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