Add SwiftShader dump from Feb 6 2013
diff --git a/src/Renderer/Matrix.hpp b/src/Renderer/Matrix.hpp
index 1b9a39e..d3c9377 100644
--- a/src/Renderer/Matrix.hpp
+++ b/src/Renderer/Matrix.hpp
@@ -1,211 +1,211 @@
-// SwiftShader Software Renderer
-//
-// Copyright(c) 2005-2011 TransGaming Inc.
-//
-// All rights reserved. No part of this software may be copied, distributed, transmitted,
-// transcribed, stored in a retrieval system, translated into any human or computer
-// language by any means, or disclosed to third parties without the explicit written
-// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express
-// or implied, including but not limited to any patent rights, are granted to you.
-//
-
-#ifndef Matrix_hpp
-#define Matrix_hpp
-
-namespace sw
-{
- struct Vector;
- struct Point;
-
- struct Matrix
- {
- Matrix();
- Matrix(const int i);
- Matrix(const float m[16]);
- Matrix(const float m[4][4]);
- Matrix(float m11, float m12, float m13,
- float m21, float m22, float m23,
- float m31, float m32, float m33);
- Matrix(float m11, float m12, float m13, float m14,
- float m21, float m22, float m23, float m24,
- float m31, float m32, float m33, float m34,
- float m41, float m42, float m43, float m44);
- Matrix(const Vector &v1, const Vector &v2, const Vector &v3); // Column vectors
-
- Matrix &operator=(const Matrix &N);
-
- // Row major order
- float m[4][4];
-
- static Matrix diag(float m11, float m22, float m33, float m44);
-
- operator float*();
-
- Matrix operator+() const;
- Matrix operator-() const;
-
- Matrix operator!() const; // Inverse
- Matrix operator~() const; // Transpose
-
- Matrix &operator+=(const Matrix &N);
- Matrix &operator-=(const Matrix &N);
- Matrix &operator*=(float s);
- Matrix &operator*=(const Matrix &N);
- Matrix &operator/=(float s);
-
- float *operator[](int i); // Access element [row][col], starting with [0][0]
- const float *operator[](int i) const;
-
- float &operator()(int i, int j); // Access element (row, col), starting with (1, 1)
- const float &operator()(int i, int j) const;
-
- friend bool operator==(const Matrix &M, const Matrix &N);
- friend bool operator!=(const Matrix &M, const Matrix &N);
-
- friend Matrix operator+(const Matrix &M, const Matrix &N);
- friend Matrix operator-(const Matrix &M, const Matrix &N);
- friend Matrix operator*(float s, const Matrix &M);
- friend Matrix operator*(const Matrix &M, const Matrix &N);
- friend Matrix operator/(const Matrix &M, float s);
-
- static float det(const Matrix &M);
- static float det(float m11);
- static float det(float m11, float m12,
- float m21, float m22);
- static float det(float m11, float m12, float m13,
- float m21, float m22, float m23,
- float m31, float m32, float m33);
- static float det(float m11, float m12, float m13, float m14,
- float m21, float m22, float m23, float m24,
- float m31, float m32, float m33, float m34,
- float m41, float m42, float m43, float m44);
- static float det(const Vector &v1, const Vector &v2, const Vector &v3);
- static float det3(const Matrix &M);
-
- static float tr(const Matrix &M);
-
- Matrix &orthogonalise(); // Gram-Schmidt orthogonalisation of 3x3 submatrix
-
- static Matrix eulerRotate(const Vector &v);
- static Matrix eulerRotate(float x, float y, float z);
-
- static Matrix translate(const Vector &v);
- static Matrix translate(float x, float y, float z);
-
