gb.hpp - Atomics
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gb.hpp
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gb.hpp
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@ -78,9 +78,6 @@
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////////////////////////////////
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#if defined(_WIN32) || defined(_WIN64)
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#define GB_SYSTEM_WINDOWS
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#define NOMINMAX
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#define VC_EXTRALEAN
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#define WIN32_EXTRA_LEAN
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#elif defined(__APPLE__) && defined(__MACH__)
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#define GB_SYSTEM_OSX
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@ -134,7 +131,14 @@
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#include <time.h>
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#ifdef GB_SYSTEM_WINDOWS
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#define NOMINMAX
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#define VC_EXTRALEAN
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#define WIN32_EXTRA_LEAN
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#include <windows.h>
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#undef NOMINMAX
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#undef VC_EXTRALEAN
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#undef WIN32_EXTRA_LEAN
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#include <intrin.h>
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#else
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#include <pthread.h>
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#endif
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@ -231,6 +235,30 @@ using uintptr = uintptr_t;
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using ptrdiff = ptrdiff_t;
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#ifdef GB_BASIC_TYPES_WITHOUT_NAMESPACE
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#define S8_MIN (-0x7f - 1)
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#define S8_MAX 0x7f
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#define U8_MIN 0u
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#define U8_MAX 0xffu
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#define S16_MIN (-0x7fff - 1)
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#define S16_MAX 0x7fff
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#define U16_MIN 0u
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#define U16_MAX 0xffffu
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#define S32_MIN (-0x7fffffff - 1)
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#define S32_MAX 0x7fffffff
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#define U32_MIN 0u
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#define U32_MAX 0xffffffffu
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#define S64_MIN (-0x7fffffffffffffffll - 1)
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#define S64_MAX 0x7fffffffffffffffll
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#define U64_MIN 0ull
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#define U64_MAX 0xffffffffffffffffull
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#else
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#endif
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#if !defined(GB_BASIC_TYPES_WITHOUT_NAMESPACE)
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} // namespace gb
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#endif // GB_BASIC_TYPES_WITHOUT_NAMESPACE
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@ -304,6 +332,7 @@ namespace gb
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/// ///
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////////////////////////////////
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// Mutex
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struct Mutex
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{
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#ifdef GB_SYSTEM_WINDOWS
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@ -320,10 +349,36 @@ void lock_mutex(Mutex& mutex);
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bool try_lock_mutex(Mutex& mutex);
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void unlock_mutex(Mutex& mutex);
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// Atomics
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struct Atomic32 { u32 nonatomic; };
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struct Atomic64 { u64 nonatomic; };
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struct Atomic_Ptr { void* nonatomic; };
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namespace atomic
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{
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u32 load_32_relaxed(const Atomic_Ptr* object);
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void store_32_relaxed(Atomic_Ptr* object, u32 value);
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u32 compare_exchange_strong_32_relaxed(Atomic_Ptr* object, u32 expected, u32 desired);
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u32 exchanged_32_relaxed(Atomic_Ptr* object, u32 desired);
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u32 fetch_add_32_relaxed(Atomic_Ptr* object, s32 operand);
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u32 fetch_and_32_relaxed(Atomic_Ptr* object, u32 operand);
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u32 fetch_or_32_relaxed(Atomic_Ptr* object, u32 operand);
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u64 load_64_relaxed(const Atomic_Ptr* object);
