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authorOliver Sander <oliver.sander@tu-dresden.de>2018-11-30 18:08:02 +0100
committerAlbert Astals Cid <tsdgeos@yahoo.es>2018-12-06 17:31:41 +0000
commitb7503eb3c2364e7ca7fc37418bb4cc484437ea71 (patch)
tree2b1417517ba4dcfdf2749ee88389069d28a75415 /splash
parent51bb46766cc5b50d81227cd91e518bc78b0a944b (diff)
Replace Gushort by unsigned short
Diffstat (limited to 'splash')
-rw-r--r--splash/SplashMath.h12
1 files changed, 6 insertions, 6 deletions
diff --git a/splash/SplashMath.h b/splash/SplashMath.h
index 7e7696a1..8edcf188 100644
--- a/splash/SplashMath.h
+++ b/splash/SplashMath.h
@@ -50,7 +50,7 @@ static inline int splashFloor(SplashCoord x) {
// floor() and (int)() are implemented separately, which results
// in changing the FPCW multiple times - so we optimize it with
// some inline assembly
- Gushort oldCW, newCW, t;
+ unsigned short oldCW, newCW, t;
int result;
__asm__ volatile("fldl %4\n"
@@ -69,7 +69,7 @@ static inline int splashFloor(SplashCoord x) {
// floor() and (int)() are implemented separately, which results
// in changing the FPCW multiple times - so we optimize it with
// some inline assembly
- Gushort oldCW, newCW;
+ unsigned short oldCW, newCW;
int result;
__asm fld QWORD PTR x
@@ -97,7 +97,7 @@ static inline int splashCeil(SplashCoord x) {
// ceil() and (int)() are implemented separately, which results
// in changing the FPCW multiple times - so we optimize it with
// some inline assembly
- Gushort oldCW, newCW, t;
+ unsigned short oldCW, newCW, t;
int result;
__asm__ volatile("fldl %4\n"
@@ -116,7 +116,7 @@ static inline int splashCeil(SplashCoord x) {
// ceil() and (int)() are implemented separately, which results
// in changing the FPCW multiple times - so we optimize it with
// some inline assembly
- Gushort oldCW, newCW;
+ unsigned short oldCW, newCW;
int result;
__asm fld QWORD PTR x
@@ -141,7 +141,7 @@ static inline int splashRound(SplashCoord x) {
// this could use round-to-nearest mode and avoid the "+0.5",
// but that produces slightly different results (because i+0.5
// sometimes rounds up and sometimes down using the even rule)
- Gushort oldCW, newCW, t;
+ unsigned short oldCW, newCW, t;
int result;
x += 0.5;
@@ -161,7 +161,7 @@ static inline int splashRound(SplashCoord x) {
// this could use round-to-nearest mode and avoid the "+0.5",
// but that produces slightly different results (because i+0.5
// sometimes rounds up and sometimes down using the even rule)
- Gushort oldCW, newCW;
+ unsigned short oldCW, newCW;
int result;
x += 0.5;