Turn gfx/math functions into macros

This commit is contained in:
twinaphex 2017-04-20 22:14:03 +02:00
parent 04223b464a
commit 40411e5a6f
10 changed files with 174 additions and 377 deletions

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@ -772,11 +772,7 @@ endif
OBJ += gfx/video_context_driver.o \ OBJ += gfx/video_context_driver.o \
gfx/drivers_context/gfx_null_ctx.o \ gfx/drivers_context/gfx_null_ctx.o \
gfx/video_state_tracker.o \ gfx/video_state_tracker.o
$(LIBRETRO_COMM_DIR)/gfx/math/vector_2.o \
$(LIBRETRO_COMM_DIR)/gfx/math/vector_3.o \
$(LIBRETRO_COMM_DIR)/gfx/math/vector_4.o \
$(LIBRETRO_COMM_DIR)/gfx/math/matrix_3x3.o
ifeq ($(HAVE_KMS), 1) ifeq ($(HAVE_KMS), 1)
HAVE_AND_WILL_USE_DRM = 1 HAVE_AND_WILL_USE_DRM = 1

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@ -281,11 +281,6 @@ VIDEO IMAGE
VIDEO DRIVER VIDEO DRIVER
============================================================ */ ============================================================ */
#include "../libretro-common/gfx/math/matrix_3x3.c"
#include "../libretro-common/gfx/math/vector_2.c"
#include "../libretro-common/gfx/math/vector_3.c"
#include "../libretro-common/gfx/math/vector_4.c"
#if defined(GEKKO) #if defined(GEKKO)
#ifdef HW_RVL #ifdef HW_RVL
#include "../gfx/drivers/gx_gfx_vi_encoder.c" #include "../gfx/drivers/gx_gfx_vi_encoder.c"

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@ -1,140 +0,0 @@
/* Copyright (C) 2010-2017 The RetroArch team
*
* ---------------------------------------------------------------------------------------
* The following license statement only applies to this file (matrix_3x3.c).
* ---------------------------------------------------------------------------------------
*
* Permission is hereby granted, free of charge,
* to any person obtaining a copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation the rights to
* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software,
* and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include <gfx/math/matrix_3x3.h>
#include <math.h>
#include <string.h>
#define FLOATS_ARE_EQUAL(x, y) (fabs(x - y) <= 0.00001f * ((x) > (y) ? (y) : (x)))
#define FLOAT_IS_ZERO(x) (FLOATS_ARE_EQUAL((x) + 1, 1))
bool matrix_3x3_invert(math_matrix_3x3 *mat)
{
float det = matrix_3x3_determinant(*mat);
if (FLOAT_IS_ZERO(det))
return false;
matrix_3x3_adjoint(*mat);
matrix_3x3_divide_scalar(*mat, det);
return true;
}
bool matrix_3x3_square_to_quad(
const float dx0, const float dy0,
const float dx1, const float dy1,
const float dx3, const float dy3,
const float dx2, const float dy2,
math_matrix_3x3 *mat)
{
float a, b, d, e;
float ax = dx0 - dx1 + dx2 - dx3;
float ay = dy0 - dy1 + dy2 - dy3;
float c = dx0;
float f = dy0;
float g = 0;
float h = 0;
if (FLOAT_IS_ZERO(ax) && FLOAT_IS_ZERO(ay))
{
/* affine case */
a = dx1 - dx0;
b = dx2 - dx1;
d = dy1 - dy0;
e = dy2 - dy1;
}
else
{
float ax1 = dx1 - dx2;
float ax2 = dx3 - dx2;
float ay1 = dy1 - dy2;
float ay2 = dy3 - dy2;
/* determinants */
float gtop = ax * ay2 - ax2 * ay;
float htop = ax1 * ay - ax * ay1;
float bottom = ax1 * ay2 - ax2 * ay1;
if (!bottom)
return false;
g = gtop / bottom;
h = htop / bottom;
a = dx1 - dx0 + g * dx1;
b = dx3 - dx0 + h * dx3;
d = dy1 - dy0 + g * dy1;
e = dy3 - dy0 + h * dy3;
}
matrix_3x3_init(*mat,
a, d, g,
b, e, h,
c, f, 1.f);
return true;
}
bool matrix_3x3_quad_to_square(
const float sx0, const float sy0,
const float sx1, const float sy1,
const float sx2, const float sy2,
const float sx3, const float sy3,
math_matrix_3x3 *mat)
{
return matrix_3x3_square_to_quad(sx0, sy0, sx1, sy1,
sx2, sy2, sx3, sy3,
mat) ? matrix_3x3_invert(mat) : false;
}
bool matrix_3x3_quad_to_quad(
const float dx0, const float dy0,
const float dx1, const float dy1,
const float dx2, const float dy2,
const float dx3, const float dy3,
const float sx0, const float sy0,
const float sx1, const float sy1,
const float sx2, const float sy2,
const float sx3, const float sy3,
math_matrix_3x3 *mat)
{
math_matrix_3x3 square_to_quad;
if (matrix_3x3_square_to_quad(dx0, dy0, dx1, dy1,
dx2, dy2, dx3, dy3,
&square_to_quad))
{
math_matrix_3x3 quad_to_square;
if (matrix_3x3_quad_to_square(sx0, sy0, sx1, sy1,
sx2, sy2, sx3, sy3,
&quad_to_square))
{
matrix_3x3_multiply(*mat, quad_to_square, square_to_quad);
return true;
}
}
return false;
}

