abs() works on ints, not floats. Use fabsf() to avoid the double conversions.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5956 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Soren Jorvang 2010-07-23 23:48:04 +00:00
parent 4000df2c66
commit 669de4890a
6 changed files with 17 additions and 16 deletions

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@ -126,11 +126,11 @@ void RadiusAdjustment(s8 &_x, s8 &_y, int _Radius)
float Square2CircleDistance(float deg) float Square2CircleDistance(float deg)
{ {
// See if we have to adjust the angle // See if we have to adjust the angle
deg = abs(deg); deg = fabsf(deg);
if( (deg > 45 && deg < 135) ) deg = deg - 90; if( (deg > 45 && deg < 135) ) deg = deg - 90;
// Calculate distance from center // Calculate distance from center
float val = abs(cos(Deg2Rad(deg))); float val = fabsf(cos(Deg2Rad(deg)));
float Distance = 1 / val; float Distance = 1 / val;
//m_frame->m_pStatusBar2->SetLabel(wxString::Format("Deg:%f Val:%f Dist:%f", deg, val, dist)); //m_frame->m_pStatusBar2->SetLabel(wxString::Format("Deg:%f Val:%f Dist:%f", deg, val, dist));

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@ -146,8 +146,8 @@ public:
// modifier code // modifier code
if ( m ) if ( m )
{ {
yy = (abs(yy)>deadzone) * sign(yy) * (m + deadzone/2); yy = (fabsf(yy)>deadzone) * sign(yy) * (m + deadzone/2);
xx = (abs(xx)>deadzone) * sign(xx) * (m + deadzone/2); xx = (fabsf(xx)>deadzone) * sign(xx) * (m + deadzone/2);
} }
// deadzone / square stick code // deadzone / square stick code
@ -160,7 +160,7 @@ public:
ControlState ang_cos = cos(ang); ControlState ang_cos = cos(ang);
// the amt a full square stick would have at current angle // the amt a full square stick would have at current angle
ControlState square_full = std::min( ang_sin ? 1/abs(ang_sin) : 2, ang_cos ? 1/abs(ang_cos) : 2 ); ControlState square_full = std::min( ang_sin ? 1/fabsf(ang_sin) : 2, ang_cos ? 1/fabsf(ang_cos) : 2 );
// the amt a full stick would have that was ( user setting squareness) at current angle // the amt a full stick would have that was ( user setting squareness) at current angle
// i think this is more like a pointed circle rather than a rounded square like it should be // i think this is more like a pointed circle rather than a rounded square like it should be
@ -259,7 +259,7 @@ public:
for ( unsigned int i=0; i<6; i+=2 ) for ( unsigned int i=0; i<6; i+=2 )
{ {
const float state = controls[i+1]->control_ref->State() - controls[i]->control_ref->State(); const float state = controls[i+1]->control_ref->State() - controls[i]->control_ref->State();
if (abs(state) > deadzone) if (fabsf(state) > deadzone)
*axis++ = (C)((state - (deadzone * sign(state))) / (1 - deadzone) * range + base); *axis++ = (C)((state - (deadzone * sign(state))) / (1 - deadzone) * range + base);
//*axis++ = state * range + base; //*axis++ = state * range + base;
else else
@ -288,8 +288,8 @@ public:
// modifier code // modifier code
if ( m ) if ( m )
{ {
yy = (abs(yy)>deadzone) * sign(yy) * (m + deadzone/2); yy = (fabsf(yy)>deadzone) * sign(yy) * (m + deadzone/2);
xx = (abs(xx)>deadzone) * sign(xx) * (m + deadzone/2); xx = (fabsf(xx)>deadzone) * sign(xx) * (m + deadzone/2);
} }
// deadzone / circle stick code // deadzone / circle stick code
@ -302,7 +302,7 @@ public:
ControlState ang_cos = cos(ang); ControlState ang_cos = cos(ang);
// the amt a full square stick would have at current angle // the amt a full square stick would have at current angle
ControlState square_full = std::min( ang_sin ? 1/abs(ang_sin) : 2, ang_cos ? 1/abs(ang_cos) : 2 ); ControlState square_full = std::min( ang_sin ? 1/fabsf(ang_sin) : 2, ang_cos ? 1/fabsf(ang_cos) : 2 );
// the amt a full stick would have that was ( user setting circular ) at current angle // the amt a full stick would have that was ( user setting circular ) at current angle
// i think this is more like a pointed circle rather than a rounded square like it should be // i think this is more like a pointed circle rather than a rounded square like it should be

