mesa: Branch 'master' - 2 commits

Brian Paul brianp at kemper.freedesktop.org
Tue Apr 17 15:16:37 UTC 2007


 src/mesa/shader/slang/library/slang_120_core.gc       |  396 +++++++++++++-----
 src/mesa/shader/slang/library/slang_common_builtin.gc |   33 -
 2 files changed, 310 insertions(+), 119 deletions(-)

New commits:
diff-tree 468a33d19a0187b55a01660c65306db128280bd3 (from 893b368a82c4d84b8f2c43c178e4f1881dbfe698)
Author: Brian <brian at yutani.localnet.net>
Date:   Tue Apr 17 09:16:30 2007 -0600

    fix/simplify some texture functions

diff --git a/src/mesa/shader/slang/library/slang_common_builtin.gc b/src/mesa/shader/slang/library/slang_common_builtin.gc
index ab14408..3780a38 100644
--- a/src/mesa/shader/slang/library/slang_common_builtin.gc
+++ b/src/mesa/shader/slang/library/slang_common_builtin.gc
@@ -1609,11 +1609,8 @@ vec4 texture1D(const sampler1D sampler, 
 
 vec4 texture1DProj(const sampler1D sampler, const vec2 coord)
 {
-   // new coord with .z moved to .w
-   vec4 coord4;
-   coord4.x = coord.x;
-   coord4.w = coord.y;
-   __asm vec4_texp1d __retVal, sampler, coord4;
+   // need to swizzle .y into .w
+   __asm vec4_texp1d __retVal, sampler, coord.xyyy;
 }
 
 vec4 texture1DProj(const sampler1D sampler, const vec4 coord)
@@ -1629,11 +1626,8 @@ vec4 texture2D(const sampler2D sampler, 
 
 vec4 texture2DProj(const sampler2D sampler, const vec3 coord)
 {
-   // new coord with .z moved to .w
-   vec4 coord4;
-   coord4.xy = coord.xy;
-   coord4.w = coord.z;
-    __asm vec4_texp2d __retVal, sampler, coord4;
+   // need to swizzle 'z' into 'w'.
+   __asm vec4_texp2d __retVal, sampler, coord.xyzz;
 }
 
 vec4 texture2DProj(const sampler2D sampler, const vec4 coord)
@@ -1667,11 +1661,8 @@ vec4 shadow1D(const sampler1DShadow samp
 
 vec4 shadow1DProj(const sampler1DShadow sampler, const vec4 coord)
 {
-   vec4 pcoord;
-   pcoord.x = coord.x / coord.w;
-   pcoord.z = coord.z;
-   pcoord.w = bias;
-   __asm vec4_tex1d __retVal, sampler, pcoord;
+   // .s and .p will be divided by .q
+   __asm vec4_texp1d __retVal, sampler, coord;
 }
 
 vec4 shadow2D(const sampler2DShadow sampler, const vec3 coord)
@@ -1681,10 +1672,8 @@ vec4 shadow2D(const sampler2DShadow samp
 
 vec4 shadow2DProj(const sampler2DShadow sampler, const vec4 coord)
 {
-   vec4 pcoord;
-   pcoord.xy = coord.xy / coord.w;
-   pcoord.z = coord.z;
-   __asm vec4_tex2d __retVal, sampler, pcoord;
+   // .s, .t and .p will be divided by .q
+   __asm vec4_texp2d __retVal, sampler, coord;
 }
 
 
@@ -1696,10 +1685,8 @@ vec4 texture2DRect(const sampler2DRect s
 
 vec4 texture2DRectProj(const sampler2DRect sampler, const vec3 coord)
 {
-   // do projection here
-   vec4 pcoord;
-   pcoord.xy = coord.xy / coord.z;
-   __asm vec4_texp_rect __retVal, sampler, pcoord;
+   // need to swizzle .y into .w
+   __asm vec4_texp_rect __retVal, sampler, coord.xyzz;
 }
 
 vec4 texture2DRectProj(const sampler2DRect sampler, const vec4 coord)
diff-tree 893b368a82c4d84b8f2c43c178e4f1881dbfe698 (from 41fc55dd81ebf1def2d4a8df8fee849d6e97eaab)
Author: Brian <brian at yutani.localnet.net>
Date:   Tue Apr 17 09:15:57 2007 -0600

    more matrix function updates

diff --git a/src/mesa/shader/slang/library/slang_120_core.gc b/src/mesa/shader/slang/library/slang_120_core.gc
index e08716d..15ca3a8 100644
--- a/src/mesa/shader/slang/library/slang_120_core.gc
+++ b/src/mesa/shader/slang/library/slang_120_core.gc
@@ -1082,108 +1082,204 @@ vec3 __operator * (const mat4x3 m, const
 }
 
