mesa: enable ARB_direct_state_access in OpenGL 4.5 compat profile
[mesa.git] / src / mesa / math / m_xform_tmp.h
index 96def930a1f61fa7872b24413f96405eec45136b..af85de3d4d530a6e69dee1fe0b06d86960e22f9f 100644 (file)
@@ -1,8 +1,6 @@
-/* $Id: m_xform_tmp.h,v 1.7 2001/05/18 23:58:26 brianp Exp $ */
 
 /*
  * Mesa 3-D graphics library
- * Version:  3.5
  *
  * Copyright (C) 1999-2001  Brian Paul   All Rights Reserved.
  *
  * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
  * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
  */
 
 /*
@@ -71,7 +70,7 @@
  *     driver-specific vertex format.
  */
 
-static void _XFORMAPI
+static void
 TAG(transform_points1_general)( GLvector4f *to_vec,
                                const GLfloat m[16],
                                const GLvector4f *from_vec )
@@ -97,7 +96,7 @@ TAG(transform_points1_general)( GLvector4f *to_vec,
    to_vec->count = from_vec->count;
 }
 
-static void _XFORMAPI
+static void
 TAG(transform_points1_identity)( GLvector4f *to_vec,
                                 const GLfloat m[16],
                                 const GLvector4f *from_vec )
@@ -107,6 +106,7 @@ TAG(transform_points1_identity)( GLvector4f *to_vec,
    GLuint count = from_vec->count;
    GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
    GLuint i;
+   (void) m;
    if (to_vec == from_vec) return;
    STRIDE_LOOP {
       to[i][0] = from[0];
@@ -116,7 +116,7 @@ TAG(transform_points1_identity)( GLvector4f *to_vec,
    to_vec->count = from_vec->count;
 }
 
-static void _XFORMAPI
+static void
 TAG(transform_points1_2d)( GLvector4f *to_vec,
                           const GLfloat m[16],
                           const GLvector4f *from_vec )
@@ -138,7 +138,7 @@ TAG(transform_points1_2d)( GLvector4f *to_vec,
    to_vec->count = from_vec->count;
 }
 
-static void _XFORMAPI
+static void
 TAG(transform_points1_2d_no_rot)( GLvector4f *to_vec,
                                  const GLfloat m[16],
                                  const GLvector4f *from_vec )
@@ -159,7 +159,7 @@ TAG(transform_points1_2d_no_rot)( GLvector4f *to_vec,
    to_vec->count = from_vec->count;
 }
 
-static void _XFORMAPI
+static void
 TAG(transform_points1_3d)( GLvector4f *to_vec,
                           const GLfloat m[16],
                           const GLvector4f *from_vec )
@@ -183,7 +183,7 @@ TAG(transform_points1_3d)( GLvector4f *to_vec,
 }
 
 
-static void _XFORMAPI
+static void
 TAG(transform_points1_3d_no_rot)( GLvector4f *to_vec,
                                  const GLfloat m[16],
                                  const GLvector4f *from_vec )
@@ -206,7 +206,7 @@ TAG(transform_points1_3d_no_rot)( GLvector4f *to_vec,
    to_vec->count = from_vec->count;
 }
 
-static void _XFORMAPI
+static void
 TAG(transform_points1_perspective)( GLvector4f *to_vec,
                                    const GLfloat m[16],
                                    const GLvector4f *from_vec )
@@ -236,7 +236,7 @@ TAG(transform_points1_perspective)( GLvector4f *to_vec,
  * present early in the geometry pipeline and throughout the
  * texture pipeline.
  */
-static void _XFORMAPI
+static void
 TAG(transform_points2_general)( GLvector4f *to_vec,
                                const GLfloat m[16],
                                const GLvector4f *from_vec )
@@ -262,7 +262,7 @@ TAG(transform_points2_general)( GLvector4f *to_vec,
    to_vec->count = from_vec->count;
 }
 
-static void _XFORMAPI
+static void
 TAG(transform_points2_identity)( GLvector4f *to_vec,
                                 const GLfloat m[16],
                                 const GLvector4f *from_vec )
@@ -272,6 +272,7 @@ TAG(transform_points2_identity)( GLvector4f *to_vec,
    GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
    GLuint count = from_vec->count;
    GLuint i;
+   (void) m;
    if (to_vec == from_vec) return;
    STRIDE_LOOP {
       to[i][0] = from[0];
@@ -282,7 +283,7 @@ TAG(transform_points2_identity)( GLvector4f *to_vec,
    to_vec->count = from_vec->count;
 }
 
