/**************************************************************************** ** ** Copyright (C) 2008-2012 NVIDIA Corporation. ** Copyright (C) 2017 The Qt Company Ltd. ** Contact: https://www.qt.io/licensing/ ** ** This file is part of Qt 3D Studio. ** ** $QT_BEGIN_LICENSE:GPL$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and The Qt Company. For licensing terms ** and conditions see https://www.qt.io/terms-conditions. For further ** information use the contact form at https://www.qt.io/contact-us. ** ** GNU General Public License Usage ** Alternatively, this file may be used under the terms of the GNU ** General Public License version 3 or (at your option) any later version ** approved by the KDE Free Qt Foundation. The licenses are as published by ** the Free Software Foundation and appearing in the file LICENSE.GPL3 ** included in the packaging of this file. Please review the following ** information to ensure the GNU General Public License requirements will ** be met: https://www.gnu.org/licenses/gpl-3.0.html. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ #ifndef QT3DS_FOUNDATION_PSFPU_H #define QT3DS_FOUNDATION_PSFPU_H #include "foundation/Qt3DS.h" #include "foundation/Qt3DSUnionCast.h" // unsigned integer representation of a floating-point value. #ifdef QT3DS_PS3 QT3DS_FORCE_INLINE unsigned int QT3DS_IR(const float x) { return qt3ds::NVUnionCast(x); } #else #define QT3DS_IR(x) ((QT3DSU32 &)(x)) #endif // signed integer representation of a floating-point value. #ifdef QT3DS_PS3 QT3DS_FORCE_INLINE int QT3DS_SIR(const float x) { return qt3ds::NVUnionCast(x); } #else #define QT3DS_SIR(x) ((QT3DSI32 &)(x)) #endif // Floating-point representation of a integer value. #ifdef QT3DS_PS3 QT3DS_FORCE_INLINE float QT3DS_FR(const unsigned int x) { return qt3ds::NVUnionCast(x); } #else #define QT3DS_FR(x) ((QT3DSF32 &)(x)) #endif #ifdef QT3DS_PS3 QT3DS_FORCE_INLINE float *QT3DS_FPTR(unsigned int *x) { return qt3ds::NVUnionCast(x); } QT3DS_FORCE_INLINE float *QT3DS_FPTR(int *x) { return qt3ds::NVUnionCast(x); } #else #define QT3DS_FPTR(x) ((QT3DSF32 *)(x)) #endif #define QT3DS_SIGN_BITMASK 0x80000000 namespace qt3ds { namespace foundation { class QT3DS_FOUNDATION_API FPUGuard { public: FPUGuard(); // set fpu control word for PhysX ~FPUGuard(); // restore fpu control word private: QT3DSU32 mControlWords[8]; }; } // namespace foundation } // namespace qt3ds #endif