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//========================================================================
//
// SplashMath.h
//
//========================================================================
//========================================================================
//
// Modified under the Poppler project - http://poppler.freedesktop.org
//
// All changes made under the Poppler project to this file are licensed
// under GPL version 2 or later
//
// Copyright (C) 2009-2011 Albert Astals Cid <aacid@kde.org>
// Copyright (C) 2017 Adrian Johnson <ajohnson@redneon.com>
// Copyright (C) 2020 Jean Ghali <jghali@libertysurf.fr>
//
// To see a description of the changes please see the Changelog file that
// came with your tarball or type make ChangeLog if you are building from git
//
//========================================================================
#ifndef SPLASHMATH_H
#define SPLASHMATH_H
#include "poppler-config.h"
#include <cmath>
#include "SplashTypes.h"
static inline SplashCoord splashAbs(SplashCoord x)
{
#if defined(USE_FLOAT)
return fabsf(x);
#else
return fabs(x);
#endif
}
static inline int splashFloor(SplashCoord x)
{
#if defined(USE_FLOAT)
return (int)floorf(x);
#elif defined(__GNUC__) && defined(__i386__)
// floor() and (int)() are implemented separately, which results
// in changing the FPCW multiple times - so we optimize it with
// some inline assembly
unsigned short oldCW, newCW, t;
int result;
__asm__ volatile("fldl %4\n"
"fnstcw %0\n"
"movw %0, %3\n"
"andw $0xf3ff, %3\n"
"orw $0x0400, %3\n"
"movw %3, %1\n" // round down
"fldcw %1\n"
"fistpl %2\n"
"fldcw %0\n"
: "=m"(oldCW), "=m"(newCW), "=m"(result), "=r"(t)
: "m"(x));
return result;
#elif defined(_WIN32) && defined(_M_IX86)
// floor() and (int)() are implemented separately, which results
// in changing the FPCW multiple times - so we optimize it with
// some inline assembly
unsigned short oldCW, newCW;
int result;
__asm fld QWORD PTR x;
__asm fnstcw WORD PTR oldCW;
__asm mov ax, WORD PTR oldCW;
__asm and ax, 0xf3ff;
__asm or ax, 0x0400;
__asm mov WORD PTR newCW, ax; // round down
__asm fldcw WORD PTR newCW;
__asm fistp DWORD PTR result;
__asm fldcw WORD PTR oldCW;
return result;
#else
if (x > 0) {
return (int)x;
} else {
return (int)floor(x);
}
#endif
}
static inline int splashCeil(SplashCoord x)
{
#if defined(USE_FLOAT)
return (int)ceilf(x);
#elif defined(__GNUC__) && defined(__i386__)
// ceil() and (int)() are implemented separately, which results
// in changing the FPCW multiple times - so we optimize it with
// some inline assembly
unsigned short oldCW, newCW, t;
int result;
__asm__ volatile("fldl %4\n"
"fnstcw %0\n"
"movw %0, %3\n"
"andw $0xf3ff, %3\n"
"orw $0x0800, %3\n"
"movw %3, %1\n" // round up
"fldcw %1\n"
"fistpl %2\n"
"fldcw %0\n"
: "=m"(oldCW), "=m"(newCW), "=m"(result), "=r"(t)
: "m"(x));
return result;
#elif defined(_WIN32) && defined(_M_IX86)
// ceil() and (int)() are implemented separately, which results
// in changing the FPCW multiple times - so we optimize it with
// some inline assembly
unsigned short oldCW, newCW;
int result;
__asm fld QWORD PTR x;
__asm fnstcw WORD PTR oldCW;
__asm mov ax, WORD PTR oldCW;
__asm and ax, 0xf3ff;
__asm or ax, 0x0800;
__asm mov WORD PTR newCW, ax; // round up
__asm fldcw WORD PTR newCW;
__asm fistp DWORD PTR result;
__asm fldcw WORD PTR oldCW;
return result;
#else
return (int)ceil(x);
#endif
}
static inline int splashRound(SplashCoord x)
{
#if defined(__GNUC__) && defined(__i386__)
// this could use round-to-nearest mode and avoid the "+0.5",
// but that produces slightly different results (because i+0.5
// sometimes rounds up and sometimes down using the even rule)
unsigned short oldCW, newCW, t;
int result;
x += 0.5;
__asm__ volatile("fldl %4\n"
"fnstcw %0\n"
"movw %0, %3\n"
"andw $0xf3ff, %3\n"
"orw $0x0400, %3\n"
"movw %3, %1\n" // round down
"fldcw %1\n"
"fistpl %2\n"
"fldcw %0\n"
: "=m"(oldCW), "=m"(newCW), "=m"(result), "=r"(t)
: "m"(x));
return result;
#elif defined(_WIN32) && defined(_M_IX86)
// this could use round-to-nearest mode and avoid the "+0.5",
// but that produces slightly different results (because i+0.5
// sometimes rounds up and sometimes down using the even rule)
unsigned short oldCW, newCW;
int result;
x += 0.5;
__asm fld QWORD PTR x;
__asm fnstcw WORD PTR oldCW;
__asm mov ax, WORD PTR oldCW;
__asm and ax, 0xf3ff;
__asm or ax, 0x0400;
__asm mov WORD PTR newCW, ax; // round down
__asm fldcw WORD PTR newCW;
__asm fistp DWORD PTR result;
__asm fldcw WORD PTR oldCW;
return result;
#else
return (int)splashFloor(x + 0.5);
#endif
}
static inline SplashCoord splashAvg(SplashCoord x, SplashCoord y)
{
return 0.5 * (x + y);
}
static inline SplashCoord splashSqrt(SplashCoord x)
{
#if defined(USE_FLOAT)
return sqrtf(x);
#else
return sqrt(x);
#endif
}
static inline SplashCoord splashPow(SplashCoord x, SplashCoord y)
{
#if defined(USE_FLOAT)
return powf(x, y);
#else
return pow(x, y);
#endif
}
static inline SplashCoord splashDist(SplashCoord x0, SplashCoord y0, SplashCoord x1, SplashCoord y1)
{
SplashCoord dx, dy;
dx = x1 - x0;
dy = y1 - y0;
return splashSqrt(dx * dx + dy * dy);
}
static inline bool splashCheckDet(SplashCoord m11, SplashCoord m12, SplashCoord m21, SplashCoord m22, SplashCoord epsilon)
{
return fabs(m11 * m22 - m12 * m21) >= epsilon;
}
#endif