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authormarha <marha@users.sourceforge.net>2012-08-31 15:18:29 +0200
committermarha <marha@users.sourceforge.net>2012-08-31 15:18:29 +0200
commit53192e17e55aa9ed3e3721bf4fdcb2b01a595202 (patch)
tree01d81bc7cfb5dc92584f4b7615d2ac1b09fe5411 /mesalib/src/mesa/main/macros.h
parent05d67ae9117e5157fd1a5175dde6d7e48caf4653 (diff)
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randrproto xwininfo fontconfig libxcb mesa xkeyboard-config pixman xserver
git update 31 Aug 2012
Diffstat (limited to 'mesalib/src/mesa/main/macros.h')
-rw-r--r--mesalib/src/mesa/main/macros.h194
1 files changed, 107 insertions, 87 deletions
diff --git a/mesalib/src/mesa/main/macros.h b/mesalib/src/mesa/main/macros.h
index d1df2ce1b..5af9487cb 100644
--- a/mesalib/src/mesa/main/macros.h
+++ b/mesalib/src/mesa/main/macros.h
@@ -200,11 +200,16 @@ 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 ) \
@@ -215,40 +220,25 @@ 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 { \
- 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) \
@@ -584,34 +574,31 @@ do { \
/*@}*/
-/** \name Linear interpolation macros */
+/** \name Linear interpolation functions */
/*@{*/
-/**
- * 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)))
-
-#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)
+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] );
+}
/*@}*/
@@ -630,43 +617,76 @@ do { \
#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 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] )
-
-/** 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] )
/** 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;
+ }
+}
/** Compute ceiling of integer quotient of A divided by B. */