diff --git a/include/cglm/affine.h b/include/cglm/affine.h index 869422b..e160bdb 100644 --- a/include/cglm/affine.h +++ b/include/cglm/affine.h @@ -55,7 +55,7 @@ glm_mat4_mul(mat4 m1, mat4 m2, mat4 dest); CGLM_INLINE void glm_translate_to(mat4 m, vec3 v, mat4 dest) { - mat4 t = GLM_MAT4_IDENTITY_INIT; + CGLM_ALIGN(16) mat4 t = GLM_MAT4_IDENTITY_INIT; #if defined( __SSE__ ) || defined( __SSE2__ ) glmm_store(dest[3], @@ -82,7 +82,7 @@ glm_translate_to(mat4 m, vec3 v, mat4 dest) { glm_vec4_add(v2, t[3], t[3]); glm_vec4_add(v3, t[3], t[3]); - glm__memcpy(float, dest, t, sizeof(mat4)); + glm_mat4_copy(t, dest); #endif } @@ -254,7 +254,7 @@ glm_scale(mat4 m, vec3 v) { CGLM_INLINE void glm_scale_uni(mat4 m, float s) { - vec3 v = { s, s, s }; + CGLM_ALIGN(8) vec3 v = { s, s, s }; glm_scale_to(m, v, m); } @@ -269,7 +269,7 @@ glm_scale_uni(mat4 m, float s) { CGLM_INLINE void glm_rotate_x(mat4 m, float angle, mat4 dest) { - mat4 t = GLM_MAT4_IDENTITY_INIT; + CGLM_ALIGN(16) mat4 t = GLM_MAT4_IDENTITY_INIT; float c, s; c = cosf(angle); @@ -294,7 +294,7 @@ glm_rotate_x(mat4 m, float angle, mat4 dest) { CGLM_INLINE void glm_rotate_y(mat4 m, float angle, mat4 dest) { - mat4 t = GLM_MAT4_IDENTITY_INIT; + CGLM_ALIGN(16) mat4 t = GLM_MAT4_IDENTITY_INIT; float c, s; c = cosf(angle); @@ -319,7 +319,7 @@ glm_rotate_y(mat4 m, float angle, mat4 dest) { CGLM_INLINE void glm_rotate_z(mat4 m, float angle, mat4 dest) { - mat4 t = GLM_MAT4_IDENTITY_INIT; + CGLM_ALIGN(16) mat4 t = GLM_MAT4_IDENTITY_INIT; float c, s; c = cosf(angle); @@ -345,7 +345,7 @@ glm_rotate_z(mat4 m, float angle, mat4 dest) { CGLM_INLINE void glm_rotate_make(mat4 m, float angle, vec3 axis) { - vec3 axisn, v, vs; + CGLM_ALIGN(8) vec3 axisn, v, vs; float c; c = cosf(angle); @@ -376,7 +376,7 @@ glm_rotate_make(mat4 m, float angle, vec3 axis) { CGLM_INLINE void glm_rotate(mat4 m, float angle, vec3 axis) { - mat4 rot; + CGLM_ALIGN(16) mat4 rot; glm_rotate_make(rot, angle, axis); glm_mul_rot(m, rot, m); } @@ -393,7 +393,7 @@ glm_rotate(mat4 m, float angle, vec3 axis) { CGLM_INLINE void glm_rotate_at(mat4 m, vec3 pivot, float angle, vec3 axis) { - vec3 pivotInv; + CGLM_ALIGN(8) vec3 pivotInv; glm_vec_inv_to(pivot, pivotInv); @@ -418,12 +418,11 @@ 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) { - vec3 pivotInv; + CGLM_ALIGN(8) vec3 pivotInv; glm_vec_inv_to(pivot, pivotInv); - glm_mat4_identity(m); - glm_vec_copy(pivot, m[3]); + glm_translate_make(m, pivot); glm_rotate(m, angle, axis); glm_translate(m, pivotInv); } @@ -453,9 +452,8 @@ glm_decompose_scalev(mat4 m, vec3 s) { CGLM_INLINE bool glm_uniscaled(mat4 m) { - vec3 s; + CGLM_ALIGN(8) vec3 s; glm_decompose_scalev(m, s); - return glm_vec_eq_all(s); } @@ -470,8 +468,8 @@ glm_uniscaled(mat4 m) { CGLM_INLINE void glm_decompose_rs(mat4 m, mat4 r, vec3 s) { - vec4 t = {0.0f, 0.0f, 0.0f, 1.0f}; - vec3 v; + CGLM_ALIGN(16) vec4 t = {0.0f, 0.0f, 0.0f, 