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Apply IM_NORMALIZE2F_OVER_ZERO optimization.
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+11
-1
@@ -51,6 +51,10 @@ Index of this file:
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#include <math.h> // sqrtf, fabsf, fmodf, powf, floorf, ceilf, cosf, sinf
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#include <limits.h> // INT_MIN, INT_MAX
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#if defined __SSE__ || defined __x86_64__ || defined _M_X64
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#include <immintrin.h>
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#endif
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// Visual Studio warnings
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#ifdef _MSC_VER
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#pragma warning (push)
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@@ -386,6 +390,12 @@ static inline float ImAbs(float x) { return fabsf(x); }
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static inline double ImAbs(double x) { return fabs(x); }
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static inline float ImSign(float x) { return (x < 0.0f) ? -1.0f : ((x > 0.0f) ? 1.0f : 0.0f); } // Sign operator - returns -1, 0 or 1 based on sign of argument
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static inline double ImSign(double x) { return (x < 0.0) ? -1.0 : ((x > 0.0) ? 1.0 : 0.0); }
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#if defined __SSE__ || defined __x86_64__ || defined _M_X64
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static inline float ImRsqrt(float x) { return _mm_cvtss_f32(_mm_rsqrt_ss(_mm_set_ss(x))); }
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#else
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static inline float ImRsqrt(float x) { return 1.0f / sqrtf(x); }
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#endif
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static inline double ImRsqrt(double x) { return 1.0 / sqrt(x); }
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#endif
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// - ImMin/ImMax/ImClamp/ImLerp/ImSwap are used by widgets which support variety of types: signed/unsigned int/long long float/double
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// (Exceptionally using templates here but we could also redefine them for those types)
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@@ -406,7 +416,7 @@ static inline ImVec4 ImLerp(const ImVec4& a, const ImVec4& b, float t)
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static inline float ImSaturate(float f) { return (f < 0.0f) ? 0.0f : (f > 1.0f) ? 1.0f : f; }
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static inline float ImLengthSqr(const ImVec2& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y); }
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static inline float ImLengthSqr(const ImVec4& lhs) { return (lhs.x * lhs.x) + (lhs.y * lhs.y) + (lhs.z * lhs.z) + (lhs.w * lhs.w); }
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static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return 1.0f / ImSqrt(d); return fail_value; }
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static inline float ImInvLength(const ImVec2& lhs, float fail_value) { float d = (lhs.x * lhs.x) + (lhs.y * lhs.y); if (d > 0.0f) return ImRsqrt(d); return fail_value; }
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static inline float ImFloor(float f) { return (float)(int)(f); }
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static inline ImVec2 ImFloor(const ImVec2& v) { return ImVec2((float)(int)(v.x), (float)(int)(v.y)); }
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static inline int ImModPositive(int a, int b) { return (a + b) % b; }
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