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@ -1,54 +0,0 @@
/* Copyright (C) 2010-2017 The RetroArch team
*
* ---------------------------------------------------------------------------------------
* The following license statement only applies to this file (vector_2.c).
* ---------------------------------------------------------------------------------------
*
* Permission is hereby granted, free of charge,
* to any person obtaining a copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation the rights to
* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software,
* and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include <stdint.h>
#include <math.h>
#include <gfx/math/vector_2.h>
float vec2_dot(const float *a, const float *b)
{
return (a[0]*b[0]) + (a[1]*b[1]);
}
float vec2_cross(const float *a, const float *b)
{
return (a[0]*b[1]) - (a[1]*b[0]);
}
void vec2_add(float *dst, const float *src)
{
dst[0] += src[0];
dst[1] += src[1];
}
void vec2_subtract(float *dst, const float *src)
{
dst[0] -= src[0];
dst[1] -= src[1];
}
void vec2_copy(float *dst, const float *src)
{
dst[0] = src[0];
dst[1] = src[1];
}

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@ -1,78 +0,0 @@
/* Copyright (C) 2010-2017 The RetroArch team
*
* ---------------------------------------------------------------------------------------
* The following license statement only applies to this file (vector_3.c).
* ---------------------------------------------------------------------------------------
*
* Permission is hereby granted, free of charge,
* to any person obtaining a copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation the rights to
* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software,
* and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include <stdint.h>
#include <math.h>
#include <gfx/math/vector_3.h>
float vec3_dot(const float *a, const float *b)
{
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
}
void vec3_cross(float* dst, const float *a, const float *b)
{
dst[0] = a[1]*b[2] - a[2]*b[1];
dst[1] = a[2]*b[0] - a[0]*b[2];
dst[2] = a[0]*b[1] - a[1]*b[0];
}
float vec3_length(const float *a)
{
float length_sq = vec3_dot(a,a);
return sqrtf(length_sq);
}
void vec3_add(float *dst, const float *src)
{
dst[0] += src[0];
dst[1] += src[1];
dst[2] += src[2];
}
void vec3_subtract(float *dst, const float *src)
{
dst[0] -= src[0];
dst[1] -= src[1];
dst[2] -= src[2];
}
void vec3_scale(float *dst, const float scale)
{
dst[0] *= scale;
dst[1] *= scale;
dst[2] *= scale;
}
void vec3_copy(float *dst, const float *src)
{
dst[0] = src[0];
dst[1] = src[1];
dst[2] = src[2];
}
void vec3_normalize(float *dst)
{
float length = vec3_length(dst);
vec3_scale(dst,1.0f/length);
}

