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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, 2025 Albert Astals Cid // Copyright (C) 2017 Adrian Johnson // Copyright (C) 2020 Jean Ghali // // 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 #include "SplashTypes.h" static inline SplashCoord splashAbs(SplashCoord x) { #if USE_FLOAT return fabsf(x); #else return fabs(x); #endif } static inline int splashFloor(SplashCoord x) { #if 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; } return (int)floor(x); #endif } static inline int splashCeil(SplashCoord x) { #if 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 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 USE_FLOAT return sqrtf(x); #else return sqrt(x); #endif } static inline SplashCoord splashPow(SplashCoord x, SplashCoord y) { #if 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