Mercurial > sdl-ios-xcode
view src/libm/k_cos.c @ 3197:434ce3242e1c
Alexei Tereschenko
Why not to use hardware vertex processing instead of software one if
it is available in D3D render driver? With hardware processing
testsprite2 runs three times faster on all videocards which I could
test.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Tue, 16 Jun 2009 14:34:15 +0000 |
parents | dc1eb82ffdaa |
children |
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/* @(#)k_cos.c 5.1 93/09/24 */ /* * ==================================================== * Copyright (C) 1993 by Sun Microsystems, Inc. All rights reserved. * * Developed at SunPro, a Sun Microsystems, Inc. business. * Permission to use, copy, modify, and distribute this * software is freely granted, provided that this notice * is preserved. * ==================================================== */ #if defined(LIBM_SCCS) && !defined(lint) static const char rcsid[] = "$NetBSD: k_cos.c,v 1.8 1995/05/10 20:46:22 jtc Exp $"; #endif /* * __kernel_cos( x, y ) * kernel cos function on [-pi/4, pi/4], pi/4 ~ 0.785398164 * Input x is assumed to be bounded by ~pi/4 in magnitude. * Input y is the tail of x. * * Algorithm * 1. Since cos(-x) = cos(x), we need only to consider positive x. * 2. if x < 2^-27 (hx<0x3e400000 0), return 1 with inexact if x!=0. * 3. cos(x) is approximated by a polynomial of degree 14 on * [0,pi/4] * 4 14 * cos(x) ~ 1 - x*x/2 + C1*x + ... + C6*x * where the remez error is * * | 2 4 6 8 10 12 14 | -58 * |cos(x)-(1-.5*x +C1*x +C2*x +C3*x +C4*x +C5*x +C6*x )| <= 2 * | | * * 4 6 8 10 12 14 * 4. let r = C1*x +C2*x +C3*x +C4*x +C5*x +C6*x , then * cos(x) = 1 - x*x/2 + r * since cos(x+y) ~ cos(x) - sin(x)*y * ~ cos(x) - x*y, * a correction term is necessary in cos(x) and hence * cos(x+y) = 1 - (x*x/2 - (r - x*y)) * For better accuracy when x > 0.3, let qx = |x|/4 with * the last 32 bits mask off, and if x > 0.78125, let qx = 0.28125. * Then * cos(x+y) = (1-qx) - ((x*x/2-qx) - (r-x*y)). * Note that 1-qx and (x*x/2-qx) is EXACT here, and the * magnitude of the latter is at least a quarter of x*x/2, * thus, reducing the rounding error in the subtraction. */ #include "math.h" #include "math_private.h" #ifdef __STDC__ static const double #else static double #endif one = 1.00000000000000000000e+00, /* 0x3FF00000, 0x00000000 */ C1 = 4.16666666666666019037e-02, /* 0x3FA55555, 0x5555554C */ C2 = -1.38888888888741095749e-03, /* 0xBF56C16C, 0x16C15177 */ C3 = 2.48015872894767294178e-05, /* 0x3EFA01A0, 0x19CB1590 */ C4 = -2.75573143513906633035e-07, /* 0xBE927E4F, 0x809C52AD */ C5 = 2.08757232129817482790e-09, /* 0x3E21EE9E, 0xBDB4B1C4 */ C6 = -1.13596475577881948265e-11; /* 0xBDA8FAE9, 0xBE8838D4 */ #ifdef __STDC__ double attribute_hidden __kernel_cos(double x, double y) #else double attribute_hidden __kernel_cos(x, y) double x, y; #endif { double a, hz, z, r, qx; int32_t ix; GET_HIGH_WORD(ix, x); ix &= 0x7fffffff; /* ix = |x|'s high word */ if (ix < 0x3e400000) { /* if x < 2**27 */ if (((int) x) == 0) return one; /* generate inexact */ } z = x * x; r = z * (C1 + z * (C2 + z * (C3 + z * (C4 + z * (C5 + z * C6))))); if (ix < 0x3FD33333) /* if |x| < 0.3 */ return one - (0.5 * z - (z * r - x * y)); else { if (ix > 0x3fe90000) { /* x > 0.78125 */ qx = 0.28125; } else { INSERT_WORDS(qx, ix - 0x00200000, 0); /* x/4 */ } hz = 0.5 * z - qx; a = one - qx; return a - (hz - (z * r - x * y)); } }