 
-mat3x2 __operator * (const mat2 m, const mat3x2 n) {
-    return mat3x2 (m * n[0], m * n[1], m * n[2]);
+mat3x2 __operator * (const mat2 m, const mat3x2 n)
+{
+   //return mat3x2 (m * n[0], m * n[1], m * n[2]);
+   __retVal[0] = m * n[0];
+   __retVal[1] = m * n[1];
+   __retVal[2] = m * n[2];
 }
 
-mat4x2 __operator * (const mat2 m, const mat4x2 n) {
-    return mat4x2 (m * n[0], m * n[1], m * n[2], m * n[3]);
+mat4x2 __operator * (const mat2 m, const mat4x2 n)
+{
+   //return mat4x2 (m * n[0], m * n[1], m * n[2], m * n[3]);
+   __retVal[0] = m * n[0];
+   __retVal[1] = m * n[1];
+   __retVal[2] = m * n[2];
+   __retVal[3] = m * n[3];
 }
 
 
-mat2x3 __operator * (const mat2x3 m, const mat2 n) {
-    return mat2x3 (m * n[0], m * n[1]);
+mat2x3 __operator * (const mat2x3 m, const mat2 n)
+{
+   //return mat2x3 (m * n[0], m * n[1]);
+   __retVal[0] = m * n[0];
+   __retVal[1] = m * n[1];
 }
 
-mat3 __operator * (const mat2x3 m, const mat3x2 n) {
-    return mat3 (m * n[0], m * n[1], m * n[2]);
+mat3 __operator * (const mat2x3 m, const mat3x2 n)
+{
+   //return mat3 (m * n[0], m * n[1], m * n[2]);
+   __retVal[0] = m * n[0];
+   __retVal[1] = m * n[1];
+   __retVal[2] = m * n[2];
 }
 
-mat4x3 __operator * (const mat2x3 m, const mat4x2 n) {
-    return mat4x3 (m * n[0], m * n[1], m * n[2], m * n[3]);
+mat4x3 __operator * (const mat2x3 m, const mat4x2 n)
+{
+   //return mat4x3 (m * n[0], m * n[1], m * n[2], m * n[3]);
+   __retVal[0] = m * n[0];
+   __retVal[1] = m * n[1];
+   __retVal[2] = m * n[2];
+   __retVal[3] = m * n[3];
 }
 
 
-mat2x4 __operator * (const mat2x4 m, const mat2 n) {
-    return mat2x4 (m * n[0], m * n[1]);
+mat2x4 __operator * (const mat2x4 m, const mat2 n)
+{
+   //return mat2x4 (m * n[0], m * n[1]);
+   __retVal[0] = m * n[0];
+   __retVal[1] = m * n[1];
 }
 
-mat3x4 __operator * (const mat2x4 m, const mat3x2 n) {
-    return mat3x4 (m * n[0], m * n[1], m * n[2]);
+mat3x4 __operator * (const mat2x4 m, const mat3x2 n)
+{
+   //return mat3x4 (m * n[0], m * n[1], m * n[2]);
+   __retVal[0] = m * n[0];
+   __retVal[1] = m * n[1];
+   __retVal[2] = m * n[2];
 }
 
-mat4 __operator * (const mat2x4 m, const mat4x2 n) {
-    return mat4 (m * n[0], m * n[1], m * n[2], m * n[3]);
+mat4 __operator * (const mat2x4 m, const mat4x2 n)
+{
+   //return mat4 (m * n[0], m * n[1], m * n[2], m * n[3]);
+   __retVal[0] = m * n[0];
+   __retVal[1] = m * n[1];
+   __retVal[2] = m * n[2];
+   __retVal[3] = m * n[3];
 }
 
 
-mat2 __operator * (const mat3x2 m, const mat2x3 n) {
-    return mat2 (m * n[0], m * n[1]);
+mat2 __operator * (const mat3x2 m, const mat2x3 n)
+{
+   //return mat2 (m * n[0], m * n[1]);
+   __retVal[0] = m * n[0];
+   __retVal[1] = m * n[1];
 }
 
