mark readonly parameters as const

This commit is contained in:
Recep Aslantas
2019-04-28 12:15:43 +03:00
parent 85ca81ce79
commit 6ed275734b
24 changed files with 237 additions and 234 deletions

View File

@@ -44,7 +44,7 @@
*/
CGLM_INLINE
void
glm_mul(mat4 m1, mat4 m2, mat4 dest) {
glm_mul(const mat4 m1, const mat4 m2, mat4 dest) {
#ifdef __AVX__
glm_mul_avx(m1, m2, dest);
#elif defined( __SSE__ ) || defined( __SSE2__ )
@@ -100,7 +100,7 @@ glm_mul(mat4 m1, mat4 m2, mat4 dest) {
*/
CGLM_INLINE
void
glm_mul_rot(mat4 m1, mat4 m2, mat4 dest) {
glm_mul_rot(const mat4 m1, const mat4 m2, mat4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glm_mul_rot_sse2(m1, m2, dest);
#else

View File

@@ -42,7 +42,7 @@
CGLM_INLINE
void
glm_mat4_mul(mat4 m1, mat4 m2, mat4 dest);
glm_mat4_mul(const mat4 m1, const mat4 m2, mat4 dest);
/*!
* @brief translate existing transform matrix by v vector
@@ -53,7 +53,7 @@ glm_mat4_mul(mat4 m1, mat4 m2, mat4 dest);
*/
CGLM_INLINE
void
glm_translate(mat4 m, vec3 v) {
glm_translate(mat4 m, const vec3 v) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(m[3],
_mm_add_ps(_mm_add_ps(_mm_mul_ps(glmm_load(m[0]),
@@ -89,7 +89,7 @@ glm_translate(mat4 m, vec3 v) {
*/
CGLM_INLINE
void
glm_translate_to(mat4 m, vec3 v, mat4 dest) {
glm_translate_to(const mat4 m, const vec3 v, mat4 dest) {
glm_mat4_copy(m, dest);
glm_translate(dest, v);
}
@@ -168,7 +168,7 @@ glm_translate_z(mat4 m, float z) {
*/
CGLM_INLINE
void
glm_translate_make(mat4 m, vec3 v) {
glm_translate_make(mat4 m, const vec3 v) {
glm_mat4_identity(m);
glm_vec3_copy(v, m[3]);
}
@@ -183,7 +183,7 @@ glm_translate_make(mat4 m, vec3 v) {
*/
CGLM_INLINE
void
glm_scale_to(mat4 m, vec3 v, mat4 dest) {
glm_scale_to(const mat4 m, const vec3 v, mat4 dest) {
glm_vec4_scale(m[0], v[0], dest[0]);
glm_vec4_scale(m[1], v[1], dest[1]);
glm_vec4_scale(m[2], v[2], dest[2]);
@@ -199,7 +199,7 @@ glm_scale_to(mat4 m, vec3 v, mat4 dest) {
*/
CGLM_INLINE
void
glm_scale_make(mat4 m, vec3 v) {
glm_scale_make(mat4 m, const vec3 v) {
glm_mat4_identity(m);
m[0][0] = v[0];
m[1][1] = v[1];
@@ -215,7 +215,7 @@ glm_scale_make(mat4 m, vec3 v) {
*/
CGLM_INLINE
void
glm_scale(mat4 m, vec3 v) {
glm_scale(mat4 m, const vec3 v) {
glm_scale_to(m, v, m);
}
@@ -243,7 +243,7 @@ glm_scale_uni(mat4 m, float s) {
*/
CGLM_INLINE
void
glm_rotate_x(mat4 m, float angle, mat4 dest) {
glm_rotate_x(const mat4 m, float angle, mat4 dest) {
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s;
@@ -268,7 +268,7 @@ glm_rotate_x(mat4 m, float angle, mat4 dest) {
*/
CGLM_INLINE
void
glm_rotate_y(mat4 m, float angle, mat4 dest) {
glm_rotate_y(const mat4 m, float angle, mat4 dest) {
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s;
@@ -293,7 +293,7 @@ glm_rotate_y(mat4 m, float angle, mat4 dest) {
*/
CGLM_INLINE
void
glm_rotate_z(mat4 m, float angle, mat4 dest) {
glm_rotate_z(const mat4 m, float angle, mat4 dest) {
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
float c, s;
@@ -319,7 +319,7 @@ glm_rotate_z(mat4 m, float angle, mat4 dest) {
*/
CGLM_INLINE
void
glm_rotate_make(mat4 m, float angle, vec3 axis) {
glm_rotate_make(mat4 m, float angle, const vec3 axis) {
CGLM_ALIGN(8) vec3 axisn, v, vs;
float c;
@@ -350,7 +350,7 @@ glm_rotate_make(mat4 m, float angle, vec3 axis) {
*/
CGLM_INLINE
void
glm_rotate(mat4 m, float angle, vec3 axis) {
glm_rotate(mat4 m, float angle, const vec3 axis) {
CGLM_ALIGN_MAT mat4 rot;
glm_rotate_make(rot, angle, axis);
glm_mul_rot(m, rot, m);
@@ -367,7 +367,7 @@ glm_rotate(mat4 m, float angle, vec3 axis) {
*/
CGLM_INLINE
void
glm_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis) {
glm_rotate_at(mat4 m, const vec3 pivot, float angle, const vec3 axis) {
CGLM_ALIGN(8) vec3 pivotInv;
glm_vec3_negate_to(pivot, pivotInv);
@@ -392,7 +392,7 @@ glm_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis) {
*/
CGLM_INLINE
void
glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis) {
glm_rotate_atm(mat4 m, const vec3 pivot, float angle, const vec3 axis) {
CGLM_ALIGN(8) vec3 pivotInv;
glm_vec3_negate_to(pivot, pivotInv);
@@ -410,7 +410,7 @@ glm_rotate_atm(mat4 m, vec3 pivot, float angle, vec3 axis) {
*/
CGLM_INLINE
void
glm_decompose_scalev(mat4 m, vec3 s) {
glm_decompose_scalev(const mat4 m, vec3 s) {
s[0] = glm_vec3_norm(m[0]);
s[1] = glm_vec3_norm(m[1]);
s[2] = glm_vec3_norm(m[2]);
@@ -426,7 +426,7 @@ glm_decompose_scalev(mat4 m, vec3 s) {
*/
CGLM_INLINE
bool
glm_uniscaled(mat4 m) {
glm_uniscaled(const mat4 m) {
CGLM_ALIGN(8) vec3 s;
glm_decompose_scalev(m, s);
return glm_vec3_eq_all(s);
@@ -442,7 +442,7 @@ glm_uniscaled(mat4 m) {
*/
CGLM_INLINE
void
glm_decompose_rs(mat4 m, mat4 r, vec3 s) {
glm_decompose_rs(const mat4 m, mat4 r, vec3 s) {
CGLM_ALIGN(16) vec4 t = {0.0f, 0.0f, 0.0f, 1.0f};
CGLM_ALIGN(8) vec3 v;
@@ -482,7 +482,7 @@ glm_decompose_rs(mat4 m, mat4 r, vec3 s) {
*/
CGLM_INLINE
void
glm_decompose(mat4 m, vec4 t, mat4 r, vec3 s) {
glm_decompose(const mat4 m, vec4 t, mat4 r, vec3 s) {
glm_vec4_copy(m[3], t);
glm_decompose_rs(m, r, s);
}

