/* Used by sinf, cosf and sincosf functions. Copyright (C) 2018-2024 Free Software Foundation, Inc. This file is part of the GNU C Library. The GNU C Library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. The GNU C Library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with the GNU C Library; if not, see . */ /* The constants and polynomials for sine and cosine. */ typedef struct { double sign[4]; /* Sign of sine in quadrants 0..3. */ double hpi_inv; /* 2 / PI ( * 2^24 if !TOINT_INTRINSICS). */ double hpi; /* PI / 2. */ double c0, c1, c2, c3, c4; /* Cosine polynomial. */ double s1, s2, s3; /* Sine polynomial. */ } sincos_t; /* Compute the sine and cosine of inputs X and X2 (X squared), using the polynomial P and store the results in SINP and COSP. N is the quadrant, if odd the cosine and sine polynomials are swapped. */ static inline void sincosf_poly (double x, double x2, const sincos_t *p, int n, float *sinp, float *cosp) { double x3, x4, x5, x6, s, c, c1, c2, s1; x4 = x2 * x2; x3 = x2 * x; c2 = p->c3 + x2 * p->c4; s1 = p->s2 + x2 * p->s3; /* Swap sin/cos result based on quadrant. */ float *tmp = (n & 1 ? cosp : sinp); cosp = (n & 1 ? sinp : cosp); sinp = tmp; c1 = p->c0 + x2 * p->c1; x5 = x3 * x2; x6 = x4 * x2; s = x + x3 * p->s1; c = c1 + x4 * p->c2; *sinp = s + x5 * s1; *cosp = c + x6 * c2; } /* Return the sine of inputs X and X2 (X squared) using the polynomial P. N is the quadrant, and if odd the cosine polynomial is used. */ static inline float sinf_poly (double x, double x2, const sincos_t *p, int n) { double x3, x4, x6, x7, s, c, c1, c2, s1; if ((n & 1) == 0) { x3 = x * x2; s1 = p->s2 + x2 * p->s3; x7 = x3 * x2; s = x + x3 * p->s1; return s + x7 * s1; } else { x4 = x2 * x2; c2 = p->c3 + x2 * p->c4; c1 = p->c0 + x2 * p->c1; x6 = x4 * x2; c = c1 + x4 * p->c2; return c + x6 * c2; } }