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@ -1,58 +0,0 @@
/* Copyright (C) 2010-2017 The RetroArch team
*
* ---------------------------------------------------------------------------------------
* The following license statement only applies to this file (vector_4.c).
* ---------------------------------------------------------------------------------------
*
* Permission is hereby granted, free of charge,
* to any person obtaining a copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation the rights to
* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software,
* and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include <stdint.h>
#include <math.h>
#include <gfx/math/vector_4.h>
void vec4_add(float *dst, const float *src)
{
dst[0] += src[0];
dst[1] += src[1];
dst[2] += src[2];
dst[3] += src[3];
}
void vec4_subtract(float *dst, const float *src)
{
dst[0] -= src[0];
dst[1] -= src[1];
dst[2] -= src[2];
dst[3] -= src[3];
}
void vec4_scale(float *dst, const float scale)
{
dst[0] *= scale;
dst[1] *= scale;
dst[2] *= scale;
dst[3] *= scale;
}
void vec4_copy(float *dst, const float *src)
{
dst[0] = src[0];
dst[1] = src[1];
dst[2] = src[2];
dst[3] = src[3];
}

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@ -24,8 +24,11 @@
#define __LIBRETRO_SDK_GFX_MATH_MATRIX_3X3_H__ #define __LIBRETRO_SDK_GFX_MATH_MATRIX_3X3_H__
#include <boolean.h> #include <boolean.h>
#include <math.h>
#include <string.h>
#include <retro_common_api.h> #include <retro_common_api.h>
#include <retro_inline.h>
RETRO_BEGIN_DECLS RETRO_BEGIN_DECLS
@ -131,27 +134,120 @@ typedef struct math_matrix_3x3
MAT_ELEM_3X3(mat, 2, 1) = -(MAT_ELEM_3X3(mat, 0, 0) * MAT_ELEM_3X3(mat, 2, 1) - MAT_ELEM_3X3(mat, 0, 1) * MAT_ELEM_3X3(mat, 2, 0)); \ MAT_ELEM_3X3(mat, 2, 1) = -(MAT_ELEM_3X3(mat, 0, 0) * MAT_ELEM_3X3(mat, 2, 1) - MAT_ELEM_3X3(mat, 0, 1) * MAT_ELEM_3X3(mat, 2, 0)); \
MAT_ELEM_3X3(mat, 2, 2) = (MAT_ELEM_3X3(mat, 0, 0) * MAT_ELEM_3X3(mat, 1, 1) - MAT_ELEM_3X3(mat, 0, 1) * MAT_ELEM_3X3(mat, 1, 0)) MAT_ELEM_3X3(mat, 2, 2) = (MAT_ELEM_3X3(mat, 0, 0) * MAT_ELEM_3X3(mat, 1, 1) - MAT_ELEM_3X3(mat, 0, 1) * MAT_ELEM_3X3(mat, 1, 0))
bool matrix_3x3_invert(math_matrix_3x3 *mat); #define FLOATS_ARE_EQUAL(x, y) (fabs(x - y) <= 0.00001f * ((x) > (y) ? (y) : (x)))
#define FLOAT_IS_ZERO(x) (FLOATS_ARE_EQUAL((x) + 1, 1))
bool matrix_3x3_square_to_quad(const float dx0, const float dy0, static INLINE bool matrix_3x3_invert(math_matrix_3x3 *mat)
const float dx1, const float dy1, {
const float dx3, const float dy3, float det = matrix_3x3_determinant(*mat);
const float dx2, const float dy2,
math_matrix_3x3 *mat); if (FLOAT_IS_ZERO(det))
bool matrix_3x3_quad_to_square(const float sx0, const float sy0, return false;
const float sx1, const float sy1,
const float sx2, const float sy2, matrix_3x3_adjoint(*mat);
const float sx3, const float sy3, matrix_3x3_divide_scalar(*mat, det);
math_matrix_3x3 *mat);
bool matrix_3x3_quad_to_quad(const float dx0, const float dy0, return true;
const float dx1, const float dy1, }
const float dx2, const float dy2,