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void store_64_relaxed(Atomic_Ptr* object, u64 value);
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u64 compare_exchange_strong_64_relaxed(Atomic_Ptr* object, u64 expected, u64 desired);
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u64 exchanged_64_relaxed(Atomic_Ptr* object, u64 desired);
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u64 fetch_add_64_relaxed(Atomic_Ptr* object, s64 operand);
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u64 fetch_and_64_relaxed(Atomic_Ptr* object, u64 operand);
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u64 fetch_or_64_relaxed(Atomic_Ptr* object, u64 operand);
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} // namespace atomic
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#ifndef GB_DEFAULT_ALIGNMENT
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#define GB_DEFAULT_ALIGNMENT 4
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#endif
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namespace memory
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{
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inline void*
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align_forward(void* ptr, usize align)
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{
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@ -337,6 +392,7 @@ align_forward(void* ptr, usize align)
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return (void*)p;
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}
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} // namespace memory
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struct Allocator
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{
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@ -396,24 +452,33 @@ struct Heap_Allocator : Allocator
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struct Arena_Allocator : Allocator
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{
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u8* base = nullptr;
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s64 base_size = 0;
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s64 total_allocated_count = 0;
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s64 temp_count = 0;
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Allocator* backing;
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void* physical_start;
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s64 total_size;
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s64 offset;
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s64 total_allocated_count;
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s64 temp_count;
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Arena_Allocator() = default;
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explicit Arena_Allocator(void* base, usize base_size);
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explicit Arena_Allocator(Allocator& backing, usize size);
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explicit Arena_Allocator(void* start, usize size);
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virtual ~Arena_Allocator();
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virtual void* alloc(usize size, usize align = GB_DEFAULT_ALIGNMENT);
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virtual void dealloc(void* ptr);
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virtual s64 allocated_size(const void* ptr);
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virtual s64 total_allocated();
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virtual usize get_alignment_offset(usize align = GB_DEFAULT_ALIGNMENT);
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virtual usize get_remaining_space(usize align = GB_DEFAULT_ALIGNMENT);
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void check();
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};
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inline void
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clear_arena(Arena_Allocator& arena)
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{
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GB_ASSERT(arena.temp_count == 0,
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"%ld Temporary_Arena_Memory have not be cleared", arena.temp_count);
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arena.offset = 0;
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arena.total_allocated_count = 0;
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}
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struct Temporary_Arena_Memory
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{
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Arena_Allocator* arena;
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@ -479,6 +544,7 @@ bool strings_are_equal(const String lhs, const String rhs);
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void trim_string(String& str, const char* cut_set);
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// TODO(bill): string libraries
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////////////////////////////////
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/// ///
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@ -1221,6 +1287,7 @@ void time_sleep(Time time);
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Time seconds(f32 s);
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Time milliseconds(s32 ms);
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Time microseconds(s64 us);
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f32 time_as_seconds(Time t);
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s32 time_as_milliseconds(Time t);
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s64 time_as_microseconds(Time t);
