Drop FORCE_INLINE in planner.h
This change actually does increase the binary size by about 12 bytes, but how does it affect performance?
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@ -187,7 +187,7 @@ class Planner {
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/**
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* Number of moves currently in the planner
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*/
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static FORCE_INLINE uint8_t movesplanned() { return BLOCK_MOD(block_buffer_head - block_buffer_tail + BLOCK_BUFFER_SIZE); }
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static uint8_t movesplanned() { return BLOCK_MOD(block_buffer_head - block_buffer_tail + BLOCK_BUFFER_SIZE); }
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#if ENABLED(AUTO_BED_LEVELING_FEATURE) || ENABLED(MESH_BED_LEVELING)
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@ -233,13 +233,13 @@ class Planner {
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/**
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* Does the buffer have any blocks queued?
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*/
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static FORCE_INLINE bool blocks_queued() { return (block_buffer_head != block_buffer_tail); }
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static bool blocks_queued() { return (block_buffer_head != block_buffer_tail); }
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/**
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* "Discards" the block and "releases" the memory.
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* Called when the current block is no longer needed.
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*/
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static FORCE_INLINE void discard_current_block() {
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static void discard_current_block() {
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if (blocks_queued())
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block_buffer_tail = BLOCK_MOD(block_buffer_tail + 1);
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}
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@ -248,7 +248,7 @@ class Planner {
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* The current block. NULL if the buffer is empty.
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* This also marks the block as busy.
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*/
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static FORCE_INLINE block_t* get_current_block() {
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static block_t* get_current_block() {
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if (blocks_queued()) {
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block_t* block = &block_buffer[block_buffer_tail];
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block->busy = true;
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@ -272,14 +272,14 @@ class Planner {
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/**
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* Get the index of the next / previous block in the ring buffer
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*/
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static FORCE_INLINE int8_t next_block_index(int8_t block_index) { return BLOCK_MOD(block_index + 1); }
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static FORCE_INLINE int8_t prev_block_index(int8_t block_index) { return BLOCK_MOD(block_index - 1); }
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static int8_t next_block_index(int8_t block_index) { return BLOCK_MOD(block_index + 1); }
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static int8_t prev_block_index(int8_t block_index) { return BLOCK_MOD(block_index - 1); }
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/**
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* Calculate the distance (not time) it takes to accelerate
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* from initial_rate to target_rate using the given acceleration:
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*/
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static FORCE_INLINE float estimate_acceleration_distance(float initial_rate, float target_rate, float acceleration) {
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static float estimate_acceleration_distance(float initial_rate, float target_rate, float acceleration) {
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if (acceleration == 0) return 0; // acceleration was 0, set acceleration distance to 0
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return (target_rate * target_rate - initial_rate * initial_rate) / (acceleration * 2);
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}
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@ -292,7 +292,7 @@ class Planner {
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* This is used to compute the intersection point between acceleration and deceleration
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* in cases where the "trapezoid" has no plateau (i.e., never reaches maximum speed)
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*/
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static FORCE_INLINE float intersection_distance(float initial_rate, float final_rate, float acceleration, float distance) {
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static float intersection_distance(float initial_rate, float final_rate, float acceleration, float distance) {
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if (acceleration == 0) return 0; // acceleration was 0, set intersection distance to 0
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return (acceleration * 2 * distance - initial_rate * initial_rate + final_rate * final_rate) / (acceleration * 4);
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}
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@ -302,7 +302,7 @@ class Planner {
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* to reach 'target_velocity' using 'acceleration' within a given
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* 'distance'.
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*/
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static FORCE_INLINE float max_allowable_speed(float acceleration, float target_velocity, float distance) {
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static float max_allowable_speed(float acceleration, float target_velocity, float distance) {
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return sqrt(target_velocity * target_velocity - 2 * acceleration * distance);
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}
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