-static void _XFORMAPI
+static void
 TAG(transform_points2_2d)( GLvector4f *to_vec,
                           const GLfloat m[16],
                           const GLvector4f *from_vec )
@@ -304,7 +305,7 @@ TAG(transform_points2_2d)( GLvector4f *to_vec,
    to_vec->count = from_vec->count;
 }
 
-static void _XFORMAPI
+static void
 TAG(transform_points2_2d_no_rot)( GLvector4f *to_vec,
                                  const GLfloat m[16],
                                  const GLvector4f *from_vec )
@@ -325,7 +326,7 @@ TAG(transform_points2_2d_no_rot)( GLvector4f *to_vec,
    to_vec->count = from_vec->count;
 }
 
-static void _XFORMAPI
+static void
 TAG(transform_points2_3d)( GLvector4f *to_vec,
                           const GLfloat m[16],
                           const GLvector4f *from_vec )
@@ -352,7 +353,7 @@ TAG(transform_points2_3d)( GLvector4f *to_vec,
 /* I would actually say this was a fairly important function, from
  * a texture transformation point of view.
  */
-static void _XFORMAPI
+static void
 TAG(transform_points2_3d_no_rot)( GLvector4f *to_vec,
                                  const GLfloat m[16],
                                  const GLvector4f *from_vec )
@@ -381,7 +382,7 @@ TAG(transform_points2_3d_no_rot)( GLvector4f *to_vec,
 }
 
 
-static void _XFORMAPI
+static void
 TAG(transform_points2_perspective)( GLvector4f *to_vec,
                                    const GLfloat m[16],
                                    const GLvector4f *from_vec )
@@ -406,7 +407,7 @@ TAG(transform_points2_perspective)( GLvector4f *to_vec,
 
 
 
-static void _XFORMAPI
+static void
 TAG(transform_points3_general)( GLvector4f *to_vec,
                                const GLfloat m[16],
                                const GLvector4f *from_vec )
@@ -432,7 +433,7 @@ TAG(transform_points3_general)( GLvector4f *to_vec,
    to_vec->count = from_vec->count;
 }
 
-static void _XFORMAPI
+static void
 TAG(transform_points3_identity)( GLvector4f *to_vec,
                                 const GLfloat m[16],
                                 const GLvector4f *from_vec )
@@ -442,6 +443,7 @@ TAG(transform_points3_identity)( GLvector4f *to_vec,
    GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
    GLuint count = from_vec->count;
    GLuint i;
+   (void) m;
    if (to_vec == from_vec) return;
    STRIDE_LOOP {
       to[i][0] = from[0];
@@ -453,7 +455,7 @@ TAG(transform_points3_identity)( GLvector4f *to_vec,
    to_vec->count = from_vec->count;
 }
 
-static void _XFORMAPI
+static void
 TAG(transform_points3_2d)( GLvector4f *to_vec,
                           const GLfloat m[16],
                           const GLvector4f *from_vec )
@@ -476,7 +478,7 @@ TAG(transform_points3_2d)( GLvector4f *to_vec,
    to_vec->count = from_vec->count;
 }
 
-static void _XFORMAPI
+static void
 TAG(transform_points3_2d_no_rot)( GLvector4f *to_vec,
                                  const GLfloat m[16],
                                  const GLvector4f *from_vec )
@@ -498,7 +500,7 @@ TAG(transform_points3_2d_no_rot)( GLvector4f *to_vec,
    to_vec->count = from_vec->count;
 }
 
-static void _XFORMAPI
+static void
 TAG(transform_points3_3d)( GLvector4f *to_vec,
                           const GLfloat m[16],
                           const GLvector4f *from_vec )
@@ -524,7 +526,7 @@ TAG(transform_points3_3d)( GLvector4f *to_vec,
 
 /* previously known as ortho...
  */
-static void _XFORMAPI
+static void
 TAG(transform_points3_3d_no_rot)( GLvector4f *to_vec,
                                  const GLfloat m[16],
                                  const GLvector4f *from_vec )
@@ -547,7 +549,7 @@ TAG(transform_points3_3d_no_rot)( GLvector4f *to_vec,
    to_vec->count = from_vec->count;
 }
 
