Remove Quake Fast Inverse SQRT (it isn't faster)

2.0.x
Scott Lahteine 6 years ago
parent e7e896e7d7
commit 68e6650df7

@ -1353,25 +1353,6 @@
#endif #endif
#endif #endif
// Use float instead of double. Needs profiling.
#if defined(ARDUINO_ARCH_SAM) && ENABLED(DELTA_FAST_SQRT)
#undef ATAN2
#undef FABS
#undef POW
#undef SQRT
#undef CEIL
#undef FLOOR
#undef LROUND
#undef FMOD
#define ATAN2(y, x) atan2f(y, x)
#define POW(x, y) powf(x, y)
#define SQRT(x) sqrtf(x)
#define CEIL(x) ceilf(x)
#define FLOOR(x) floorf(x)
#define LROUND(x) lroundf(x)
#define FMOD(x, y) fmodf(x, y)
#endif
// Number of VFAT entries used. Each entry has 13 UTF-16 characters // Number of VFAT entries used. Each entry has 13 UTF-16 characters
#if ENABLED(SCROLL_LONG_FILENAMES) #if ENABLED(SCROLL_LONG_FILENAMES)
#define MAX_VFAT_ENTRIES (5) #define MAX_VFAT_ENTRIES (5)

@ -90,31 +90,8 @@ void recalc_delta_settings() {
* *
* - Disable the home_offset (M206) and/or position_shift (G92) * - Disable the home_offset (M206) and/or position_shift (G92)
* features to remove up to 12 float additions. * features to remove up to 12 float additions.
*
* - Use a fast-inverse-sqrt function and add the reciprocal.
* (see above)
*/ */
#if ENABLED(DELTA_FAST_SQRT) && defined(__AVR__)
/**
* Fast inverse sqrt from Quake III Arena
* See: https://en.wikipedia.org/wiki/Fast_inverse_square_root
*/
float Q_rsqrt(float number) {
long i;
float x2, y;
const float threehalfs = 1.5f;
x2 = number * 0.5f;
y = number;
i = * ( long * ) &y; // evil floating point bit level hacking
i = 0x5F3759DF - ( i >> 1 ); // what the f***?
y = * ( float * ) &i;
y = y * ( threehalfs - ( x2 * y * y ) ); // 1st iteration
// y = y * ( threehalfs - ( x2 * y * y ) ); // 2nd iteration, this can be removed
return y;
}
#endif
#define DELTA_DEBUG(VAR) do { \ #define DELTA_DEBUG(VAR) do { \
SERIAL_ECHOPAIR("cartesian X:", VAR[X_AXIS]); \ SERIAL_ECHOPAIR("cartesian X:", VAR[X_AXIS]); \
SERIAL_ECHOPAIR(" Y:", VAR[Y_AXIS]); \ SERIAL_ECHOPAIR(" Y:", VAR[Y_AXIS]); \

@ -64,19 +64,8 @@ void recalc_delta_settings();
* (see above) * (see above)
*/ */
#if ENABLED(DELTA_FAST_SQRT) && defined(__AVR__)
/**
* Fast inverse sqrt from Quake III Arena
* See: https://en.wikipedia.org/wiki/Fast_inverse_square_root
*/
float Q_rsqrt(float number);
#define _SQRT(n) (1.0f / Q_rsqrt(n))
#else
#define _SQRT(n) SQRT(n)
#endif
// Macro to obtain the Z position of an individual tower // Macro to obtain the Z position of an individual tower
#define DELTA_Z(V,T) V[Z_AXIS] + _SQRT( \ #define DELTA_Z(V,T) V[Z_AXIS] + SQRT( \
delta_diagonal_rod_2_tower[T] - HYPOT2( \ delta_diagonal_rod_2_tower[T] - HYPOT2( \
delta_tower[T][X_AXIS] - V[X_AXIS], \ delta_tower[T][X_AXIS] - V[X_AXIS], \
delta_tower[T][Y_AXIS] - V[Y_AXIS] \ delta_tower[T][Y_AXIS] - V[Y_AXIS] \

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