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								// Copyright 2008 Dolphin Emulator Project
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								// Licensed under GPLv2+
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								// Refer to the license.txt file included.
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								#pragma once
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								#include <algorithm>
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								#include <array>
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								#include <cstdlib>
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								#include <vector>
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								#include "Common/CommonTypes.h"
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								#ifdef _MSC_VER
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								#include <intrin.h>
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								#endif
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								namespace MathUtil
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								{
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								template <class T>
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								constexpr T Clamp(const T val, const T& min, const T& max)
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								{
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								  return std::max(min, std::min(max, val));
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								}
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								template <typename T>
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								constexpr bool IsPow2(T imm)
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								{
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								  return imm > 0 && (imm & (imm - 1)) == 0;
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								}
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								constexpr u32 NextPowerOf2(u32 value)
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								{
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								  --value;
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								  value |= value >> 1;
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								  value |= value >> 2;
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								  value |= value >> 4;
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								  value |= value >> 8;
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								  value |= value >> 16;
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								  ++value;
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								  return value;
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								}
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								template <class T>
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								struct Rectangle
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								{
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								  T left{};
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								  T top{};
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								  T right{};
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								  T bottom{};
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								  constexpr Rectangle() = default;
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								  constexpr Rectangle(T theLeft, T theTop, T theRight, T theBottom)
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								      : left(theLeft), top(theTop), right(theRight), bottom(theBottom)
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								  {
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								  }
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								  constexpr bool operator==(const Rectangle& r) const
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								  {
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								    return left == r.left && top == r.top && right == r.right && bottom == r.bottom;
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								  }
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								  T GetWidth() const { return abs(right - left); }
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								  T GetHeight() const { return abs(bottom - top); }
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								  // If the rectangle is in a coordinate system with a lower-left origin, use
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								  // this Clamp.
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								  void ClampLL(T x1, T y1, T x2, T y2)
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								  {
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								    left = Clamp(left, x1, x2);
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								    right = Clamp(right, x1, x2);
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								    top = Clamp(top, y2, y1);
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								    bottom = Clamp(bottom, y2, y1);
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								  }
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								  // If the rectangle is in a coordinate system with an upper-left origin,
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								  // use this Clamp.
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								  void ClampUL(T x1, T y1, T x2, T y2)
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								  {
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								    left = Clamp(left, x1, x2);
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								    right = Clamp(right, x1, x2);
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								    top = Clamp(top, y1, y2);
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								    bottom = Clamp(bottom, y1, y2);
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								  }
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								};
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								}  // namespace MathUtil
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											2009-07-28 07:40:18 +00:00
										 
									 
								 
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								float MathFloatVectorSum(const std::vector<float>&);
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								// Rounds down. 0 -> undefined
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								inline int IntLog2(u64 val)
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								{
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								#if defined(__GNUC__)
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								  return 63 - __builtin_clzll(val);
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								#elif defined(_MSC_VER)
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								  unsigned long result = ULONG_MAX;
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								  _BitScanReverse64(&result, val);
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								  return result;
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								#else
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								  int result = -1;
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								  while (val != 0)
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								  {
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								    val >>= 1;
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								    ++result;
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								  }
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								  return result;
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								#endif
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								}
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											2009-06-14 11:30:33 +00:00
										 
									 
								 
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								// Tiny matrix/vector library.
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											2011-02-14 02:18:03 +00:00
										 
									 
								 
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								// Used for things like Free-Look in the gfx backend.
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											2009-04-19 10:10:45 +00:00
										 
									 
								 
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								class Matrix33
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								{
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								public:
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								  static void LoadIdentity(Matrix33& mtx);
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								  // set mtx to be a rotation matrix around the x axis
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								  static void RotateX(Matrix33& mtx, float rad);
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								  // set mtx to be a rotation matrix around the y axis
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								  static void RotateY(Matrix33& mtx, float rad);
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								  // set result = a x b
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								  static void Multiply(const Matrix33& a, const Matrix33& b, Matrix33& result);
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								  static void Multiply(const Matrix33& a, const float vec[3], float result[3]);
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								  float data[9];
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								class Matrix44
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								{
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								public:
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								  static void LoadIdentity(Matrix44& mtx);
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								  static void LoadMatrix33(Matrix44& mtx, const Matrix33& m33);
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								  static void Set(Matrix44& mtx, const float mtxArray[16]);
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								  static void Translate(Matrix44& mtx, const float vec[3]);
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								  static void Shear(Matrix44& mtx, const float a, const float b = 0);
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								  static void Multiply(const Matrix44& a, const Matrix44& b, Matrix44& result);
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								  float data[16];
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								};
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