View File

@@ -22,7 +22,7 @@
*/
CGLM_INLINE
void
glm_aabb_transform(vec3 box[2], mat4 m, vec3 dest[2]) {
glm_aabb_transform(const vec3 box[2], const mat4 m, vec3 dest[2]) {
vec3 v[2], xa, xb, ya, yb, za, zb;
glm_vec3_scale(m[0], box[0][0], xa);
@@ -62,7 +62,7 @@ glm_aabb_transform(vec3 box[2], mat4 m, vec3 dest[2]) {
*/
CGLM_INLINE
void
glm_aabb_merge(vec3 box1[2], vec3 box2[2], vec3 dest[2]) {
glm_aabb_merge(const vec3 box1[2], const vec3 box2[2], vec3 dest[2]) {
dest[0][0] = glm_min(box1[0][0], box2[0][0]);
dest[0][1] = glm_min(box1[0][1], box2[0][1]);
dest[0][2] = glm_min(box1[0][2], box2[0][2]);
@@ -85,7 +85,7 @@ glm_aabb_merge(vec3 box1[2], vec3 box2[2], vec3 dest[2]) {
*/
CGLM_INLINE
void
glm_aabb_crop(vec3 box[2], vec3 cropBox[2], vec3 dest[2]) {
glm_aabb_crop(const vec3 box[2], const vec3 cropBox[2], vec3 dest[2]) {
dest[0][0] = glm_max(box[0][0], cropBox[0][0]);
dest[0][1] = glm_max(box[0][1], cropBox[0][1]);
dest[0][2] = glm_max(box[0][2], cropBox[0][2]);
@@ -109,10 +109,10 @@ glm_aabb_crop(vec3 box[2], vec3 cropBox[2], vec3 dest[2]) {
*/
CGLM_INLINE
void
glm_aabb_crop_until(vec3 box[2],
vec3 cropBox[2],
vec3 clampBox[2],
vec3 dest[2]) {
glm_aabb_crop_until(const vec3 box[2],
const vec3 cropBox[2],
const vec3 clampBox[2],
vec3 dest[2]) {
glm_aabb_crop(box, cropBox, dest);
glm_aabb_merge(clampBox, dest, dest);
}
@@ -133,9 +133,10 @@ glm_aabb_crop_until(vec3 box[2],
*/
CGLM_INLINE
bool
glm_aabb_frustum(vec3 box[2], vec4 planes[6]) {
float *p, dp;
int i;
glm_aabb_frustum(const vec3 box[2], const vec4 planes[6]) {
const float *p;
float dp;
int i;
for (i = 0; i < 6; i++) {
p = planes[i];
@@ -169,7 +170,7 @@ glm_aabb_invalidate(vec3 box[2]) {
*/
CGLM_INLINE
bool
glm_aabb_isvalid(vec3 box[2]) {
glm_aabb_isvalid(const vec3 box[2]) {
return glm_vec3_max(box[0]) != FLT_MAX
&& glm_vec3_min(box[1]) != -FLT_MAX;
}
@@ -181,7 +182,7 @@ glm_aabb_isvalid(vec3 box[2]) {
*/
CGLM_INLINE
float
glm_aabb_size(vec3 box[2]) {
glm_aabb_size(const vec3 box[2]) {
return glm_vec3_distance(box[0], box[1]);
}
@@ -192,7 +193,7 @@ glm_aabb_size(vec3 box[2]) {
*/
CGLM_INLINE
float
glm_aabb_radius(vec3 box[2]) {
glm_aabb_radius(const vec3 box[2]) {
return glm_aabb_size(box) * 0.5f;
}
@@ -204,7 +205,7 @@ glm_aabb_radius(vec3 box[2]) {
*/
CGLM_INLINE
void
glm_aabb_center(vec3 box[2], vec3 dest) {
glm_aabb_center(const vec3 box[2], vec3 dest) {
glm_vec3_center(box[0], box[1], dest);
}
@@ -216,7 +217,7 @@ glm_aabb_center(vec3 box[2], vec3 dest) {
*/
CGLM_INLINE
bool
glm_aabb_aabb(vec3 box[2], vec3 other[2]) {
glm_aabb_aabb(const vec3 box[2], const vec3 other[2]) {
return (box[0][0] <= other[1][0] && box[1][0] >= other[0][0])
&& (box[0][1] <= other[1][1] && box[1][1] >= other[0][1])
&& (box[0][2] <= other[1][2] && box[1][2] >= other[0][2]);
@@ -233,7 +234,7 @@ glm_aabb_aabb(vec3 box[2], vec3 other[2]) {
*/
CGLM_INLINE
bool
glm_aabb_sphere(vec3 box[2], vec4 s) {
glm_aabb_sphere(const vec3 box[2], const vec4 s) {
float dmin;
int a, b, c;
@@ -256,7 +257,7 @@ glm_aabb_sphere(vec3 box[2], vec4 s) {
*/
CGLM_INLINE
bool
glm_aabb_point(vec3 box[2], vec3 point) {
glm_aabb_point(const vec3 box[2], const vec3 point) {
return (point[0] >= box[0][0] && point[0] <= box[1][0])
&& (point[1] >= box[0][1] && point[1] <= box[1][1])
&& (point[2] >= box[0][2] && point[2] <= box[1][2]);
@@ -270,7 +271,7 @@ glm_aabb_point(vec3 box[2], vec3 point) {
*/
CGLM_INLINE
bool
glm_aabb_contains(vec3 box[2], vec3 other[2]) {
glm_aabb_contains(const vec3 box[2], const vec3 other[2]) {
return (box[0][0] <= other[0][0] && box[1][0] >= other[1][0])
&& (box[0][1] <= other[0][1] && box[1][1] >= other[1][1])
&& (box[0][2] <= other[0][2] && box[1][2] >= other[1][2]);

View File

@@ -147,7 +147,7 @@ glm_ortho(float left,
*/
CGLM_INLINE
void
glm_ortho_aabb(vec3 box[2], mat4 dest) {
glm_ortho_aabb(const vec3 box[2], mat4 dest) {
glm_ortho(box[0][0], box[1][0],
box[0][1], box[1][1],
-box[1][2], -box[0][2],
@@ -165,7 +165,7 @@ glm_ortho_aabb(vec3 box[2], mat4 dest) {
*/
CGLM_INLINE
void
glm_ortho_aabb_p(vec3 box[2], float padding, mat4 dest) {
glm_ortho_aabb_p(const vec3 box[2], float padding, mat4 dest) {
glm_ortho(box[0][0] - padding, box[1][0] + padding,
box[0][1] - padding, box[1][1] + padding,
-(box[1][2] + padding), -(box[0][2] - padding),
@@ -183,7 +183,7 @@ glm_ortho_aabb_p(vec3 box[2], float padding, mat4 dest) {
*/
CGLM_INLINE
void
glm_ortho_aabb_pz(vec3 box[2], float padding, mat4 dest) {
glm_ortho_aabb_pz(const vec3 box[2], float padding, mat4 dest) {
glm_ortho(box[0][0], box[1][0],
box[0][1], box[1][1],
-(box[1][2] + padding), -(box[0][2] - padding),
@@ -218,9 +218,7 @@ glm_ortho_default(float aspect, mat4 dest) {
*/
CGLM_INLINE
void
glm_ortho_default_s(float aspect,
float size,
mat4 dest) {
glm_ortho_default_s(float aspect, float size, mat4 dest) {
if (aspect >= 1.0f) {
glm_ortho(-size * aspect,
size * aspect,
@@ -338,10 +336,10 @@ glm_perspective_resize(float aspect, mat4 proj) {
*/
CGLM_INLINE
void
glm_lookat(vec3 eye,
vec3 center,
vec3 up,
mat4 dest) {
glm_lookat(const vec3 eye,
const vec3 center,
const vec3 up,
mat4 dest) {
CGLM_ALIGN(8) vec3 f, u, s;
glm_vec3_sub(center, eye, f);

View File

@@ -18,7 +18,7 @@
*/
CGLM_INLINE
float
glm_luminance(vec3 rgb) {
glm_luminance(const vec3 rgb) {
vec3 l = {0.212671f, 0.715160f, 0.072169f};
return glm_dot(rgb, l);
}

View File

@@ -31,7 +31,7 @@
*/
CGLM_INLINE
float
glm_smc(float s, mat4 m, vec4 c) {
glm_smc(float s, const mat4 m, const vec4 c) {
vec4 vs;
glm_vec4_cubic(s, vs);
return glm_mat4_rmc(vs, m, c);

View File

@@ -57,7 +57,7 @@ typedef enum glm_euler_sq {
CGLM_INLINE
glm_euler_sq
glm_euler_order(int ord[3]) {
glm_euler_order(const int ord[3]) {
return (glm_euler_sq)(ord[0] << 0 | ord[1] << 2 | ord[2] << 4);
}
@@ -69,7 +69,7 @@ glm_euler_order(int ord[3]) {
*/
CGLM_INLINE
void
glm_euler_angles(mat4 m, vec3 dest) {
glm_euler_angles(const mat4 m, vec3 dest) {
float m00, m01, m10, m11, m20, m21, m22;
float thetaX, thetaY, thetaZ;
@@ -107,7 +107,7 @@ glm_euler_angles(mat4 m, vec3 dest) {
*/
CGLM_INLINE
void
glm_euler_xyz(vec3 angles, mat4 dest) {
glm_euler_xyz(const vec3 angles, mat4 dest) {
float cx, cy, cz,
sx, sy, sz, czsx, cxcz, sysz;
@@ -145,7 +145,7 @@ glm_euler_xyz(vec3 angles, mat4 dest) {
*/
CGLM_INLINE
void
glm_euler(vec3 angles, mat4 dest) {
glm_euler(const vec3 angles, mat4 dest) {
glm_euler_xyz(angles, dest);
}
@@ -157,7 +157,7 @@ glm_euler(vec3 angles, mat4 dest) {
*/
CGLM_INLINE
void
glm_euler_xzy(vec3 angles, mat4 dest) {
glm_euler_xzy(const vec3 angles, mat4 dest) {
float cx, cy, cz,
sx, sy, sz, sxsy, cysx, cxsy, cxcy;
@@ -197,7 +197,7 @@ glm_euler_xzy(vec3 angles, mat4 dest) {
*/
CGLM_INLINE
void
glm_euler_yxz(vec3 angles, mat4 dest) {
glm_euler_yxz(const vec3 angles, mat4 dest) {
float cx, cy, cz,
sx, sy, sz, cycz, sysz, czsy, cysz;
@@ -236,7 +236,7 @@ glm_euler_yxz(vec3 angles, mat4 dest) {
*/
CGLM_INLINE
void
glm_euler_yzx(vec3 angles, mat4 dest) {
glm_euler_yzx(const vec3 angles, mat4 dest) {
float cx, cy, cz,
sx, sy, sz, sxsy, cxcy, cysx, cxsy;
@@ -275,7 +275,7 @@ glm_euler_yzx(vec3 angles, mat4 dest) {
*/
CGLM_INLINE
void
glm_euler_zxy(vec3 angles, mat4 dest) {
glm_euler_zxy(const vec3 angles, mat4 dest) {
float cx, cy, cz,
sx, sy, sz, cycz, sxsy, cysz;
@@ -313,7 +313,7 @@ glm_euler_zxy(vec3 angles, mat4 dest) {
*/
CGLM_INLINE
void
glm_euler_zyx(vec3 angles, mat4 dest) {
glm_euler_zyx(const vec3 angles, mat4 dest) {
float cx, cy, cz,
sx, sy, sz, czsx, cxcz, sysz;
@@ -352,7 +352,7 @@ glm_euler_zyx(vec3 angles, mat4 dest) {
*/
CGLM_INLINE
void
glm_euler_by_order(vec3 angles, glm_euler_sq ord, mat4 dest) {
glm_euler_by_order(const vec3 angles, glm_euler_sq ord, mat4 dest) {
float cx, cy, cz,
sx, sy, sz;

