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Merge pull request #3026 from lioncash/constexpr
MathUtil: Make Clamp and IsPow2 constexpr functions.
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@ -4,6 +4,7 @@
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#pragma once
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#include <algorithm>
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#include <cstdlib>
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#include <vector>
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@ -12,20 +13,14 @@
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namespace MathUtil
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{
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template<class T>
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inline void Clamp(T* val, const T& min, const T& max)
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constexpr T Clamp(const T val, const T& min, const T& max)
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{
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if (*val < min)
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*val = min;
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else if (*val > max)
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*val = max;
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return std::max(min, std::min(max, val));
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}
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template<class T>
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inline T Clamp(const T val, const T& min, const T& max)
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constexpr bool IsPow2(u32 imm)
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{
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T ret = val;
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Clamp(&ret, min, max);
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return ret;
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return (imm & (imm - 1)) == 0;
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}
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// The most significant bit of the fraction is an is-quiet bit on all architectures we care about.
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@ -143,20 +138,20 @@ struct Rectangle
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// this Clamp.
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void ClampLL(T x1, T y1, T x2, T y2)
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{
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Clamp(&left, x1, x2);
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Clamp(&right, x1, x2);
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Clamp(&top, y2, y1);
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Clamp(&bottom, y2, y1);
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left = Clamp(left, x1, x2);
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right = Clamp(right, x1, x2);
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top = Clamp(top, y2, y1);
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bottom = Clamp(bottom, y2, y1);
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}
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// If the rectangle is in a coordinate system with an upper-left origin,
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// use this Clamp.
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void ClampUL(T x1, T y1, T x2, T y2)
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{
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Clamp(&left, x1, x2);
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Clamp(&right, x1, x2);
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Clamp(&top, y1, y2);
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Clamp(&bottom, y1, y2);
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left = Clamp(left, x1, x2);
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right = Clamp(right, x1, x2);
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top = Clamp(top, y1, y2);
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bottom = Clamp(bottom, y1, y2);
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}
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};
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@ -167,8 +162,6 @@ float MathFloatVectorSum(const std::vector<float>&);
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#define ROUND_UP(x, a) (((x) + (a) - 1) & ~((a) - 1))
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#define ROUND_DOWN(x, a) ((x) & ~((a) - 1))
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inline bool IsPow2(u32 imm) {return (imm & (imm - 1)) == 0;}
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// Rounds down. 0 -> undefined
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inline int IntLog2(u64 val)
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{
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