OpenGL: remove double precision matrix functions
Proper fp64 is a GL 4.x feature. Pretending to support it in our API is just clutter.
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0e7c3dfe75
commit
1d469f3780
Notes:
blender-bot
2023-02-14 07:32:49 +01:00
Referenced by issue #49505, Blender2.8: New windows triple buffer broken
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@ -48,14 +48,11 @@ void gpuPushMatrix(eGPUMatrixMode stack);
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void gpuPopMatrix(eGPUMatrixMode stack);
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void gpuLoadMatrix(eGPUMatrixMode stack, const float m[16]);
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void gpuLoadMatrixd(eGPUMatrixMode stack, const double m[16]);
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const float *gpuGetMatrix(eGPUMatrixMode stack, float m[16]);
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void gpuGetMatrixd(eGPUMatrixMode stack, double m[16]);
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void gpuLoadIdentity(eGPUMatrixMode stack);
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void gpuMultMatrix(eGPUMatrixMode stack, const float m[16]);
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void gpuMultMatrixd(eGPUMatrixMode stack, const double m[16]);
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void gpuTranslate(eGPUMatrixMode stack, float x, float y, float z);
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void gpuScale(eGPUMatrixMode stack, GLfloat x, GLfloat y, GLfloat z);
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@ -78,7 +75,6 @@ void gpu_commit_matrix(void);
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void GPU_feedback_vertex_3fv(GLenum type, GLfloat x, GLfloat y, GLfloat z, GLfloat out[3]);
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void GPU_feedback_vertex_4fv(GLenum type, GLfloat x, GLfloat y, GLfloat z, GLfloat w, GLfloat out[4]);
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void GPU_feedback_vertex_4dv(GLenum type, GLdouble x, GLdouble y, GLdouble z, GLdouble w, GLdouble out[4]);
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#if defined(GLEW_ES_ONLY)
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@ -220,22 +220,6 @@ void gpuLoadMatrix(eGPUMatrixMode stack, const float *m)
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CHECKMAT(ms_current);
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}
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void gpuLoadMatrixd(eGPUMatrixMode stack, const double *md)
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{
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GPU_matrix_stack *ms_current = mstacks + stack;
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float mf[16];
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int i;
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for (i = 0; i < 16; i++) {
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mf[i] = md[i];
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}
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copy_m4_m4(ms_current->dynstack[ms_current->pos], (float (*)[4])mf);
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CHECKMAT(ms_current);
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}
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const GLfloat *gpuGetMatrix(eGPUMatrixMode stack, GLfloat *m)
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{
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GPU_matrix_stack *ms_select = mstacks + stack;
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@ -249,20 +233,6 @@ const GLfloat *gpuGetMatrix(eGPUMatrixMode stack, GLfloat *m)
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}
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}
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void gpuGetMatrixd(eGPUMatrixMode stack, double m[16])
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{
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GPU_matrix_stack *ms_select = mstacks + stack;
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if (m) {
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int i;
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float *f = ms_select->dynstack[ms_select->pos][0];
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for (i = 0; i < 16; i++) {
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m[i] = f[i];
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/* copy_m3_m3d(); should use something like */
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}
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}
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}
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void gpuLoadIdentity(eGPUMatrixMode stack)
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{
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GPU_matrix_stack *ms_current = mstacks + stack;
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@ -298,18 +268,6 @@ void gpuMultMatrix(eGPUMatrixMode stack, const float *m)
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CHECKMAT(ms_current);
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}
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void gpuMultMatrixd(eGPUMatrixMode stack, const double *m)
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{
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GLfloat mf[16];
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GLint i;
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for (i = 0; i < 16; i++) {
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mf[i] = m[i];
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}
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gpuMultMatrix(stack, mf);
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}
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void gpuRotateVector(eGPUMatrixMode stack, GLfloat deg, GLfloat vector[3])
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{
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GPU_matrix_stack *ms_current = mstacks + stack;
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@ -459,10 +417,3 @@ void GPU_feedback_vertex_4fv(GLenum type, GLfloat x, GLfloat y, GLfloat z, GLflo
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float in[4] = {x, y, z, w};
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mul_v4_m4v4(out, m[0], in);
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}
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void GPU_feedback_vertex_4dv(GLenum type, GLdouble x, GLdouble y, GLdouble z, GLdouble w, GLdouble out[3])
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{
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GPU_matrix *m = (GPU_matrix*)gpuGetMatrix(type, NULL);
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double in[4] = {x, y, z, w};
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mul_v4d_m4v4d(out, m[0], in);
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}
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