i][0] = FABSF(coord[2]);
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input->data[i][0] = fabsf(coord[2]);
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STRIDE_F(coord, VB->EyePtr->stride);
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}
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}
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@@ -25,6 +25,7 @@
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* Brian Paul
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*/
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#include "c99_math.h"
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#include "main/glheader.h"
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#include "main/mtypes.h"
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#include "main/dd.h"
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@@ -62,7 +63,7 @@ run_point_stage(struct gl_context *ctx, struct tnl_pipeline_stage *stage)
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GLuint i;
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for (i = 0; i < VB->Count; i++) {
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const GLfloat dist = FABSF(*eyeCoord);
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const GLfloat dist = fabsf(*eyeCoord);
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const GLfloat q = p0 + dist * (p1 + dist * p2);
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const GLfloat atten = (q != 0.0F) ? INV_SQRTF(q) : 1.0F;
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size[i][0] = pointSize * atten; /* clamping done in rasterization */
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