Expose some low level functions and String operators.
This commit is contained in:
@@ -38,6 +38,171 @@
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#include <cmath>
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namespace godot {
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#define Math_SQRT12 0.7071067811865475244008443621048490
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#define Math_SQRT2 1.4142135623730950488016887242
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#define Math_LN2 0.6931471805599453094172321215
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#define Math_PI 3.1415926535897932384626433833
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#define Math_TAU 6.2831853071795864769252867666
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#define Math_E 2.7182818284590452353602874714
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#define Math_INF INFINITY
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#define Math_NAN NAN
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// Make room for our constexpr's below by overriding potential system-specific macros.
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#undef ABS
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#undef SIGN
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#undef MIN
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#undef MAX
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#undef CLAMP
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// Generic ABS function, for math uses please use Math::abs.
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template <typename T>
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constexpr T ABS(T m_v) {
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return m_v < 0 ? -m_v : m_v;
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}
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template <typename T>
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constexpr const T SIGN(const T m_v) {
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return m_v == 0 ? 0.0f : (m_v < 0 ? -1.0f : +1.0f);
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}
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template <typename T, typename T2>
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constexpr auto MIN(const T m_a, const T2 m_b) {
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return m_a < m_b ? m_a : m_b;
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}
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template <typename T, typename T2>
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constexpr auto MAX(const T m_a, const T2 m_b) {
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return m_a > m_b ? m_a : m_b;
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}
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template <typename T, typename T2, typename T3>
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constexpr auto CLAMP(const T m_a, const T2 m_min, const T3 m_max) {
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return m_a < m_min ? m_min : (m_a > m_max ? m_max : m_a);
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}
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// Generic swap template.
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#ifndef SWAP
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#define SWAP(m_x, m_y) __swap_tmpl((m_x), (m_y))
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template <class T>
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inline void __swap_tmpl(T &x, T &y) {
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T aux = x;
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x = y;
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y = aux;
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}
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#endif // SWAP
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/* Functions to handle powers of 2 and shifting. */
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// Function to find the next power of 2 to an integer.
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static _FORCE_INLINE_ unsigned int next_power_of_2(unsigned int x) {
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if (x == 0) {
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return 0;
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}
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--x;
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x |= x >> 1;
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x |= x >> 2;
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x |= x >> 4;
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x |= x >> 8;
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x |= x >> 16;
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return ++x;
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}
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// Function to find the previous power of 2 to an integer.
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static _FORCE_INLINE_ unsigned int previous_power_of_2(unsigned int x) {
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x |= x >> 1;
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x |= x >> 2;
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x |= x >> 4;
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x |= x >> 8;
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x |= x >> 16;
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return x - (x >> 1);
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}
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// Function to find the closest power of 2 to an integer.
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static _FORCE_INLINE_ unsigned int closest_power_of_2(unsigned int x) {
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unsigned int nx = next_power_of_2(x);
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unsigned int px = previous_power_of_2(x);
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return (nx - x) > (x - px) ? px : nx;
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}
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// Get a shift value from a power of 2.
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static inline int get_shift_from_power_of_2(unsigned int p_bits) {
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for (unsigned int i = 0; i < 32; i++) {
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if (p_bits == (unsigned int)(1 << i)) {
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return i;
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}
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}
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return -1;
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}
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template <class T>
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static _FORCE_INLINE_ T nearest_power_of_2_templated(T x) {
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--x;
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// The number of operations on x is the base two logarithm
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// of the number of bits in the type. Add three to account
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// for sizeof(T) being in bytes.
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size_t num = get_shift_from_power_of_2(sizeof(T)) + 3;
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// If the compiler is smart, it unrolls this loop.
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// If it's dumb, this is a bit slow.
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for (size_t i = 0; i < num; i++) {
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x |= x >> (1 << i);
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}
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return ++x;
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}
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// Function to find the nearest (bigger) power of 2 to an integer.