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@ -1375,6 +1442,24 @@ struct Transform
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Vector3 scale = Vector3{0, 0, 0};
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};
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struct Aabb
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{
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Vector3 center;
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Vector3 half_size;
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};
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struct Sphere
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{
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Vector3 center;
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f32 radius;
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};
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struct Plane
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{
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Vector3 normal;
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f32 distance; // negative distance to origin
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};
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////////////////////////////////
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/// ///
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/// Math Type Op Overloads ///
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@ -1549,6 +1634,7 @@ extern const f32 PI;
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extern const f32 TAU;
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extern const f32 SQRT_2;
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extern const f32 SQRT_3;
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extern const f32 FLOAT_PRECISION;
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// Power
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f32 sqrt(f32 x);
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@ -1608,7 +1694,16 @@ s32 clamp(s32 x, s32 min, s32 max);
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s64 clamp(s64 x, s64 min, s64 max);
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f32 clamp(f32 x, f32 min, f32 max);
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f32 lerp(f32 x, f32 y, f32 t);
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template <typename T>
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T lerp(const T& x, const T& y, const T& t);
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bool equals(f32 a, f32 b, f32 precision = FLOAT_PRECISION);
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template <typename T>
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void swap(T& a, T& b);
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template <typename T, usize N>
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void swap(T (& a)[N], T (& b)[N]);
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// Vector2 functions
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f32 dot(const Vector2& a, const Vector2& b);
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@ -1617,7 +1712,7 @@ f32 cross(const Vector2& a, const Vector2& b);
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f32 magnitude(const Vector2& a);
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Vector2 normalize(const Vector2& a);
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Vector2 hadamard_product(const Vector2& a, const Vector2& b);
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Vector2 hadamard(const Vector2& a, const Vector2& b);
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// Vector3 functions
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f32 dot(const Vector3& a, const Vector3& b);
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@ -1626,7 +1721,7 @@ Vector3 cross(const Vector3& a, const Vector3& b);
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f32 magnitude(const Vector3& a);
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Vector3 normalize(const Vector3& a);
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Vector3 hadamard_product(const Vector3& a, const Vector3& b);
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Vector3 hadamard(const Vector3& a, const Vector3& b);
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// Vector4 functions
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f32 dot(const Vector4& a, const Vector4& b);
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f32 magnitude(const Vector4& a);
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Vector4 normalize(const Vector4& a);
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Vector4 hadamard_product(const Vector4& a, const Vector4& b);
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Vector4 hadamard(const Vector4& a, const Vector4& b);
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// Quaternion functions
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f32 dot(const Quaternion& a, const Quaternion& b);
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Matrix2 transpose(const Matrix2& m);
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f32 determinant(const Matrix2& m);
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Matrix2 inverse(const Matrix2& m);
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Matrix2 hadamard_product(const Matrix2& a, const Matrix2&b);
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Matrix2 hadamard(const Matrix2& a, const Matrix2&b);
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// Matrix3 functions
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Matrix3 transpose(const Matrix3& m);
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f32 determinant(const Matrix3& m);
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Matrix3 inverse(const Matrix3& m);
