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Fix cases where floats are promoted to doubles and then converted back to floats. (-Wdouble-promotion) #1693

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21 changes: 11 additions & 10 deletions include/godot_cpp/core/math.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -320,14 +320,14 @@ inline float sinh(float p_x) {
}

inline float sinc(float p_x) {
return p_x == 0 ? 1 : ::sin(p_x) / p_x;
return p_x == 0 ? 1 : ::sinf(p_x) / p_x;
}
inline double sinc(double p_x) {
return p_x == 0 ? 1 : ::sin(p_x) / p_x;
}

inline float sincn(float p_x) {
return (float)sinc(Math_PI * p_x);
return sinc((float)Math_PI * p_x);
}
inline double sincn(double p_x) {
return sinc(Math_PI * p_x);
Expand Down Expand Up @@ -653,8 +653,8 @@ inline bool is_equal_approx(double a, double b) {
return true;
}
// Then check for approximate equality.
double tolerance = CMP_EPSILON * abs(a);
if (tolerance < CMP_EPSILON) {
double tolerance = (double)CMP_EPSILON * abs(a);
if (tolerance < (double)CMP_EPSILON) {
tolerance = CMP_EPSILON;
}
return abs(a - b) < tolerance;
Expand All @@ -670,7 +670,7 @@ inline bool is_equal_approx(double a, double b, double tolerance) {
}

inline bool is_zero_approx(double s) {
return abs(s) < CMP_EPSILON;
return abs(s) < (double)CMP_EPSILON;
}

inline float absf(float g) {
Expand Down Expand Up @@ -766,10 +766,10 @@ inline double pingpong(double value, double length) {

// This function should be as fast as possible and rounding mode should not matter.
inline int fast_ftoi(float a) {
static int b;
int b;

#if (defined(_WIN32_WINNT) && _WIN32_WINNT >= 0x0603) || WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP // windows 8 phone?
b = (int)((a > 0.0) ? (a + 0.5) : (a - 0.5));
#if (defined(_WIN32_WINNT) && _WIN32_WINNT >= 0x0603) || (defined(WINAPI_FAMILY) && WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP) // windows 8 phone?
b = (int)((a > 0.0f) ? (a + 0.5f) : (a - 0.5f));

#elif defined(_MSC_VER) && _MSC_VER < 1800
__asm fld a __asm fistp b
Expand All @@ -788,9 +788,10 @@ inline int fast_ftoi(float a) {
return b;
}

inline double snapped(double p_value, double p_step) {
template <typename T>
inline T snapped(T p_value, T p_step) {
if (p_step != 0) {
p_value = Math::floor(p_value / p_step + 0.5) * p_step;
p_value = Math::floor(p_value / p_step + 0.5f) * p_step;
}
return p_value;
}
Expand Down
6 changes: 3 additions & 3 deletions include/godot_cpp/templates/hashfuncs.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -154,7 +154,7 @@ static _FORCE_INLINE_ uint32_t hash_murmur3_one_double(double p_in, uint32_t p_s
} u;

// Normalize +/- 0.0 and NaN values so they hash the same.
if (p_in == 0.0f) {
if (p_in == 0.0) {
u.d = 0.0;
} else if (Math::is_nan(p_in)) {
u.d = NAN;
Expand Down Expand Up @@ -242,7 +242,7 @@ static _FORCE_INLINE_ uint32_t hash_djb2_one_float(double p_in, uint32_t p_prev
} u;

// Normalize +/- 0.0 and NaN values so they hash the same.
if (p_in == 0.0f) {
if (p_in == 0.0) {
u.d = 0.0;
} else if (Math::is_nan(p_in)) {
u.d = NAN;
Expand Down Expand Up @@ -271,7 +271,7 @@ static _FORCE_INLINE_ uint64_t hash_djb2_one_float_64(double p_in, uint64_t p_pr
} u;

