Mercurial > sdl-ios-xcode
view src/libm/s_copysign.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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/* @(#)s_copysign.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: s_copysign.c,v 1.8 1995/05/10 20:46:57 jtc Exp $"; #endif /* * copysign(double x, double y) * copysign(x,y) returns a value with the magnitude of x and * with the sign bit of y. */ #include "math.h" #include "math_private.h" libm_hidden_proto(copysign) #ifdef __STDC__ double copysign(double x, double y) #else double copysign(x, y) double x, y; #endif { u_int32_t hx, hy; GET_HIGH_WORD(hx, x); GET_HIGH_WORD(hy, y); SET_HIGH_WORD(x, (hx & 0x7fffffff) | (hy & 0x80000000)); return x; } libm_hidden_def(copysign)