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Matrix3 hadamard_product(const Matrix3& a, const Matrix3&b);
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Matrix3 hadamard(const Matrix3& a, const Matrix3&b);
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// Matrix4 functions
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Matrix4 transpose(const Matrix4& m);
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f32 determinant(const Matrix4& m);
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Matrix4 inverse(const Matrix4& m);
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Matrix4 hadamard_product(const Matrix4& a, const Matrix4&b);
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Matrix4 hadamard(const Matrix4& a, const Matrix4&b);
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Matrix4 quaternion_to_matrix4(const Quaternion& a);
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Quaternion matrix4_to_quaternion(const Matrix4& m);
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Transform inverse(const Transform& t);
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Matrix4 transform_to_matrix4(const Transform& t);
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// Aabb Functions
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f32 aabb_volume(const Aabb& aabb);
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bool aabb_contains_point(const Aabb& aabb, const Vector3& point);
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Sphere aabb_to_sphere(const Aabb& aabb);
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// Sphere Functions
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f32 sphere_volume(const Sphere& s);
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bool sphere_contains_point(const Sphere& s, const Vector3& point);
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// Plane Functions
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f32 ray_plane_intersection(const Vector3& from, const Vector3& dir, const Plane& p);
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f32 ray_sphere_intersection(const Vector3& from, const Vector3& dir, const Sphere& s);
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bool plane_3_intersection(const Plane& p1, const Plane& p2, const Plane& p3, Vector3& ip);
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} // namespace math
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@ -1882,6 +1992,171 @@ void unlock_mutex(Mutex& mutex)
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#endif
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}
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// Atomics
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namespace atomic
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{
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#if defined(_MSC_VER)
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inline u32
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load_32_relaxed(const Atomic_Ptr* object)
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{
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return *(u32*)object->nonatomic;
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}
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inline void
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store_32_relaxed(Atomic_Ptr* object, u32 value)
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{
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*(u32*)object->nonatomic = value;
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}
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inline u32
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compare_exchange_strong_32_relaxed(Atomic_Ptr* object, u32 expected, u32 desired)
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{
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return _InterlockedCompareExchange((long*)object, desired, expected);
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}
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inline u32
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exchanged_32_relaxed(Atomic_Ptr* object, u32 desired)
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{
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return _InterlockedExchange((long*)object, desired);
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}
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inline u32
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fetch_add_32_relaxed(Atomic_Ptr* object, s32 operand)
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{
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return _InterlockedExchangeAdd((long*)object, operand);
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}
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inline u32
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fetch_and_32_relaxed(Atomic_Ptr* object, u32 operand)
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{
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return _InterlockedAnd((long*)object, operand);
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}
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inline u32
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fetch_or_32_relaxed(Atomic_Ptr* object, u32 operand)
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{
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return _InterlockedOr((long*)object, operand);
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}
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inline u64
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load_64_relaxed(const Atomic_Ptr* object)
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{
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#ifdef GB_ARCH_64_BIT