View File

@@ -69,7 +69,7 @@
*/
CGLM_INLINE
void
glm_frustum_planes(mat4 m, vec4 dest[6]) {
glm_frustum_planes(const mat4 m, vec4 dest[6]) {
mat4 t;
glm_mat4_transpose_to(m, t);
@@ -114,7 +114,7 @@ glm_frustum_planes(mat4 m, vec4 dest[6]) {
*/
CGLM_INLINE
void
glm_frustum_corners(mat4 invMat, vec4 dest[8]) {
glm_frustum_corners(const mat4 invMat, vec4 dest[8]) {
vec4 c[8];
/* indexOf(nearCoord) = indexOf(farCoord) + 4 */
@@ -157,7 +157,7 @@ glm_frustum_corners(mat4 invMat, vec4 dest[8]) {
*/
CGLM_INLINE
void
glm_frustum_center(vec4 corners[8], vec4 dest) {
glm_frustum_center(const vec4 corners[8], vec4 dest) {
vec4 center;
glm_vec4_copy(corners[0], center);
@@ -182,7 +182,7 @@ glm_frustum_center(vec4 corners[8], vec4 dest) {
*/
CGLM_INLINE
void
glm_frustum_box(vec4 corners[8], mat4 m, vec3 box[2]) {
glm_frustum_box(const vec4 corners[8], const mat4 m, vec3 box[2]) {
vec4 v;
vec3 min, max;
int i;
@@ -220,10 +220,10 @@ glm_frustum_box(vec4 corners[8], mat4 m, vec3 box[2]) {
*/
CGLM_INLINE
void
glm_frustum_corners_at(vec4 corners[8],
float splitDist,
float farDist,
vec4 planeCorners[4]) {
glm_frustum_corners_at(const vec4 corners[8],
float splitDist,
float farDist,
vec4 planeCorners[4]) {
vec4 corner;
float dist, sc;

View File

@@ -100,7 +100,7 @@
*/
CGLM_INLINE
void
glm_mat4_ucopy(mat4 mat, mat4 dest) {
glm_mat4_ucopy(const mat4 mat, mat4 dest) {
dest[0][0] = mat[0][0]; dest[1][0] = mat[1][0];
dest[0][1] = mat[0][1]; dest[1][1] = mat[1][1];
dest[0][2] = mat[0][2]; dest[1][2] = mat[1][2];
@@ -120,7 +120,7 @@ glm_mat4_ucopy(mat4 mat, mat4 dest) {
*/
CGLM_INLINE
void
glm_mat4_copy(mat4 mat, mat4 dest) {
glm_mat4_copy(const mat4 mat, mat4 dest) {
#ifdef __AVX__
glmm_store256(dest[0], glmm_load256(mat[0]));
glmm_store256(dest[2], glmm_load256(mat[2]));
@@ -170,7 +170,7 @@ glm_mat4_identity(mat4 mat) {
*/
CGLM_INLINE
void
glm_mat4_identity_array(mat4 * __restrict mat, size_t count) {
glm_mat4_identity_array(mat4 * const __restrict mat, size_t count) {
CGLM_ALIGN_MAT mat4 t = GLM_MAT4_IDENTITY_INIT;
size_t i;
@@ -199,7 +199,7 @@ glm_mat4_zero(mat4 mat) {
*/
CGLM_INLINE
void
glm_mat4_pick3(mat4 mat, mat3 dest) {
glm_mat4_pick3(const mat4 mat, mat3 dest) {
dest[0][0] = mat[0][0];
dest[0][1] = mat[0][1];
dest[0][2] = mat[0][2];
@@ -223,7 +223,7 @@ glm_mat4_pick3(mat4 mat, mat3 dest) {
*/
CGLM_INLINE
void
glm_mat4_pick3t(mat4 mat, mat3 dest) {
glm_mat4_pick3t(const mat4 mat, mat3 dest) {
dest[0][0] = mat[0][0];
dest[0][1] = mat[1][0];
dest[0][2] = mat[2][0];
@@ -245,7 +245,7 @@ glm_mat4_pick3t(mat4 mat, mat3 dest) {
*/
CGLM_INLINE
void
glm_mat4_ins3(mat3 mat, mat4 dest) {
glm_mat4_ins3(const mat3 mat, mat4 dest) {
dest[0][0] = mat[0][0];
dest[0][1] = mat[0][1];
dest[0][2] = mat[0][2];
@@ -275,7 +275,7 @@ glm_mat4_ins3(mat3 mat, mat4 dest) {
*/
CGLM_INLINE
void
glm_mat4_mul(mat4 m1, mat4 m2, mat4 dest) {
glm_mat4_mul(const mat4 m1, const mat4 m2, mat4 dest) {
#ifdef __AVX__
glm_mat4_mul_avx(m1, m2, dest);
#elif defined( __SSE__ ) || defined( __SSE2__ )
@@ -333,7 +333,7 @@ glm_mat4_mul(mat4 m1, mat4 m2, mat4 dest) {
*/
CGLM_INLINE
void
glm_mat4_mulN(mat4 * __restrict matrices[], uint32_t len, mat4 dest) {
glm_mat4_mulN(mat4 * const __restrict matrices[], uint32_t len, mat4 dest) {
uint32_t i;
#ifdef DEBUG
@@ -355,7 +355,7 @@ glm_mat4_mulN(mat4 * __restrict matrices[], uint32_t len, mat4 dest) {
*/
CGLM_INLINE
void
glm_mat4_mulv(mat4 m, vec4 v, vec4 dest) {
glm_mat4_mulv(const mat4 m, const vec4 v, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glm_mat4_mulv_sse2(m, v, dest);
#else
@@ -377,7 +377,7 @@ glm_mat4_mulv(mat4 m, vec4 v, vec4 dest) {
*/
CGLM_INLINE
float
glm_mat4_trace(mat4 m) {
glm_mat4_trace(const mat4 m) {
return m[0][0] + m[1][1] + m[2][2] + m[3][3];
}
@@ -390,7 +390,7 @@ glm_mat4_trace(mat4 m) {
*/
CGLM_INLINE
float
glm_mat4_trace3(mat4 m) {
glm_mat4_trace3(const mat4 m) {
return m[0][0] + m[1][1] + m[2][2];
}
@@ -402,7 +402,7 @@ glm_mat4_trace3(mat4 m) {
*/
CGLM_INLINE
void
glm_mat4_quat(mat4 m, versor dest) {
glm_mat4_quat(const mat4 m, versor dest) {
float trace, r, rinv;
/* it seems using like m12 instead of m[1][2] causes extra instructions */
@@ -453,7 +453,7 @@ glm_mat4_quat(mat4 m, versor dest) {
*/
CGLM_INLINE
void
glm_mat4_mulv3(mat4 m, vec3 v, float last, vec3 dest) {
glm_mat4_mulv3(const mat4 m, const vec3 v, float last, vec3 dest) {
vec4 res;
glm_vec4(v, last, res);
glm_mat4_mulv(m, res, res);
@@ -470,7 +470,7 @@ glm_mat4_mulv3(mat4 m, vec3 v, float last, vec3 dest) {
*/
CGLM_INLINE
void
glm_mat4_transpose_to(mat4 m, mat4 dest) {
glm_mat4_transpose_to(const mat4 m, mat4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glm_mat4_transp_sse2(m, dest);
#else
@@ -553,7 +553,7 @@ glm_mat4_scale(mat4 m, float s) {
*/
CGLM_INLINE
float
glm_mat4_det(mat4 mat) {
glm_mat4_det(const mat4 mat) {
#if defined( __SSE__ ) || defined( __SSE2__ )
return glm_mat4_det_sse2(mat);
#else
@@ -586,7 +586,7 @@ glm_mat4_det(mat4 mat) {
*/
CGLM_INLINE
void
glm_mat4_inv(mat4 mat, mat4 dest) {
glm_mat4_inv(const mat4 mat, mat4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glm_mat4_inv_sse2(mat, dest);
#else
@@ -647,7 +647,7 @@ glm_mat4_inv(mat4 mat, mat4 dest) {
*/
CGLM_INLINE
void
glm_mat4_inv_fast(mat4 mat, mat4 dest) {
glm_mat4_inv_fast(const mat4 mat, mat4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glm_mat4_inv_fast_sse2(mat, dest);
#else
@@ -680,7 +680,7 @@ glm_mat4_swap_col(mat4 mat, int col1, int col2) {
*/
CGLM_INLINE
void
glm_mat4_swap_row(mat4 mat, int row1, int row2) {
glm_mat4_swap_row(mat4 mat, const int row1, const int row2) {
CGLM_ALIGN(16) vec4 tmp;
tmp[0] = mat[0][row1];
tmp[1] = mat[1][row1];
@@ -714,7 +714,7 @@ glm_mat4_swap_row(mat4 mat, int row1, int row2) {
*/
CGLM_INLINE
float
glm_mat4_rmc(vec4 r, mat4 m, vec4 c) {
glm_mat4_rmc(const vec4 r, const mat4 m, const vec4 c) {
vec4 tmp;
glm_mat4_mulv(m, c, tmp);
return glm_vec4_dot(r, tmp);

View File

@@ -41,7 +41,7 @@
*/
CGLM_INLINE
void
glm_unprojecti(vec3 pos, mat4 invMat, vec4 vp, vec3 dest) {
glm_unprojecti(const vec3 pos, const mat4 invMat, const vec4 vp, vec3 dest) {
vec4 v;
v[0] = 2.0f * (pos[0] - vp[0]) / vp[2] - 1.0f;
@@ -80,7 +80,7 @@ glm_unprojecti(vec3 pos, mat4 invMat, vec4 vp, vec3 dest) {
*/
CGLM_INLINE
void
glm_unproject(vec3 pos, mat4 m, vec4 vp, vec3 dest) {
glm_unproject(const vec3 pos, const mat4 m, const vec4 vp, vec3 dest) {
mat4 inv;
glm_mat4_inv(m, inv);
glm_unprojecti(pos, inv, vp, dest);
@@ -100,7 +100,7 @@ glm_unproject(vec3 pos, mat4 m, vec4 vp, vec3 dest) {
*/
CGLM_INLINE
void
glm_project(vec3 pos, mat4 m, vec4 vp, vec3 dest) {
glm_project(const vec3 pos, const mat4 m, const vec4 vp, vec3 dest) {
CGLM_ALIGN(16) vec4 pos4, vone = GLM_VEC4_ONE_INIT;
glm_vec4(pos, 1.0f, pos4);