const float dx3, const float dy3, static INLINE bool matrix_3x3_square_to_quad(
const float sx0, const float sy0, const float dx0, const float dy0,
const float sx1, const float sy1, const float dx1, const float dy1,
const float sx2, const float sy2, const float dx3, const float dy3,
const float sx3, const float sy3, const float dx2, const float dy2,
math_matrix_3x3 *mat); math_matrix_3x3 *mat)
{
float a, b, d, e;
float ax = dx0 - dx1 + dx2 - dx3;
float ay = dy0 - dy1 + dy2 - dy3;
float c = dx0;
float f = dy0;
float g = 0;
float h = 0;
if (FLOAT_IS_ZERO(ax) && FLOAT_IS_ZERO(ay))
{
/* affine case */
a = dx1 - dx0;
b = dx2 - dx1;
d = dy1 - dy0;
e = dy2 - dy1;
}
else
{
float ax1 = dx1 - dx2;
float ax2 = dx3 - dx2;
float ay1 = dy1 - dy2;
float ay2 = dy3 - dy2;
/* determinants */
float gtop = ax * ay2 - ax2 * ay;
float htop = ax1 * ay - ax * ay1;
float bottom = ax1 * ay2 - ax2 * ay1;
if (!bottom)
return false;
g = gtop / bottom;
h = htop / bottom;
a = dx1 - dx0 + g * dx1;
b = dx3 - dx0 + h * dx3;
d = dy1 - dy0 + g * dy1;
e = dy3 - dy0 + h * dy3;
}
matrix_3x3_init(*mat,
a, d, g,
b, e, h,
c, f, 1.f);
return true;
}
static INLINE bool matrix_3x3_quad_to_square(
const float sx0, const float sy0,
const float sx1, const float sy1,
const float sx2, const float sy2,
const float sx3, const float sy3,
math_matrix_3x3 *mat)
{
return matrix_3x3_square_to_quad(sx0, sy0, sx1, sy1,
sx2, sy2, sx3, sy3,
mat) ? matrix_3x3_invert(mat) : false;
}
static INLINE bool matrix_3x3_quad_to_quad(
const float dx0, const float dy0,
const float dx1, const float dy1,
const float dx2, const float dy2,
const float dx3, const float dy3,
const float sx0, const float sy0,
const float sx1, const float sy1,
const float sx2, const float sy2,
const float sx3, const float sy3,
math_matrix_3x3 *mat)
{
math_matrix_3x3 square_to_quad;
if (matrix_3x3_square_to_quad(dx0, dy0, dx1, dy1,
dx2, dy2, dx3, dy3,
&square_to_quad))
{
math_matrix_3x3 quad_to_square;
if (matrix_3x3_quad_to_square(sx0, sy0, sx1, sy1,
sx2, sy2, sx3, sy3,
&quad_to_square))
{
matrix_3x3_multiply(*mat, quad_to_square, square_to_quad);
return true;
}
}
return false;
}
RETRO_END_DECLS RETRO_END_DECLS

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@ -24,6 +24,7 @@
#define __LIBRETRO_SDK_GFX_MATH_VECTOR_2_H__ #define __LIBRETRO_SDK_GFX_MATH_VECTOR_2_H__
#include <stdint.h> #include <stdint.h>
#include <math.h>
#include <retro_common_api.h> #include <retro_common_api.h>
@ -31,15 +32,21 @@ RETRO_BEGIN_DECLS
typedef float vec2_t[2]; typedef float vec2_t[2];
float vec2_dot(const float *a, const float *b); #define vec2_dot(a, b) ((a[0] * b[0]) + (a[1] * b[1]))
float vec2_cross(const float *a, const float *b) ; #define vec2_cross(a, b) ((a[0]*b[1]) - (a[1]*b[0]))
void vec2_add(float *dst, const float *src); #define vec2_add(dst, src) \
dst[0] += src[0]; \
dst[1] += src[1]
void vec2_subtract(float *dst, const float *src); #define vec2_subtract(dst, src) \
dst[0] -= src[0]; \
dst[1] -= src[1]
void vec2_copy(float *dst, const float *src); #define vec2_copy(dst, src) \
dst[0] = src[0]; \
dst[1] = src[1]
RETRO_END_DECLS RETRO_END_DECLS

