Unify and slightly simplify specialised matrix multiply functions
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parent
91b59ceca8
commit
490bf3de6d
125
GL/matrix.c
125
GL/matrix.c
@ -139,6 +139,15 @@ void APIENTRY glLoadIdentity() {
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OnMatrixChanged();
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OnMatrixChanged();
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}
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}
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void GL_FORCE_INLINE _glMultMatrix(const Matrix4x4* mat) {
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void* top = stack_top(MATRIX_STACKS + MATRIX_IDX);
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UploadMatrix4x4(top);
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MultiplyMatrix4x4(mat);
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DownloadMatrix4x4(top);
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OnMatrixChanged();
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}
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void APIENTRY glTranslatef(GLfloat x, GLfloat y, GLfloat z) {
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void APIENTRY glTranslatef(GLfloat x, GLfloat y, GLfloat z) {
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const Matrix4x4 trn __attribute__((aligned(32))) = {
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const Matrix4x4 trn __attribute__((aligned(32))) = {
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1.0f, 0.0f, 0.0f, 0.0f,
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1.0f, 0.0f, 0.0f, 0.0f,
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@ -146,17 +155,7 @@ void APIENTRY glTranslatef(GLfloat x, GLfloat y, GLfloat z) {
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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x, y, z, 1.0f
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x, y, z, 1.0f
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};
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};
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void* top = stack_top(MATRIX_STACKS + MATRIX_IDX);
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_glMultMatrix(&trn);
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assert(top);
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UploadMatrix4x4(top);
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MultiplyMatrix4x4(&trn);
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top = stack_top(MATRIX_STACKS + MATRIX_IDX);
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assert(top);
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DownloadMatrix4x4(top);
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OnMatrixChanged();
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}
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}
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@ -167,11 +166,7 @@ void APIENTRY glScalef(GLfloat x, GLfloat y, GLfloat z) {
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0.0f, 0.0f, z, 0.0f,
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0.0f, 0.0f, z, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f
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0.0f, 0.0f, 0.0f, 1.0f
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};
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};
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_glMultMatrix(&scale);
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UploadMatrix4x4(stack_top(MATRIX_STACKS + MATRIX_IDX));
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MultiplyMatrix4x4(&scale);
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DownloadMatrix4x4(stack_top(MATRIX_STACKS + MATRIX_IDX));
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OnMatrixChanged();
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}
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}
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void APIENTRY glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) {
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void APIENTRY glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) {
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@ -213,10 +208,7 @@ void APIENTRY glRotatef(GLfloat angle, GLfloat x, GLfloat y, GLfloat z) {
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rotate[M9] = yz * invc - xs;
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rotate[M9] = yz * invc - xs;
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rotate[M10] = (z * z) * invc + c;
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rotate[M10] = (z * z) * invc + c;
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UploadMatrix4x4(stack_top(MATRIX_STACKS + MATRIX_IDX));
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_glMultMatrix(&rotate);
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MultiplyMatrix4x4((const Matrix4x4*) &rotate);
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DownloadMatrix4x4(stack_top(MATRIX_STACKS + MATRIX_IDX));
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OnMatrixChanged();
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}
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}
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/* Load an arbitrary matrix */
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/* Load an arbitrary matrix */
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@ -233,25 +225,21 @@ void APIENTRY glOrtho(GLfloat left, GLfloat right,
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GLfloat bottom, GLfloat top,
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GLfloat bottom, GLfloat top,
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GLfloat znear, GLfloat zfar) {
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GLfloat znear, GLfloat zfar) {
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/* Ortho Matrix */
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Matrix4x4 ortho __attribute__((aligned(32))) = {
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Matrix4x4 OrthoMatrix __attribute__((aligned(32))) = {
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1.0f, 0.0f, 0.0f, 0.0f,
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 1.0f, 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f
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0.0f, 0.0f, 0.0f, 1.0f
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};
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};
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OrthoMatrix[M0] = 2.0f / (right - left);
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ortho[M0] = 2.0f / (right - left);
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OrthoMatrix[M5] = 2.0f / (top - bottom);
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ortho[M5] = 2.0f / (top - bottom);
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OrthoMatrix[M10] = -2.0f / (zfar - znear);
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ortho[M10] = -2.0f / (zfar - znear);
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OrthoMatrix[M12] = -(right + left) / (right - left);
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ortho[M12] = -(right + left) / (right - left);
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OrthoMatrix[M13] = -(top + bottom) / (top - bottom);
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ortho[M13] = -(top + bottom) / (top - bottom);
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OrthoMatrix[M14] = -(zfar + znear) / (zfar - znear);
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ortho[M14] = -(zfar + znear) / (zfar - znear);
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UploadMatrix4x4(stack_top(MATRIX_STACKS + MATRIX_IDX));
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_glMultMatrix(&ortho);
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MultiplyMatrix4x4((const Matrix4x4*) &OrthoMatrix);
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DownloadMatrix4x4(stack_top(MATRIX_STACKS + MATRIX_IDX));
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OnMatrixChanged();
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}
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}
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@ -260,10 +248,8 @@ void APIENTRY glFrustum(GLfloat left, GLfloat right,
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GLfloat bottom, GLfloat top,
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GLfloat bottom, GLfloat top,
