📄 m_xform_tmp.h
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static void _XFORMAPITAG(transform_points3_general)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ){ const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0], m4 = m[4], m8 = m[8], m12 = m[12]; const GLfloat m1 = m[1], m5 = m[5], m9 = m[9], m13 = m[13]; const GLfloat m2 = m[2], m6 = m[6], m10 = m[10], m14 = m[14]; const GLfloat m3 = m[3], m7 = m[7], m11 = m[11], m15 = m[15]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0], oy = from[1], oz = from[2]; to[i][0] = m0 * ox + m4 * oy + m8 * oz + m12; to[i][1] = m1 * ox + m5 * oy + m9 * oz + m13; to[i][2] = m2 * ox + m6 * oy + m10 * oz + m14; to[i][3] = m3 * ox + m7 * oy + m11 * oz + m15; } to_vec->size = 4; to_vec->flags |= VEC_SIZE_4; to_vec->count = from_vec->count;}static void _XFORMAPITAG(transform_points3_identity)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ){ const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; GLuint i; (void) m; if (to_vec == from_vec) return; STRIDE_LOOP { to[i][0] = from[0]; to[i][1] = from[1]; to[i][2] = from[2]; } to_vec->size = 3; to_vec->flags |= VEC_SIZE_3; to_vec->count = from_vec->count;}static void _XFORMAPITAG(transform_points3_2d)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ){ const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0], m1 = m[1], m4 = m[4], m5 = m[5]; const GLfloat m12 = m[12], m13 = m[13]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0], oy = from[1], oz = from[2]; to[i][0] = m0 * ox + m4 * oy + m12 ; to[i][1] = m1 * ox + m5 * oy + m13 ; to[i][2] = + oz ; } to_vec->size = 3; to_vec->flags |= VEC_SIZE_3; to_vec->count = from_vec->count;}static void _XFORMAPITAG(transform_points3_2d_no_rot)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ){ const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0], m5 = m[5], m12 = m[12], m13 = m[13]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0], oy = from[1], oz = from[2]; to[i][0] = m0 * ox + m12 ; to[i][1] = m5 * oy + m13 ; to[i][2] = + oz ; } to_vec->size = 3; to_vec->flags |= VEC_SIZE_3; to_vec->count = from_vec->count;}static void _XFORMAPITAG(transform_points3_3d)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ){ const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0], m1 = m[1], m2 = m[2], m4 = m[4], m5 = m[5]; const GLfloat m6 = m[6], m8 = m[8], m9 = m[9], m10 = m[10]; const GLfloat m12 = m[12], m13 = m[13], m14 = m[14]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0], oy = from[1], oz = from[2]; to[i][0] = m0 * ox + m4 * oy + m8 * oz + m12 ; to[i][1] = m1 * ox + m5 * oy + m9 * oz + m13 ; to[i][2] = m2 * ox + m6 * oy + m10 * oz + m14 ; } to_vec->size = 3; to_vec->flags |= VEC_SIZE_3; to_vec->count = from_vec->count;}/* previously known as ortho... */static void _XFORMAPITAG(transform_points3_3d_no_rot)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ){ const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0], m5 = m[5]; const GLfloat m10 = m[10], m12 = m[12], m13 = m[13], m14 = m[14]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0], oy = from[1], oz = from[2]; to[i][0] = m0 * ox + m12 ; to[i][1] = m5 * oy + m13 ; to[i][2] = m10 * oz + m14 ; } to_vec->size = 3; to_vec->flags |= VEC_SIZE_3; to_vec->count = from_vec->count;}static void _XFORMAPITAG(transform_points3_perspective)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ){ const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0], m5 = m[5], m8 = m[8], m9 = m[9]; const GLfloat m10 = m[10], m14 = m[14]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0], oy = from[1], oz = from[2]; to[i][0] = m0 * ox + m8 * oz ; to[i][1] = m5 * oy + m9 * oz ; to[i][2] = m10 * oz + m14 ; to[i][3] = -oz ; } to_vec->size = 4; to_vec->flags |= VEC_SIZE_4; to_vec->count = from_vec->count;}static void _XFORMAPITAG(transform_points4_general)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ){ const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0], m4 = m[4], m8 = m[8], m12 = m[12]; const GLfloat m1 = m[1], m5 = m[5], m9 = m[9], m13 = m[13]; const GLfloat m2 = m[2], m6 = m[6], m10 = m[10], m14 = m[14]; const GLfloat m3 = m[3], m7 = m[7], m11 = m[11], m15 = m[15]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0], oy = from[1], oz = from[2], ow = from[3]; to[i][0] = m0 * ox + m4 * oy + m8 * oz + m12 * ow; to[i][1] = m1 * ox + m5 * oy + m9 * oz + m13 * ow; to[i][2] = m2 * ox + m6 * oy + m10 * oz + m14 * ow; to[i][3] = m3 * ox + m7 * oy + m11 * oz + m15 * ow; } to_vec->size = 4; to_vec->flags |= VEC_SIZE_4; to_vec->count = from_vec->count;}static void _XFORMAPITAG(transform_points4_identity)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ){ const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; GLuint i; (void) m; if (to_vec == from_vec) return; STRIDE_LOOP { to[i][0] = from[0]; to[i][1] = from[1]; to[i][2] = from[2]; to[i][3] = from[3]; } to_vec->size = 4; to_vec->flags |= VEC_SIZE_4; to_vec->count = from_vec->count;}static void _XFORMAPITAG(transform_points4_2d)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ){ const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0], m1 = m[1], m4 = m[4], m5 = m[5]; const GLfloat m12 = m[12], m13 = m[13]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0], oy = from[1], oz = from[2], ow = from[3]; to[i][0] = m0 * ox + m4 * oy + m12 * ow; to[i][1] = m1 * ox + m5 * oy + m13 * ow; to[i][2] = + oz ; to[i][3] = ow; } to_vec->size = 4; to_vec->flags |= VEC_SIZE_4; to_vec->count = from_vec->count;}static void _XFORMAPITAG(transform_points4_2d_no_rot)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ){ const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0], m5 = m[5], m12 = m[12], m13 = m[13]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0], oy = from[1], oz = from[2], ow = from[3]; to[i][0] = m0 * ox + m12 * ow; to[i][1] = m5 * oy + m13 * ow; to[i][2] = + oz ; to[i][3] = ow; } to_vec->size = 4; to_vec->flags |= VEC_SIZE_4; to_vec->count = from_vec->count;}static void _XFORMAPITAG(transform_points4_3d)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ){ const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0], m1 = m[1], m2 = m[2], m4 = m[4], m5 = m[5]; const GLfloat m6 = m[6], m8 = m[8], m9 = m[9], m10 = m[10]; const GLfloat m12 = m[12], m13 = m[13], m14 = m[14]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0], oy = from[1], oz = from[2], ow = from[3]; to[i][0] = m0 * ox + m4 * oy + m8 * oz + m12 * ow; to[i][1] = m1 * ox + m5 * oy + m9 * oz + m13 * ow; to[i][2] = m2 * ox + m6 * oy + m10 * oz + m14 * ow; to[i][3] = ow; } to_vec->size = 4; to_vec->flags |= VEC_SIZE_4; to_vec->count = from_vec->count;}static void _XFORMAPITAG(transform_points4_3d_no_rot)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ){ const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0], m5 = m[5]; const GLfloat m10 = m[10], m12 = m[12], m13 = m[13], m14 = m[14]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0], oy = from[1], oz = from[2], ow = from[3]; to[i][0] = m0 * ox + m12 * ow; to[i][1] = m5 * oy + m13 * ow; to[i][2] = m10 * oz + m14 * ow; to[i][3] = ow; } to_vec->size = 4; to_vec->flags |= VEC_SIZE_4; to_vec->count = from_vec->count;}static void _XFORMAPITAG(transform_points4_perspective)( GLvector4f *to_vec, const GLfloat m[16], const GLvector4f *from_vec ){ const GLuint stride = from_vec->stride; GLfloat *from = from_vec->start; GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start; GLuint count = from_vec->count; const GLfloat m0 = m[0], m5 = m[5], m8 = m[8], m9 = m[9]; const GLfloat m10 = m[10], m14 = m[14]; GLuint i; STRIDE_LOOP { const GLfloat ox = from[0], oy = from[1], oz = from[2], ow = from[3]; to[i][0] = m0 * ox + m8 * oz ; to[i][1] = m5 * oy + m9 * oz ; to[i][2] = m10 * oz + m14 * ow ; to[i][3] = -oz ; } to_vec->size = 4; to_vec->flags |= VEC_SIZE_4; to_vec->count = from_vec->count;}static transform_func TAG(transform_tab_1)[7];static transform_func TAG(transform_tab_2)[7];static transform_func TAG(transform_tab_3)[7];static transform_func TAG(transform_tab_4)[7];/* Similar functions could be called several times, with more highly * optimized routines overwriting the arrays. This only occurs during * startup. */static void _XFORMAPI TAG(init_c_transformations)( void ){#define TAG_TAB _mesa_transform_tab#define TAG_TAB_1 TAG(transform_tab_1)#define TAG_TAB_2 TAG(transform_tab_2)#define TAG_TAB_3 TAG(transform_tab_3)#define TAG_TAB_4 TAG(transform_tab_4) TAG_TAB[1] = TAG_TAB_1; TAG_TAB[2] = TAG_TAB_2; TAG_TAB[3] = TAG_TAB_3; TAG_TAB[4] = TAG_TAB_4; /* 1-D points (ie texcoords) */ TAG_TAB_1[MATRIX_GENERAL] = TAG(transform_points1_general); TAG_TAB_1[MATRIX_IDENTITY] = TAG(transform_points1_identity); TAG_TAB_1[MATRIX_3D_NO_ROT] = TAG(transform_points1_3d_no_rot); TAG_TAB_1[MATRIX_PERSPECTIVE] = TAG(transform_points1_perspective); TAG_TAB_1[MATRIX_2D] = TAG(transform_points1_2d); TAG_TAB_1[MATRIX_2D_NO_ROT] = TAG(transform_points1_2d_no_rot); TAG_TAB_1[MATRIX_3D] = TAG(transform_points1_3d); /* 2-D points */ TAG_TAB_2[MATRIX_GENERAL] = TAG(transform_points2_general); TAG_TAB_2[MATRIX_IDENTITY] = TAG(transform_points2_identity); TAG_TAB_2[MATRIX_3D_NO_ROT] = TAG(transform_points2_3d_no_rot); TAG_TAB_2[MATRIX_PERSPECTIVE] = TAG(transform_points2_perspective); TAG_TAB_2[MATRIX_2D] = TAG(transform_points2_2d); TAG_TAB_2[MATRIX_2D_NO_ROT] = TAG(transform_points2_2d_no_rot); TAG_TAB_2[MATRIX_3D] = TAG(transform_points2_3d); /* 3-D points */ TAG_TAB_3[MATRIX_GENERAL] = TAG(transform_points3_general); TAG_TAB_3[MATRIX_IDENTITY] = TAG(transform_points3_identity); TAG_TAB_3[MATRIX_3D_NO_ROT] = TAG(transform_points3_3d_no_rot); TAG_TAB_3[MATRIX_PERSPECTIVE] = TAG(transform_points3_perspective); TAG_TAB_3[MATRIX_2D] = TAG(transform_points3_2d); TAG_TAB_3[MATRIX_2D_NO_ROT] = TAG(transform_points3_2d_no_rot); TAG_TAB_3[MATRIX_3D] = TAG(transform_points3_3d); /* 4-D points */ TAG_TAB_4[MATRIX_GENERAL] = TAG(transform_points4_general); TAG_TAB_4[MATRIX_IDENTITY] = TAG(transform_points4_identity); TAG_TAB_4[MATRIX_3D_NO_ROT] = TAG(transform_points4_3d_no_rot); TAG_TAB_4[MATRIX_PERSPECTIVE] = TAG(transform_points4_perspective); TAG_TAB_4[MATRIX_2D] = TAG(transform_points4_2d); TAG_TAB_4[MATRIX_2D_NO_ROT] = TAG(transform_points4_2d_no_rot); TAG_TAB_4[MATRIX_3D] = TAG(transform_points4_3d);#undef TAG_TAB#undef TAG_TAB_1#undef TAG_TAB_2#undef TAG_TAB_3#undef TAG_TAB_4}
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