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-
-/*
- * Mesa 3-D graphics library
- *
- * Copyright (C) 1999-2001 Brian Paul All Rights Reserved.
- *
- * Permission is hereby granted, free of charge, to any person obtaining a
- * copy of this software and associated documentation files (the "Software"),
- * to deal in the Software without restriction, including without limitation
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,
- * and/or sell copies of the Software, and to permit persons to whom the
- * Software is furnished to do so, subject to the following conditions:
- *
- * The above copyright notice and this permission notice shall be included
- * in all copies or substantial portions of the Software.
- *
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
- * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
- * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
- * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
- * OTHER DEALINGS IN THE SOFTWARE.
- */
-
-/*
- * New (3.1) transformation code written by Keith Whitwell.
- */
-
-
-/*----------------------------------------------------------------------
- * Begin Keith's new code
- *
- *----------------------------------------------------------------------
- */
-
-/* KW: Fixed stride, now measured in bytes as is the OpenGL array stride.
- */
-
-/* KW: These are now parameterized to produce two versions, one
- * which transforms all incoming points, and a second which
- * takes notice of a cullmask array, and only transforms
- * unculled vertices.
- */
-
-/* KW: 1-vectors can sneak into the texture pipeline via the array
- * interface. These functions are here because I want consistant
- * treatment of the vertex sizes and a lazy strategy for
- * cleaning unused parts of the vector, and so as not to exclude
- * them from the vertex array interface.
- *
- * Under our current analysis of matrices, there is no way that
- * the product of a matrix and a 1-vector can remain a 1-vector,
- * with the exception of the identity transform.
- */
-
-/* KW: No longer zero-pad outgoing vectors. Now that external
- * vectors can get into the pipeline we cannot ever assume
- * that there is more to a vector than indicated by its
- * size.
- */
-
-/* KW: Now uses clipmask and a flag to allow us to skip both/either
- * cliped and/or culled vertices.
- */
-
-/* GH: Not any more -- it's easier (and faster) to just process the
- * entire vector. Clipping and culling are handled further down
- * the pipe, most often during or after the conversion to some
- * driver-specific vertex format.
- */
-
-static void
-TAG(transform_points1_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], m12 = m[12];
- const GLfloat m1 = m[1], m13 = m[13];
- const GLfloat m2 = m[2], m14 = m[14];
- const GLfloat m3 = m[3], m15 = m[15];
- GLuint i;
- STRIDE_LOOP {
- const GLfloat ox = from[0];
- to[i][0] = m0 * ox + m12;
- to[i][1] = m1 * ox + m13;
- to[i][2] = m2 * ox + m14;
- to[i][3] = m3 * ox + m15;
- }
- to_vec->size = 4;
- to_vec->flags |= VEC_SIZE_4;
- to_vec->count = from_vec->count;
-}
-
-static void
-TAG(transform_points1_identity)( GLvector4f *to_vec,
- const GLfloat m[16],
- const GLvector4f *from_vec )
-{
- const GLuint stride = from_vec->stride;
- GLfloat *from = from_vec->start;
- GLuint count = from_vec->count;
- GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
- GLuint i;
- (void) m;
- if (to_vec == from_vec) return;
- STRIDE_LOOP {
- to[i][0] = from[0];
- }
- to_vec->size = 1;
- to_vec->flags |= VEC_SIZE_1;
- to_vec->count = from_vec->count;
-}
-
-static void
-TAG(transform_points1_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];
- const GLfloat m12 = m[12], m13 = m[13];
- GLuint i;
- STRIDE_LOOP {
- const GLfloat ox = from[0];
- to[i][0] = m0 * ox + m12;
- to[i][1] = m1 * ox + m13;
- }
- to_vec->size = 2;
- to_vec->flags |= VEC_SIZE_2;
- to_vec->count = from_vec->count;
-}
-
-static void
-TAG(transform_points1_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], m12 = m[12], m13 = m[13];
- GLuint i;
- STRIDE_LOOP {
- const GLfloat ox = from[0];
- to[i][0] = m0 * ox + m12;
- to[i][1] = m13;
- }
- to_vec->size = 2;
- to_vec->flags |= VEC_SIZE_2;
- to_vec->count = from_vec->count;
-}
-
-static void
-TAG(transform_points1_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];
- const GLfloat m12 = m[12], m13 = m[13], m14 = m[14];
- GLuint i;
- STRIDE_LOOP {
- const GLfloat ox = from[0];
- to[i][0] = m0 * ox + m12;
- to[i][1] = m1 * ox + m13;
- to[i][2] = m2 * ox + m14;
- }
- to_vec->size = 3;
- to_vec->flags |= VEC_SIZE_3;
- to_vec->count = from_vec->count;
-}
-
-
-static void
-TAG(transform_points1_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];
- const GLfloat m12 = m[12], m13 = m[13], m14 = m[14];
- GLuint i;
- STRIDE_LOOP {
- const GLfloat ox = from[0];
- to[i][0] = m0 * ox + m12;
- to[i][1] = m13;
- to[i][2] = m14;
- }
- to_vec->size = 3;
- to_vec->flags |= VEC_SIZE_3;
- to_vec->count = from_vec->count;
-}
-
-static void
-TAG(transform_points1_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], m14 = m[14];
- GLuint i;
- STRIDE_LOOP {
- const GLfloat ox = from[0];
- to[i][0] = m0 * ox ;
- to[i][1] = 0 ;
- to[i][2] = m14;
- to[i][3] = 0;
- }
- to_vec->size = 4;
- to_vec->flags |= VEC_SIZE_4;
- to_vec->count = from_vec->count;
-}
-
-
-
-
-/* 2-vectors, which are a lot more relevant than 1-vectors, are
- * present early in the geometry pipeline and throughout the
- * texture pipeline.
