mesa/math: Avoid double promotion.
Reviewed-by: Iago Toral Quiroga <itoral@igalia.com>
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@ -194,13 +194,13 @@ static GLvector4f * TAG(cliptest_points3)( GLvector4f *clip_vec,
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STRIDE_LOOP {
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const GLfloat cx = from[0], cy = from[1], cz = from[2];
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GLubyte mask = 0;
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if (cx > 1.0) mask |= CLIP_RIGHT_BIT;
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else if (cx < -1.0) mask |= CLIP_LEFT_BIT;
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if (cy > 1.0) mask |= CLIP_TOP_BIT;
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else if (cy < -1.0) mask |= CLIP_BOTTOM_BIT;
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if (cx > 1.0F) mask |= CLIP_RIGHT_BIT;
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else if (cx < -1.0F) mask |= CLIP_LEFT_BIT;
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if (cy > 1.0F) mask |= CLIP_TOP_BIT;
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else if (cy < -1.0F) mask |= CLIP_BOTTOM_BIT;
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if (viewport_z_clip) {
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if (cz > 1.0) mask |= CLIP_FAR_BIT;
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else if (cz < -1.0) mask |= CLIP_NEAR_BIT;
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if (cz > 1.0F) mask |= CLIP_FAR_BIT;
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else if (cz < -1.0F) mask |= CLIP_NEAR_BIT;
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}
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clipMask[i] = mask;
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tmpOrMask |= mask;
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@ -230,10 +230,10 @@ static GLvector4f * TAG(cliptest_points2)( GLvector4f *clip_vec,
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STRIDE_LOOP {
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const GLfloat cx = from[0], cy = from[1];
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GLubyte mask = 0;
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if (cx > 1.0) mask |= CLIP_RIGHT_BIT;
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else if (cx < -1.0) mask |= CLIP_LEFT_BIT;
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if (cy > 1.0) mask |= CLIP_TOP_BIT;
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else if (cy < -1.0) mask |= CLIP_BOTTOM_BIT;
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if (cx > 1.0F) mask |= CLIP_RIGHT_BIT;
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else if (cx < -1.0F) mask |= CLIP_LEFT_BIT;
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if (cy > 1.0F) mask |= CLIP_TOP_BIT;
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else if (cy < -1.0F) mask |= CLIP_BOTTOM_BIT;
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clipMask[i] = mask;
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tmpOrMask |= mask;
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tmpAndMask &= mask;
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@ -380,7 +380,7 @@ static GLboolean invert_matrix_general( GLmatrix *mat )
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if (fabsf(r3[0])>fabsf(r2[0])) SWAP_ROWS(r3, r2);
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if (fabsf(r2[0])>fabsf(r1[0])) SWAP_ROWS(r2, r1);
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if (fabsf(r1[0])>fabsf(r0[0])) SWAP_ROWS(r1, r0);
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if (0.0 == r0[0]) return GL_FALSE;
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if (0.0F == r0[0]) return GL_FALSE;
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/* eliminate first variable */
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m1 = r1[0]/r0[0]; m2 = r2[0]/r0[0]; m3 = r3[0]/r0[0];
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@ -388,31 +388,31 @@ static GLboolean invert_matrix_general( GLmatrix *mat )
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s = r0[2]; r1[2] -= m1 * s; r2[2] -= m2 * s; r3[2] -= m3 * s;
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s = r0[3]; r1[3] -= m1 * s; r2[3] -= m2 * s; r3[3] -= m3 * s;
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s = r0[4];
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if (s != 0.0) { r1[4] -= m1 * s; r2[4] -= m2 * s; r3[4] -= m3 * s; }
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if (s != 0.0F) { r1[4] -= m1 * s; r2[4] -= m2 * s; r3[4] -= m3 * s; }
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s = r0[5];
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if (s != 0.0) { r1[5] -= m1 * s; r2[5] -= m2 * s; r3[5] -= m3 * s; }
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if (s != 0.0F) { r1[5] -= m1 * s; r2[5] -= m2 * s; r3[5] -= m3 * s; }
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s = r0[6];
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if (s != 0.0) { r1[6] -= m1 * s; r2[6] -= m2 * s; r3[6] -= m3 * s; }
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if (s != 0.0F) { r1[6] -= m1 * s; r2[6] -= m2 * s; r3[6] -= m3 * s; }
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s = r0[7];
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if (s != 0.0) { r1[7] -= m1 * s; r2[7] -= m2 * s; r3[7] -= m3 * s; }
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if (s != 0.0F) { r1[7] -= m1 * s; r2[7] -= m2 * s; r3[7] -= m3 * s; }
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/* choose pivot - or die */
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if (fabsf(r3[1])>fabsf(r2[1])) SWAP_ROWS(r3, r2);
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if (fabsf(r2[1])>fabsf(r1[1])) SWAP_ROWS(r2, r1);
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if (0.0 == r1[1]) return GL_FALSE;
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if (0.0F == r1[1]) return GL_FALSE;
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/* eliminate second variable */
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m2 = r2[1]/r1[1]; m3 = r3[1]/r1[1];
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r2[2] -= m2 * r1[2]; r3[2] -= m3 * r1[2];
