Fix floating precision bug
When calculating coordinates we should multiply at first otherwise we lose precision when i3 is compiled without sse2 support. The following code prints "Res1: 348 Res2: 349" when compiled with -O0 -mno-sse2 and "Res1: 349 Res2: 349" with -O0 -msee2. Note that -msse2 is default flag on 64bit OSes. int main() { double a = 349.0 / 768; double b = 349.0 * 768; int res1 = a * 768; int res2 = b / 768; printf("Res1: %d Res2: %d\n", res1, res2); return 0; } Thanks guys for helping me to hunt down this one.
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@ -614,12 +614,12 @@ void floating_fix_coordinates(Con *con, Rect *old_rect, Rect *new_rect) {
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uint32_t rel_y = (con->rect.y - old_rect->y);
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/* Then we calculate a fraction, for example 0.63 for a window
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* which is at y = 1212 of a 1920 px high output */
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double fraction_x = ((double)rel_x / old_rect->width);
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double fraction_y = ((double)rel_y / old_rect->height);
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DLOG("rel_x = %d, rel_y = %d, fraction_x = %f, fraction_y = %f, output->w = %d, output->h = %d\n",
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rel_x, rel_y, fraction_x, fraction_y, old_rect->width, old_rect->height);
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con->rect.x = new_rect->x + (fraction_x * new_rect->width);
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con->rect.y = new_rect->y + (fraction_y * new_rect->height);
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rel_x, rel_y, (double)rel_x / old_rect->width, (double)rel_y / old_rect->height,
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old_rect->width, old_rect->height);
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/* Here we have to multiply at first. Or we will lose precision when not compiled with -msse2 */
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con->rect.x = new_rect->x + (double)(rel_x * new_rect->width) / old_rect->width;
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con->rect.y = new_rect->y + (double)(rel_y * new_rect->height) / old_rect->height;
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DLOG("Resulting coordinates: x = %d, y = %d\n", con->rect.x, con->rect.y);
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}
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