-mat3x2 __operator * (const mat3x2 m, const mat3 n) {
-    return mat3x2 (m * n[0], m * n[1], m * n[2]);
+mat3x2 __operator * (const mat3x2 m, const mat3 n)
+{
+   //return mat3x2 (m * n[0], m * n[1], m * n[2]);
+   __retVal[0] = m * n[0];
+   __retVal[1] = m * n[1];
+   __retVal[2] = m * n[2];
 }
 
-mat4x2 __operator * (const mat3x2 m, const mat4x3 n) {
-    return mat4x2 (m * n[0], m * n[1], m * n[2], m * n[3]);
+mat4x2 __operator * (const mat3x2 m, const mat4x3 n)
+{
+   //return mat4x2 (m * n[0], m * n[1], m * n[2], m * n[3]);
+   __retVal[0] = m * n[0];
+   __retVal[1] = m * n[1];
+   __retVal[2] = m * n[2];
+   __retVal[3] = m * n[3];
 }
 
 
-mat2x3 __operator * (const mat3 m, const mat2x3 n) {
-    return mat2x3 (m * n[0], m * n[1]);
+mat2x3 __operator * (const mat3 m, const mat2x3 n)
+{
+   //return mat2x3 (m * n[0], m * n[1]);
+   __retVal[0] = m * n[0];
+   __retVal[1] = m * n[1];
 }
 
-mat4x3 __operator * (const mat3 m, const mat4x3 n) {
-    return mat4x3 (m * n[0], m * n[1], m * n[2], m * n[3]);
+mat4x3 __operator * (const mat3 m, const mat4x3 n)
+{
+   //return mat4x3 (m * n[0], m * n[1], m * n[2], m * n[3]);
+   __retVal[0] = m * n[0];
+   __retVal[1] = m * n[1];
+   __retVal[2] = m * n[2];
+   __retVal[3] = m * n[3];
 }
 
 
-mat2x4 __operator * (const mat3x4 m, const mat2x3 n) {
-    return mat2x4 (m * n[0], m * n[1]);
+mat2x4 __operator * (const mat3x4 m, const mat2x3 n)
+{
+   //return mat2x4 (m * n[0], m * n[1]);
+   __retVal[0] = m * n[0];
+   __retVal[1] = m * n[1];
 }
 
-mat3x4 __operator * (const mat3x4 m, const mat3 n) {
-    return mat3x4 (m * n[0], m * n[1], m * n[2]);
+mat3x4 __operator * (const mat3x4 m, const mat3 n)
+{
+   //return mat3x4 (m * n[0], m * n[1], m * n[2]);
+   __retVal[0] = m * n[0];
+   __retVal[1] = m * n[1];
+   __retVal[2] = m * n[2];
 }
 
-mat4 __operator * (const mat3x4 m, const mat4x3 n) {
-    return mat4 (m * n[0], m * n[1], m * n[2], m * n[3]);
+mat4 __operator * (const mat3x4 m, const mat4x3 n)
+{
+   //return mat4 (m * n[0], m * n[1], m * n[2], m * n[3]);
+   __retVal[0] = m * n[0];
+   __retVal[1] = m * n[1];
+   __retVal[2] = m * n[2];
+   __retVal[3] = m * n[3];
 }
 
 
-mat2 __operator * (const mat4x2 m, const mat2x4 n) {
-    return mat2 (m * n[0], m * n[1]);
+mat2 __operator * (const mat4x2 m, const mat2x4 n)
+{
+   //return = mat2 (m * n[0], m * n[1]);
+   __retVal[0] = m * n[0];
+   __retVal[1] = m * n[1];
 }
 
-mat3x2 __operator * (const mat4x2 m, const mat3x4 n) {
-    return mat3x2 (m * n[0], m * n[1], m * n[2]);
+mat3x2 __operator * (const mat4x2 m, const mat3x4 n)
+{
+   //return mat3x2 (m * n[0], m * n[1], m * n[2]);
+   __retVal[0] = m * n[0];
+   __retVal[1] = m * n[1];
+   __retVal[2] = m * n[2];
 }
 
-mat4x2 __operator * (const mat4x2 m, const mat4 n) {
-    return mat4x2 (m * n[0], m * n[1], m * n[2], m * n[3]);
+mat4x2 __operator * (const mat4x2 m, const mat4 n)
+{
+   //return mat4x2 (m * n[0], m * n[1], m * n[2], m * n[3]);
+   __retVal[0] = m * n[0];
+   __retVal[1] = m * n[1];
+   __retVal[2] = m * n[2];
+   __retVal[3] = m * n[3];
 }
 