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r2[3] -= m2 * r1[3]; r3[3] -= m3 * r1[3];
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s = r1[4]; if (0.0 != s) { r2[4] -= m2 * s; r3[4] -= m3 * s; }
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s = r1[5]; if (0.0 != s) { r2[5] -= m2 * s; r3[5] -= m3 * s; }
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s = r1[6]; if (0.0 != s) { r2[6] -= m2 * s; r3[6] -= m3 * s; }
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s = r1[7]; if (0.0 != s) { r2[7] -= m2 * s; r3[7] -= m3 * s; }
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s = r1[4]; if (0.0F != s) { r2[4] -= m2 * s; r3[4] -= m3 * s; }
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s = r1[5]; if (0.0F != s) { r2[5] -= m2 * s; r3[5] -= m3 * s; }
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s = r1[6]; if (0.0F != s) { r2[6] -= m2 * s; r3[6] -= m3 * s; }
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s = r1[7]; if (0.0F != s) { r2[7] -= m2 * s; r3[7] -= m3 * s; }
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/* choose pivot - or die */
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if (fabsf(r3[2])>fabsf(r2[2])) SWAP_ROWS(r3, r2);
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if (0.0 == r2[2]) return GL_FALSE;
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if (0.0F == r2[2]) return GL_FALSE;
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/* eliminate third variable */
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m3 = r3[2]/r2[2];
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@ -421,7 +421,7 @@ static GLboolean invert_matrix_general( GLmatrix *mat )
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r3[7] -= m3 * r2[7];
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/* last check */
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if (0.0 == r3[3]) return GL_FALSE;
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if (0.0F == r3[3]) return GL_FALSE;
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s = 1.0F/r3[3]; /* now back substitute row 3 */
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r3[4] *= s; r3[5] *= s; r3[6] *= s; r3[7] *= s;
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@ -490,26 +490,26 @@ static GLboolean invert_matrix_3d_general( GLmatrix *mat )
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*/
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pos = neg = 0.0;
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t = MAT(in,0,0) * MAT(in,1,1) * MAT(in,2,2);
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if (t >= 0.0) pos += t; else neg += t;
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if (t >= 0.0F) pos += t; else neg += t;
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t = MAT(in,1,0) * MAT(in,2,1) * MAT(in,0,2);
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if (t >= 0.0) pos += t; else neg += t;
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if (t >= 0.0F) pos += t; else neg += t;
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t = MAT(in,2,0) * MAT(in,0,1) * MAT(in,1,2);
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if (t >= 0.0) pos += t; else neg += t;
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if (t >= 0.0F) pos += t; else neg += t;
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t = -MAT(in,2,0) * MAT(in,1,1) * MAT(in,0,2);
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if (t >= 0.0) pos += t; else neg += t;
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if (t >= 0.0F) pos += t; else neg += t;
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t = -MAT(in,1,0) * MAT(in,0,1) * MAT(in,2,2);
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if (t >= 0.0) pos += t; else neg += t;
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if (t >= 0.0F) pos += t; else neg += t;
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t = -MAT(in,0,0) * MAT(in,2,1) * MAT(in,1,2);
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if (t >= 0.0) pos += t; else neg += t;
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if (t >= 0.0F) pos += t; else neg += t;
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det = pos + neg;
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if (fabsf(det) < 1e-25)
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if (fabsf(det) < 1e-25F)
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return GL_FALSE;
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det = 1.0F / det;
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@ -564,7 +564,7 @@ static GLboolean invert_matrix_3d( GLmatrix *mat )
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MAT(in,0,1) * MAT(in,0,1) +
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MAT(in,0,2) * MAT(in,0,2));
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if (scale == 0.0)
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if (scale == 0.0F)
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return GL_FALSE;
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scale = 1.0F / scale;
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@ -799,8 +799,8 @@ _math_matrix_rotate( GLmatrix *mat,
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GLfloat m[16];
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GLboolean optimized;
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s = (GLfloat) sin( angle * M_PI / 180.0 );
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c = (GLfloat) cos( angle * M_PI / 180.0 );
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s = sinf( angle * M_PI / 180.0 );
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c = cosf( angle * M_PI / 180.0 );
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memcpy(m, Identity, sizeof(GLfloat)*16);
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optimized = GL_FALSE;
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@ -859,7 +859,7 @@ _math_matrix_rotate( GLmatrix *mat,
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if (!optimized) {
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const GLfloat mag = sqrtf(x * x + y * y + z * z);
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if (mag <= 1.0e-4) {
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if (mag <= 1.0e-4F) {
