/*
* Mesa 3-D graphics library
* Version: 3.5
*
* 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
* BRIAN PAUL 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 _XFORMAPI
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 _XFORMAPI
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 _XFORMAPI
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 _XFORMAPI
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 _XFORMAPI
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 _XFORMAPI
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 _XFORMAPI
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 _XFORMAPI
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 _XFORMAPI
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 _XFORMAPI
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 _XFORMAPI
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 _XFORMAPI
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 _XFORMAPI
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 _XFORMAPI
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 _XFORMAPI
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 _XFORMAPI
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 _XFORMAPI
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 _XFORMAPI
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 _XFORMAPI
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 _XFORMAPI
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 _XFORMAPI
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 _XFORMAPI
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 _XFORMAPI
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 _XFORMAPI
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 _XFORMAPI
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 _XFORMAPI
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 _XFORMAPI
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 _XFORMAPI
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 _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
}