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@ -358,7 +358,7 @@ namespace Clipper
float screenDx = 0; float screenDx = 0;
float screenDy = 0; float screenDy = 0;
if(abs(dx) > abs(dy)) if(fabsf(dx) > fabsf(dy))
{ {
if(dx > 0) if(dx > 0)
screenDy = bpmem.lineptwidth.linesize / -12.0f; screenDy = bpmem.lineptwidth.linesize / -12.0f;

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@ -205,8 +205,8 @@ inline void CalculateLOD(s32 &lod, bool &linear, u32 texmap, u32 texcoord)
float *uv0 = rasterBlock.Pixel[0][0].Uv[texcoord]; float *uv0 = rasterBlock.Pixel[0][0].Uv[texcoord];
float *uv1 = rasterBlock.Pixel[1][1].Uv[texcoord]; float *uv1 = rasterBlock.Pixel[1][1].Uv[texcoord];
sDelta = abs(uv0[0] - uv1[0]); sDelta = fabsf(uv0[0] - uv1[0]);
tDelta = abs(uv0[1] - uv1[1]); tDelta = fabsf(uv0[1] - uv1[1]);
} }
else else
{ {
@ -214,8 +214,8 @@ inline void CalculateLOD(s32 &lod, bool &linear, u32 texmap, u32 texcoord)
float *uv1 = rasterBlock.Pixel[1][0].Uv[texcoord]; float *uv1 = rasterBlock.Pixel[1][0].Uv[texcoord];
float *uv2 = rasterBlock.Pixel[0][1].Uv[texcoord]; float *uv2 = rasterBlock.Pixel[0][1].Uv[texcoord];
sDelta = max(abs(uv0[0] - uv1[0]), abs(uv0[0] - uv2[0])); sDelta = max(fabsf(uv0[0] - uv1[0]), fabsf(uv0[0] - uv2[0]));
tDelta = max(abs(uv0[1] - uv1[1]), abs(uv0[1] - uv2[1])); tDelta = max(fabsf(uv0[1] - uv1[1]), fabsf(uv0[1] - uv2[1]));
} }
// get LOD in s28.4 // get LOD in s28.4

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@ -360,7 +360,7 @@ void TiltToAccelerometer(int &_x, int &_y, int &_z, STiltData &_TiltData)
and Pitch. But if we select a Z from the smallest of the absolute and Pitch. But if we select a Z from the smallest of the absolute
value of cos(Roll) and cos (Pitch) we get the right values. */ value of cos(Roll) and cos (Pitch) we get the right values. */
// --------- // ---------
if (abs(cos(Roll)) < abs(cos(Pitch))) if (fabsf(cos(Roll)) < fabsf(cos(Pitch)))
z = cos(Roll); z = cos(Roll);
else else
z = cos(Pitch); z = cos(Pitch);

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@ -165,7 +165,8 @@ void EmulateTilt( wm_accel* const accel
if (!sideways && upright) if (!sideways && upright)
one_g[ud] *= -1; one_g[ud] *= -1;
(&accel->x)[ud] = u8(sin( (PI / 2) - std::max( abs(roll), abs(pitch) ) ) * one_g[ud] + zero_g[ud]); (&accel->x)[ud] = u8(sin((PI / 2) -
std::max(fabsf(roll), fabsf(pitch))) * one_g[ud] + zero_g[ud]);
(&accel->x)[lr] = u8(sin(roll) * -one_g[lr] + zero_g[lr]); (&accel->x)[lr] = u8(sin(roll) * -one_g[lr] + zero_g[lr]);
(&accel->x)[fb] = u8(sin(pitch) * one_g[fb] + zero_g[fb]); (&accel->x)[fb] = u8(sin(pitch) * one_g[fb] + zero_g[fb]);
} }