View File

@@ -68,15 +68,15 @@ glm_mat4_identity(mat4 mat);
CGLM_INLINE
void
glm_mat4_mulv(mat4 m, vec4 v, vec4 dest);
glm_mat4_mulv(const mat4 m, const vec4 v, vec4 dest);
CGLM_INLINE
void
glm_mul_rot(mat4 m1, mat4 m2, mat4 dest);
glm_mul_rot(const mat4 m1, const mat4 m2, mat4 dest);
CGLM_INLINE
void
glm_translate(mat4 m, vec3 v);
glm_translate(mat4 m, const vec3 v);
/*
* IMPORTANT:
@@ -113,7 +113,7 @@ glm_quat_identity(versor q) {
*/
CGLM_INLINE
void
glm_quat_identity_array(versor * __restrict q, size_t count) {
glm_quat_identity_array(versor * const __restrict q, size_t count) {
CGLM_ALIGN(16) versor v = GLM_QUAT_IDENTITY_INIT;
size_t i;
@@ -149,7 +149,7 @@ glm_quat_init(versor q, float x, float y, float z, float w) {
*/
CGLM_INLINE
void
glm_quatv(versor q, float angle, vec3 axis) {
glm_quatv(versor q, float angle, const vec3 axis) {
CGLM_ALIGN(8) vec3 k;
float a, c, s;
@@ -189,7 +189,7 @@ glm_quat(versor q, float angle, float x, float y, float z) {
*/
CGLM_INLINE
void
glm_quat_copy(versor q, versor dest) {
glm_quat_copy(const versor q, versor dest) {
glm_vec4_copy(q, dest);
}
@@ -200,7 +200,7 @@ glm_quat_copy(versor q, versor dest) {
*/
CGLM_INLINE
float
glm_quat_norm(versor q) {
glm_quat_norm(const versor q) {
return glm_vec4_norm(q);
}
@@ -212,7 +212,7 @@ glm_quat_norm(versor q) {
*/
CGLM_INLINE
void
glm_quat_normalize_to(versor q, versor dest) {
glm_quat_normalize_to(const versor q, versor dest) {
#if defined( __SSE2__ ) || defined( __SSE2__ )
__m128 xdot, x0;
float dot;
@@ -260,7 +260,7 @@ glm_quat_normalize(versor q) {
*/
CGLM_INLINE
float
glm_quat_dot(versor p, versor q) {
glm_quat_dot(const versor p, const versor q) {
return glm_vec4_dot(p, q);
}
@@ -272,7 +272,7 @@ glm_quat_dot(versor p, versor q) {
*/
CGLM_INLINE
void
glm_quat_conjugate(versor q, versor dest) {
glm_quat_conjugate(const versor q, versor dest) {
glm_vec4_negate_to(q, dest);
dest[3] = -dest[3];
}
@@ -285,7 +285,7 @@ glm_quat_conjugate(versor q, versor dest) {
*/
CGLM_INLINE
void
glm_quat_inv(versor q, versor dest) {
glm_quat_inv(const versor q, versor dest) {
CGLM_ALIGN(16) versor conj;
glm_quat_conjugate(q, conj);
glm_vec4_scale(conj, 1.0f / glm_vec4_norm2(q), dest);
@@ -300,7 +300,7 @@ glm_quat_inv(versor q, versor dest) {
*/
CGLM_INLINE
void
glm_quat_add(versor p, versor q, versor dest) {
glm_quat_add(const versor p, const versor q, versor dest) {
glm_vec4_add(p, q, dest);
}
@@ -313,7 +313,7 @@ glm_quat_add(versor p, versor q, versor dest) {
*/
CGLM_INLINE
void
glm_quat_sub(versor p, versor q, versor dest) {
glm_quat_sub(const versor p, const versor q, versor dest) {
glm_vec4_sub(p, q, dest);
}
@@ -324,7 +324,7 @@ glm_quat_sub(versor p, versor q, versor dest) {
*/
CGLM_INLINE
float
glm_quat_real(versor q) {
glm_quat_real(const versor q) {
return q[3];
}
@@ -336,7 +336,7 @@ glm_quat_real(versor q) {
*/
CGLM_INLINE
void
glm_quat_imag(versor q, vec3 dest) {
glm_quat_imag(const versor q, vec3 dest) {
dest[0] = q[0];
dest[1] = q[1];
dest[2] = q[2];
@@ -349,7 +349,7 @@ glm_quat_imag(versor q, vec3 dest) {
*/
CGLM_INLINE
void
glm_quat_imagn(versor q, vec3 dest) {
glm_quat_imagn(const versor q, vec3 dest) {
glm_normalize_to(q, dest);
}
@@ -360,7 +360,7 @@ glm_quat_imagn(versor q, vec3 dest) {
*/
CGLM_INLINE
float
glm_quat_imaglen(versor q) {
glm_quat_imaglen(const versor q) {
return glm_vec3_norm(q);
}
@@ -371,7 +371,7 @@ glm_quat_imaglen(versor q) {
*/
CGLM_INLINE
float
glm_quat_angle(versor q) {
glm_quat_angle(const versor q) {
/*
sin(theta / 2) = length(x*x + y*y + z*z)
cos(theta / 2) = w
@@ -388,7 +388,7 @@ glm_quat_angle(versor q) {
*/
CGLM_INLINE
void
glm_quat_axis(versor q, versor dest) {
glm_quat_axis(const versor q, versor dest) {
glm_quat_imagn(q, dest);
}
@@ -406,7 +406,7 @@ glm_quat_axis(versor q, versor dest) {
*/
CGLM_INLINE
void
glm_quat_mul(versor p, versor q, versor dest) {
glm_quat_mul(const versor p, const versor q, versor dest) {
/*
+ (a1 b2 + b1 a2 + c1 d2 d1 c2)i
+ (a1 c2 b1 d2 + c1 a2 + d1 b2)j
@@ -431,7 +431,7 @@ glm_quat_mul(versor p, versor q, versor dest) {
*/
CGLM_INLINE
void
glm_quat_mat4(versor q, mat4 dest) {
glm_quat_mat4(const versor q, mat4 dest) {
float w, x, y, z,
xx, yy, zz,
xy, yz, xz,
@@ -478,7 +478,7 @@ glm_quat_mat4(versor q, mat4 dest) {
*/
CGLM_INLINE
void
glm_quat_mat4t(versor q, mat4 dest) {
glm_quat_mat4t(const versor q, mat4 dest) {
float w, x, y, z,
xx, yy, zz,
xy, yz, xz,
@@ -525,7 +525,7 @@ glm_quat_mat4t(versor q, mat4 dest) {
*/
CGLM_INLINE
void
glm_quat_mat3(versor q, mat3 dest) {
glm_quat_mat3(const versor q, mat3 dest) {
float w, x, y, z,
xx, yy, zz,
xy, yz, xz,
@@ -564,7 +564,7 @@ glm_quat_mat3(versor q, mat3 dest) {
*/
CGLM_INLINE
void
glm_quat_mat3t(versor q, mat3 dest) {
glm_quat_mat3t(const versor q, mat3 dest) {
float w, x, y, z,
xx, yy, zz,
xy, yz, xz,
@@ -606,7 +606,7 @@ glm_quat_mat3t(versor q, mat3 dest) {
*/
CGLM_INLINE
void
glm_quat_lerp(versor from, versor to, float t, versor dest) {
glm_quat_lerp(const versor from, const versor to, float t, versor dest) {
glm_vec4_lerp(from, to, t, dest);
}
@@ -621,7 +621,7 @@ glm_quat_lerp(versor from, versor to, float t, versor dest) {
*/
CGLM_INLINE
void
glm_quat_slerp(versor from, versor to, float t, versor dest) {
glm_quat_slerp(const versor from, const versor to, float t, versor dest) {
CGLM_ALIGN(16) vec4 q1, q2;
float cosTheta, sinTheta, angle;
@@ -664,7 +664,7 @@ glm_quat_slerp(versor from, versor to, float t, versor dest) {
*/
CGLM_INLINE
void
glm_quat_look(vec3 eye, versor ori, mat4 dest) {
glm_quat_look(const vec3 eye, const versor ori, mat4 dest) {
/* orientation */
glm_quat_mat4t(ori, dest);
@@ -683,7 +683,7 @@ glm_quat_look(vec3 eye, versor ori, mat4 dest) {
*/
CGLM_INLINE
void
glm_quat_for(vec3 dir, vec3 fwd, vec3 up, versor dest) {
glm_quat_for(const vec3 dir, const vec3 fwd, const vec3 up, versor dest) {
CGLM_ALIGN(8) vec3 axis;
float dot, angle;
@@ -717,7 +717,11 @@ glm_quat_for(vec3 dir, vec3 fwd, vec3 up, versor dest) {
*/
CGLM_INLINE
void
glm_quat_forp(vec3 from, vec3 to, vec3 fwd, vec3 up, versor dest) {
glm_quat_forp(const vec3 from,
const vec3 to,
const vec3 fwd,
const vec3 up,
versor dest) {
CGLM_ALIGN(8) vec3 dir;
glm_vec3_sub(to, from, dir);
glm_quat_for(dir, fwd, up, dest);
@@ -732,7 +736,7 @@ glm_quat_forp(vec3 from, vec3 to, vec3 fwd, vec3 up, versor dest) {
*/
CGLM_INLINE
void
glm_quat_rotatev(versor q, vec3 v, vec3 dest) {
glm_quat_rotatev(const versor q, const vec3 v, vec3 dest) {
CGLM_ALIGN(16) versor p;
CGLM_ALIGN(8) vec3 u, v1, v2;
float s;
@@ -760,7 +764,7 @@ glm_quat_rotatev(versor q, vec3 v, vec3 dest) {
*/
CGLM_INLINE
void
glm_quat_rotate(mat4 m, versor q, mat4 dest) {
glm_quat_rotate(const mat4 m, const versor q, mat4 dest) {
CGLM_ALIGN_MAT mat4 rot;
glm_quat_mat4(q, rot);
glm_mul_rot(m, rot, dest);
@@ -775,7 +779,7 @@ glm_quat_rotate(mat4 m, versor q, mat4 dest) {
*/
CGLM_INLINE
void
glm_quat_rotate_at(mat4 m, versor q, vec3 pivot) {
glm_quat_rotate_at(mat4 m, const versor q, const vec3 pivot) {
CGLM_ALIGN(8) vec3 pivotInv;
glm_vec3_negate_to(pivot, pivotInv);
@@ -799,7 +803,7 @@ glm_quat_rotate_at(mat4 m, versor q, vec3 pivot) {
*/
CGLM_INLINE
void
glm_quat_rotate_atm(mat4 m, versor q, vec3 pivot) {
glm_quat_rotate_atm(mat4 m, const versor q, const vec3 pivot) {
CGLM_ALIGN(8) vec3 pivotInv;
glm_vec3_negate_to(pivot, pivotInv);