 
-mat2x3 __operator * (const mat4x3 m, const mat2x4 n) {
-    return mat2x3 (m * n[0], m * n[1]);
+mat2x3 __operator * (const mat4x3 m, const mat2x4 n)
+{
+   //return mat2x3 (m * n[0], m * n[1]);
+   __retVal[0] = m * n[0];
+   __retVal[1] = m * n[1];
 }
 
-mat3 __operator * (const mat4x3 m, const mat3x4 n) {
-    return mat3 (m * n[0], m * n[1], m * n[2]);
+mat3 __operator * (const mat4x3 m, const mat3x4 n)
+{
+   //return mat3 (m * n[0], m * n[1], m * n[2]);
+   __retVal[0] = m * n[0];
+   __retVal[1] = m * n[1];
+   __retVal[2] = m * n[2];
 }
 
-mat4x3 __operator * (const mat4x3 m, const mat4 n) {
-    return mat4x3 (m * n[0], m * n[1], m * n[2], m * n[3]);
+mat4x3 __operator * (const mat4x3 m, const mat4 n)
+{
+   //return mat4x3 (m * n[0], m * n[1], m * n[2], m * n[3]);
+   __retVal[0] = m * n[0];
+   __retVal[1] = m * n[1];
+   __retVal[2] = m * n[2];
+   __retVal[3] = m * n[3];
 }
 
 
-mat2x4 __operator * (const mat4 m, const mat2x4 n) {
-    return mat2x4 (m * n[0], m * n[1]);
+mat2x4 __operator * (const mat4 m, const mat2x4 n)
+{
+   //return mat2x4 (m * n[0], m * n[1]);
+   __retVal[0] = m * n[0];
+   __retVal[1] = m * n[1];
 }
 
-mat3x4 __operator * (const mat4 m, const mat3x4 n) {
-    return mat3x4 (m * n[0], m * n[1], m * n[2]);
+mat3x4 __operator * (const mat4 m, const mat3x4 n)
+{
+   //return mat3x4 (m * n[0], m * n[1], m * n[2]);
+   __retVal[0] = m * n[0];
+   __retVal[1] = m * n[1];
+   __retVal[2] = m * n[2];
 }
 
 
@@ -1576,101 +1672,209 @@ mat4x3 __operator - (const float a, cons
 }
 
 
-mat2x3 __operator * (const float a, const mat2x3 n) {
-    return mat2x3 (a * n[0], a * n[1]);
+mat2x3 __operator * (const float a, const mat2x3 n)
+{
+   //return mat2x3 (a * n[0], a * n[1]);
+   __retVal[0] = a * n[0];
+   __retVal[1] = a * n[1];
 }
 
-mat2x3 __operator * (const mat2x3 m, const float b) {
-    return mat2x3 (m[0] * b, m[1] * b);
+mat2x3 __operator * (const mat2x3 m, const float b)
+{
+   //return mat2x3 (m[0] * b, m[1] * b);
+   __retVal[0] = m[0] * b;
+   __retVal[1] = m[1] * b;
 }
 
-mat2x4 __operator * (const float a, const mat2x4 n) {
-    return mat2x4 (a * n[0], a * n[1]);
+mat2x4 __operator * (const float a, const mat2x4 n)
+{
+   //return mat2x4 (a * n[0], a * n[1]);
+   __retVal[0] = a * n[0];
+   __retVal[1] = a * n[1];
 }
 
-mat2x4 __operator * (const mat2x4 m, const float b) {
-    return mat2x4 (m[0] * b, m[1] * b);
+mat2x4 __operator * (const mat2x4 m, const float b)
+{
+   //return mat2x4 (m[0] * b, m[1] * b);
+   __retVal[0] = m[0] * b;
+   __retVal[1] = m[1] * b;
 }
 
-mat3x2 __operator * (const float a, const mat3x2 n) {
-    return mat3x2 (a * n[0], a * n[1], a * n[2]);
+mat3x2 __operator * (const float a, const mat3x2 n)
+{
+   //return mat3x2 (a * n[0], a * n[1], a * n[2]);
+   __retVal[0] = a * n[0];
+   __retVal[1] = a * n[1];
+   __retVal[2] = a * n[2];
 }
 
-mat3x2 __operator * (const mat3x2 m, const float b) {
-    return mat3x2 (m[0] * b, m[1] * b, m[2] * b);
+mat3x2 __operator * (const mat3x2 m, const float b)
+{
+   //return mat3x2 (m[0] * b, m[1] * b, m[2] * b);
+   __retVal[0] = m[0] * b;
+   __retVal[1] = m[1] * b;
+   __retVal[2] = m[2] * b;
 }
 
