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https://github.com/recp/cglm.git
synced 2026-02-17 03:39:05 +00:00
align local variables on stack
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@@ -55,7 +55,7 @@ glm_mat4_mul(mat4 m1, mat4 m2, mat4 dest);
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CGLM_INLINE
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void
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glm_translate_to(mat4 m, vec3 v, mat4 dest) {
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mat4 t = GLM_MAT4_IDENTITY_INIT;
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CGLM_ALIGN(16) mat4 t = GLM_MAT4_IDENTITY_INIT;
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#if defined( __SSE__ ) || defined( __SSE2__ )
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glmm_store(dest[3],
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@@ -82,7 +82,7 @@ glm_translate_to(mat4 m, vec3 v, mat4 dest) {
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glm_vec4_add(v2, t[3], t[3]);
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glm_vec4_add(v3, t[3], t[3]);
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glm__memcpy(float, dest, t, sizeof(mat4));
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glm_mat4_copy(t, dest);
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#endif
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}
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@@ -254,7 +254,7 @@ glm_scale(mat4 m, vec3 v) {
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CGLM_INLINE
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void
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glm_scale_uni(mat4 m, float s) {
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vec3 v = { s, s, s };
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CGLM_ALIGN(8) vec3 v = { s, s, s };
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glm_scale_to(m, v, m);
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}
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@@ -269,7 +269,7 @@ glm_scale_uni(mat4 m, float s) {
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CGLM_INLINE
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void
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glm_rotate_x(mat4 m, float angle, mat4 dest) {
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mat4 t = GLM_MAT4_IDENTITY_INIT;
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CGLM_ALIGN(16) mat4 t = GLM_MAT4_IDENTITY_INIT;
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float c, s;
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c = cosf(angle);
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@@ -294,7 +294,7 @@ glm_rotate_x(mat4 m, float angle, mat4 dest) {
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CGLM_INLINE
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void
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glm_rotate_y(mat4 m, float angle, mat4 dest) {
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mat4 t = GLM_MAT4_IDENTITY_INIT;
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CGLM_ALIGN(16) mat4 t = GLM_MAT4_IDENTITY_INIT;
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float c, s;
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c = cosf(angle);
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@@ -319,7 +319,7 @@ glm_rotate_y(mat4 m, float angle, mat4 dest) {
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CGLM_INLINE
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void
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glm_rotate_z(mat4 m, float angle, mat4 dest) {
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mat4 t = GLM_MAT4_IDENTITY_INIT;
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CGLM_ALIGN(16) mat4 t = GLM_MAT4_IDENTITY_INIT;
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float c, s;
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c = cosf(angle);
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@@ -345,7 +345,7 @@ glm_rotate_z(mat4 m, float angle, mat4 dest) {
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CGLM_INLINE
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void
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glm_rotate_make(mat4 m, float angle, vec3 axis) {
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vec3 axisn, v, vs;
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CGLM_ALIGN(8) vec3 axisn, v, vs;
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float c;
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c = cosf(angle);
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@@ -376,7 +376,7 @@ glm_rotate_make(mat4 m, float angle, vec3 axis) {
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CGLM_INLINE
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void
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glm_rotate(mat4 m, float angle, vec3 axis) {
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mat4 rot;
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CGLM_ALIGN(16) mat4 rot;
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glm_rotate_make(rot, angle, axis);
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glm_mul_rot(m, rot, m);
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}
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@@ -393,7 +393,7 @@ glm_rotate(mat4 m, float angle, vec3 axis) {
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CGLM_INLINE
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void
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glm_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis) {
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vec3 pivotInv;
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CGLM_ALIGN(8) vec3 pivotInv;
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glm_vec_inv_to(pivot, pivotInv);
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@@ -418,12 +418,11 @@ glm_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis) {
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CGLM_INLINE
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void
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glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis) {
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vec3 pivotInv;
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CGLM_ALIGN(8) vec3 pivotInv;
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glm_vec_inv_to(pivot, pivotInv);
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glm_mat4_identity(m);
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glm_vec_copy(pivot, m[3]);
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glm_translate_make(m, pivot);
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glm_rotate(m, angle, axis);
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glm_translate(m, pivotInv);
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}
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@@ -453,9 +452,8 @@ glm_decompose_scalev(mat4 m, vec3 s) {
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CGLM_INLINE
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bool
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glm_uniscaled(mat4 m) {
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vec3 s;
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CGLM_ALIGN(8) vec3 s;
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glm_decompose_scalev(m, s);
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return glm_vec_eq_all(s);
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}
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@@ -470,8 +468,8 @@ glm_uniscaled(mat4 m) {
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CGLM_INLINE
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void
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glm_decompose_rs(mat4 m, mat4 r, vec3 s) {
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vec4 t = {0.0f, 0.0f, 0.0f, 1.0f};
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vec3 v;
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CGLM_ALIGN(16) vec4 t = {0.0f, 0.0f, 0.0f, 1.0f};
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CGLM_ALIGN(8) vec3 v;
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glm_vec4_copy(m[0], r[0]);
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glm_vec4_copy(m[1], r[1]);
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