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return *(u64*)object->nonatomic;
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#else
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// NOTE(bill): The most compatible way to get an atomic 64-bit load on x86 is with cmpxchg8b
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u64 result;
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__asm
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{
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mov esi, object;
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mov ebx, eax;
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mov ecx, edx;
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lock cmpxchg8b [esi];
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mov dword ptr result, eax;
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mov dword ptr result[4], edx;
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}
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return result;
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#endif
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}
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inline void
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store_64_relaxed(Atomic_Ptr* object, u64 value)
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{
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#ifdef GB_ARCH_64_BIT
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*(u64*)object->nonatomic = value;
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#else
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// NOTE(bill): The most compatible way to get an atomic 64-bit load on x86 is with cmpxchg8b
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__asm
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{
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mov esi, object;
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mov ebx, dword ptr value;
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mov ecx, dword ptr value[4];
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retry:
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cmpxchg8b [esi];
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jne retry;
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}
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#endif
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}
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inline u64
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compare_exchange_strong_64_relaxed(Atomic_Ptr* object, u64 expected, u64 desired)
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{
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_InterlockedCompareExchange64((LONGLONG*)object, desired, expected);
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}
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inline u64
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exchanged_64_relaxed(Atomic_Ptr* object, u64 desired)
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{
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#ifdef GB_ARCH_64_BIT
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return _InterlockedExchange64((LONGLONG*)object, desired);
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#else
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u64 expected = object->nonatomic;
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while (true)
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{
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u64 original = _InterlockedCompareExchange64((LONGLONG*)object, desired, expected);
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if (original == expected)
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return original;
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expected = original;
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}
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#endif
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}
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inline u64
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fetch_add_64_relaxed(Atomic_Ptr* object, s64 operand)
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{
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#ifdef GB_ARCH_64_BIT
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return _InterlockedExchangeAdd64((LONGLONG*)object, operand);
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#else
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u64 expected = object->nonatomic;
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while (true)
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{
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u64 original = _InterlockedExchange64((LONGLONG*)object, expected + operand, expected);
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if (original == expected)
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return original;
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expected = original;
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}
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#endif
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}
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inline u64
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fetch_and_64_relaxed(Atomic_Ptr* object, u64 operand)
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{
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#ifdef GB_ARCH_64_BIT
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return _InterlockedAnd64((LONGLONG*)object, operand);
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#else
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u64 expected = object->nonatomic;
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while (true)
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{