// Normalize +/- 0.0 and NaN values so they hash the same.
if (p_in == 0.0f) {
if (p_in == 0.0) {
u.d = 0.0;
} else if (Math::is_nan(p_in)) {
u.d = NAN;
Expand Down
10 changes: 5 additions & 5 deletions include/godot_cpp/variant/color.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -141,19 +141,19 @@ struct _NO_DISCARD_ Color {

float cMax = MAX(cRed, MAX(cGreen, cBlue));

float expp = MAX(-B - 1.0f, floor(Math::log(cMax) / (real_t)Math_LN2)) + 1.0f + B;
float expp = MAX(-B - 1.0f, Math::floor(Math::log(cMax) / (real_t)Math_LN2)) + 1.0f + B;

float sMax = (float)floor((cMax / Math::pow(2.0f, expp - B - N)) + 0.5f);
float sMax = Math::floor((cMax / Math::pow(2.0f, expp - B - N)) + 0.5f);

float exps = expp + 1.0f;

if (0.0f <= sMax && sMax < pow2to9) {
exps = expp;
}

float sRed = Math::floor((cRed / pow(2.0f, exps - B - N)) + 0.5f);
float sGreen = Math::floor((cGreen / pow(2.0f, exps - B - N)) + 0.5f);
float sBlue = Math::floor((cBlue / pow(2.0f, exps - B - N)) + 0.5f);
float sRed = Math::floor((cRed / Math::pow(2.0f, exps - B - N)) + 0.5f);
float sGreen = Math::floor((cGreen / Math::pow(2.0f, exps - B - N)) + 0.5f);
float sBlue = Math::floor((cBlue / Math::pow(2.0f, exps - B - N)) + 0.5f);

return (uint32_t(Math::fast_ftoi(sRed)) & 0x1FF) | ((uint32_t(Math::fast_ftoi(sGreen)) & 0x1FF) << 9) | ((uint32_t(Math::fast_ftoi(sBlue)) & 0x1FF) << 18) | ((uint32_t(Math::fast_ftoi(exps)) & 0x1F) << 27);
}
Expand Down
2 changes: 1 addition & 1 deletion include/godot_cpp/variant/projection.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -98,7 +98,7 @@ struct _NO_DISCARD_ Projection {
Projection jitter_offseted(const Vector2 &p_offset) const;

static real_t get_fovy(real_t p_fovx, real_t p_aspect) {
return Math::rad_to_deg(Math::atan(p_aspect * Math::tan(Math::deg_to_rad(p_fovx) * 0.5)) * 2.0);
return Math::rad_to_deg(Math::atan(p_aspect * Math::tan(Math::deg_to_rad(p_fovx) * 0.5f)) * 2.0f);
}

real_t get_z_far() const;
Expand Down
4 changes: 2 additions & 2 deletions include/godot_cpp/variant/vector2.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -292,13 +292,13 @@ Vector2 Vector2::bezier_interpolate(const Vector2 &p_control_1, const Vector2 &p
Vector2 res = *this;

/* Formula from Wikipedia article on Bezier curves. */
real_t omt = (1.0 - p_t);
real_t omt = (1.0f - p_t);
real_t omt2 = omt * omt;
real_t omt3 = omt2 * omt;
real_t t2 = p_t * p_t;
real_t t3 = t2 * p_t;

return res * omt3 + p_control_1 * omt2 * p_t * 3.0 + p_control_2 * omt * t2 * 3.0 + p_end * t3;
return res * omt3 + p_control_1 * omt2 * p_t * 3.0f + p_control_2 * omt * t2 * 3.0f + p_end * t3;
}

Vector2 Vector2::direction_to(const Vector2 &p_to) const {
Expand Down
4 changes: 2 additions & 2 deletions include/godot_cpp/variant/vector3.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -277,13 +277,13 @@ Vector3 Vector3::bezier_interpolate(const Vector3 &p_control_1, const Vector3 &p
Vector3 res = *this;