- static Matrix scale(const Vector &v);
- static Matrix scale(float x, float y, float z);
-
- static Matrix lookAt(const Vector &v);
- static Matrix lookAt(float x, float y, float z);
- };
-}
-
-#include "Vector.hpp"
-
-namespace sw
-{
- inline Matrix::Matrix()
- {
- }
-
- inline Matrix::Matrix(const int i)
- {
- const float s = (float)i;
-
- Matrix &M = *this;
-
- M(1, 1) = s; M(1, 2) = 0; M(1, 3) = 0; M(1, 4) = 0;
- M(2, 1) = 0; M(2, 2) = s; M(2, 3) = 0; M(2, 4) = 0;
- M(3, 1) = 0; M(3, 2) = 0; M(3, 3) = s; M(3, 4) = 0;
- M(4, 1) = 0; M(4, 2) = 0; M(4, 3) = 0; M(4, 4) = s;
- }
-
- inline Matrix::Matrix(const float m[16])
- {
- Matrix &M = *this;
-
- M(1, 1) = m[0]; M(1, 2) = m[1]; M(1, 3) = m[2]; M(1, 4) = m[3];
- M(2, 1) = m[4]; M(2, 2) = m[5]; M(2, 3) = m[6]; M(2, 4) = m[7];
- M(3, 1) = m[8]; M(3, 2) = m[8]; M(3, 3) = m[10]; M(3, 4) = m[11];
- M(4, 1) = m[12]; M(4, 2) = m[13]; M(4, 3) = m[14]; M(4, 4) = m[15];
- }
-
- inline Matrix::Matrix(const float m[4][4])
- {
- Matrix &M = *this;
-
- M[0][0] = m[0][0]; M[0][1] = m[0][1]; M[0][2] = m[0][2]; M[0][3] = m[0][3];
- M[1][0] = m[1][0]; M[1][1] = m[1][1]; M[1][2] = m[1][2]; M[1][3] = m[1][3];
- M[2][0] = m[2][0]; M[2][1] = m[2][1]; M[2][2] = m[2][2]; M[2][3] = m[2][3];
- M[3][0] = m[3][0]; M[3][1] = m[3][1]; M[3][2] = m[3][2]; M[3][3] = m[3][3];
- }
-
- inline Matrix::Matrix(float m11, float m12, float m13,
- float m21, float m22, float m23,
- float m31, float m32, float m33)
- {
- Matrix &M = *this;
-
- M(1, 1) = m11; M(1, 2) = m12; M(1, 3) = m13; M(1, 4) = 0;
- M(2, 1) = m21; M(2, 2) = m22; M(2, 3) = m23; M(2, 4) = 0;
- M(3, 1) = m31; M(3, 2) = m32; M(3, 3) = m33; M(3, 4) = 0;
- M(4, 1) = 0; M(4, 2) = 0; M(4, 3) = 0; M(4, 4) = 1;
- }
-
- inline Matrix::Matrix(float m11, float m12, float m13, float m14,
- float m21, float m22, float m23, float m24,
- float m31, float m32, float m33, float m34,
- float m41, float m42, float m43, float m44)
- {
- Matrix &M = *this;
-
- M(1, 1) = m11; M(1, 2) = m12; M(1, 3) = m13; M(1, 4) = m14;
- M(2, 1) = m21; M(2, 2) = m22; M(2, 3) = m23; M(2, 4) = m24;
- M(3, 1) = m31; M(3, 2) = m32; M(3, 3) = m33; M(3, 4) = m34;
- M(4, 1) = m41; M(4, 2) = m42; M(4, 3) = m43; M(4, 4) = m44;
- }
-
- inline Matrix::Matrix(const Vector &v1, const Vector &v2, const Vector &v3)
- {
- Matrix &M = *this;
-
- M(1, 1) = v1.x; M(1, 2) = v2.x; M(1, 3) = v3.x; M(1, 4) = 0;
- M(2, 1) = v1.y; M(2, 2) = v2.y; M(2, 3) = v3.y; M(2, 4) = 0;
- M(3, 1) = v1.z; M(3, 2) = v2.z; M(3, 3) = v3.z; M(3, 4) = 0;
- M(4, 1) = 0; M(4, 2) = 0; M(4, 3) = 0; M(4, 4) = 1;
- }
-
- inline Matrix &Matrix::operator=(const Matrix &N)
- {
- Matrix &M = *this;
-
- M(1, 1) = N(1, 1); M(1, 2) = N(1, 2); M(1, 3) = N(1, 3); M(1, 4) = N(1, 4);
- M(2, 1) = N(2, 1); M(2, 2) = N(2, 2); M(2, 3) = N(2, 3); M(2, 4) = N(2, 4);
- M(3, 1) = N(3, 1); M(3, 2) = N(3, 2); M(3, 3) = N(3, 3); M(3, 4) = N(3, 4);
- M(4, 1) = N(4, 1); M(4, 2) = N(4, 2); M(4, 3) = N(4, 3); M(4, 4) = N(4, 4);
-
- return M;
- }
-
- inline float *Matrix::operator[](int i)
- {
- return m[i];
- }
-
- inline const float *Matrix::operator[](int i) const
- {
- return m[i];
- }
-
- inline float &Matrix::operator()(int i, int j)
- {
- return m[i - 1][j - 1];
- }
-
- inline const float &Matrix::operator()(int i, int j) const
- {
- return m[i - 1][j - 1];
- }
-}
-
-#endif // Matrix_hpp
+// SwiftShader Software Renderer
+//
+// Copyright(c) 2005-2011 TransGaming Inc.