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u64 original = _InterlockedCompareExchange64((LONGLONG*)object, expected & operand, expected);
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if (original == expected)
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return original;
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expected = original;
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}
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#endif
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}
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inline u64
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fetch_or_64_relaxed(Atomic_Ptr* object, u64 operand)
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{
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#ifdef GB_ARCH_64_BIT
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return _InterlockedAnd64((LONGLONG*)object, operand);
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#else
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u64 expected = object->nonatomic;
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while (true)
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{
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u64 original = _InterlockedCompareExchange64((LONGLONG*)object, expected | operand, expected);
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if (original == expected)
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return original;
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expected = original;
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}
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#endif
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}
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#else
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#error TODO(bill): Implement atomics for this platform
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#endif
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} // namespace atomic
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Heap_Allocator::~Heap_Allocator()
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{
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@ -1900,7 +2175,7 @@ Heap_Allocator::alloc(usize size, usize align)
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Header* h = (Header*)::malloc(total);
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h->size = total;
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void* data = align_forward(h + 1, align);
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void* data = memory::align_forward(h + 1, align);
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{ // Pad header
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usize* ptr = (usize*)(h+1);
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@ -1958,26 +2233,48 @@ Heap_Allocator::get_header_ptr(const void* ptr)
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return (Heap_Allocator::Header*)data;
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}
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Arena_Allocator::Arena_Allocator(void* base, usize base_size)
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: base((u8*)base)
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, base_size((s64)base_size)
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Arena_Allocator::Arena_Allocator(Allocator& backing_, usize size)
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: backing(&backing_)
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, physical_start(nullptr)
|
||||
, total_size((s64)size)
|
||||
, offset(0)
|
||||
, temp_count(0)
|
||||
, total_allocated_count(0)
|
||||
{
|
||||
physical_start = backing->alloc(size);
|
||||
}
|
||||
|
||||
Arena_Allocator::Arena_Allocator(void* start, usize size)
|
||||
: backing(nullptr)
|
||||
, physical_start(start)
|
||||
, total_size((s64)size)
|
||||
, offset(0)
|
||||
, temp_count(0)
|
||||
, total_allocated_count(0)
|
||||
{
|
||||
}
|
||||
|
||||
void* Arena_Allocator::alloc(usize size_init, usize align)
|
||||
Arena_Allocator::~Arena_Allocator()
|
||||
{
|
||||
usize size = size_init;
|
||||
if (backing)
|
||||
backing->dealloc(physical_start);
|
||||
|
||||
usize alignment_offset = get_alignment_offset(align);
|
||||
size += alignment_offset;
|
||||
GB_ASSERT(offset == 0,
|
||||
"Memory leak of %ld bytes, maybe you forgot to call clear_arena()?", offset);
|
||||
}
|
||||
|
||||
GB_ASSERT(size >= size_init);
|
||||
GB_ASSERT(total_allocated_count + size <= (usize)base_size);
|
||||
void* Arena_Allocator::alloc(usize size, usize align)
|
||||
{
|
||||
s64 actual_size = size + align;
|
||||
|
||||
void* ptr = base + total_allocated_count + alignment_offset;
|
||||
total_allocated_count += size;
|
||||
if (offset + actual_size > total_size)
|
||||
return nullptr;
|
||||
|
||||
void* ptr = memory::align_forward((u8*)physical_start + offset, align);
|
||||
|
||||
offset += actual_size;
|
||||
total_allocated_count++;
|
||||
|
||||
return ptr;
|
||||
}
|
||||
|
@ -1994,28 +2291,6 @@ s64 Arena_Allocator::total_allocated()
|
|||
return total_allocated_count;
|
||||
}
|
||||
|
||||
usize Arena_Allocator::get_alignment_offset(usize align)
|
||||
{
|
||||
usize offset = 0;
|
||||
|
||||
usize result_pointer = (usize)((uintptr)base + total_allocated_count);
|
||||
usize alignment_mask = align - 1;
|
||||
if (result_pointer & alignment_mask)
|
||||
offset = align - (result_pointer & alignment_mask);
|
||||
|
||||
return offset;
|
||||
}
|
||||
|
||||
usize Arena_Allocator::get_remaining_space(usize align)
|
||||
{
|
||||
return base_size - (total_allocated_count + get_alignment_offset(align));
|
||||
}
|
||||
|
||||
void Arena_Allocator::check()
|
||||
{
|
||||
GB_ASSERT(temp_count == 0);
|
||||
}
|
||||
|
||||
////////////////////////////////