/* Formula from Wikipedia article on Bezier curves. */
real_t omt = (1.0 - p_t);
real_t omt = (1.0f - p_t);
real_t omt2 = omt * omt;
real_t omt3 = omt2 * omt;
real_t t2 = p_t * p_t;
real_t t3 = t2 * p_t;

return res * omt3 + p_control_1 * omt2 * p_t * 3.0 + p_control_2 * omt * t2 * 3.0 + p_end * t3;
return res * omt3 + p_control_1 * omt2 * p_t * 3.0f + p_control_2 * omt * t2 * 3.0f + p_end * t3;
}

real_t Vector3::distance_to(const Vector3 &p_to) const {
Expand Down
44 changes: 22 additions & 22 deletions src/variant/basis.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -470,7 +470,7 @@ Vector3 Basis::get_euler(EulerOrder p_order) const {
if (rows[1][0] == 0 && rows[0][1] == 0 && rows[1][2] == 0 && rows[2][1] == 0 && rows[1][1] == 1) {
// return the simplest form (human friendlier in editor and scripts)
euler.x = 0;
euler.y = atan2(rows[0][2], rows[0][0]);
euler.y = Math::atan2(rows[0][2], rows[0][0]);
euler.z = 0;
} else {
euler.x = Math::atan2(-rows[1][2], rows[2][2]);
Expand All @@ -479,12 +479,12 @@ Vector3 Basis::get_euler(EulerOrder p_order) const {
}
} else {
euler.x = Math::atan2(rows[2][1], rows[1][1]);
euler.y = -Math_PI / 2.0f;
euler.y = (real_t)(-Math_PI / 2.0);
euler.z = 0.0f;
}
} else {
euler.x = Math::atan2(rows[2][1], rows[1][1]);
euler.y = Math_PI / 2.0f;
euler.y = (real_t)(Math_PI / 2.0);
euler.z = 0.0f;
}
return euler;
Expand All @@ -508,13 +508,13 @@ Vector3 Basis::get_euler(EulerOrder p_order) const {
// It's -1
euler.x = -Math::atan2(rows[1][2], rows[2][2]);
euler.y = 0.0f;
euler.z = Math_PI / 2.0f;
euler.z = (real_t)(Math_PI / 2.0);
}
} else {
// It's 1
euler.x = -Math::atan2(rows[1][2], rows[2][2]);
euler.y = 0.0f;
euler.z = -Math_PI / 2.0f;
euler.z = (real_t)(-Math_PI / 2.0);
}
return euler;
}
Expand All @@ -535,22 +535,22 @@ Vector3 Basis::get_euler(EulerOrder p_order) const {
// is this a pure X rotation?
if (rows[1][0] == 0 && rows[0][1] == 0 && rows[0][2] == 0 && rows[2][0] == 0 && rows[0][0] == 1) {
// return the simplest form (human friendlier in editor and scripts)
euler.x = atan2(-m12, rows[1][1]);
euler.x = Math::atan2(-m12, rows[1][1]);
euler.y = 0;
euler.z = 0;
} else {
euler.x = asin(-m12);
euler.y = atan2(rows[0][2], rows[2][2]);
euler.z = atan2(rows[1][0], rows[1][1]);
euler.x = Math::asin(-m12);
euler.y = Math::atan2(rows[0][2], rows[2][2]);
euler.z = Math::atan2(rows[1][0], rows[1][1]);
}
} else { // m12 == -1
euler.x = Math_PI * 0.5f;
euler.y = atan2(rows[0][1], rows[0][0]);
euler.x = (real_t)(Math_PI * 0.5);
euler.y = Math::atan2(rows[0][1], rows[0][0]);
euler.z = 0;
}
} else { // m12 == 1
euler.x = -Math_PI * 0.5f;
euler.y = -atan2(rows[0][1], rows[0][0]);
euler.x = (real_t)(-Math_PI * 0.5);
euler.y = -Math::atan2(rows[0][1], rows[0][0]);
euler.z = 0;
}