View File

@@ -16,7 +16,7 @@
CGLM_INLINE
void
glm_mul_avx(mat4 m1, mat4 m2, mat4 dest) {
glm_mul_avx(const mat4 m1, const mat4 m2, mat4 dest) {
/* D = R * L (Column-Major) */
__m256 y0, y1, y2, y3, y4, y5, y6, y7, y8, y9;

View File

@@ -16,7 +16,7 @@
CGLM_INLINE
void
glm_mat4_mul_avx(mat4 m1, mat4 m2, mat4 dest) {
glm_mat4_mul_avx(const mat4 m1, const mat4 m2, mat4 dest) {
/* D = R * L (Column-Major) */
__m256 y0, y1, y2, y3, y4, y5, y6, y7, y8, y9;

View File

@@ -14,7 +14,7 @@
CGLM_INLINE
void
glm_mat4_mul_neon(mat4 m1, mat4 m2, mat4 dest) {
glm_mat4_mul_neon(const mat4 m1, const mat4 m2, mat4 dest) {
/* D = R * L (Column-Major) */
float32x4_t l0, l1, l2, l3, r, d0, d1, d2, d3;

View File

@@ -14,7 +14,7 @@
CGLM_INLINE
void
glm_mul_sse2(mat4 m1, mat4 m2, mat4 dest) {
glm_mul_sse2(const mat4 m1, const mat4 m2, mat4 dest) {
/* D = R * L (Column-Major) */
__m128 l0, l1, l2, l3, r;
@@ -51,7 +51,7 @@ glm_mul_sse2(mat4 m1, mat4 m2, mat4 dest) {
CGLM_INLINE
void
glm_mul_rot_sse2(mat4 m1, mat4 m2, mat4 dest) {
glm_mul_rot_sse2(const mat4 m1, const mat4 m2, mat4 dest) {
/* D = R * L (Column-Major) */
__m128 l0, l1, l2, l3, r;

View File

@@ -14,7 +14,7 @@
CGLM_INLINE
void
glm_mat3_mul_sse2(mat3 m1, mat3 m2, mat3 dest) {
glm_mat3_mul_sse2(const mat3 m1, const mat3 m2, mat3 dest) {
__m128 l0, l1, l2;
__m128 r0, r1, r2;
__m128 x0, x1, x2;

View File

@@ -28,7 +28,7 @@ glm_mat4_scale_sse2(mat4 m, float s) {
CGLM_INLINE
void
glm_mat4_transp_sse2(mat4 m, mat4 dest) {
glm_mat4_transp_sse2(const mat4 m, mat4 dest) {
__m128 r0, r1, r2, r3;
r0 = glmm_load(m[0]);
@@ -46,7 +46,7 @@ glm_mat4_transp_sse2(mat4 m, mat4 dest) {
CGLM_INLINE
void
glm_mat4_mul_sse2(mat4 m1, mat4 m2, mat4 dest) {
glm_mat4_mul_sse2(const mat4 m1, const mat4 m2, mat4 dest) {
/* D = R * L (Column-Major) */
__m128 l0, l1, l2, l3, r;
@@ -85,7 +85,7 @@ glm_mat4_mul_sse2(mat4 m1, mat4 m2, mat4 dest) {
CGLM_INLINE
void
glm_mat4_mulv_sse2(mat4 m, vec4 v, vec4 dest) {
glm_mat4_mulv_sse2(const mat4 m, const vec4 v, vec4 dest) {
__m128 x0, x1, x2;
x0 = glmm_load(v);
@@ -100,7 +100,7 @@ glm_mat4_mulv_sse2(mat4 m, vec4 v, vec4 dest) {
CGLM_INLINE
float
glm_mat4_det_sse2(mat4 mat) {
glm_mat4_det_sse2(const mat4 mat) {
__m128 r0, r1, r2, r3, x0, x1, x2;
/* 127 <- 0, [square] det(A) = det(At) */
@@ -155,7 +155,7 @@ glm_mat4_det_sse2(mat4 mat) {
CGLM_INLINE
void
glm_mat4_inv_fast_sse2(mat4 mat, mat4 dest) {
glm_mat4_inv_fast_sse2(const mat4 mat, mat4 dest) {
__m128 r0, r1, r2, r3,
v0, v1, v2, v3,
t0, t1, t2, t3, t4, t5,
@@ -279,7 +279,7 @@ glm_mat4_inv_fast_sse2(mat4 mat, mat4 dest) {
CGLM_INLINE
void
glm_mat4_inv_sse2(mat4 mat, mat4 dest) {
glm_mat4_inv_sse2(const mat4 mat, mat4 dest) {
__m128 r0, r1, r2, r3,
v0, v1, v2, v3,
t0, t1, t2, t3, t4, t5,

View File

@@ -14,7 +14,7 @@
CGLM_INLINE
void
glm_quat_mul_sse2(versor p, versor q, versor dest) {
glm_quat_mul_sse2(const versor p, const versor q, versor dest) {
/*
+ (a1 b2 + b1 a2 + c1 d2 d1 c2)i
+ (a1 c2 b1 d2 + c1 a2 + d1 b2)j

View File

@@ -103,7 +103,7 @@ glmm_vdot(__m128 a, __m128 b) {
static inline
float
glmm_dot(__m128 a, __m128 b) {
glmm_dot(const __m128 a, const __m128 b) {
return _mm_cvtss_f32(glmm_vdots(a, b));
}
@@ -115,7 +115,7 @@ glmm_norm(__m128 a) {
static inline
__m128
glmm_load3(float v[3]) {
glmm_load3(const float v[3]) {
__m128i xy;
__m128 z;

View File

@@ -27,7 +27,7 @@
*/
CGLM_INLINE
float
glm_sphere_radii(vec4 s) {
glm_sphere_radii(const vec4 s) {
return s[3];
}
@@ -40,7 +40,7 @@ glm_sphere_radii(vec4 s) {
*/
CGLM_INLINE
void
glm_sphere_transform(vec4 s, mat4 m, vec4 dest) {
glm_sphere_transform(const vec4 s, const mat4 m, vec4 dest) {
glm_mat4_mulv3(m, s, 1.0f, dest);
dest[3] = s[3];
}
@@ -57,7 +57,7 @@ glm_sphere_transform(vec4 s, mat4 m, vec4 dest) {
*/
CGLM_INLINE
void
glm_sphere_merge(vec4 s1, vec4 s2, vec4 dest) {
glm_sphere_merge(const vec4 s1, const vec4 s2, vec4 dest) {
float dist, radii;
dist = glm_vec3_distance(s1, s2);
@@ -78,7 +78,7 @@ glm_sphere_merge(vec4 s1, vec4 s2, vec4 dest) {
*/
CGLM_INLINE
bool
glm_sphere_sphere(vec4 s1, vec4 s2) {
glm_sphere_sphere(const vec4 s1, const vec4 s2) {
return glm_vec3_distance2(s1, s2) <= glm_pow2(s1[3] + s2[3]);
}
@@ -90,7 +90,7 @@ glm_sphere_sphere(vec4 s1, vec4 s2) {
*/
CGLM_INLINE
bool
glm_sphere_point(vec4 s, vec3 point) {
glm_sphere_point(const vec4 s, const vec3 point) {
float rr;
rr = s[3] * s[3];
return glm_vec3_distance2(point, s) <= rr;

