//======================================================================== // // 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, 2026 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 double splashAbs(double x) { return fabs(x); } static inline int splashFloor(double x) { #if 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 static_cast(x); } return static_cast(floor(x)); #endif } static inline int splashCeil(double x) { #if 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 static_cast(ceil(x)); #endif } static inline int splashRound(double 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 double splashAvg(double x, double y) { return 0.5 * (x + y); } static inline double splashSqrt(double x) { return sqrt(x); } static inline double splashPow(double x, double y) { return pow(x, y); } static inline double splashDist(double x0, double y0, double x1, double y1) { double dx, dy; dx = x1 - x0; dy = y1 - y0; return splashSqrt(dx * dx + dy * dy); } static inline bool splashCheckDet(double m11, double m12, double m21, double m22, double epsilon) { return fabs(m11 * m22 - m12 * m21) >= epsilon; } #endif