Expand All @@ -575,13 +575,13 @@ Vector3 Basis::get_euler(EulerOrder p_order) const {
// It's -1
euler.x = Math::atan2(rows[2][1], rows[2][2]);
euler.y = 0.0f;
euler.z = -Math_PI / 2.0f;
euler.z = (real_t)(-Math_PI / 2.0);
}
} else {
// It's 1
euler.x = Math::atan2(rows[2][1], rows[2][2]);
euler.y = 0.0f;
euler.z = Math_PI / 2.0f;
euler.z = (real_t)(Math_PI / 2.0);
}
return euler;
}
Expand All @@ -601,13 +601,13 @@ Vector3 Basis::get_euler(EulerOrder p_order) const {
euler.z = Math::atan2(-rows[0][1], rows[1][1]);
} else {
// It's -1
euler.x = -Math_PI / 2.0f;
euler.x = (real_t)(-Math_PI / 2.0);
euler.y = Math::atan2(rows[0][2], rows[0][0]);
euler.z = 0;
}
} else {
// It's 1
euler.x = Math_PI / 2.0f;
euler.x = (real_t)(Math_PI / 2.0);
euler.y = Math::atan2(rows[0][2], rows[0][0]);
euler.z = 0;
}
Expand All @@ -630,13 +630,13 @@ Vector3 Basis::get_euler(EulerOrder p_order) const {
} else {
// It's -1
euler.x = 0;
euler.y = Math_PI / 2.0f;
euler.y = (real_t)(Math_PI / 2.0);
euler.z = -Math::atan2(rows[0][1], rows[1][1]);
}
} else {
// It's 1
euler.x = 0;
euler.y = -Math_PI / 2.0f;
euler.y = (real_t)(-Math_PI / 2.0);
euler.z = -Math::atan2(rows[0][1], rows[1][1]);
}
return euler;
Expand Down Expand Up @@ -816,7 +816,7 @@ void Basis::get_axis_angle(Vector3 &r_axis, real_t &r_angle) const {
return;
}
// As we have reached here there are no singularities so we can handle normally.
double s = Math::sqrt((rows[2][1] - rows[1][2]) * (rows[2][1] - rows[1][2]) + (rows[0][2] - rows[2][0]) * (rows[0][2] - rows[2][0]) + (rows[1][0] - rows[0][1]) * (rows[1][0] - rows[0][1])); // Used to normalize.
real_t s = Math::sqrt((rows[2][1] - rows[1][2]) * (rows[2][1] - rows[1][2]) + (rows[0][2] - rows[2][0]) * (rows[0][2] - rows[2][0]) + (rows[1][0] - rows[0][1]) * (rows[1][0] - rows[0][1])); // Used to normalize.

if (Math::abs(s) < CMP_EPSILON) {
// Prevent divide by zero, should not happen if matrix is orthogonal and should be caught by singularity test above.
Expand Down Expand Up @@ -939,9 +939,9 @@ void Basis::rotate_sh(real_t *p_values) {
const static real_t s_c_scale = 1.0 / 0.91529123286551084;
const static real_t s_c_scale_inv = 0.91529123286551084;

const static real_t s_rc2 = 1.5853309190550713 * s_c_scale;
const static real_t s_rc2 = (real_t)1.5853309190550713 * s_c_scale;
const static real_t s_c4_div_c3 = s_c4 / s_c3;
const static real_t s_c4_div_c3_x2 = (s_c4 / s_c3) * 2.0;
const static real_t s_c4_div_c3_x2 = (s_c4 / s_c3) * (real_t)2.0;

const static real_t s_scale_dst2 = s_c3 * s_c_scale_inv;
const static real_t s_scale_dst4 = s_c5 * s_c_scale_inv;
Expand Down
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