View File

@@ -52,7 +52,7 @@ glm_vec3_broadcast(float val, vec3 d) {
*/
CGLM_INLINE
bool
glm_vec3_eq(vec3 v, float val) {
glm_vec3_eq(const vec3 v, float val) {
return v[0] == val && v[0] == v[1] && v[0] == v[2];
}
@@ -64,7 +64,7 @@ glm_vec3_eq(vec3 v, float val) {
*/
CGLM_INLINE
bool
glm_vec3_eq_eps(vec3 v, float val) {
glm_vec3_eq_eps(const vec3 v, float val) {
return fabsf(v[0] - val) <= FLT_EPSILON
&& fabsf(v[1] - val) <= FLT_EPSILON
&& fabsf(v[2] - val) <= FLT_EPSILON;
@@ -77,7 +77,7 @@ glm_vec3_eq_eps(vec3 v, float val) {
*/
CGLM_INLINE
bool
glm_vec3_eq_all(vec3 v) {
glm_vec3_eq_all(const vec3 v) {
return v[0] == v[1] && v[0] == v[2];
}
@@ -89,7 +89,7 @@ glm_vec3_eq_all(vec3 v) {
*/
CGLM_INLINE
bool
glm_vec3_eqv(vec3 a, vec3 b) {
glm_vec3_eqv(const vec3 a, const vec3 b) {
return a[0] == b[0]
&& a[1] == b[1]
&& a[2] == b[2];
@@ -103,7 +103,7 @@ glm_vec3_eqv(vec3 a, vec3 b) {
*/
CGLM_INLINE
bool
glm_vec3_eqv_eps(vec3 a, vec3 b) {
glm_vec3_eqv_eps(const vec3 a, const vec3 b) {
return fabsf(a[0] - b[0]) <= FLT_EPSILON
&& fabsf(a[1] - b[1]) <= FLT_EPSILON
&& fabsf(a[2] - b[2]) <= FLT_EPSILON;
@@ -116,7 +116,7 @@ glm_vec3_eqv_eps(vec3 a, vec3 b) {
*/
CGLM_INLINE
float
glm_vec3_max(vec3 v) {
glm_vec3_max(const vec3 v) {
float max;
max = v[0];
@@ -135,7 +135,7 @@ glm_vec3_max(vec3 v) {
*/
CGLM_INLINE
float
glm_vec3_min(vec3 v) {
glm_vec3_min(const vec3 v) {
float min;
min = v[0];
@@ -155,7 +155,7 @@ glm_vec3_min(vec3 v) {
*/
CGLM_INLINE
bool
glm_vec3_isnan(vec3 v) {
glm_vec3_isnan(const vec3 v) {
return isnan(v[0]) || isnan(v[1]) || isnan(v[2]);
}
@@ -167,7 +167,7 @@ glm_vec3_isnan(vec3 v) {
*/
CGLM_INLINE
bool
glm_vec3_isinf(vec3 v) {
glm_vec3_isinf(const vec3 v) {
return isinf(v[0]) || isinf(v[1]) || isinf(v[2]);
}
@@ -179,7 +179,7 @@ glm_vec3_isinf(vec3 v) {
*/
CGLM_INLINE
bool
glm_vec3_isvalid(vec3 v) {
glm_vec3_isvalid(const vec3 v) {
return !glm_vec3_isnan(v) && !glm_vec3_isinf(v);
}
@@ -192,7 +192,7 @@ glm_vec3_isvalid(vec3 v) {
*/
CGLM_INLINE
void
glm_vec3_sign(vec3 v, vec3 dest) {
glm_vec3_sign(const vec3 v, vec3 dest) {
dest[0] = glm_signf(v[0]);
dest[1] = glm_signf(v[1]);
dest[2] = glm_signf(v[2]);
@@ -206,7 +206,7 @@ glm_vec3_sign(vec3 v, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec3_sqrt(vec3 v, vec3 dest) {
glm_vec3_sqrt(const vec3 v, vec3 dest) {
dest[0] = sqrtf(v[0]);
dest[1] = sqrtf(v[1]);
dest[2] = sqrtf(v[2]);

View File

@@ -111,7 +111,7 @@
*/
CGLM_INLINE
void
glm_vec3(vec4 v4, vec3 dest) {
glm_vec3(const vec4 v4, vec3 dest) {
dest[0] = v4[0];
dest[1] = v4[1];
dest[2] = v4[2];
@@ -125,7 +125,7 @@ glm_vec3(vec4 v4, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec3_copy(vec3 a, vec3 dest) {
glm_vec3_copy(const vec3 a, vec3 dest) {
dest[0] = a[0];
dest[1] = a[1];
dest[2] = a[2];
@@ -163,7 +163,7 @@ glm_vec3_one(vec3 v) {
*/
CGLM_INLINE
float
glm_vec3_dot(vec3 a, vec3 b) {
glm_vec3_dot(const vec3 a, const vec3 b) {
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
}
@@ -180,7 +180,7 @@ glm_vec3_dot(vec3 a, vec3 b) {
*/
CGLM_INLINE
float
glm_vec3_norm2(vec3 v) {
glm_vec3_norm2(const vec3 v) {
return glm_vec3_dot(v, v);
}
@@ -193,7 +193,7 @@ glm_vec3_norm2(vec3 v) {
*/
CGLM_INLINE
float
glm_vec3_norm(vec3 v) {
glm_vec3_norm(const vec3 v) {
return sqrtf(glm_vec3_norm2(v));
}
@@ -206,7 +206,7 @@ glm_vec3_norm(vec3 v) {
*/
CGLM_INLINE
void
glm_vec3_add(vec3 a, vec3 b, vec3 dest) {
glm_vec3_add(const vec3 a, const vec3 b, vec3 dest) {
dest[0] = a[0] + b[0];
dest[1] = a[1] + b[1];
dest[2] = a[2] + b[2];
@@ -221,7 +221,7 @@ glm_vec3_add(vec3 a, vec3 b, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec3_adds(vec3 v, float s, vec3 dest) {
glm_vec3_adds(const vec3 v, float s, vec3 dest) {
dest[0] = v[0] + s;
dest[1] = v[1] + s;
dest[2] = v[2] + s;
@@ -236,7 +236,7 @@ glm_vec3_adds(vec3 v, float s, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec3_sub(vec3 a, vec3 b, vec3 dest) {
glm_vec3_sub(const vec3 a, const vec3 b, vec3 dest) {
dest[0] = a[0] - b[0];
dest[1] = a[1] - b[1];
dest[2] = a[2] - b[2];
@@ -251,7 +251,7 @@ glm_vec3_sub(vec3 a, vec3 b, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec3_subs(vec3 v, float s, vec3 dest) {
glm_vec3_subs(const vec3 v, float s, vec3 dest) {
dest[0] = v[0] - s;
dest[1] = v[1] - s;
dest[2] = v[2] - s;
@@ -266,7 +266,7 @@ glm_vec3_subs(vec3 v, float s, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec3_mul(vec3 a, vec3 b, vec3 dest) {
glm_vec3_mul(const vec3 a, const vec3 b, vec3 dest) {
dest[0] = a[0] * b[0];
dest[1] = a[1] * b[1];
dest[2] = a[2] * b[2];
@@ -281,7 +281,7 @@ glm_vec3_mul(vec3 a, vec3 b, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec3_scale(vec3 v, float s, vec3 dest) {
glm_vec3_scale(const vec3 v, float s, vec3 dest) {
dest[0] = v[0] * s;
dest[1] = v[1] * s;
dest[2] = v[2] * s;
@@ -296,7 +296,7 @@ glm_vec3_scale(vec3 v, float s, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec3_scale_as(vec3 v, float s, vec3 dest) {
glm_vec3_scale_as(const vec3 v, float s, vec3 dest) {
float norm;
norm = glm_vec3_norm(v);
@@ -317,7 +317,7 @@ glm_vec3_scale_as(vec3 v, float s, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec3_div(vec3 a, vec3 b, vec3 dest) {
glm_vec3_div(const vec3 a, const vec3 b, vec3 dest) {
dest[0] = a[0] / b[0];
dest[1] = a[1] / b[1];
dest[2] = a[2] / b[2];
@@ -332,7 +332,7 @@ glm_vec3_div(vec3 a, vec3 b, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec3_divs(vec3 v, float s, vec3 dest) {
glm_vec3_divs(const vec3 v, float s, vec3 dest) {
dest[0] = v[0] / s;
dest[1] = v[1] / s;
dest[2] = v[2] / s;
@@ -349,7 +349,7 @@ glm_vec3_divs(vec3 v, float s, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec3_addadd(vec3 a, vec3 b, vec3 dest) {
glm_vec3_addadd(const vec3 a, const vec3 b, vec3 dest) {
dest[0] += a[0] + b[0];
dest[1] += a[1] + b[1];
dest[2] += a[2] + b[2];
@@ -366,7 +366,7 @@ glm_vec3_addadd(vec3 a, vec3 b, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec3_subadd(vec3 a, vec3 b, vec3 dest) {
glm_vec3_subadd(const vec3 a, const vec3 b, vec3 dest) {
dest[0] += a[0] - b[0];
dest[1] += a[1] - b[1];
dest[2] += a[2] - b[2];
@@ -383,7 +383,7 @@ glm_vec3_subadd(vec3 a, vec3 b, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec3_muladd(vec3 a, vec3 b, vec3 dest) {
glm_vec3_muladd(const vec3 a, const vec3 b, vec3 dest) {
dest[0] += a[0] * b[0];
dest[1] += a[1] * b[1];
dest[2] += a[2] * b[2];
@@ -400,7 +400,7 @@ glm_vec3_muladd(vec3 a, vec3 b, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec3_muladds(vec3 a, float s, vec3 dest) {
glm_vec3_muladds(const vec3 a, float s, vec3 dest) {
dest[0] += a[0] * s;
dest[1] += a[1] * s;
dest[2] += a[2] * s;
@@ -417,7 +417,7 @@ glm_vec3_muladds(vec3 a, float s, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec3_maxadd(vec3 a, vec3 b, vec3 dest) {
glm_vec3_maxadd(const vec3 a, const vec3 b, vec3 dest) {
dest[0] += glm_max(a[0], b[0]);
dest[1] += glm_max(a[1], b[1]);
dest[2] += glm_max(a[2], b[2]);
@@ -434,7 +434,7 @@ glm_vec3_maxadd(vec3 a, vec3 b, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec3_minadd(vec3 a, vec3 b, vec3 dest) {
glm_vec3_minadd(const vec3 a, const vec3 b, vec3 dest) {
dest[0] += glm_min(a[0], b[0]);
dest[1] += glm_min(a[1], b[1]);
dest[2] += glm_min(a[2], b[2]);
@@ -448,7 +448,7 @@ glm_vec3_minadd(vec3 a, vec3 b, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec3_negate_to(vec3 v, vec3 dest) {
glm_vec3_negate_to(const vec3 v, vec3 dest) {
dest[0] = -v[0];
dest[1] = -v[1];
dest[2] = -v[2];
@@ -493,7 +493,7 @@ glm_vec3_normalize(vec3 v) {
*/
CGLM_INLINE
void
glm_vec3_normalize_to(vec3 v, vec3 dest) {
glm_vec3_normalize_to(const vec3 v, vec3 dest) {
float norm;
norm = glm_vec3_norm(v);
@@ -515,7 +515,7 @@ glm_vec3_normalize_to(vec3 v, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec3_cross(vec3 a, vec3 b, vec3 dest) {
glm_vec3_cross(const vec3 a, const vec3 b, vec3 dest) {
/* (u2.v3 - u3.v2, u3.v1 - u1.v3, u1.v2 - u2.v1) */
dest[0] = a[1] * b[2] - a[2] * b[1];
dest[1] = a[2] * b[0] - a[0] * b[2];
@@ -531,7 +531,7 @@ glm_vec3_cross(vec3 a, vec3 b, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec3_crossn(vec3 a, vec3 b, vec3 dest) {
glm_vec3_crossn(const vec3 a, const vec3 b, vec3 dest) {
glm_vec3_cross(a, b, dest);
glm_vec3_normalize(dest);
}
@@ -546,7 +546,7 @@ glm_vec3_crossn(vec3 a, vec3 b, vec3 dest) {
*/
CGLM_INLINE
float
glm_vec3_angle(vec3 a, vec3 b) {
glm_vec3_angle(const vec3 a, const vec3 b) {
float norm, dot;
/* maybe compiler generate approximation instruction (rcp) */
@@ -570,7 +570,7 @@ glm_vec3_angle(vec3 a, vec3 b) {
*/
CGLM_INLINE
void
glm_vec3_rotate(vec3 v, float angle, vec3 axis) {
glm_vec3_rotate(vec3 v, float angle, const vec3 axis) {
vec3 v1, v2, k;
float c, s;
@@ -608,7 +608,7 @@ glm_vec3_rotate(vec3 v, float angle, vec3 axis) {
*/
CGLM_INLINE
void
glm_vec3_rotate_m4(mat4 m, vec3 v, vec3 dest) {
glm_vec3_rotate_m4(const mat4 m, const vec3 v, vec3 dest) {
vec4 x, y, z, res;
glm_vec4_normalize_to(m[0], x);
@@ -631,7 +631,7 @@ glm_vec3_rotate_m4(mat4 m, vec3 v, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec3_rotate_m3(mat3 m, vec3 v, vec3 dest) {
glm_vec3_rotate_m3(const mat3 m, const vec3 v, vec3 dest) {
vec4 res, x, y, z;
glm_vec4(m[0], 0.0f, x);
@@ -658,7 +658,7 @@ glm_vec3_rotate_m3(mat3 m, vec3 v, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec3_proj(vec3 a, vec3 b, vec3 dest) {
glm_vec3_proj(const vec3 a, const vec3 b, vec3 dest) {
glm_vec3_scale(b,
glm_vec3_dot(a, b) / glm_vec3_norm2(b),
dest);
@@ -673,7 +673,7 @@ glm_vec3_proj(vec3 a, vec3 b, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec3_center(vec3 a, vec3 b, vec3 dest) {
glm_vec3_center(const vec3 a, const vec3 b, vec3 dest) {
glm_vec3_add(a, b, dest);
glm_vec3_scale(dest, 0.5f, dest);
}
@@ -687,7 +687,7 @@ glm_vec3_center(vec3 a, vec3 b, vec3 dest) {
*/
CGLM_INLINE
float
glm_vec3_distance2(vec3 a, vec3 b) {
glm_vec3_distance2(const vec3 a, const vec3 b) {
return glm_pow2(b[0] - a[0])
+ glm_pow2(b[1] - a[1])
+ glm_pow2(b[2] - a[2]);
@@ -702,7 +702,7 @@ glm_vec3_distance2(vec3 a, vec3 b) {
*/
CGLM_INLINE
float
glm_vec3_distance(vec3 a, vec3 b) {
glm_vec3_distance(const vec3 a, const vec3 b) {
return sqrtf(glm_vec3_distance2(a, b));
}
@@ -715,7 +715,7 @@ glm_vec3_distance(vec3 a, vec3 b) {
*/
CGLM_INLINE
void
glm_vec3_maxv(vec3 a, vec3 b, vec3 dest) {
glm_vec3_maxv(const vec3 a, const vec3 b, vec3 dest) {
dest[0] = glm_max(a[0], b[0]);
dest[1] = glm_max(a[1], b[1]);
dest[2] = glm_max(a[2], b[2]);
@@ -730,7 +730,7 @@ glm_vec3_maxv(vec3 a, vec3 b, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec3_minv(vec3 a, vec3 b, vec3 dest) {
glm_vec3_minv(const vec3 a, const vec3 b, vec3 dest) {
dest[0] = glm_min(a[0], b[0]);
dest[1] = glm_min(a[1], b[1]);
dest[2] = glm_min(a[2], b[2]);
@@ -744,7 +744,7 @@ glm_vec3_minv(vec3 a, vec3 b, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec3_ortho(vec3 v, vec3 dest) {
glm_vec3_ortho(const vec3 v, vec3 dest) {
dest[0] = v[1] - v[2];
dest[1] = v[2] - v[0];
dest[2] = v[0] - v[1];
@@ -777,7 +777,7 @@ glm_vec3_clamp(vec3 v, float minVal, float maxVal) {
*/
CGLM_INLINE
void
glm_vec3_lerp(vec3 from, vec3 to, float t, vec3 dest) {
glm_vec3_lerp(const vec3 from, const vec3 to, float t, vec3 dest) {
vec3 s, v;
/* from + s * (to - from) */
@@ -798,7 +798,7 @@ glm_vec3_lerp(vec3 from, vec3 to, float t, vec3 dest) {
*/
CGLM_INLINE
void
glm_cross(vec3 a, vec3 b, vec3 d) {
glm_cross(const vec3 a, const vec3 b, vec3 d) {
glm_vec3_cross(a, b, d);
}
@@ -814,7 +814,7 @@ glm_cross(vec3 a, vec3 b, vec3 d) {
*/
CGLM_INLINE
float
glm_dot(vec3 a, vec3 b) {
glm_dot(const vec3 a, const vec3 b) {
return glm_vec3_dot(a, b);
}
@@ -841,7 +841,7 @@ glm_normalize(vec3 v) {
*/
CGLM_INLINE
void
glm_normalize_to(vec3 v, vec3 dest) {
glm_normalize_to(const vec3 v, vec3 dest) {
glm_vec3_normalize_to(v, dest);
}

