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