|
||||
/// ///
|
||||
/// String ///
|
||||
|
@ -2634,10 +2909,15 @@ void time_sleep(Time t)
|
|||
#else
|
||||
Time time_now()
|
||||
{
|
||||
#ifdef GB_SYSTEM_OSX
|
||||
s64 t = (s64)mach_absolute_time();
|
||||
return microseconds(t);
|
||||
#else
|
||||
struct timespec spec;
|
||||
clock_gettime(CLOCK_REALTIME, &spec);
|
||||
|
||||
return milliseconds((spec.tv_sec * 1000000ll) + (spec.tv_nsec * 1000ll));
|
||||
#endif
|
||||
}
|
||||
|
||||
void time_sleep(Time t)
|
||||
|
@ -3472,6 +3752,7 @@ const f32 PI = 3.141592654f;
|
|||
const f32 TAU = 6.283185307f;
|
||||
const f32 SQRT_2 = 1.414213562f;
|
||||
const f32 SQRT_3 = 1.732050808f;
|
||||
const f32 FLOAT_PRECISION = 1.0e-7f;
|
||||
|
||||
// Power
|
||||
inline f32 sqrt(f32 x) { return ::sqrtf(x); }
|
||||
|
@ -3597,48 +3878,69 @@ inline f32 clamp(f32 x, f32 min, f32 max)
|
|||
return x;
|
||||
}
|
||||
|
||||
inline f32 lerp(f32 x, f32 y, f32 t)
|
||||
template <typename T>
|
||||
inline T
|
||||
lerp(const T& x, const T& y, const T& t)
|
||||
{
|
||||
return x + (y-x)*t;
|
||||
return x + (y - x) * t;
|
||||
}
|
||||
|
||||
inline bool
|
||||
equals(f32 a, f32 b, f32 precision)
|
||||
{
|
||||
return ((b <= (a + precision)) && (b >= (a - precision)));
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
inline void
|
||||
swap(T& a, T& b)
|
||||
{
|
||||
T c = gb::move(a);
|
||||
a = gb::move(b);
|
||||
b = gb::move(c);
|
||||
}
|
||||
|
||||
template <typename T, usize N>
|
||||
inline void swap(T (& a)[N], T (& b)[N])
|
||||
{
|
||||
for (usize i = 0; i < N; i++)
|
||||
math::swap(a[i], b[i]);
|
||||
}
|
||||
|
||||
// Vector2 functions
|
||||
f32 dot(const Vector2& a, const Vector2& b)
|
||||
inline f32 dot(const Vector2& a, const Vector2& b)
|
||||
{
|
||||
return a.x * b.x + a.y * b.y;
|
||||
}
|
||||
|
||||
f32 cross(const Vector2& a, const Vector2& b)
|
||||
inline f32 cross(const Vector2& a, const Vector2& b)
|
||||
{
|
||||
return a.x * b.y - a.y * b.x;
|
||||
}
|
||||
|
||||
f32 magnitude(const Vector2& a)
|
||||
inline f32 magnitude(const Vector2& a)
|
||||
{
|
||||
return math::sqrt(math::dot(a, a));
|
||||
}
|
||||
|
||||
Vector2 normalize(const Vector2& a)
|
||||
inline Vector2 normalize(const Vector2& a)
|
||||
{
|
||||
f32 m = 1.0f / magnitude(a);
|
||||
return a * m;
|
||||
}
|
||||
|
||||
Vector2 hadamard_product(const Vector2& a, const Vector2& b)
|
||||
inline Vector2 hadamard(const Vector2& a, const Vector2& b)
|
||||
{
|
||||
return {a.x * b.x, a.y * b.y};
|
||||
}
|
||||
|
||||
// Vector3 functions
|
||||
f32 dot(const Vector3& a, const Vector3& b)
|
||||
inline f32 dot(const Vector3& a, const Vector3& b)
|
||||
{
|
||||
return a.x * b.x + a.y * b.y + a.z * b.z;
|
||||
}
|
||||
|
||||
Vector3 cross(const Vector3& a, const Vector3& b)
|
||||
inline Vector3 cross(const Vector3& a, const Vector3& b)
|
||||
{
|
||||
return {
|
||||
a.y * b.z - b.y * a.z, // x
|
||||
|
@ -3647,51 +3949,51 @@ Vector3 cross(const Vector3& a, const Vector3& b)
|
|||
};
|
||||
}
|
||||
|
||||
f32 magnitude(const Vector3& a)
|
||||
inline f32 magnitude(const Vector3& a)
|
||||
{
|
||||
return math::sqrt(math::dot(a, a));
|
||||
}
|
||||
|
||||
Vector3 normalize(const Vector3& a)
|
||||
inline Vector3 normalize(const Vector3& a)
|
||||
{
|
||||
f32 m = 1.0f / magnitude(a);
|
||||
return a * m;
|
||||
}
|
||||
|
||||
Vector3 hadamard_product(const Vector3& a, const Vector3& b)
|
||||
inline Vector3 hadamard(const Vector3& a, const Vector3& b)
|
||||
{
|
||||
return {a.x * b.x, a.y * b.y, a.z * b.z};
|
||||
}
|
||||
|
||||
// Vector4 functions
|
||||
f32 dot(const Vector4& a, const Vector4& b)
|
||||
inline f32 dot(const Vector4& a, const Vector4& b)
|
||||
{
|
||||
return a.x*b.x + a.y*b.y + a.z*b.z + a.w*b.w;
|
||||
}
|
||||
|
||||
f32 magnitude(const Vector4& a)
|
||||
inline f32 magnitude(const Vector4& a)
|
||||
{
|
||||
return math::sqrt(math::dot(a, a));
|
||||
}
|
||||
|
||||
Vector4 normalize(const Vector4& a)
|
||||
inline Vector4 normalize(const Vector4& a)
|
||||
{
|
||||
f32 m = 1.0f / magnitude(a);
|
||||
return a * m;
|
||||
}
|
||||
|
||||
Vector4 hadamard_product(const Vector4& a, const Vector4& b)
|
||||
inline Vector4 hadamard(const Vector4& a, const Vector4& b)
|
||||
{
|
||||
return {a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w};
|
||||
}
|
||||
|
||||
// Quaternion functions
|
||||
f32 dot(const Quaternion& a, const Quaternion& b)
|
||||
inline f32 dot(const Quaternion& a, const Quaternion& b)
|
||||
{
|
||||
return math::dot(a.xyz, b.xyz) + a.w*b.w;
|
||||
}
|
||||
|
||||
Quaternion cross(const Quaternion& a, const Quaternion& b)
|
||||
inline Quaternion cross(const Quaternion& a, const Quaternion& b)
|
||||
{
|
||||
return {a.w * b.x + a.x * b.w + a.y * b.z - a.z * b.y,
|
||||
a.w * b.y + a.y * b.w + a.z * b.x - a.x * b.z,
|
||||
|
@ -3699,34 +4001,34 @@ Quaternion cross(const Quaternion& a, const Quaternion& b)
|
|||
a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z};
|
||||
}
|
||||
|
||||
f32 magnitude(const Quaternion& a)
|
||||
inline f32 magnitude(const Quaternion& a)
|
||||
{
|
||||
return math::sqrt(math::dot(a, a));
|
||||
}
|
||||
|
||||
Quaternion normalize(const Quaternion& a)
|
||||
inline Quaternion normalize(const Quaternion& a)
|
||||
{
|
||||
f32 m = 1.0f / magnitude(a);
|
||||
return a * m;
|
||||
}
|
||||
|
||||
Quaternion conjugate(const Quaternion& a)
|
||||
inline Quaternion conjugate(const Quaternion& a)
|
||||
{
|
||||
return {-a.x, -a.y, -a.z, a.w};
|
||||
}
|
||||
|
||||
Quaternion inverse(const Quaternion& a)
|
||||
inline Quaternion inverse(const Quaternion& a)
|
||||
{
|
||||
f32 m = 1.0f / dot(a, a);
|
||||
return math::conjugate(a) * m;
|
||||
}
|
||||
|
||||
f32 quaternion_angle(const Quaternion& a)
|
||||
inline f32 quaternion_angle(const Quaternion& a)
|
||||
{
|
||||
return 2.0f * math::acos(a.w);
|
||||
}
|
||||
|
||||
Vector3 quaternion_axis(const Quaternion& a)
|
