From 386a365645828ea455bbe4670c79209843edbdb0 Mon Sep 17 00:00:00 2001 From: Erik Faye-Lund Date: Mon, 26 Jun 2023 15:52:55 +0200 Subject: [PATCH] math: fix indentation in m_matrix.[ch] MIME-Version: 1.0 Content-Type: text/plain; charset=utf8 Content-Transfer-Encoding: 8bit Reviewed-by: Yonggang Luo Reviewed-by: Marek Olšák Part-of: --- src/mesa/math/m_matrix.c | 184 +++++++++++++++++++++++------------------------ src/mesa/math/m_matrix.h | 74 +++++++++---------- 2 files changed, 129 insertions(+), 129 deletions(-) diff --git a/src/mesa/math/m_matrix.c b/src/mesa/math/m_matrix.c index 75c8393..2f67b1d 100644 --- a/src/mesa/math/m_matrix.c +++ b/src/mesa/math/m_matrix.c @@ -70,35 +70,35 @@ /** angle preserving matrix flags mask */ #define MAT_FLAGS_ANGLE_PRESERVING (MAT_FLAG_ROTATION | \ - MAT_FLAG_TRANSLATION | \ - MAT_FLAG_UNIFORM_SCALE) + MAT_FLAG_TRANSLATION | \ + MAT_FLAG_UNIFORM_SCALE) /** geometry related matrix flags mask */ #define MAT_FLAGS_GEOMETRY (MAT_FLAG_GENERAL | \ - MAT_FLAG_ROTATION | \ - MAT_FLAG_TRANSLATION | \ - MAT_FLAG_UNIFORM_SCALE | \ - MAT_FLAG_GENERAL_SCALE | \ - MAT_FLAG_GENERAL_3D | \ - MAT_FLAG_PERSPECTIVE | \ - MAT_FLAG_SINGULAR) + MAT_FLAG_ROTATION | \ + MAT_FLAG_TRANSLATION | \ + MAT_FLAG_UNIFORM_SCALE | \ + MAT_FLAG_GENERAL_SCALE | \ + MAT_FLAG_GENERAL_3D | \ + MAT_FLAG_PERSPECTIVE | \ + MAT_FLAG_SINGULAR) /** length preserving matrix flags mask */ #define MAT_FLAGS_LENGTH_PRESERVING (MAT_FLAG_ROTATION | \ - MAT_FLAG_TRANSLATION) + MAT_FLAG_TRANSLATION) /** 3D (non-perspective) matrix flags mask */ #define MAT_FLAGS_3D (MAT_FLAG_ROTATION | \ - MAT_FLAG_TRANSLATION | \ - MAT_FLAG_UNIFORM_SCALE | \ - MAT_FLAG_GENERAL_SCALE | \ - MAT_FLAG_GENERAL_3D) + MAT_FLAG_TRANSLATION | \ + MAT_FLAG_UNIFORM_SCALE | \ + MAT_FLAG_GENERAL_SCALE | \ + MAT_FLAG_GENERAL_3D) /** dirty matrix flags mask */ #define MAT_DIRTY (MAT_DIRTY_TYPE | \ - MAT_DIRTY_FLAGS | \ - MAT_DIRTY_INVERSE) + MAT_DIRTY_FLAGS | \ + MAT_DIRTY_INVERSE) /*@}*/ @@ -223,9 +223,9 @@ void _math_matrix_mul_matrix( GLmatrix *dest, const GLmatrix *a, const GLmatrix *b ) { dest->flags = (a->flags | - b->flags | - MAT_DIRTY_TYPE | - MAT_DIRTY_INVERSE); + b->flags | + MAT_DIRTY_TYPE | + MAT_DIRTY_INVERSE); if (TEST_MAT_FLAGS(dest, MAT_FLAGS_3D)) matmul34( dest->m, a->m, b->m ); @@ -246,8 +246,8 @@ void _math_matrix_mul_floats( GLmatrix *dest, const GLfloat *m ) { dest->flags |= (MAT_FLAG_GENERAL | - MAT_DIRTY_TYPE | - MAT_DIRTY_INVERSE | + MAT_DIRTY_TYPE | + MAT_DIRTY_INVERSE | MAT_DIRTY_FLAGS); matmul4( dest->m, dest->m, m ); @@ -355,14 +355,14 @@ static GLboolean