-mat3x4 __operator * (const float a, const mat3x4 n) {
-    return mat3x4 (a * n[0], a * n[1], a * n[2]);
+mat3x4 __operator * (const float a, const mat3x4 n)
+{
+   //return mat3x4 (a * n[0], a * n[1], a * n[2]);
+   __retVal[0] = a * n[0];
+   __retVal[1] = a * n[1];
+   __retVal[2] = a * n[2];
 }
 
-mat3x4 __operator * (const mat3x4 m, const float b) {
-    return mat3x4 (m[0] * b, m[1] * b, m[2] * b);
+mat3x4 __operator * (const mat3x4 m, const float b)
+{
+   //return mat3x4 (m[0] * b, m[1] * b, m[2] * b);
+   __retVal[0] = m[0] * b;
+   __retVal[1] = m[1] * b;
+   __retVal[2] = m[2] * b;
 }
 
-mat4x2 __operator * (const mat4x2 m, const float b) {
-    return mat4x2 (m[0] * b, m[1] * b, m[2] * b, m[3] * b);
+mat4x2 __operator * (const mat4x2 m, const float b)
+{
+   //return mat4x2 (m[0] * b, m[1] * b, m[2] * b, m[3] * b);
+   __retVal[0] = m[0] * b;
+   __retVal[1] = m[1] * b;
+   __retVal[2] = m[2] * b;
+   __retVal[3] = m[3] * b;
 }
 
-mat4x2 __operator * (const float a, const mat4x2 n) {
-    return mat4x2 (a * n[0], a * n[1], a * n[2], a * n[3]);
+mat4x2 __operator * (const float a, const mat4x2 n)
+{
+   //return mat4x2 (a * n[0], a * n[1], a * n[2], a * n[3]);
+   __retVal[0] = a * n[0];
+   __retVal[1] = a * n[1];
+   __retVal[2] = a * n[2];
+   __retVal[3] = a * n[3];
 }
 
-mat4x3 __operator * (const mat4x3 m, const float b) {
-    return mat4x3 (m[0] * b, m[1] * b, m[2] * b, m[3] * b);
+mat4x3 __operator * (const mat4x3 m, const float b)
+{
+   //return mat4x3 (m[0] * b, m[1] * b, m[2] * b, m[3] * b);
+   __retVal[0] = m[0] * b;
+   __retVal[1] = m[1] * b;
+   __retVal[2] = m[2] * b;
+   __retVal[3] = m[3] * b;
 }
 
-mat4x3 __operator * (const float a, const mat4x3 n) {
-    return mat4x3 (a * n[0], a * n[1], a * n[2], a * n[3]);
+mat4x3 __operator * (const float a, const mat4x3 n)
+{
+   //return mat4x3 (a * n[0], a * n[1], a * n[2], a * n[3]);
+   __retVal[0] = a * n[0];
+   __retVal[1] = a * n[1];
+   __retVal[2] = a * n[2];
+   __retVal[3] = a * n[3];
 }
 
 
-mat2x3 __operator / (const float a, const mat2x3 n) {
-    return mat2x3 (a / n[0], a / n[1]);
+mat2x3 __operator / (const float a, const mat2x3 n)
+{
+   //return mat2x3 (a / n[0], a / n[1]);
+   const float inv = 1.0 / a;
+   __retVal[0] = inv * n[0];
+   __retVal[1] = inv * n[1];
 }
 
-mat2x3 __operator / (const mat2x3 m, const float b) {
-    return mat2x3 (m[0] / b, m[1] / b);
+mat2x3 __operator / (const mat2x3 m, const float b)
+{
+   //return mat2x3 (m[0] / b, m[1] / b);
+   const float inv = 1.0 / b;
+   __retVal[0] = m[0] * inv;
+   __retVal[1] = m[1] * inv;
 }
 
-mat2x4 __operator / (const float a, const mat2x4 n) {
-    return mat2x4 (a / n[0], a / n[1]);
+mat2x4 __operator / (const float a, const mat2x4 n)
+{
+   //return mat2x4 (a / n[0], a / n[1]);
+   const float inv = 1.0 / a;
+   __retVal[0] = inv * n[0];
+   __retVal[1] = inv * n[1];
 }
 
