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https://github.com/recp/cglm.git
synced 2026-02-17 03:39:05 +00:00
mark readonly parameters as const (continue)
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@@ -65,7 +65,7 @@
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*/
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CGLM_INLINE
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void
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glm_mat3_copy(mat3 mat, mat3 dest) {
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glm_mat3_copy(const mat3 mat, mat3 dest) {
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dest[0][0] = mat[0][0];
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dest[0][1] = mat[0][1];
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dest[0][2] = mat[0][2];
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@@ -110,7 +110,7 @@ glm_mat3_identity(mat3 mat) {
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*/
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CGLM_INLINE
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void
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glm_mat3_identity_array(mat3 * __restrict mat, size_t count) {
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glm_mat3_identity_array(mat3 * const __restrict mat, size_t count) {
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CGLM_ALIGN_MAT mat3 t = GLM_MAT3_IDENTITY_INIT;
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size_t i;
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@@ -147,7 +147,7 @@ glm_mat3_zero(mat3 mat) {
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*/
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CGLM_INLINE
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void
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glm_mat3_mul(mat3 m1, mat3 m2, mat3 dest) {
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glm_mat3_mul(const mat3 m1, const mat3 m2, mat3 dest) {
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#if defined( __SSE__ ) || defined( __SSE2__ )
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glm_mat3_mul_sse2(m1, m2, dest);
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#else
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@@ -181,7 +181,7 @@ glm_mat3_mul(mat3 m1, mat3 m2, mat3 dest) {
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*/
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CGLM_INLINE
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void
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glm_mat3_transpose_to(mat3 m, mat3 dest) {
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glm_mat3_transpose_to(const mat3 m, mat3 dest) {
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dest[0][0] = m[0][0];
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dest[0][1] = m[1][0];
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dest[0][2] = m[2][0];
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@@ -227,7 +227,7 @@ glm_mat3_transpose(mat3 m) {
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*/
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CGLM_INLINE
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void
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glm_mat3_mulv(mat3 m, vec3 v, vec3 dest) {
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glm_mat3_mulv(const mat3 m, const vec3 v, vec3 dest) {
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dest[0] = m[0][0] * v[0] + m[1][0] * v[1] + m[2][0] * v[2];
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dest[1] = m[0][1] * v[0] + m[1][1] * v[1] + m[2][1] * v[2];
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dest[2] = m[0][2] * v[0] + m[1][2] * v[1] + m[2][2] * v[2];
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@@ -242,7 +242,7 @@ glm_mat3_mulv(mat3 m, vec3 v, vec3 dest) {
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*/
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CGLM_INLINE
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float
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glm_mat3_trace(mat3 m) {
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glm_mat3_trace(const mat3 m) {
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return m[0][0] + m[1][1] + m[2][2];
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}
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@@ -254,7 +254,7 @@ glm_mat3_trace(mat3 m) {
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*/
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CGLM_INLINE
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void
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glm_mat3_quat(mat3 m, versor dest) {
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glm_mat3_quat(const mat3 m, versor dest) {
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float trace, r, rinv;
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/* it seems using like m12 instead of m[1][2] causes extra instructions */
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@@ -320,7 +320,7 @@ glm_mat3_scale(mat3 m, float s) {
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*/
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CGLM_INLINE
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float
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glm_mat3_det(mat3 mat) {
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glm_mat3_det(const mat3 mat) {
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float a = mat[0][0], b = mat[0][1], c = mat[0][2],
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d = mat[1][0], e = mat[1][1], f = mat[1][2],
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g = mat[2][0], h = mat[2][1], i = mat[2][2];
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@@ -336,7 +336,7 @@ glm_mat3_det(mat3 mat) {
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*/
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CGLM_INLINE
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void
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glm_mat3_inv(mat3 mat, mat3 dest) {
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glm_mat3_inv(const mat3 mat, mat3 dest) {
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float det;
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float a = mat[0][0], b = mat[0][1], c = mat[0][2],
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d = mat[1][0], e = mat[1][1], f = mat[1][2],
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@@ -413,7 +413,7 @@ glm_mat3_swap_row(mat3 mat, int row1, int row2) {
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*/
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CGLM_INLINE
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float
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glm_mat3_rmc(vec3 r, mat3 m, vec3 c) {
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glm_mat3_rmc(const vec3 r, const mat3 m, const vec3 c) {
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vec3 tmp;
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glm_mat3_mulv(m, c, tmp);
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return glm_vec3_dot(r, tmp);
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