Finished OpenGL rewrite§
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185
vendor/include/glm/gtx/integer.inl
vendored
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185
vendor/include/glm/gtx/integer.inl
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/// @ref gtx_integer
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namespace glm
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{
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// pow
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GLM_FUNC_QUALIFIER int pow(int x, uint y)
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{
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if(y == 0)
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return x >= 0 ? 1 : -1;
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int result = x;
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for(uint i = 1; i < y; ++i)
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result *= x;
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return result;
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}
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// sqrt: From Christopher J. Musial, An integer square root, Graphics Gems, 1990, page 387
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GLM_FUNC_QUALIFIER int sqrt(int x)
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{
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if(x <= 1) return x;
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int NextTrial = x >> 1;
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int CurrentAnswer;
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do
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{
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CurrentAnswer = NextTrial;
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NextTrial = (NextTrial + x / NextTrial) >> 1;
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} while(NextTrial < CurrentAnswer);
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return CurrentAnswer;
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}
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// Henry Gordon Dietz: http://aggregate.org/MAGIC/
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namespace detail
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{
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GLM_FUNC_QUALIFIER unsigned int ones32(unsigned int x)
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{
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/* 32-bit recursive reduction using SWAR...
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but first step is mapping 2-bit values
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into sum of 2 1-bit values in sneaky way
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*/
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x -= ((x >> 1) & 0x55555555);
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x = (((x >> 2) & 0x33333333) + (x & 0x33333333));
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x = (((x >> 4) + x) & 0x0f0f0f0f);
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x += (x >> 8);
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x += (x >> 16);
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return(x & 0x0000003f);
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}
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}//namespace detail
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// Henry Gordon Dietz: http://aggregate.org/MAGIC/
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/*
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GLM_FUNC_QUALIFIER unsigned int floor_log2(unsigned int x)
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{
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x |= (x >> 1);
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x |= (x >> 2);
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x |= (x >> 4);
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x |= (x >> 8);
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x |= (x >> 16);
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return _detail::ones32(x) >> 1;
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}
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*/
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// mod
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GLM_FUNC_QUALIFIER int mod(int x, int y)
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{
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return ((x % y) + y) % y;
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}
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// factorial (!12 max, integer only)
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template<typename genType>
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GLM_FUNC_QUALIFIER genType factorial(genType const& x)
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{
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genType Temp = x;
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genType Result;
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for(Result = 1; Temp > 1; --Temp)
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Result *= Temp;
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return Result;
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}
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template<typename T, qualifier Q>
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GLM_FUNC_QUALIFIER vec<2, T, Q> factorial(
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vec<2, T, Q> const& x)
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{
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return vec<2, T, Q>(
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factorial(x.x),
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factorial(x.y));
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}
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template<typename T, qualifier Q>
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GLM_FUNC_QUALIFIER vec<3, T, Q> factorial(
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vec<3, T, Q> const& x)
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{
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return vec<3, T, Q>(
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factorial(x.x),
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factorial(x.y),
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factorial(x.z));
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}
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template<typename T, qualifier Q>
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GLM_FUNC_QUALIFIER vec<4, T, Q> factorial(
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vec<4, T, Q> const& x)
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{
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return vec<4, T, Q>(
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factorial(x.x),
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factorial(x.y),
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factorial(x.z),
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factorial(x.w));
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}
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GLM_FUNC_QUALIFIER uint pow(uint x, uint y)
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{
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if (y == 0)
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return 1u;
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uint result = x;
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for(uint i = 1; i < y; ++i)
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result *= x;
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return result;
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}
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GLM_FUNC_QUALIFIER uint sqrt(uint x)
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{
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if(x <= 1) return x;
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uint NextTrial = x >> 1;
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uint CurrentAnswer;
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do
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{
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CurrentAnswer = NextTrial;
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NextTrial = (NextTrial + x / NextTrial) >> 1;
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} while(NextTrial < CurrentAnswer);
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return CurrentAnswer;
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}
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GLM_FUNC_QUALIFIER uint mod(uint x, uint y)
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{
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return x - y * (x / y);
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}
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#if(GLM_COMPILER & (GLM_COMPILER_VC | GLM_COMPILER_GCC))
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GLM_FUNC_QUALIFIER unsigned int nlz(unsigned int x)
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{
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return 31u - findMSB(x);
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}
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#else
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// Hackers Delight: http://www.hackersdelight.org/HDcode/nlz.c.txt
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GLM_FUNC_QUALIFIER unsigned int nlz(unsigned int x)
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{
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int y, m, n;
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y = -int(x >> 16); // If left half of x is 0,
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m = (y >> 16) & 16; // set n = 16. If left half
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n = 16 - m; // is nonzero, set n = 0 and
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x = x >> m; // shift x right 16.
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// Now x is of the form 0000xxxx.
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y = x - 0x100; // If positions 8-15 are 0,
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m = (y >> 16) & 8; // add 8 to n and shift x left 8.
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n = n + m;
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x = x << m;
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y = x - 0x1000; // If positions 12-15 are 0,
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m = (y >> 16) & 4; // add 4 to n and shift x left 4.
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n = n + m;
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x = x << m;
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y = x - 0x4000; // If positions 14-15 are 0,
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m = (y >> 16) & 2; // add 2 to n and shift x left 2.
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n = n + m;
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x = x << m;
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y = x >> 14; // Set y = 0, 1, 2, or 3.
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m = y & ~(y >> 1); // Set m = 0, 1, 2, or 2 resp.
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return unsigned(n + 2 - m);
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}
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#endif//(GLM_COMPILER)
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}//namespace glm
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