mirror of https://github.com/rusefi/lua.git
macros 'lua_number2int' and 'lua_number2uint' for Visual Studio
corrected and tested
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23
luaconf.h
23
luaconf.h
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@ -1,5 +1,5 @@
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/*
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** $Id: luaconf.h,v 1.134 2010/03/03 18:53:02 roberto Exp roberto $
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** $Id: luaconf.h,v 1.135 2010/03/26 20:58:11 roberto Exp roberto $
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** Configuration file for Lua
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** See Copyright Notice in lua.h
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*/
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@ -440,17 +440,18 @@
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/* On a Microsoft compiler, use assembler */
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#if defined(_MSC_VER)
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#define lua_number2int(i,d) {__asm fld d __asm fistp i}
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#define lua_number2int(i,n) __asm {__asm fld n __asm fistp i}
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#define lua_number2integer(i,n) lua_number2int(i, n)
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#define lua_number2uint(i,n) lua_number2int(i, n)
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#define lua_number2uint(i,n) \
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{__int64 l; __asm {__asm fld n __asm fistp l} i = (unsigned int)l;}
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#else
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/* the next trick should work on any Pentium, but sometimes clashes
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with a DirectX idiosyncrasy */
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union luai_Cast { double l_d; long l_l; };
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#define lua_number2int(i,d) \
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{ volatile union luai_Cast u; u.l_d = (d) + 6755399441055744.0; (i) = u.l_l; }
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#define lua_number2int(i,n) \
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{ volatile union luai_Cast u; u.l_d = (n) + 6755399441055744.0; (i) = u.l_l; }
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#define lua_number2integer(i,n) lua_number2int(i, n)
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#define lua_number2uint(i,n) lua_number2int(i, n)
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@ -459,9 +460,9 @@ union luai_Cast { double l_d; long l_l; };
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#else
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/* this option always works, but may be slow */
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#define lua_number2int(i,d) ((i)=(int)(d))
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#define lua_number2integer(i,d) ((i)=(LUA_INTEGER)(d))
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#define lua_number2uint(i,d) ((i)=(unsigned LUA_INT32)(d))
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#define lua_number2int(i,n) ((i)=(int)(n))
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#define lua_number2integer(i,n) ((i)=(LUA_INTEGER)(n))
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#define lua_number2uint(i,n) ((i)=(unsigned LUA_INT32)(n))
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#endif
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@ -484,9 +485,9 @@ union luai_Cast { double l_d; long l_l; };
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#include <float.h>
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#include <math.h>
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#define luai_hashnum(i,d) { int e; \
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d = frexp(d, &e) * (lua_Number)(INT_MAX - DBL_MAX_EXP); \
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lua_number2int(i, d); i += e; }
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#define luai_hashnum(i,n) { int e; \
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n = frexp(n, &e) * (lua_Number)(INT_MAX - DBL_MAX_EXP); \
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lua_number2int(i, n); i += e; }
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#endif
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