Mercurial > sdl-ios-xcode
view src/libm/s_fabs.c @ 2847:7d020441fa81
Don't hardcode RECT for fragment program texture targets.
Now we can generate what a given system needs when compiling the shader.
author | Ryan C. Gordon <icculus@icculus.org> |
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date | Sun, 07 Dec 2008 07:06:34 +0000 |
parents | a98604b691c8 |
children | dc1eb82ffdaa |
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/* @(#)s_fabs.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 char rcsid[] = "$NetBSD: s_fabs.c,v 1.7 1995/05/10 20:47:13 jtc Exp $"; #endif /* * fabs(x) returns the absolute value of x. */ #include "math.h" #include "math_private.h" libm_hidden_proto(fabs) #ifdef __STDC__ double fabs(double x) #else double fabs(x) double x; #endif { u_int32_t high; GET_HIGH_WORD(high, x); SET_HIGH_WORD(x, high & 0x7fffffff); return x; } libm_hidden_def(fabs)