Fix an issue on FP calculation diff of osx and linux
sugar on mac result_type=1 expected=<1093> actual=<1047> result_type=4 expected=<730> actual=<698> result_type=5 expected=<177> actual=<173> sugar on linux result_type=1 expected=<1093> actual=<1047> result_type=4 expected=<730> actual=<698> result_type=5 expected=<177> actual=<173> Change-Id: I4cd39becb0de4076dd37d870adda6463a96de424main
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81d97eec0e
commit
f4554d8b10
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@ -25,14 +25,17 @@
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#define M_PI_F 3.14159265f
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#define ROUND_FLOAT_10000(f) ((f) < 1000.0f && (f) > 0.001f) \
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? (floorf((f) * 10000.0f) / 10000.0f) : (f)
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#define SQUARE_FLOAT(x) ((x) * (x))
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namespace latinime {
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static inline float squareFloat(float x) {
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return x * x;
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}
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static inline float getSquaredDistanceFloat(float x1, float y1, float x2, float y2) {
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return squareFloat(x1 - x2) + squareFloat(y1 - y2);
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const float deltaX = x1 - x2;
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const float deltaY = y1 - y2;
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return SQUARE_FLOAT(deltaX) + SQUARE_FLOAT(deltaY);
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}
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static inline float getDistanceFloat(float x1, float y1, float x2, float y2) {
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@ -52,9 +55,11 @@ static inline float getAngle(int x1, int y1, int x2, int y2) {
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}
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static inline float getAngleDiff(float a1, float a2) {
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const float diff = fabsf(a1 - a2);
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const float deltaA = fabsf(a1 - a2);
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const float diff = ROUND_FLOAT_10000(deltaA);
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if (diff > M_PI_F) {
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return 2.0f * M_PI_F - diff;
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const float normalizedDiff = 2.0f * M_PI_F - diff;
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return ROUND_FLOAT_10000(normalizedDiff);
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}
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return diff;
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}
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@ -76,7 +81,7 @@ static inline float pointToLineSegSquaredDistanceFloat(
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const float ray2y = y2 - y1;
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const float dotProduct = ray1x * ray2x + ray1y * ray2y;
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const float lineLengthSqr = squareFloat(ray2x) + squareFloat(ray2y);
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const float lineLengthSqr = SQUARE_FLOAT(ray2x) + SQUARE_FLOAT(ray2y);
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const float projectionLengthSqr = dotProduct / lineLengthSqr;
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float projectionX;
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@ -141,7 +141,9 @@ bool ProximityInfo::hasSpaceProximity(const int x, const int y) const {
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static inline float getNormalizedSquaredDistanceFloat(float x1, float y1, float x2, float y2,
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float scale) {
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return squareFloat((x1 - x2) / scale) + squareFloat((y1 - y2) / scale);
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const float deltaX = x1 - x2;
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const float deltaY = y1 - y2;
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return (SQUARE_FLOAT(deltaX) + SQUARE_FLOAT(deltaY)) / SQUARE_FLOAT(scale);
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}
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float ProximityInfo::getNormalizedSquaredDistanceFromCenterFloat(
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@ -177,6 +177,10 @@ void ProximityInfoState::initInputParams(const int pointerId, const float maxPoi
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hypotf(mProximityInfo->getKeyboardWidth(), mProximityInfo->getKeyboardHeight())
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* READ_FORWORD_LENGTH_SCALE);
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for (int i = 0; i < mInputSize; ++i) {
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if (DEBUG_GEO_FULL) {
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AKLOGI("Sampled(%d): x = %d, y = %d, time = %d", i, mInputXs[i], mInputYs[i],
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mTimes[i]);
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}
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for (int j = max(i + 1, lastSavedInputSize); j < mInputSize; ++j) {
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if (mLengthCache[j] - mLengthCache[i] >= readForwordLength) {
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break;
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