View File

@@ -56,7 +56,7 @@ glm_vec4_broadcast(float val, vec4 d) {
*/
CGLM_INLINE
bool
glm_vec4_eq(vec4 v, float val) {
glm_vec4_eq(const vec4 v, float val) {
return v[0] == val
&& v[0] == v[1]
&& v[0] == v[2]
@@ -71,7 +71,7 @@ glm_vec4_eq(vec4 v, float val) {
*/
CGLM_INLINE
bool
glm_vec4_eq_eps(vec4 v, float val) {
glm_vec4_eq_eps(const vec4 v, float val) {
return fabsf(v[0] - val) <= FLT_EPSILON
&& fabsf(v[1] - val) <= FLT_EPSILON
&& fabsf(v[2] - val) <= FLT_EPSILON
@@ -85,7 +85,7 @@ glm_vec4_eq_eps(vec4 v, float val) {
*/
CGLM_INLINE
bool
glm_vec4_eq_all(vec4 v) {
glm_vec4_eq_all(const vec4 v) {
return v[0] == v[1]
&& v[0] == v[2]
&& v[0] == v[3];
@@ -99,7 +99,7 @@ glm_vec4_eq_all(vec4 v) {
*/
CGLM_INLINE
bool
glm_vec4_eqv(vec4 a, vec4 b) {
glm_vec4_eqv(const vec4 a, const vec4 b) {
return a[0] == b[0]
&& a[1] == b[1]
&& a[2] == b[2]
@@ -114,7 +114,7 @@ glm_vec4_eqv(vec4 a, vec4 b) {
*/
CGLM_INLINE
bool
glm_vec4_eqv_eps(vec4 a, vec4 b) {
glm_vec4_eqv_eps(const vec4 a, const vec4 b) {
return fabsf(a[0] - b[0]) <= FLT_EPSILON
&& fabsf(a[1] - b[1]) <= FLT_EPSILON
&& fabsf(a[2] - b[2]) <= FLT_EPSILON
@@ -128,7 +128,7 @@ glm_vec4_eqv_eps(vec4 a, vec4 b) {
*/
CGLM_INLINE
float
glm_vec4_max(vec4 v) {
glm_vec4_max(const vec4 v) {
float max;
max = glm_vec3_max(v);
@@ -145,7 +145,7 @@ glm_vec4_max(vec4 v) {
*/
CGLM_INLINE
float
glm_vec4_min(vec4 v) {
glm_vec4_min(const vec4 v) {
float min;
min = glm_vec3_min(v);
@@ -163,7 +163,7 @@ glm_vec4_min(vec4 v) {
*/
CGLM_INLINE
bool
glm_vec4_isnan(vec4 v) {
glm_vec4_isnan(const vec4 v) {
return isnan(v[0]) || isnan(v[1]) || isnan(v[2]) || isnan(v[3]);
}
@@ -175,7 +175,7 @@ glm_vec4_isnan(vec4 v) {
*/
CGLM_INLINE
bool
glm_vec4_isinf(vec4 v) {
glm_vec4_isinf(const vec4 v) {
return isinf(v[0]) || isinf(v[1]) || isinf(v[2]) || isinf(v[3]);
}
@@ -187,7 +187,7 @@ glm_vec4_isinf(vec4 v) {
*/
CGLM_INLINE
bool
glm_vec4_isvalid(vec4 v) {
glm_vec4_isvalid(const vec4 v) {
return !glm_vec4_isnan(v) && !glm_vec4_isinf(v);
}
@@ -200,7 +200,7 @@ glm_vec4_isvalid(vec4 v) {
*/
CGLM_INLINE
void
glm_vec4_sign(vec4 v, vec4 dest) {
glm_vec4_sign(const vec4 v, vec4 dest) {
#if defined( __SSE2__ ) || defined( __SSE2__ )
__m128 x0, x1, x2, x3, x4;
@@ -228,7 +228,7 @@ glm_vec4_sign(vec4 v, vec4 dest) {
*/
CGLM_INLINE
void
glm_vec4_sqrt(vec4 v, vec4 dest) {
glm_vec4_sqrt(const vec4 v, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_sqrt_ps(glmm_load(v)));
#else