+//
+// All rights reserved. No part of this software may be copied, distributed, transmitted,
+// transcribed, stored in a retrieval system, translated into any human or computer
+// language by any means, or disclosed to third parties without the explicit written
+// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express
+// or implied, including but not limited to any patent rights, are granted to you.
+//
+
+#ifndef Matrix_hpp
+#define Matrix_hpp
+
+namespace sw
+{
+ struct Vector;
+ struct Point;
+
+ struct Matrix
+ {
+ Matrix();
+ Matrix(const int i);
+ Matrix(const float m[16]);
+ Matrix(const float m[4][4]);
+ Matrix(float m11, float m12, float m13,
+ float m21, float m22, float m23,
+ float m31, float m32, float m33);
+ Matrix(float m11, float m12, float m13, float m14,
+ float m21, float m22, float m23, float m24,
+ float m31, float m32, float m33, float m34,
+ float m41, float m42, float m43, float m44);
+ Matrix(const Vector &v1, const Vector &v2, const Vector &v3); // Column vectors
+
+ Matrix &operator=(const Matrix &N);
+
+ // Row major order
+ float m[4][4];
+
+ static Matrix diag(float m11, float m22, float m33, float m44);
+
+ operator float*();
+
+ Matrix operator+() const;
+ Matrix operator-() const;
+
+ Matrix operator!() const; // Inverse
+ Matrix operator~() const; // Transpose
+
+ Matrix &operator+=(const Matrix &N);
+ Matrix &operator-=(const Matrix &N);
+ Matrix &operator*=(float s);
+ Matrix &operator*=(const Matrix &N);
+ Matrix &operator/=(float s);
+
+ float *operator[](int i); // Access element [row][col], starting with [0][0]
+ const float *operator[](int i) const;
+
+ float &operator()(int i, int j); // Access element (row, col), starting with (1, 1)
+ const float &operator()(int i, int j) const;
+
+ friend bool operator==(const Matrix &M, const Matrix &N);
+ friend bool operator!=(const Matrix &M, const Matrix &N);
+
+ friend Matrix operator+(const Matrix &M, const Matrix &N);
+ friend Matrix operator-(const Matrix &M, const Matrix &N);
+ friend Matrix operator*(float s, const Matrix &M);
+ friend Matrix operator*(const Matrix &M, const Matrix &N);
+ friend Matrix operator/(const Matrix &M, float s);
+
+ static float det(const Matrix &M);
+ static float det(float m11);
+ static float det(float m11, float m12,
+ float m21, float m22);
+ static float det(float m11, float m12, float m13,
+ float m21, float m22, float m23,
+ float m31, float m32, float m33);
+ static float det(float m11, float m12, float m13, float m14,
+ float m21, float m22, float m23, float m24,
+ float m31, float m32, float m33, float m34,
+ float m41, float m42, float m43, float m44);
+ static float det(const Vector &v1, const Vector &v2, const Vector &v3);
+ static float det3(const Matrix &M);
+
+ static float tr(const Matrix &M);
+
+ Matrix &orthogonalise(); // Gram-Schmidt orthogonalisation of 3x3 submatrix
+
+ static Matrix eulerRotate(const Vector &v);
+ static Matrix eulerRotate(float x, float y, float z);
+
+ static Matrix translate(const Vector &v);
+ static Matrix translate(float x, float y, float z);
+
+ static Matrix scale(const Vector &v);
+ static Matrix scale(float x, float y, float z);
+
+ static Matrix lookAt(const Vector &v);