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static inline unsigned int nearest_shift(unsigned int p_number) {
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for (int i = 30; i >= 0; i--) {
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if (p_number & (1 << i)) {
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return i + 1;
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}
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}
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return 0;
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}
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// constexpr function to find the floored log2 of a number
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template <typename T>
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constexpr T floor_log2(T x) {
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return x < 2 ? x : 1 + floor_log2(x >> 1);
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}
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// Get the number of bits needed to represent the number.
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// IE, if you pass in 8, you will get 4.
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// If you want to know how many bits are needed to store 8 values however, pass in (8 - 1).
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template <typename T>
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constexpr T get_num_bits(T x) {
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return floor_log2(x);
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}
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// Swap 16, 32 and 64 bits value for endianness.
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#if defined(__GNUC__)
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#define BSWAP16(x) __builtin_bswap16(x)
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#define BSWAP32(x) __builtin_bswap32(x)
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#define BSWAP64(x) __builtin_bswap64(x)
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#else
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static inline uint16_t BSWAP16(uint16_t x) {
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return (x >> 8) | (x << 8);
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}
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static inline uint32_t BSWAP32(uint32_t x) {
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return ((x << 24) | ((x << 8) & 0x00FF0000) | ((x >> 8) & 0x0000FF00) | (x >> 24));
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}
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static inline uint64_t BSWAP64(uint64_t x) {
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x = (x & 0x00000000FFFFFFFF) << 32 | (x & 0xFFFFFFFF00000000) >> 32;
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x = (x & 0x0000FFFF0000FFFF) << 16 | (x & 0xFFFF0000FFFF0000) >> 16;
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x = (x & 0x00FF00FF00FF00FF) << 8 | (x & 0xFF00FF00FF00FF00) >> 8;
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return x;
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}
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#endif
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namespace Math {
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// This epsilon should match the one used by Godot for consistency.
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@@ -53,43 +218,6 @@ namespace Math {
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#define UNIT_EPSILON 0.001
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#endif
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#define Math_SQRT12 0.7071067811865475244008443621048490
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#define Math_SQRT2 1.4142135623730950488016887242
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#define Math_LN2 0.6931471805599453094172321215
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#define Math_PI 3.1415926535897932384626433833
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#define Math_TAU 6.2831853071795864769252867666
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#define Math_E 2.7182818284590452353602874714
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#define Math_INF INFINITY
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#define Math_NAN NAN
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// Windows badly defines a lot of stuff we'll never use. Undefine it.
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#ifdef _WIN32
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#undef MIN // override standard definition
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#undef MAX // override standard definition
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#undef CLAMP // override standard definition
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#endif
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// Generic ABS function, for math uses please use Math::abs.
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#ifndef ABS
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#define ABS(m_v) (((m_v) < 0) ? (-(m_v)) : (m_v))
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#endif
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#ifndef SIGN
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#define SIGN(m_v) (((m_v) == 0) ? (0.0) : (((m_v) < 0) ? (-1.0) : (+1.0)))
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#endif
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#ifndef MIN
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#define MIN(m_a, m_b) (((m_a) < (m_b)) ? (m_a) : (m_b))
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#endif
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#ifndef MAX
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#define MAX(m_a, m_b) (((m_a) > (m_b)) ? (m_a) : (m_b))
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#endif
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#ifndef CLAMP
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#define CLAMP(m_a, m_min, m_max) (((m_a) < (m_min)) ? (m_min) : (((m_a) > (m_max)) ? m_max : m_a))
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#endif
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// Functions reproduced as in Godot's source code `math_funcs.h`.
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// Some are overloads to automatically support changing real_t into either double or float in the way Godot does.
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@@ -628,20 +756,6 @@ inline double pingpong(double value, double length) {
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return (length != 0.0) ? abs(fract((value - length) / (length * 2.0)) * length * 2.0 - length) : 0.0;
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}
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inline unsigned int next_power_of_2(unsigned int x) {
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if (x == 0)
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return 0;
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--x;
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x |= x >> 1;
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x |= x >> 2;
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x |= x >> 4;
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x |= x >> 8;
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x |= x >> 16;
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return ++x;
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}
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// This function should be as fast as possible and rounding mode should not matter.
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inline int fast_ftoi(float a) {
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static int b;
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