- */
-static void
-TAG(transform_points2_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], m12 = m[12];
- const GLfloat m1 = m[1], m5 = m[5], m13 = m[13];
- const GLfloat m2 = m[2], m6 = m[6], m14 = m[14];
- const GLfloat m3 = m[3], m7 = m[7], m15 = m[15];
- GLuint i;
- STRIDE_LOOP {
- const GLfloat ox = from[0], oy = from[1];
- to[i][0] = m0 * ox + m4 * oy + m12;
- to[i][1] = m1 * ox + m5 * oy + m13;
- to[i][2] = m2 * ox + m6 * oy + m14;
- to[i][3] = m3 * ox + m7 * oy + m15;
- }
- to_vec->size = 4;
- to_vec->flags |= VEC_SIZE_4;
- to_vec->count = from_vec->count;
-}
-
-static void
-TAG(transform_points2_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_vec->size = 2;
- to_vec->flags |= VEC_SIZE_2;
- to_vec->count = from_vec->count;
-}
-
-static void
-TAG(transform_points2_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];
- to[i][0] = m0 * ox + m4 * oy + m12;
- to[i][1] = m1 * ox + m5 * oy + m13;
- }
- to_vec->size = 2;
- to_vec->flags |= VEC_SIZE_2;
- to_vec->count = from_vec->count;
-}
-
-static void
-TAG(transform_points2_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];
- to[i][0] = m0 * ox + m12;
- to[i][1] = m5 * oy + m13;
- }
- to_vec->size = 2;
- to_vec->flags |= VEC_SIZE_2;
- to_vec->count = from_vec->count;
-}
-
-static void
-TAG(transform_points2_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], m12 = m[12], m13 = m[13], m14 = m[14];
- GLuint i;
- STRIDE_LOOP {
- const GLfloat ox = from[0], oy = from[1];
- to[i][0] = m0 * ox + m4 * oy + m12;
- to[i][1] = m1 * ox + m5 * oy + m13;
- to[i][2] = m2 * ox + m6 * oy + m14;
- }
- to_vec->size = 3;
- to_vec->flags |= VEC_SIZE_3;
- to_vec->count = from_vec->count;
-}
-
-
-/* I would actually say this was a fairly important function, from
- * a texture transformation point of view.
- */
-static void
-TAG(transform_points2_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 m12 = m[12], m13 = m[13], m14 = m[14];
- GLuint i;
- STRIDE_LOOP {
- const GLfloat ox = from[0], oy = from[1];
- to[i][0] = m0 * ox + m12;
- to[i][1] = m5 * oy + m13;
- to[i][2] = m14;
- }
- if (m14 == 0) {
- to_vec->size = 2;
- to_vec->flags |= VEC_SIZE_2;
- } else {
- to_vec->size = 3;
- to_vec->flags |= VEC_SIZE_3;
- }
- to_vec->count = from_vec->count;
-}
-
-
-static void
-TAG(transform_points2_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], m14 = m[14];
- GLuint i;
- STRIDE_LOOP {
- const GLfloat ox = from[0], oy = from[1];
- to[i][0] = m0 * ox ;
- to[i][1] = m5 * oy ;
- to[i][2] = m14;
- to[i][3] = 0;
- }
- to_vec->size = 4;
- to_vec->flags |= VEC_SIZE_4;
- to_vec->count = from_vec->count;
-}
-
-
-
-static void
-TAG(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
-TAG(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
-TAG(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
-TAG(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
-TAG(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
-TAG(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
-TAG(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
-TAG(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
-TAG(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
-TAG(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
-TAG(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
-TAG(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
-TAG(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
-TAG(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 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
-}