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@ -24,6 +24,7 @@
#define __LIBRETRO_SDK_GFX_MATH_VECTOR_3_H__ #define __LIBRETRO_SDK_GFX_MATH_VECTOR_3_H__
#include <stdint.h> #include <stdint.h>
#include <math.h>
#include <retro_common_api.h> #include <retro_common_api.h>
@ -31,21 +32,36 @@ RETRO_BEGIN_DECLS
typedef float vec3_t[3]; typedef float vec3_t[3];
float vec3_dot(const float *a, const float *b); #define vec3_dot(a, b) (a[0] * b[0] + a[1] * b[1] + a[2] * b[2])
void vec3_cross(float* dst, const float *a, const float *b); #define vec3_cross(dst, a, b) \
dst[0] = a[1]*b[2] - a[2]*b[1]; \
dst[1] = a[2]*b[0] - a[0]*b[2]; \
dst[2] = a[0]*b[1] - a[1]*b[0]
float vec3_length(const float *a); #define vec3_length(a) sqrtf(vec3_dot(a,a))
void vec3_add(float *dst, const float *src); #define vec3_add(dst, src) \
dst[0] += src[0]; \
dst[1] += src[1]; \
dst[2] += src[2]
void vec3_subtract(float *dst, const float *src); #define vec3_subtract(dst, src) \
dst[0] -= src[0]; \
dst[1] -= src[1]; \
dst[2] -= src[2]
void vec3_scale(float *dst, const float scale); #define vec3_scale(dst, scale) \
dst[0] *= scale; \
dst[1] *= scale; \
dst[2] *= scale
void vec3_copy(float *dst, const float *src); #define vec3_copy(dst, src) \
dst[0] = src[0]; \
dst[1] = src[1]; \
dst[2] = src[2]
void vec3_normalize(float *dst); #define vec3_normalize(dst) vec3_scale(dst,1.0f / vec3_length(dst))
RETRO_END_DECLS RETRO_END_DECLS

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@ -24,6 +24,7 @@
#define __LIBRETRO_SDK_GFX_MATH_VECTOR_4_H__ #define __LIBRETRO_SDK_GFX_MATH_VECTOR_4_H__
#include <stdint.h> #include <stdint.h>
#include <math.h>
#include <retro_common_api.h> #include <retro_common_api.h>
@ -31,13 +32,29 @@ RETRO_BEGIN_DECLS
typedef float vec4_t[4]; typedef float vec4_t[4];
void vec4_add(float *dst, const float *src); #define vec4_add(dst, src) \
dst[0] += src[0]; \
dst[1] += src[1]; \
dst[2] += src[2]; \
dst[3] += src[3]
void vec4_subtract(float *dst, const float *src); #define vec4_subtract(dst, src) \
dst[0] -= src[0]; \
dst[1] -= src[1]; \
dst[2] -= src[2]; \
dst[3] -= src[3]
void vec4_scale(float *dst, const float scale); #define vec4_scale(dst, scale) \
dst[0] *= scale; \
dst[1] *= scale; \
dst[2] *= scale; \
dst[3] *= scale
void vec4_copy(float *dst, const float *src); #define vec4_copy(dst, src) \
dst[0] = src[0]; \
dst[1] = src[1]; \
dst[2] = src[2]; \
dst[3] = src[3]
RETRO_END_DECLS RETRO_END_DECLS