||||
inline Vector3 quaternion_axis(const Quaternion& a)
|
||||
{
|
||||
f32 s2 = 1.0f - a.w * a.w;
|
||||
|
||||
|
@ -3738,7 +4040,7 @@ Vector3 quaternion_axis(const Quaternion& a)
|
|||
return a.xyz * invs2;
|
||||
}
|
||||
|
||||
Quaternion axis_angle(const Vector3& axis, f32 radians)
|
||||
inline Quaternion axis_angle(const Vector3& axis, f32 radians)
|
||||
{
|
||||
Vector3 a = math::normalize(axis);
|
||||
f32 s = math::sin(0.5f * radians);
|
||||
|
@ -3750,30 +4052,32 @@ Quaternion axis_angle(const Vector3& axis, f32 radians)
|
|||
return q;
|
||||
}
|
||||
|
||||
f32 quaternion_roll(const Quaternion& a)
|
||||
inline f32 quaternion_roll(const Quaternion& a)
|
||||
{
|
||||
return math::atan2(2.0f * a.x * a.y + a.z * a.w,
|
||||
a.x * a.x + a.w * a.w - a.y * a.y - a.z * a.z);
|
||||
}
|
||||
|
||||
f32 quaternion_pitch(const Quaternion& a)
|
||||
inline f32 quaternion_pitch(const Quaternion& a)
|
||||
{
|
||||
return math::atan2(2.0f * a.y * a.z + a.w * a.x,
|
||||
a.w * a.w - a.x * a.x - a.y * a.y + a.z * a.z);
|
||||
}
|
||||
|
||||
f32 quaternion_yaw(const Quaternion& a)
|
||||
inline f32 quaternion_yaw(const Quaternion& a)
|
||||
{
|
||||
return math::asin(-2.0f * (a.x * a.z - a.w * a.y));
|
||||
|
||||
}
|
||||
|
||||
Euler_Angles quaternion_to_euler_angles(const Quaternion& a)
|
||||
inline Euler_Angles
|
||||
quaternion_to_euler_angles(const Quaternion& a)
|
||||
{
|
||||
return {quaternion_pitch(a), quaternion_yaw(a), quaternion_roll(a)};
|
||||
}
|
||||
|
||||
Quaternion euler_angles_to_quaternion(const Euler_Angles& e,
|
||||
inline Quaternion
|
||||
euler_angles_to_quaternion(const Euler_Angles& e,
|
||||
const Vector3& x_axis,
|
||||
const Vector3& y_axis,
|
||||
const Vector3& z_axis)
|
||||
|
@ -3787,7 +4091,8 @@ Quaternion euler_angles_to_quaternion(const Euler_Angles& e,
|
|||
|
||||
|
||||
// Spherical Linear Interpolation
|
||||
Quaternion slerp(const Quaternion& x, const Quaternion& y, f32 t)
|
||||
inline Quaternion
|
||||
slerp(const Quaternion& x, const Quaternion& y, f32 t)
|
||||
{
|
||||
Quaternion z = y;
|
||||
|
||||
|
@ -3855,7 +4160,7 @@ Matrix2 inverse(const Matrix2& m)
|
|||
return result;
|
||||
}
|
||||
|
||||
Matrix2 hadamard_product(const Matrix2& a, const Matrix2&b)
|
||||
Matrix2 hadamard(const Matrix2& a, const Matrix2&b)
|
||||
{
|
||||
Matrix2 result;
|
||||
|
||||
|
@ -3907,7 +4212,7 @@ Matrix3 inverse(const Matrix3& m)
|
|||
return result;
|
||||
}
|
||||
|
||||
Matrix3 hadamard_product(const Matrix3& a, const Matrix3&b)
|
||||
Matrix3 hadamard(const Matrix3& a, const Matrix3&b)
|
||||
{
|
||||
Matrix3 result;
|
||||
|
||||
|
@ -4038,7 +4343,7 @@ Matrix4 inverse(const Matrix4& m)
|
|||
return inverse * oneOverDeterminant;
|
||||
}
|
||||
|
||||
Matrix4 hadamard_product(const Matrix4& a, const Matrix4& b)
|
||||
Matrix4 hadamard(const Matrix4& a, const Matrix4& b)
|
||||
{
|
||||
Matrix4 result;
|
||||
|
||||
|
@ -4324,7 +4629,8 @@ Transform inverse(const Transform& t)
|
|||
return inv_transform;
|
||||
}
|
||||
|
||||
Matrix4 transform_to_matrix4(const Transform& t)
|
||||
inline Matrix4
|
||||
transform_to_matrix4(const Transform& t)
|
||||
{
|
||||
return math::translate(t.position) * //
|
||||
math::quaternion_to_matrix4(t.orientation) * //
|
||||
|
@ -4332,6 +4638,98 @@ Matrix4 transform_to_matrix4(const Transform& t)
|
|||
}
|
||||
|
||||
|
||||
// Aabb Functions
|
||||
inline f32
|
||||
aabb_volume(const Aabb& aabb)
|
||||
{
|
||||
Vector3 s = aabb.half_size;
|
||||
return s.x * s.y * s.z * 8.0f;
|
||||
}
|
||||
|
||||
inline bool
|
||||
aabb_contains_point(const Aabb& aabb, const Vector3& point)
|
||||
{
|
||||
Vector3 distance = aabb.center - point;
|
||||
|
||||
return (math::abs(distance.x) <= aabb.half_size.x) &
|
||||
(math::abs(distance.y) <= aabb.half_size.y) &
|
||||
(math::abs(distance.z) <= aabb.half_size.z);
|
||||
}
|
||||
|
||||
inline Sphere
|
||||
aabb_to_sphere(const Aabb& aabb)
|
||||
{
|
||||
Sphere s;
|
||||
s.center = aabb.center;
|
||||
s.radius = math::magnitude(aabb.half_size);
|
||||
return s;
|
||||
}
|
||||
|
||||
// Sphere Functions
|
||||
inline f32
|
||||
sphere_volume(const Sphere& s)
|
||||
{
|
||||
return TWO_THIRDS * TAU * s.radius * s.radius * s.radius;
|
||||
}
|
||||
|
||||
|
||||
inline bool
|
||||
sphere_contains_point(const Sphere& s, const Vector3& point)
|
||||
{
|
||||
Vector3 dr = point - s.center;
|
||||
f32 distance = math::dot(dr, dr);
|
||||
return distance < s.radius * s.radius;
|
||||
}
|
||||
|
||||
// Plane Functions
|
||||
inline f32
|
||||
ray_plane_intersection(const Vector3& from, const Vector3& dir, const Plane& p)
|
||||
{
|
||||
f32 nd = math::dot(dir, p.normal);
|
||||
f32 orpn = math::dot(from, p.normal);
|
||||
f32 dist = -1.0f;
|
||||
|
||||
if (nd < 0.0f)
|
||||
dist = (-p.distance - orpn) / nd;
|
||||
|
||||
return dist > 0.0f ? dist : -1.0f;
|
||||
}
|
||||
|
||||
inline f32
|
||||
ray_sphere_intersection(const Vector3& from, const Vector3& dir, const Sphere& s)
|
||||
{
|
||||
Vector3 v = s.center - from;
|
||||
f32 b = math::dot(v, dir);
|
||||
f32 det = (s.radius * s.radius) - math::dot(v, v) + (b * b);
|
||||
|
||||
if (det < 0.0 || b < s.radius)
|
||||
return -1.0f;
|
||||
return b - math::sqrt(det);
|
||||
}
|
||||
|
||||
inline bool
|
||||
plane_3_intersection(const Plane& p1, const Plane& p2, const Plane& p3, Vector3& ip)
|
||||
{
|
||||
const Vector3& n1 = p1.normal;
|
||||
const Vector3& n2 = p2.normal;
|
||||
const Vector3& n3 = p3.normal;
|
||||
|
||||
f32 den = -math::dot(math::cross(n1, n2), n3);
|
||||
|
||||
if (math::equals(den, 0.0f))
|
||||
return false;
|
||||
|
||||
Vector3 res = p1.distance * math::cross(n2, n3)
|
||||
+ p2.distance * math::cross(n3, n1)
|
||||
+ p3.distance * math::cross(n1, n2);
|
||||
ip = res / den;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
} // namespace math
|
||||
} // namespace gb
|
||||
|
||||
|
|
Loading…
Reference in New Issue