invert_matrix_3d_general( GLmatrix *mat ) /* Do the translation part */ MAT(out,0,3) = - (MAT(in,0,3) * MAT(out,0,0) + - MAT(in,1,3) * MAT(out,0,1) + - MAT(in,2,3) * MAT(out,0,2) ); + MAT(in,1,3) * MAT(out,0,1) + + MAT(in,2,3) * MAT(out,0,2) ); MAT(out,1,3) = - (MAT(in,0,3) * MAT(out,1,0) + - MAT(in,1,3) * MAT(out,1,1) + - MAT(in,2,3) * MAT(out,1,2) ); + MAT(in,1,3) * MAT(out,1,1) + + MAT(in,2,3) * MAT(out,1,2) ); MAT(out,2,3) = - (MAT(in,0,3) * MAT(out,2,0) + - MAT(in,1,3) * MAT(out,2,1) + - MAT(in,2,3) * MAT(out,2,2) ); + MAT(in,1,3) * MAT(out,2,1) + + MAT(in,2,3) * MAT(out,2,2) ); return GL_TRUE; } @@ -434,14 +434,14 @@ static GLboolean invert_matrix_3d( GLmatrix *mat ) if (mat->flags & MAT_FLAG_TRANSLATION) { /* Do the translation part */ MAT(out,0,3) = - (MAT(in,0,3) * MAT(out,0,0) + - MAT(in,1,3) * MAT(out,0,1) + - MAT(in,2,3) * MAT(out,0,2) ); + MAT(in,1,3) * MAT(out,0,1) + + MAT(in,2,3) * MAT(out,0,2) ); MAT(out,1,3) = - (MAT(in,0,3) * MAT(out,1,0) + - MAT(in,1,3) * MAT(out,1,1) + - MAT(in,2,3) * MAT(out,1,2) ); + MAT(in,1,3) * MAT(out,1,1) + + MAT(in,2,3) * MAT(out,1,2) ); MAT(out,2,3) = - (MAT(in,0,3) * MAT(out,2,0) + - MAT(in,1,3) * MAT(out,2,1) + - MAT(in,2,3) * MAT(out,2,2) ); + MAT(in,1,3) * MAT(out,2,1) + + MAT(in,2,3) * MAT(out,2,2) ); } else { MAT(out,0,3) = MAT(out,1,3) = MAT(out,2,3) = 0.0; @@ -542,7 +542,7 @@ static inv_mat_func inv_mat_tab[7] = { invert_matrix_identity, invert_matrix_3d_no_rot, invert_matrix_general, - invert_matrix_3d, /* lazy! */ + invert_matrix_3d, /* lazy! */ invert_matrix_2d_no_rot, invert_matrix_3d }; @@ -588,7 +588,7 @@ static GLboolean matrix_invert( GLmatrix *mat ) */ void _math_matrix_rotate( GLmatrix *mat, - GLfloat angle, GLfloat x, GLfloat y, GLfloat z ) + GLfloat angle, GLfloat x, GLfloat y, GLfloat z ) { GLfloat xx, yy, zz, xy, yz, zx, xs, ys, zs, one_c, s, c; GLfloat m[16]; @@ -772,9 +772,9 @@ _math_matrix_rotate( GLmatrix *mat, */ void _math_matrix_frustum( GLmatrix *mat, - GLfloat left, GLfloat right, - GLfloat bottom, GLfloat top, - GLfloat nearval, GLfloat farval ) + GLfloat left, GLfloat right, + GLfloat bottom, GLfloat top, + GLfloat nearval, GLfloat farval ) { GLfloat x, y, a, b, c, d; GLfloat m[16]; @@ -855,9 +855,9 @@ _math_float_ortho(float *m, */ void _math_matrix_ortho( GLmatrix *mat, - GLfloat left, GLfloat right, - GLfloat bottom, GLfloat top, - GLfloat nearval, GLfloat farval ) + GLfloat left, GLfloat right, + GLfloat bottom, GLfloat top, + GLfloat nearval, GLfloat farval ) { GLfloat m[16]; @@ -893,7 +893,7 @@ _math_matrix_scale( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z ) mat->flags |= MAT_FLAG_GENERAL_SCALE; mat->flags |= (MAT_DIRTY_TYPE | - MAT_DIRTY_INVERSE); + MAT_DIRTY_INVERSE); } /** @@ -918,8 +918,8 @@ _math_matrix_translate( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z ) m[15] = m[3] * x + m[7] * y + m[11] * z + m[15]; mat->flags |= (MAT_FLAG_TRANSLATION | - MAT_DIRTY_TYPE | - MAT_DIRTY_INVERSE); + MAT_DIRTY_TYPE | + MAT_DIRTY_INVERSE); } @@ -961,8 +961,8 @@ _math_matrix_set_identity( GLmatrix *mat ) mat->type = MATRIX_IDENTITY; mat->flags &= ~(MAT_DIRTY_FLAGS| - MAT_DIRTY_TYPE| - MAT_DIRTY_INVERSE); + MAT_DIRTY_TYPE| + MAT_DIRTY_INVERSE); } /*@}*/ @@ -979,36 +979,36 @@ _math_matrix_set_identity( GLmatrix *mat ) #define MASK_NO_2D_SCALE ( ONE(0) | ONE(5)) #define MASK_IDENTITY ( ONE(0) | ZERO(4) | ZERO(8) | ZERO(12) |\ - ZERO(1) | ONE(5) | ZERO(9) | ZERO(13) |\ - ZERO(2) | ZERO(6) | ONE(10) | ZERO(14) |\ - ZERO(3) | ZERO(7) | ZERO(11) | ONE(15) ) + ZERO(1) | ONE(5) | ZERO(9) | ZERO(13) |\ + ZERO(2) | ZERO(6) | ONE(10) | ZERO(14) |\ + ZERO(3) | ZERO(7) | ZERO(11) | ONE(15) ) #define MASK_2D_NO_ROT ( ZERO(4) | ZERO(8) | \ - ZERO(1) | ZERO(9) | \ - ZERO(2) | ZERO(6) | ONE(10) | ZERO(14) |\ - ZERO(3) | ZERO(7) | ZERO(11) | ONE(15) ) + ZERO(1) | ZERO(9) | \ + ZERO(2) | ZERO(6) | ONE(10) | ZERO(14) |\ + ZERO(3) | ZERO(7) | ZERO(11) | ONE(15) ) #define MASK_2D ( ZERO(8) | \ - ZERO(9) | \ - ZERO(2) | ZERO(6) | ONE(10) | ZERO(14) |\ - ZERO(3) | ZERO(7) | ZERO(11) | ONE(15) ) + ZERO(9) | \ + ZERO(2) | ZERO(6) | ONE(10) | ZERO(14) |\ + ZERO(3) | ZERO(7) | ZERO(11) | ONE(15) ) #define MASK_3D_NO_ROT ( ZERO(4) | ZERO(8) | \ - ZERO(1) | ZERO(9) | \ - ZERO(2) | ZERO(6) | \ - ZERO(3) | ZERO(7) | ZERO(11) | ONE(15) ) + ZERO(1) | ZERO(9) | \ + ZERO(2) | ZERO(6) | \ + ZERO(3) | ZERO(7) | ZERO(11) | ONE(15) ) #define MASK_3D ( \ - \ - \ - ZERO(3) | ZERO(7) | ZERO(11) | ONE(15) ) + \ + \ + ZERO(3) | ZERO(7) | ZERO(11) | ONE(15) ) #define MASK_PERSPECTIVE ( ZERO(4) | ZERO(12) |\ - ZERO(1) | ZERO(13) |\ - ZERO(2) | ZERO(6) | \ - ZERO(3) | ZERO(7) | ZERO(15) ) + ZERO(1) | ZERO(13) |\ + ZERO(2) | ZERO(6) | \ + ZERO(3) | ZERO(7) | ZERO(15) ) #define SQ(x) ((x)*(x)) @@ -1050,7 +1050,7 @@ static void analyse_from_scratch( GLmatrix *mat ) mat->type = MATRIX_2D_NO_ROT; if ((mask & MASK_NO_2D_SCALE) != MASK_NO_2D_SCALE) - mat->flags |= MAT_FLAG_GENERAL_SCALE; + mat->flags |= MAT_FLAG_GENERAL_SCALE; } else if ((mask & MASK_2D) == (GLuint) MASK_2D) { GLfloat mm = DOT2(m, m); @@ -1061,14 +1061,14 @@ static void analyse_from_scratch( GLmatrix *mat ) /* Check for scale */ if (SQ(mm-1) > SQ(1e-6F) || - SQ(m4m4-1) > SQ(1e-6F)) - mat->flags |= MAT_FLAG_GENERAL_SCALE; + SQ(m4m4-1) > SQ(1e-6F)) + mat->flags |= MAT_FLAG_GENERAL_SCALE; /* Check for rotation */ if (SQ(mm4) > SQ(1e-6F)) - mat->flags |= MAT_FLAG_GENERAL_3D; + mat->flags |= MAT_FLAG_GENERAL_3D; else - mat->flags |= MAT_FLAG_ROTATION; + mat->flags |= MAT_FLAG_ROTATION; } else if ((mask & MASK_3D_NO_ROT) == (GLuint) MASK_3D_NO_ROT) { @@ -1076,13 +1076,13 @@ static void analyse_from_scratch( GLmatrix *mat ) /* Check for scale */ if (SQ(m[0]-m[5]) < SQ(1e-6F) && - SQ(m[0]-m[10]) < SQ(1e-6F)) { - if (SQ(m[0]-1.0F) > SQ(1e-6F)) { - mat->flags |= MAT_FLAG_UNIFORM_SCALE; + SQ(m[0]-m[10]) < SQ(1e-6F)) { + if (SQ(m[0]-1.0F) > SQ(1e-6F)) { + mat->flags |= MAT_FLAG_UNIFORM_SCALE; } } else { - mat->flags |= MAT_FLAG_GENERAL_SCALE; + mat->flags |= MAT_FLAG_GENERAL_SCALE; } } else if ((mask & MASK_3D) == (GLuint) MASK_3D) { @@ -1096,25 +1096,25 @@ static void analyse_from_scratch( GLmatrix *mat ) /* Check for scale */ if (SQ(c1-c2) < SQ(1e-6F) && SQ(c1-c3) < SQ(1e-6F)) { - if (SQ(c1-1.0F) > SQ(1e-6F)) - mat->flags |= MAT_FLAG_UNIFORM_SCALE; - /* else no scale at all */ + if (SQ(c1-1.0F) > SQ(1e-6F)) + mat->flags |= MAT_FLAG_UNIFORM_SCALE; + /* else no scale at all */ } else { - mat->flags |= MAT_FLAG_GENERAL_SCALE; + mat->flags |= MAT_FLAG_GENERAL_SCALE; } /* Check for rotation */ if (SQ(d1) < SQ(1e-6F)) { - CROSS3( cp, m, m+4 ); - SUB_3V( cp, cp, (m+8) ); - if (LEN_SQUARED_3FV(cp) < SQ(1e-6F)) - mat->flags |= MAT_FLAG_ROTATION; - else - mat->flags |= MAT_FLAG_GENERAL_3D; + CROSS3( cp, m, m+4 ); + SUB_3V( cp, cp, (m+8) ); + if (LEN_SQUARED_3FV(cp) < SQ(1e-6F)) + mat->flags |= MAT_FLAG_ROTATION; + else + mat->flags |= MAT_FLAG_GENERAL_3D; } else { - mat->flags |= MAT_FLAG_GENERAL_3D; /* shear, etc */ + mat->flags |= MAT_FLAG_GENERAL_3D; /* shear, etc */ } } else if ((mask & MASK_PERSPECTIVE) == MASK_PERSPECTIVE && m[11]==-1.0F) { @@ -1140,23 +1140,23 @@ static void analyse_from_flags( GLmatrix *mat ) mat->type = MATRIX_IDENTITY; } else if (TEST_MAT_FLAGS(mat, (MAT_FLAG_TRANSLATION | - MAT_FLAG_UNIFORM_SCALE | - MAT_FLAG_GENERAL_SCALE))) { + MAT_FLAG_UNIFORM_SCALE | + MAT_FLAG_GENERAL_SCALE))) { if ( m[10]==1.0F && m[14]==0.0F ) { - mat->type = MATRIX_2D_NO_ROT; + mat->type = MATRIX_2D_NO_ROT; } else { - mat->type = MATRIX_3D_NO_ROT; + mat->type = MATRIX_3D_NO_ROT; } } else if (TEST_MAT_FLAGS(mat, MAT_FLAGS_3D)) { if ( m[ 8]==0.0F && m[ 9]==0.0F && m[2]==0.0F && m[6]==0.0F && m[10]==1.0F && m[14]==0.0F) { - mat->type = MATRIX_2D; + mat->type = MATRIX_2D; } else { - mat->type = MATRIX_3D; + mat->type = MATRIX_3D; } } else