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/* no rotation, leave mat as-is */
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return;
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}
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@ -1070,7 +1070,7 @@ _math_matrix_scale( GLmatrix *mat, GLfloat x, GLfloat y, GLfloat z )
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m[2] *= x; m[6] *= y; m[10] *= z;
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m[3] *= x; m[7] *= y; m[11] *= z;
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if (fabsf(x - y) < 1e-8 && fabsf(x - z) < 1e-8)
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if (fabsf(x - y) < 1e-8F && fabsf(x - z) < 1e-8F)
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mat->flags |= MAT_FLAG_UNIFORM_SCALE;
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else
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mat->flags |= MAT_FLAG_GENERAL_SCALE;
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@ -1206,7 +1206,7 @@ static void analyse_from_scratch( GLmatrix *mat )
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GLuint i;
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for (i = 0 ; i < 16 ; i++) {
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if (m[i] == 0.0) mask |= (1<<i);
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if (m[i] == 0.0F) mask |= (1<<i);
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}
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if (m[0] == 1.0F) mask |= (1<<16);
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@ -1240,12 +1240,12 @@ static void analyse_from_scratch( GLmatrix *mat )
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mat->type = MATRIX_2D;
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/* Check for scale */
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if (SQ(mm-1) > SQ(1e-6) ||
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SQ(m4m4-1) > SQ(1e-6))
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if (SQ(mm-1) > SQ(1e-6F) ||
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SQ(m4m4-1) > SQ(1e-6F))
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mat->flags |= MAT_FLAG_GENERAL_SCALE;
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/* Check for rotation */
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if (SQ(mm4) > SQ(1e-6))
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if (SQ(mm4) > SQ(1e-6F))
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mat->flags |= MAT_FLAG_GENERAL_3D;
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else
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mat->flags |= MAT_FLAG_ROTATION;
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@ -1255,9 +1255,9 @@ static void analyse_from_scratch( GLmatrix *mat )
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mat->type = MATRIX_3D_NO_ROT;
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/* Check for scale */
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if (SQ(m[0]-m[5]) < SQ(1e-6) &&
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SQ(m[0]-m[10]) < SQ(1e-6)) {
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if (SQ(m[0]-1.0) > SQ(1e-6)) {
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if (SQ(m[0]-m[5]) < SQ(1e-6F) &&
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SQ(m[0]-m[10]) < SQ(1e-6F)) {
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if (SQ(m[0]-1.0F) > SQ(1e-6F)) {
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mat->flags |= MAT_FLAG_UNIFORM_SCALE;
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}
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}
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@ -1275,8 +1275,8 @@ static void analyse_from_scratch( GLmatrix *mat )
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mat->type = MATRIX_3D;
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/* Check for scale */
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if (SQ(c1-c2) < SQ(1e-6) && SQ(c1-c3) < SQ(1e-6)) {
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if (SQ(c1-1.0) > SQ(1e-6))
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if (SQ(c1-c2) < SQ(1e-6F) && SQ(c1-c3) < SQ(1e-6F)) {
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if (SQ(c1-1.0F) > SQ(1e-6F))
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mat->flags |= MAT_FLAG_UNIFORM_SCALE;
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/* else no scale at all */
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}
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@ -1285,10 +1285,10 @@ static void analyse_from_scratch( GLmatrix *mat )
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}
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/* Check for rotation */
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if (SQ(d1) < SQ(1e-6)) {
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if (SQ(d1) < SQ(1e-6F)) {
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CROSS3( cp, m, m+4 );
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SUB_3V( cp, cp, (m+8) );
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if (LEN_SQUARED_3FV(cp) < SQ(1e-6))
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if (LEN_SQUARED_3FV(cp) < SQ(1e-6F))
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mat->flags |= MAT_FLAG_ROTATION;
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else
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mat->flags |= MAT_FLAG_GENERAL_3D;
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@ -80,7 +80,7 @@ TAG(transform_normalize_normals)( const GLmatrix *mat,
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}
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}
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else {
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if (scale != 1.0) {
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if (scale != 1.0f) {
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m0 *= scale, m4 *= scale, m8 *= scale;
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m1 *= scale, m5 *= scale, m9 *= scale;
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m2 *= scale, m6 *= scale, m10 *= scale;
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