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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 | |
| // | |
| //======================================================================== | |
| static inline SplashCoord splashAbs(SplashCoord x) | |
| { | |
| return fabsf(x); | |
| return fabs(x); | |
| } | |
| static inline int splashFloor(SplashCoord x) | |
| { | |
| return (int)floorf(x); | |
| // 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; | |
| // 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; | |
| if (x > 0) { | |
| return (int)x; | |
| } else { | |
| return (int)floor(x); | |
| } | |
| } | |
| static inline int splashCeil(SplashCoord x) | |
| { | |
| return (int)ceilf(x); | |
| // 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; | |
| // 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; | |
| return (int)ceil(x); | |
| } | |
| static inline int splashRound(SplashCoord x) | |
| { | |
| // 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; | |
| // 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; | |
| return (int)splashFloor(x + 0.5); | |
| } | |
| static inline SplashCoord splashAvg(SplashCoord x, SplashCoord y) | |
| { | |
| return 0.5 * (x + y); | |
| } | |
| static inline SplashCoord splashSqrt(SplashCoord x) | |
| { | |
| return sqrtf(x); | |
| return sqrt(x); | |
| } | |
| static inline SplashCoord splashPow(SplashCoord x, SplashCoord y) | |
| { | |
| return powf(x, y); | |
| return pow(x, y); | |
| } | |
| 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; | |
| } | |