1.0f}; + CGLM_ALIGN(8) vec3 v; glm_vec4_copy(m[0], r[0]); glm_vec4_copy(m[1], r[1]); diff --git a/include/cglm/cam.h b/include/cglm/cam.h index acd573c..28b8a7d 100644 --- a/include/cglm/cam.h +++ b/include/cglm/cam.h @@ -332,7 +332,7 @@ glm_lookat(vec3 eye, vec3 center, vec3 up, mat4 dest) { - vec3 f, u, s; + CGLM_ALIGN(8) vec3 f, u, s; glm_vec_sub(center, eye, f); glm_vec_normalize(f); @@ -372,7 +372,7 @@ glm_lookat(vec3 eye, CGLM_INLINE void glm_look(vec3 eye, vec3 dir, vec3 up, mat4 dest) { - vec3 target; + CGLM_ALIGN(8) vec3 target; glm_vec_add(eye, dir, target); glm_lookat(eye, target, up, dest); } @@ -390,7 +390,7 @@ glm_look(vec3 eye, vec3 dir, vec3 up, mat4 dest) { CGLM_INLINE void glm_look_anyup(vec3 eye, vec3 dir, mat4 dest) { - vec3 up; + CGLM_ALIGN(8) vec3 up; glm_vec_ortho(dir, up); glm_look(eye, dir, up, dest); } diff --git a/include/cglm/mat3.h b/include/cglm/mat3.h index 87bf9b1..1df3a3b 100644 --- a/include/cglm/mat3.h +++ b/include/cglm/mat3.h @@ -81,7 +81,7 @@ glm_mat3_copy(mat3 mat, mat3 dest) { CGLM_INLINE void glm_mat3_identity(mat3 mat) { - mat3 t = GLM_MAT3_IDENTITY_INIT; + CGLM_ALIGN(16) mat3 t = GLM_MAT3_IDENTITY_INIT; glm_mat3_copy(t, mat); } @@ -155,7 +155,7 @@ glm_mat3_transpose_to(mat3 m, mat3 dest) { CGLM_INLINE void glm_mat3_transpose(mat3 m) { - mat3 tmp; + CGLM_ALIGN(16) mat3 tmp; tmp[0][1] = m[1][0]; tmp[0][2] = m[2][0]; diff --git a/include/cglm/mat4.h b/include/cglm/mat4.h index f0b6736..6d345f3 100644 --- a/include/cglm/mat4.h +++ b/include/cglm/mat4.h @@ -139,7 +139,7 @@ glm_mat4_copy(mat4 mat, mat4 dest) { CGLM_INLINE void glm_mat4_identity(mat4 mat) { - mat4 t = GLM_MAT4_IDENTITY_INIT; + CGLM_ALIGN(16) mat4 t = GLM_MAT4_IDENTITY_INIT; glm_mat4_copy(t, mat); } @@ -586,7 +586,7 @@ glm_mat4_inv_fast(mat4 mat, mat4 dest) { CGLM_INLINE void glm_mat4_swap_col(mat4 mat, int col1, int col2) { - vec4 tmp; + CGLM_ALIGN(16) vec4 tmp; glm_vec4_copy(mat[col1], tmp); glm_vec4_copy(mat[col2], mat[col1]); glm_vec4_copy(tmp, mat[col2]); @@ -602,7 +602,7 @@ glm_mat4_swap_col(mat4 mat, int col1, int col2) { CGLM_INLINE void glm_mat4_swap_row(mat4 mat, int row1, int row2) { - vec4 tmp; + CGLM_ALIGN(16) vec4 tmp; tmp[0] = mat[0][row1]; tmp[1] = mat[1][row1]; tmp[2] = mat[2][row1]; diff --git a/include/cglm/project.h b/include/cglm/project.h index c71e735..d4295d3 100644 --- a/include/cglm/project.h +++ b/include/cglm/project.h @@ -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) { - vec4 pos4, vone = GLM_VEC4_ONE_INIT; + CGLM_ALIGN(16) vec4 pos4, vone = GLM_VEC4_ONE_INIT; glm_vec4(pos, 1.0f, pos4); diff --git a/include/cglm/quat.h b/include/cglm/quat.h index eac853b..fd4f25f 100644 --- a/include/cglm/quat.h +++ b/include/cglm/quat.h @@ -99,7 +99,7 @@ glm_translate(mat4 m, vec3 v); CGLM_INLINE void glm_quat_identity(versor q) { - versor v = GLM_QUAT_IDENTITY_INIT; + CGLM_ALIGN(16) versor v = GLM_QUAT_IDENTITY_INIT; glm_vec4_copy(v, q); } @@ -131,7 +131,7 @@ glm_quat_init(versor q, float x, float y, float z, float w) { CGLM_INLINE void glm_quatv(versor q, float angle, vec3 axis) { - vec3 k; + CGLM_ALIGN(8) vec3 k; float a, c, s; a = angle * 0.5f; @@ -158,7 +158,7 @@ glm_quatv(versor q, float angle, vec3 axis) { CGLM_INLINE void glm_quat(versor q, float angle, float x, float y, float z) { - vec3 axis = {x, y, z}; + CGLM_ALIGN(8) vec3 axis = {x, y, z}; glm_quatv(q, angle, axis); } @@ -267,7 +267,7 @@ glm_quat_conjugate(versor q, versor dest) { CGLM_INLINE void glm_quat_inv(versor q, versor dest) { - versor conj; + CGLM_ALIGN(8) versor conj; glm_quat_conjugate(q, conj); glm_vec4_scale(conj, 1.0f / glm_vec4_norm2(q), dest); } @@ -603,7 +603,7 @@ 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) { - vec4 q1, q2; + CGLM_ALIGN(16) vec4 q1, q2; float cosTheta, sinTheta, angle; cosTheta = glm_quat_dot(from, to); @@ -646,7 +646,7 @@ glm_quat_slerp(versor from, versor to, float t, versor dest) { CGLM_INLINE void glm_quat_look(vec3 eye, versor ori, mat4 dest) { - vec4 t; + CGLM_ALIGN(16) vec4 t; /* orientation */ glm_quat_mat4t(ori, dest); @@ -668,7 +668,7 @@ glm_quat_look(vec3 eye, versor ori, mat4 dest) { CGLM_INLINE void glm_quat_for(vec3 dir, vec3 fwd, vec3 up, versor dest) { - vec3 axis; + CGLM_ALIGN(8) vec3 axis; float dot, angle; dot = glm_vec_dot(dir, fwd); @@ -702,7 +702,7 @@ 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) { - vec3 dir; + CGLM_ALIGN(8) vec3 dir; glm_vec_sub(to, from, dir); glm_quat_for(dir, fwd, up, dest); } @@ -717,9 +717,9 @@ 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) { - versor p; - vec3 u, v1, v2; - float s; + CGLM_ALIGN(16) versor p; + CGLM_ALIGN(8) vec3 u, v1, v2; + float s; glm_quat_normalize_to(q, p); glm_quat_imag(p, u); @@ -745,7 +745,7 @@ glm_quat_rotatev(versor q, vec3 v, vec3 dest) { CGLM_INLINE void glm_quat_rotate(mat4 m, versor q, mat4 dest) { - mat4 rot; + CGLM_ALIGN(16) mat4 rot; glm_quat_mat4(q, rot); glm_mul_rot(m, rot, dest); } @@ -760,7 +760,7 @@ glm_quat_rotate(mat4 m, versor q, mat4 dest) { CGLM_INLINE void glm_quat_rotate_at(mat4 m, versor q, vec3 pivot) { - vec3 pivotInv; + CGLM_ALIGN(8) vec3 pivotInv; glm_vec_inv_to(pivot, pivotInv); @@ -784,12 +784,11 @@ glm_quat_rotate_at(mat4 m, versor q, vec3 pivot) { CGLM_INLINE void glm_quat_rotate_atm(mat4 m, versor q, vec3 pivot) { - vec3 pivotInv; + CGLM_ALIGN(8) vec3 pivotInv; glm_vec_inv_to(pivot, pivotInv); - glm_mat4_identity(m); - glm_vec_copy(pivot, m[3]); + glm_translate_make(m, pivot); glm_quat_rotate(m, q, m); glm_translate(m, pivotInv); } diff --git a/include/cglm/vec3.h b/include/cglm/vec3.h index 50636a1..34a910c 100644 --- a/include/cglm/vec3.h +++ b/include/cglm/vec3.h @@ -454,8 +454,7 @@ glm_vec_inv(vec3 v) { CGLM_INLINE void glm_vec_inv_to(vec3 v, vec3 dest) { - glm_vec_copy(v, dest); - glm_vec_flipsign(dest); + glm_vec_flipsign_to(v, dest); } /*!