-mat2x4 __operator / (const mat2x4 m, const float b) {
-    return mat2x4 (m[0] / b, m[1] / b);
+mat2x4 __operator / (const mat2x4 m, const float b)
+{
+   //return mat2x4 (m[0] / b, m[1] / b);
+   const float inv = 1.0 / b;
+   __retVal[0] = m[0] * inv;
+   __retVal[1] = m[1] * inv;
 }
 
-mat3x2 __operator / (const float a, const mat3x2 n) {
-    return mat3x2 (a / n[0], a / n[1], a / n[2]);
+mat3x2 __operator / (const float a, const mat3x2 n)
+{
+   //return mat3x2 (a / n[0], a / n[1], a / n[2]);
+   const float inv = 1.0 / a;
+   __retVal[0] = inv * n[0];
+   __retVal[1] = inv * n[1];
+   __retVal[2] = inv * n[2];
 }
 
-mat3x2 __operator / (const mat3x2 m, const float b) {
-    return mat3x2 (m[0] / b, m[1] / b, m[2] / b);
+mat3x2 __operator / (const mat3x2 m, const float b)
+{
+   //return mat3x2 (m[0] / b, m[1] / b, m[2] / b);
+   const float inv = 1.0 / b;
+   __retVal[0] = m[0] * inv;
+   __retVal[1] = m[1] * inv;
+   __retVal[2] = m[2] * inv;
 }
 
-mat3x4 __operator / (const float a, const mat3x4 n) {
-    return mat3x4 (a / n[0], a / n[1], a / n[2]);
+mat3x4 __operator / (const float a, const mat3x4 n)
+{
+   //return mat3x4 (a / n[0], a / n[1], a / n[2]);
+   const float inv = 1.0 / a;
+   __retVal[0] = inv * n[0];
+   __retVal[1] = inv * n[1];
+   __retVal[2] = inv * n[2];
 }
 
-mat3x4 __operator / (const mat3x4 m, const float b) {
-    return mat3x4 (m[0] / b, m[1] / b, m[2] / b);
+mat3x4 __operator / (const mat3x4 m, const float b)
+{
+   //return mat3x4 (m[0] / b, m[1] / b, m[2] / b);
+   const float inv = 1.0 / b;
+   __retVal[0] = m[0] * inv;
+   __retVal[1] = m[1] * inv;
+   __retVal[2] = m[2] * inv;
 }
 
-mat4x2 __operator / (const mat4x2 m, const float b) {
-    return mat4x2 (m[0] / b, m[1] / b, m[2] / b, m[3] / b);
+mat4x2 __operator / (const mat4x2 m, const float b)
+{
+   //return mat4x2 (m[0] / b, m[1] / b, m[2] / b, m[3] / b);
+   const float inv = 1.0 / b;
+   __retVal[0] = m[0] * inv;
+   __retVal[1] = m[1] * inv;
+   __retVal[2] = m[2] * inv;
+   __retVal[3] = m[3] * inv;
 }
 
-mat4x2 __operator / (const float a, const mat4x2 n) {
-    return mat4x2 (a / n[0], a / n[1], a / n[2], a / n[3]);
+mat4x2 __operator / (const float a, const mat4x2 n)
+{
+   //return mat4x2 (a / n[0], a / n[1], a / n[2], a / n[3]);
+   const float inv = 1.0 / a;
+   __retVal[0] = inv * n[0];
+   __retVal[1] = inv * n[1];
+   __retVal[2] = inv * n[2];
+   __retVal[3] = inv * n[3];
 }
 
-mat4x3 __operator / (const mat4x3 m, const float b) {
-    return mat4x3 (m[0] / b, m[1] / b, m[2] / b, m[3] / b);
+mat4x3 __operator / (const mat4x3 m, const float b)
+{
+   //return mat4x3 (m[0] / b, m[1] / b, m[2] / b, m[3] / b);
+   const float inv = 1.0 / b;
+   __retVal[0] = m[0] * inv;
+   __retVal[1] = m[1] * inv;
+   __retVal[2] = m[2] * inv;
+   __retVal[3] = m[3] * inv;
 }
 
-mat4x3 __operator / (const float a, const mat4x3 n) {
-    return mat4x3 (a / n[0], a / n[1], a / n[2], a / n[3]);
+mat4x3 __operator / (const float a, const mat4x3 n)
+{
+   //return mat4x3 (a / n[0], a / n[1], a / n[2], a / n[3]);
+   const float inv = 1.0 / a;
+   __retVal[0] = inv * n[0];
+   __retVal[1] = inv * n[1];
+   __retVal[2] = inv * n[2];
+   __retVal[3] = inv * n[3];
 }
 
 



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