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GLfloat znear, GLfloat zfar) {
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GLfloat znear, GLfloat zfar) {
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/* Frustum Matrix */
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Matrix4x4 frustum __attribute__((aligned(32)));
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Matrix4x4 FrustumMatrix __attribute__((aligned(32)));
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MEMSET(frustum, 0, sizeof(float) * 16);
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MEMSET(FrustumMatrix, 0, sizeof(float) * 16);
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const float near2 = 2.0f * znear;
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const float near2 = 2.0f * znear;
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const float A = (right + left) / (right - left);
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const float A = (right + left) / (right - left);
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@ -271,31 +257,25 @@ void APIENTRY glFrustum(GLfloat left, GLfloat right,
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const float C = -((zfar + znear) / (zfar - znear));
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const float C = -((zfar + znear) / (zfar - znear));
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const float D = -((2.0f * zfar * znear) / (zfar - znear));
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const float D = -((2.0f * zfar * znear) / (zfar - znear));
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FrustumMatrix[M0] = near2 / (right - left);
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frustum[M0] = near2 / (right - left);
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FrustumMatrix[M5] = near2 / (top - bottom);
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frustum[M5] = near2 / (top - bottom);
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FrustumMatrix[M8] = A;
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frustum[M8] = A;
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FrustumMatrix[M9] = B;
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frustum[M9] = B;
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FrustumMatrix[M10] = C;
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frustum[M10] = C;
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FrustumMatrix[M11] = -1.0f;
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frustum[M11] = -1.0f;
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FrustumMatrix[M14] = D;
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frustum[M14] = D;
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UploadMatrix4x4(stack_top(MATRIX_STACKS + MATRIX_IDX));
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_glMultMatrix(&frustum);
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MultiplyMatrix4x4((const Matrix4x4*) &FrustumMatrix);
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DownloadMatrix4x4(stack_top(MATRIX_STACKS + MATRIX_IDX));
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OnMatrixChanged();
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}
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}
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/* Multiply the current matrix by an arbitrary matrix */
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/* Multiply the current matrix by an arbitrary matrix */
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void glMultMatrixf(const GLfloat *m) {
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void glMultMatrixf(const GLfloat *m) {
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Matrix4x4 TEMP __attribute__((aligned(32)));
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Matrix4x4 tmp __attribute__((aligned(32)));
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MEMCPY4(TEMP, m, sizeof(Matrix4x4));
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MEMCPY4(tmp, m, sizeof(Matrix4x4));
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UploadMatrix4x4(stack_top(MATRIX_STACKS + MATRIX_IDX));
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_glMultMatrix(&tmp);
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MultiplyMatrix4x4(&TEMP);
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DownloadMatrix4x4(stack_top(MATRIX_STACKS + MATRIX_IDX));
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OnMatrixChanged();
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}
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}
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/* Load an arbitrary transposed matrix */
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/* Load an arbitrary transposed matrix */
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@ -331,32 +311,29 @@ void glLoadTransposeMatrixf(const GLfloat *m) {
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/* Multiply the current matrix by an arbitrary transposed matrix */
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/* Multiply the current matrix by an arbitrary transposed matrix */
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void glMultTransposeMatrixf(const GLfloat *m) {
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void glMultTransposeMatrixf(const GLfloat *m) {
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static Matrix4x4 TEMP __attribute__((aligned(32)));
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static Matrix4x4 tmp __attribute__((aligned(32)));
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TEMP[M0] = m[0];
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tmp[M0] = m[0];
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TEMP[M1] = m[4];
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tmp[M1] = m[4];
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TEMP[M2] = m[8];
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tmp[M2] = m[8];
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TEMP[M3] = m[12];
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tmp[M3] = m[12];
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TEMP[M4] = m[1];
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tmp[M4] = m[1];
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TEMP[M5] = m[5];
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tmp[M5] = m[5];
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TEMP[M6] = m[9];
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tmp[M6] = m[9];
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TEMP[M7] = m[13];
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tmp[M7] = m[13];
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TEMP[M8] = m[3];
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tmp[M8] = m[3];
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TEMP[M9] = m[6];
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tmp[M9] = m[6];
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TEMP[M10] = m[10];
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tmp[M10] = m[10];
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TEMP[M11] = m[14];
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tmp[M11] = m[14];
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TEMP[M12] = m[4];
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tmp[M12] = m[4];
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TEMP[M13] = m[7];
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tmp[M13] = m[7];
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TEMP[M14] = m[11];
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tmp[M14] = m[11];
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TEMP[M15] = m[15];
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tmp[M15] = m[15];
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UploadMatrix4x4(stack_top(MATRIX_STACKS + MATRIX_IDX));
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_glMultMatrix(&tmp);
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MultiplyMatrix4x4((const Matrix4x4*) &TEMP);
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DownloadMatrix4x4(stack_top(MATRIX_STACKS + MATRIX_IDX));
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OnMatrixChanged();
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}
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}
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/* Set the GL viewport */
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/* Set the GL viewport */
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