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// SwiftShader Software Renderer
//
// Copyright(c) 2005-2012 TransGaming Inc.
//
// All rights reserved. No part of this software may be copied, distributed, transmitted,
// transcribed, stored in a retrieval system, translated into any human or computer
// language by any means, or disclosed to third parties without the explicit written
// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express
// or implied, including but not limited to any patent rights, are granted to you.
//
// mathutil.h: Math and bit manipulation functions.
#ifndef LIBGL_MATHUTIL_H_
#define LIBGL_MATHUTIL_H_
#include "common/debug.h"
#include <math.h>
namespace gl
{
inline bool isPow2(int x)
{
return (x & (x - 1)) == 0 && (x != 0);
}
inline int log2(int x)
{
int r = 0;
while((x >> r) > 1) r++;
return r;
}
inline unsigned int ceilPow2(unsigned int x)
{
if(x != 0) x--;
x |= x >> 1;
x |= x >> 2;
x |= x >> 4;
x |= x >> 8;
x |= x >> 16;
x++;
return x;
}
template<typename T, typename MIN, typename MAX>
inline T clamp(T x, MIN min, MAX max)
{
return x < min ? min : (x > max ? max : x);
}
inline float clamp01(float x)
{
return clamp(x, 0.0f, 1.0f);
}
template<const int n>
inline unsigned int unorm(float x)
{
const unsigned int max = 0xFFFFFFFF >> (32 - n);
if(x > 1)
{
return max;
}
else if(x < 0)
{
return 0;
}
else
{
return (unsigned int)(max * x + 0.5f);
}
}
}
#endif // LIBGL_MATHUTIL_H_