+ static Matrix lookAt(float x, float y, float z);
+ };
+}
+
+#include "Vector.hpp"
+
+namespace sw
+{
+ inline Matrix::Matrix()
+ {
+ }
+
+ inline Matrix::Matrix(const int i)
+ {
+ const float s = (float)i;
+
+ Matrix &M = *this;
+
+ M(1, 1) = s; M(1, 2) = 0; M(1, 3) = 0; M(1, 4) = 0;
+ M(2, 1) = 0; M(2, 2) = s; M(2, 3) = 0; M(2, 4) = 0;
+ M(3, 1) = 0; M(3, 2) = 0; M(3, 3) = s; M(3, 4) = 0;
+ M(4, 1) = 0; M(4, 2) = 0; M(4, 3) = 0; M(4, 4) = s;
+ }
+
+ inline Matrix::Matrix(const float m[16])
+ {
+ Matrix &M = *this;
+
+ M(1, 1) = m[0]; M(1, 2) = m[1]; M(1, 3) = m[2]; M(1, 4) = m[3];
+ M(2, 1) = m[4]; M(2, 2) = m[5]; M(2, 3) = m[6]; M(2, 4) = m[7];
+ M(3, 1) = m[8]; M(3, 2) = m[8]; M(3, 3) = m[10]; M(3, 4) = m[11];
+ M(4, 1) = m[12]; M(4, 2) = m[13]; M(4, 3) = m[14]; M(4, 4) = m[15];
+ }
+
+ inline Matrix::Matrix(const float m[4][4])
+ {
+ Matrix &M = *this;
+
+ M[0][0] = m[0][0]; M[0][1] = m[0][1]; M[0][2] = m[0][2]; M[0][3] = m[0][3];
+ M[1][0] = m[1][0]; M[1][1] = m[1][1]; M[1][2] = m[1][2]; M[1][3] = m[1][3];
+ M[2][0] = m[2][0]; M[2][1] = m[2][1]; M[2][2] = m[2][2]; M[2][3] = m[2][3];
+ M[3][0] = m[3][0]; M[3][1] = m[3][1]; M[3][2] = m[3][2]; M[3][3] = m[3][3];
+ }
+
+ inline Matrix::Matrix(float m11, float m12, float m13,
+ float m21, float m22, float m23,
+ float m31, float m32, float m33)
+ {
+ Matrix &M = *this;
+
+ M(1, 1) = m11; M(1, 2) = m12; M(1, 3) = m13; M(1, 4) = 0;
+ M(2, 1) = m21; M(2, 2) = m22; M(2, 3) = m23; M(2, 4) = 0;
+ M(3, 1) = m31; M(3, 2) = m32; M(3, 3) = m33; M(3, 4) = 0;
+ M(4, 1) = 0; M(4, 2) = 0; M(4, 3) = 0; M(4, 4) = 1;
+ }
+
+ inline Matrix::Matrix(float m11, float m12, float m13, float m14,
+ float m21, float m22, float m23, float m24,
+ float m31, float m32, float m33, float m34,
+ float m41, float m42, float m43, float m44)
+ {
+ Matrix &M = *this;
+
+ M(1, 1) = m11; M(1, 2) = m12; M(1, 3) = m13; M(1, 4) = m14;
+ M(2, 1) = m21; M(2, 2) = m22; M(2, 3) = m23; M(2, 4) = m24;
+ M(3, 1) = m31; M(3, 2) = m32; M(3, 3) = m33; M(3, 4) = m34;
+ M(4, 1) = m41; M(4, 2) = m42; M(4, 3) = m43; M(4, 4) = m44;
+ }
+
+ inline Matrix::Matrix(const Vector &v1, const Vector &v2, const Vector &v3)
+ {
+ Matrix &M = *this;
+
+ M(1, 1) = v1.x; M(1, 2) = v2.x; M(1, 3) = v3.x; M(1, 4) = 0;
+ M(2, 1) = v1.y; M(2, 2) = v2.y; M(2, 3) = v3.y; M(2, 4) = 0;
+ M(3, 1) = v1.z; M(3, 2) = v2.z; M(3, 3) = v3.z; M(3, 4) = 0;
+ M(4, 1) = 0; M(4, 2) = 0; M(4, 3) = 0; M(4, 4) = 1;
+ }
+
+ inline Matrix &Matrix::operator=(const Matrix &N)
+ {
+ Matrix &M = *this;
+
+ M(1, 1) = N(1, 1); M(1, 2) = N(1, 2); M(1, 3) = N(1, 3); M(1, 4) = N(1, 4);
+ M(2, 1) = N(2, 1); M(2, 2) = N(2, 2); M(2, 3) = N(2, 3); M(2, 4) = N(2, 4);
+ M(3, 1) = N(3, 1); M(3, 2) = N(3, 2); M(3, 3) = N(3, 3); M(3, 4) = N(3, 4);
+ M(4, 1) = N(4, 1); M(4, 2) = N(4, 2); M(4, 3) = N(4, 3); M(4, 4) = N(4, 4);
+
+ return M;
+ }
+
+ inline float *Matrix::operator[](int i)
+ {
+ return m[i];
+ }
+
+ inline const float *Matrix::operator[](int i) const
+ {
+ return m[i];
+ }
+
+ inline float &Matrix::operator()(int i, int j)
+ {
+ return m[i - 1][j - 1];
+ }
+
+ inline const float &Matrix::operator()(int i, int j) const
+ {
+ return m[i - 1][j - 1];
+ }
+}
+
+#endif // Matrix_hpp