if ( m[4]==0.0F && m[12]==0.0F @@ -1185,9 +1185,9 @@ _math_matrix_analyse( GLmatrix *mat ) { if (mat->flags & MAT_DIRTY_TYPE) { if (mat->flags & MAT_DIRTY_FLAGS) - analyse_from_scratch( mat ); + analyse_from_scratch( mat ); else - analyse_from_flags( mat ); + analyse_from_flags( mat ); } if (mat->flags & MAT_DIRTY_INVERSE) { diff --git a/src/mesa/math/m_matrix.h b/src/mesa/math/m_matrix.h index 1c832ee..ee0072e 100644 --- a/src/mesa/math/m_matrix.h +++ b/src/mesa/math/m_matrix.h @@ -66,24 +66,24 @@ extern "C" { * We use these to select specific optimized vertex transformation routines. */ enum GLmatrixtype { - MATRIX_GENERAL, /**< general 4x4 matrix */ - MATRIX_IDENTITY, /**< identity matrix */ - MATRIX_3D_NO_ROT, /**< orthogonal projection and others... */ - MATRIX_PERSPECTIVE, /**< perspective projection matrix */ - MATRIX_2D, /**< 2-D transformation */ - MATRIX_2D_NO_ROT, /**< 2-D scale & translate only */ - MATRIX_3D /**< 3-D transformation */ + MATRIX_GENERAL, /**< general 4x4 matrix */ + MATRIX_IDENTITY, /**< identity matrix */ + MATRIX_3D_NO_ROT, /**< orthogonal projection and others... */ + MATRIX_PERSPECTIVE, /**< perspective projection matrix */ + MATRIX_2D, /**< 2-D transformation */ + MATRIX_2D_NO_ROT, /**< 2-D scale & translate only */ + MATRIX_3D /**< 3-D transformation */ } ; /** * Matrix type to represent 4x4 transformation matrices. */ typedef struct { - alignas(16) GLfloat m[16]; /**< 16 matrix elements (16-byte aligned) */ - alignas(16) GLfloat inv[16]; /**< 16-element inverse (16-byte aligned) */ - GLuint flags; /**< possible values determined by (of \link - * MatFlags MAT_FLAG_* flags\endlink) - */ + alignas(16) GLfloat m[16]; /**< 16 matrix elements (16-byte aligned) */ + alignas(16) GLfloat inv[16]; /**< 16-element inverse (16-byte aligned) */ + GLuint flags; /**< possible values determined by (of \link + * MatFlags MAT_FLAG_* flags\endlink) + */ enum GLmatrixtype type; } GLmatrix; @@ -107,7 +107,7 @@ _math_matrix_translate( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z ); extern void _math_matrix_rotate( GLmatrix *m, GLfloat angle, - GLfloat x, GLfloat y, GLfloat z ); + GLfloat x, GLfloat y, GLfloat z ); extern void _math_matrix_scale( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z ); @@ -120,15 +120,15 @@ _math_float_ortho(float *m, extern void _math_matrix_ortho( GLmatrix *mat, - GLfloat left, GLfloat right, - GLfloat bottom, GLfloat top, - GLfloat nearval, GLfloat farval ); + GLfloat left, GLfloat right, + GLfloat bottom, GLfloat top, + GLfloat nearval, GLfloat farval ); extern void _math_matrix_frustum( GLmatrix *mat, - GLfloat left, GLfloat right, - GLfloat bottom, GLfloat top, - GLfloat nearval, GLfloat farval ); + GLfloat left, GLfloat right, + GLfloat bottom, GLfloat top, + GLfloat nearval, GLfloat farval ); extern void _math_matrix_viewport( GLmatrix *m, const float scale[3], @@ -174,39 +174,39 @@ _math_transposefd( GLfloat to[16], const GLdouble from[16] ); /* * Transform a point (column vector) by a matrix: Q = M * P */ -#define TRANSFORM_POINT( Q, M, P ) \ - Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12] * P[3]; \ - Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13] * P[3]; \ - Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14] * P[3]; \ +#define TRANSFORM_POINT( Q, M, P ) \ + Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12] * P[3]; \ + Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13] * P[3]; \ + Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14] * P[3]; \ Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15] * P[3]; -#define TRANSFORM_POINT3( Q, M, P ) \ - Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12]; \ - Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13]; \ - Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14]; \ +#define TRANSFORM_POINT3( Q, M, P ) \ + Q[0] = M[0] * P[0] + M[4] * P[1] + M[8] * P[2] + M[12]; \ + Q[1] = M[1] * P[0] + M[5] * P[1] + M[9] * P[2] + M[13]; \ + Q[2] = M[2] * P[0] + M[6] * P[1] + M[10] * P[2] + M[14]; \ Q[3] = M[3] * P[0] + M[7] * P[1] + M[11] * P[2] + M[15]; /* * Transform a normal (row vector) by a matrix: [NX NY NZ] = N * MAT */ -#define TRANSFORM_NORMAL( TO, N, MAT ) \ -do { \ - TO[0] = N[0] * MAT[0] + N[1] * MAT[1] + N[2] * MAT[2]; \ - TO[1] = N[0] * MAT[4] + N[1] * MAT[5] + N[2] * MAT[6]; \ - TO[2] = N[0] * MAT[8] + N[1] * MAT[9] + N[2] * MAT[10]; \ +#define TRANSFORM_NORMAL( TO, N, MAT ) \ +do { \ + TO[0] = N[0] * MAT[0] + N[1] * MAT[1] + N[2] * MAT[2]; \ + TO[1] = N[0] * MAT[4] + N[1] * MAT[5] + N[2] * MAT[6]; \ + TO[2] = N[0] * MAT[8] + N[1] * MAT[9] + N[2] * MAT[10]; \ } while (0) /** * Transform a direction by a matrix. */ -#define TRANSFORM_DIRECTION( TO, DIR, MAT ) \ -do { \ - TO[0] = DIR[0] * MAT[0] + DIR[1] * MAT[4] + DIR[2] * MAT[8]; \ - TO[1] = DIR[0] * MAT[1] + DIR[1] * MAT[5] + DIR[2] * MAT[9]; \ - TO[2] = DIR[0] * MAT[2] + DIR[1] * MAT[6] + DIR[2] * MAT[10];\ +#define TRANSFORM_DIRECTION( TO, DIR, MAT ) \ +do { \ + TO[0] = DIR[0] * MAT[0] + DIR[1] * MAT[4] + DIR[2] * MAT[8]; \ + TO[1] = DIR[0] * MAT[1] + DIR[1] * MAT[5] + DIR[2] * MAT[9]; \ + TO[2] = DIR[0] * MAT[2] + DIR[1] * MAT[6] + DIR[2] * MAT[10]; \ } while (0) -- 2.7.4