-static void _XFORMAPI
+static void
 TAG(transform_points3_perspective)( GLvector4f *to_vec,
                                    const GLfloat m[16],
                                    const GLvector4f *from_vec )
@@ -573,7 +575,7 @@ TAG(transform_points3_perspective)( GLvector4f *to_vec,
 
 
 
-static void _XFORMAPI
+static void
 TAG(transform_points4_general)( GLvector4f *to_vec,
                                const GLfloat m[16],
                                const GLvector4f *from_vec )
@@ -599,7 +601,7 @@ TAG(transform_points4_general)( GLvector4f *to_vec,
    to_vec->count = from_vec->count;
 }
 
-static void _XFORMAPI
+static void
 TAG(transform_points4_identity)( GLvector4f *to_vec,
                                 const GLfloat m[16],
                                 const GLvector4f *from_vec )
@@ -609,6 +611,7 @@ TAG(transform_points4_identity)( GLvector4f *to_vec,
    GLfloat (*to)[4] = (GLfloat (*)[4])to_vec->start;
    GLuint count = from_vec->count;
    GLuint i;
+   (void) m;
    if (to_vec == from_vec) return;
    STRIDE_LOOP {
       to[i][0] = from[0];
@@ -621,7 +624,7 @@ TAG(transform_points4_identity)( GLvector4f *to_vec,
    to_vec->count = from_vec->count;
 }
 
-static void _XFORMAPI
+static void
 TAG(transform_points4_2d)( GLvector4f *to_vec,
                           const GLfloat m[16],
                           const GLvector4f *from_vec )
@@ -645,7 +648,7 @@ TAG(transform_points4_2d)( GLvector4f *to_vec,
    to_vec->count = from_vec->count;
 }
 
-static void _XFORMAPI
+static void
 TAG(transform_points4_2d_no_rot)( GLvector4f *to_vec,
                                  const GLfloat m[16],
                                  const GLvector4f *from_vec )
@@ -668,7 +671,7 @@ TAG(transform_points4_2d_no_rot)( GLvector4f *to_vec,
    to_vec->count = from_vec->count;
 }
 
-static void _XFORMAPI
+static void
 TAG(transform_points4_3d)( GLvector4f *to_vec,
                           const GLfloat m[16],
                           const GLvector4f *from_vec )
@@ -693,7 +696,7 @@ TAG(transform_points4_3d)( GLvector4f *to_vec,
    to_vec->count = from_vec->count;
 }
 
-static void _XFORMAPI
+static void
 TAG(transform_points4_3d_no_rot)( GLvector4f *to_vec,
                                  const GLfloat m[16],
                                  const GLvector4f *from_vec )
@@ -717,7 +720,7 @@ TAG(transform_points4_3d_no_rot)( GLvector4f *to_vec,
    to_vec->count = from_vec->count;
 }
 
-static void _XFORMAPI
+static void
 TAG(transform_points4_perspective)( GLvector4f *to_vec,
                                    const GLfloat m[16],
                                    const GLvector4f *from_vec )
@@ -741,16 +744,16 @@ TAG(transform_points4_perspective)( GLvector4f *to_vec,
    to_vec->count = from_vec->count;
 }
 
-static transform_func _XFORMAPI TAG(transform_tab_1)[7];
-static transform_func _XFORMAPI TAG(transform_tab_2)[7];
-static transform_func _XFORMAPI TAG(transform_tab_3)[7];
-static transform_func _XFORMAPI TAG(transform_tab_4)[7];
+static transform_func TAG(transform_tab_1)[7];
+static transform_func TAG(transform_tab_2)[7];
+static transform_func TAG(transform_tab_3)[7];
+static transform_func TAG(transform_tab_4)[7];
 
 /* Similar functions could be called several times, with more highly
  * optimized routines overwriting the arrays.  This only occurs during
  * startup.
  */
-static void _XFORMAPI TAG(init_c_transformations)( void )
+static void TAG(init_c_transformations)( void )
 {
 #define TAG_TAB   _mesa_transform_tab
 #define TAG_TAB_1 TAG(transform_tab_1)