View File

@@ -90,7 +90,7 @@
*/
CGLM_INLINE
void
glm_vec4(vec3 v3, float last, vec4 dest) {
glm_vec4(const vec3 v3, float last, vec4 dest) {
dest[0] = v3[0];
dest[1] = v3[1];
dest[2] = v3[2];
@@ -105,7 +105,7 @@ glm_vec4(vec3 v3, float last, vec4 dest) {
*/
CGLM_INLINE
void
glm_vec4_copy3(vec4 a, vec3 dest) {
glm_vec4_copy3(const vec4 a, vec3 dest) {
dest[0] = a[0];
dest[1] = a[1];
dest[2] = a[2];
@@ -119,7 +119,7 @@ glm_vec4_copy3(vec4 a, vec3 dest) {
*/
CGLM_INLINE
void
glm_vec4_copy(vec4 v, vec4 dest) {
glm_vec4_copy(const vec4 v, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, glmm_load(v));
#elif defined(CGLM_NEON_FP)
@@ -142,7 +142,7 @@ glm_vec4_copy(vec4 v, vec4 dest) {
*/
CGLM_INLINE
void
glm_vec4_ucopy(vec4 v, vec4 dest) {
glm_vec4_ucopy(const vec4 v, vec4 dest) {
dest[0] = v[0];
dest[1] = v[1];
dest[2] = v[2];
@@ -199,7 +199,7 @@ glm_vec4_one(vec4 v) {
*/
CGLM_INLINE
float
glm_vec4_dot(vec4 a, vec4 b) {
glm_vec4_dot(const vec4 a, const vec4 b) {
#if defined(CGLM_SIMD)
return glmm_dot(glmm_load(a), glmm_load(b));
#else
@@ -220,7 +220,7 @@ glm_vec4_dot(vec4 a, vec4 b) {
*/
CGLM_INLINE
float
glm_vec4_norm2(vec4 v) {
glm_vec4_norm2(const vec4 v) {
return glm_vec4_dot(v, v);
}
@@ -233,7 +233,7 @@ glm_vec4_norm2(vec4 v) {
*/
CGLM_INLINE
float
glm_vec4_norm(vec4 v) {
glm_vec4_norm(const vec4 v) {
#if defined(CGLM_SIMD)
return glmm_norm(glmm_load(v));
#else
@@ -250,7 +250,7 @@ glm_vec4_norm(vec4 v) {
*/
CGLM_INLINE
void
glm_vec4_add(vec4 a, vec4 b, vec4 dest) {
glm_vec4_add(const vec4 a, const vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_add_ps(glmm_load(a), glmm_load(b)));
#elif defined(CGLM_NEON_FP)
@@ -272,7 +272,7 @@ glm_vec4_add(vec4 a, vec4 b, vec4 dest) {
*/
CGLM_INLINE
void
glm_vec4_adds(vec4 v, float s, vec4 dest) {
glm_vec4_adds(const vec4 v, float s, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_add_ps(glmm_load(v), _mm_set1_ps(s)));
#elif defined(CGLM_NEON_FP)
@@ -294,7 +294,7 @@ glm_vec4_adds(vec4 v, float s, vec4 dest) {
*/
CGLM_INLINE
void
glm_vec4_sub(vec4 a, vec4 b, vec4 dest) {
glm_vec4_sub(const vec4 a, const vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_sub_ps(glmm_load(a), glmm_load(b)));
#elif defined(CGLM_NEON_FP)
@@ -316,7 +316,7 @@ glm_vec4_sub(vec4 a, vec4 b, vec4 dest) {
*/
CGLM_INLINE
void
glm_vec4_subs(vec4 v, float s, vec4 dest) {
glm_vec4_subs(const vec4 v, float s, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_sub_ps(glmm_load(v), _mm_set1_ps(s)));
#elif defined(CGLM_NEON_FP)
@@ -338,7 +338,7 @@ glm_vec4_subs(vec4 v, float s, vec4 dest) {
*/
CGLM_INLINE
void
glm_vec4_mul(vec4 a, vec4 b, vec4 dest) {
glm_vec4_mul(const vec4 a, const vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_mul_ps(glmm_load(a), glmm_load(b)));
#elif defined(CGLM_NEON_FP)
@@ -360,7 +360,7 @@ glm_vec4_mul(vec4 a, vec4 b, vec4 dest) {
*/
CGLM_INLINE
void
glm_vec4_scale(vec4 v, float s, vec4 dest) {
glm_vec4_scale(const vec4 v, float s, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_mul_ps(glmm_load(v), _mm_set1_ps(s)));
#elif defined(CGLM_NEON_FP)
@@ -382,7 +382,7 @@ glm_vec4_scale(vec4 v, float s, vec4 dest) {
*/
CGLM_INLINE
void
glm_vec4_scale_as(vec4 v, float s, vec4 dest) {
glm_vec4_scale_as(const vec4 v, float s, vec4 dest) {
float norm;
norm = glm_vec4_norm(v);
@@ -403,7 +403,7 @@ glm_vec4_scale_as(vec4 v, float s, vec4 dest) {
*/
CGLM_INLINE
void
glm_vec4_div(vec4 a, vec4 b, vec4 dest) {
glm_vec4_div(const vec4 a, const vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_div_ps(glmm_load(a), glmm_load(b)));
#else
@@ -423,7 +423,7 @@ glm_vec4_div(vec4 a, vec4 b, vec4 dest) {
*/
CGLM_INLINE
void
glm_vec4_divs(vec4 v, float s, vec4 dest) {
glm_vec4_divs(const vec4 v, float s, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_div_ps(glmm_load(v), _mm_set1_ps(s)));
#else
@@ -442,7 +442,7 @@ glm_vec4_divs(vec4 v, float s, vec4 dest) {
*/
CGLM_INLINE
void
glm_vec4_addadd(vec4 a, vec4 b, vec4 dest) {
glm_vec4_addadd(const vec4 a, const vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_add_ps(glmm_load(dest),
_mm_add_ps(glmm_load(a),
@@ -470,7 +470,7 @@ glm_vec4_addadd(vec4 a, vec4 b, vec4 dest) {
*/
CGLM_INLINE
void
glm_vec4_subadd(vec4 a, vec4 b, vec4 dest) {
glm_vec4_subadd(const vec4 a, const vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_add_ps(glmm_load(dest),
_mm_sub_ps(glmm_load(a),
@@ -498,7 +498,7 @@ glm_vec4_subadd(vec4 a, vec4 b, vec4 dest) {
*/
CGLM_INLINE
void
glm_vec4_muladd(vec4 a, vec4 b, vec4 dest) {
glm_vec4_muladd(const vec4 a, const vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_add_ps(glmm_load(dest),
_mm_mul_ps(glmm_load(a),
@@ -526,7 +526,7 @@ glm_vec4_muladd(vec4 a, vec4 b, vec4 dest) {
*/
CGLM_INLINE
void
glm_vec4_muladds(vec4 a, float s, vec4 dest) {
glm_vec4_muladds(const vec4 a, float s, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_add_ps(glmm_load(dest),
_mm_mul_ps(glmm_load(a),
@@ -554,7 +554,7 @@ glm_vec4_muladds(vec4 a, float s, vec4 dest) {
*/
CGLM_INLINE
void
glm_vec4_maxadd(vec4 a, vec4 b, vec4 dest) {
glm_vec4_maxadd(const vec4 a, const vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_add_ps(glmm_load(dest),
_mm_max_ps(glmm_load(a),
@@ -582,7 +582,7 @@ glm_vec4_maxadd(vec4 a, vec4 b, vec4 dest) {
*/
CGLM_INLINE
void
glm_vec4_minadd(vec4 a, vec4 b, vec4 dest) {
glm_vec4_minadd(const vec4 a,const vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_add_ps(glmm_load(dest),
_mm_min_ps(glmm_load(a),
@@ -607,7 +607,7 @@ glm_vec4_minadd(vec4 a, vec4 b, vec4 dest) {
*/
CGLM_INLINE
void
glm_vec4_negate_to(vec4 v, vec4 dest) {
glm_vec4_negate_to(const vec4 v, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_xor_ps(glmm_load(v), _mm_set1_ps(-0.0f)));
#elif defined(CGLM_NEON_FP)
@@ -639,7 +639,7 @@ glm_vec4_negate(vec4 v) {
*/
CGLM_INLINE
void
glm_vec4_normalize_to(vec4 v, vec4 dest) {
glm_vec4_normalize_to(const vec4 v, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
__m128 xdot, x0;
float dot;
@@ -688,7 +688,7 @@ glm_vec4_normalize(vec4 v) {
*/
CGLM_INLINE
float
glm_vec4_distance(vec4 a, vec4 b) {
glm_vec4_distance(const vec4 a, const vec4 b) {
#if defined( __SSE__ ) || defined( __SSE2__ )
return glmm_norm(_mm_sub_ps(glmm_load(b), glmm_load(a)));
#elif defined(CGLM_NEON_FP)
@@ -710,7 +710,7 @@ glm_vec4_distance(vec4 a, vec4 b) {
*/
CGLM_INLINE
void
glm_vec4_maxv(vec4 a, vec4 b, vec4 dest) {
glm_vec4_maxv(const vec4 a, const vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_max_ps(glmm_load(a), glmm_load(b)));
#elif defined(CGLM_NEON_FP)
@@ -732,7 +732,7 @@ glm_vec4_maxv(vec4 a, vec4 b, vec4 dest) {
*/
CGLM_INLINE
void
glm_vec4_minv(vec4 a, vec4 b, vec4 dest) {
glm_vec4_minv(const vec4 a, const vec4 b, vec4 dest) {
#if defined( __SSE__ ) || defined( __SSE2__ )
glmm_store(dest, _mm_min_ps(glmm_load(a), glmm_load(b)));
#elif defined(CGLM_NEON_FP)
@@ -781,7 +781,7 @@ glm_vec4_clamp(vec4 v, float minVal, float maxVal) {
*/
CGLM_INLINE
void
glm_vec4_lerp(vec4 from, vec4 to, float t, vec4 dest) {
glm_vec4_lerp(const vec4 from, const vec4 to, float t, vec4 dest) {
vec4 s, v;
/* from + s * (to - from) */