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Searched refs:v3d (Results 1 – 25 of 1681) sorted by relevance

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/dports/graphics/mesa-dri-classic/mesa-20.2.3/src/gallium/drivers/v3d/
H A Dv3d_context.c98 memset(&v3d->debug, 0, sizeof(v3d->debug)); in v3d_set_debug_callback()
161 if (v3d->job->msaa || v3d->rasterizer->base.multisample) in v3d_line_smoothing_enabled()
204 if (v3d->blitter) in v3d_context_destroy()
210 if (v3d->uploader) in v3d_context_destroy()
225 ralloc_free(v3d); in v3d_context_destroy()
260 if (!v3d) in v3d_context_create()
293 v3d_job_init(v3d); in v3d_context_create()
299 v3d->uploader = u_upload_create_default(&v3d->base); in v3d_context_create()
300 v3d->base.stream_uploader = v3d->uploader; in v3d_context_create()
301 v3d->base.const_uploader = v3d->uploader; in v3d_context_create()
[all …]
H A Dv3d_program.c426 v3d->prog.spill_bo = v3d_bo_alloc(v3d->screen, in v3d_get_compiled_shader()
538 v3d_setup_shared_key(v3d, &key->base, &v3d->tex[PIPE_SHADER_FRAGMENT]); in v3d_update_compiled_fs()
619 v3d->prog.fs = v3d_get_compiled_shader(v3d, &key->base, sizeof(*key)); in v3d_update_compiled_fs()
663 if (!v3d->prog.bind_gs) { in v3d_update_compiled_gs()
670 v3d_setup_shared_key(v3d, &key->base, &v3d->tex[PIPE_SHADER_GEOMETRY]); in v3d_update_compiled_gs()
686 if (gs != v3d->prog.gs) { in v3d_update_compiled_gs()
740 v3d_setup_shared_key(v3d, &key->base, &v3d->tex[PIPE_SHADER_VERTEX]); in v3d_update_compiled_vs()
745 if (!v3d->prog.bind_gs) { in v3d_update_compiled_vs()
767 if (vs != v3d->prog.vs) { in v3d_update_compiled_vs()
780 if (!v3d->prog.bind_gs) { in v3d_update_compiled_vs()
[all …]
/dports/lang/clover/mesa-21.3.6/src/gallium/drivers/v3d/
H A Dv3d_context.c97 memset(&v3d->debug, 0, sizeof(v3d->debug)); in v3d_set_debug_callback()
160 if (v3d->job->msaa || v3d->rasterizer->base.multisample) in v3d_line_smoothing_enabled()
295 if (v3d->blitter) in v3d_context_destroy()
298 if (v3d->uploader) in v3d_context_destroy()
320 ralloc_free(v3d); in v3d_context_destroy()
355 if (!v3d) in v3d_context_create()
388 v3d_job_init(v3d); in v3d_context_create()
394 v3d->uploader = u_upload_create_default(&v3d->base); in v3d_context_create()
395 v3d->base.stream_uploader = v3d->uploader; in v3d_context_create()
396 v3d->base.const_uploader = v3d->uploader; in v3d_context_create()
[all …]
H A Dv3dx_draw.c490 v3d_write_uniforms(v3d, job, v3d->prog.fs, in v3d_emit_gl_shader_state()
496 gs_uniforms = v3d_write_uniforms(v3d, job, v3d->prog.gs, in v3d_emit_gl_shader_state()
505 v3d_write_uniforms(v3d, job, v3d->prog.vs, in v3d_emit_gl_shader_state()
508 v3d_write_uniforms(v3d, job, v3d->prog.cs, in v3d_emit_gl_shader_state()
559 assert(v3d->screen->devinfo.ver >= 41 || !v3d->prog.gs); in v3d_emit_gl_shader_state()
921 if (!v3d->prog.vs->resource || !v3d->prog.cs->resource) { in v3d_check_compiled_shaders()
924 (v3d->prog.gs && !v3d->prog.gs->resource)) { in v3d_check_compiled_shaders()
926 } else if (v3d->prog.fs && !v3d->prog.fs->resource) { in v3d_check_compiled_shaders()
1242 if (v3d->zsa && job->zsbuf && v3d->zsa->base.depth_enabled) { in v3d_draw_vbo()
1447 v3d->last_perfmon = v3d->active_perfmon; in v3d_launch_grid()
[all …]
/dports/graphics/libosmesa/mesa-21.3.6/src/gallium/drivers/v3d/
H A Dv3d_context.c97 memset(&v3d->debug, 0, sizeof(v3d->debug)); in v3d_set_debug_callback()
160 if (v3d->job->msaa || v3d->rasterizer->base.multisample) in v3d_line_smoothing_enabled()
295 if (v3d->blitter) in v3d_context_destroy()
298 if (v3d->uploader) in v3d_context_destroy()
320 ralloc_free(v3d); in v3d_context_destroy()
355 if (!v3d) in v3d_context_create()
388 v3d_job_init(v3d); in v3d_context_create()
394 v3d->uploader = u_upload_create_default(&v3d->base); in v3d_context_create()
395 v3d->base.stream_uploader = v3d->uploader; in v3d_context_create()
396 v3d->base.const_uploader = v3d->uploader; in v3d_context_create()
[all …]
H A Dv3dx_draw.c490 v3d_write_uniforms(v3d, job, v3d->prog.fs, in v3d_emit_gl_shader_state()
496 gs_uniforms = v3d_write_uniforms(v3d, job, v3d->prog.gs, in v3d_emit_gl_shader_state()
505 v3d_write_uniforms(v3d, job, v3d->prog.vs, in v3d_emit_gl_shader_state()
508 v3d_write_uniforms(v3d, job, v3d->prog.cs, in v3d_emit_gl_shader_state()
559 assert(v3d->screen->devinfo.ver >= 41 || !v3d->prog.gs); in v3d_emit_gl_shader_state()
921 if (!v3d->prog.vs->resource || !v3d->prog.cs->resource) { in v3d_check_compiled_shaders()
924 (v3d->prog.gs && !v3d->prog.gs->resource)) { in v3d_check_compiled_shaders()
926 } else if (v3d->prog.fs && !v3d->prog.fs->resource) { in v3d_check_compiled_shaders()
1242 if (v3d->zsa && job->zsbuf && v3d->zsa->base.depth_enabled) { in v3d_draw_vbo()
1447 v3d->last_perfmon = v3d->active_perfmon; in v3d_launch_grid()
[all …]
/dports/graphics/libosmesa-gallium/mesa-21.3.6/src/gallium/drivers/v3d/
H A Dv3d_context.c97 memset(&v3d->debug, 0, sizeof(v3d->debug)); in v3d_set_debug_callback()
160 if (v3d->job->msaa || v3d->rasterizer->base.multisample) in v3d_line_smoothing_enabled()
295 if (v3d->blitter) in v3d_context_destroy()
298 if (v3d->uploader) in v3d_context_destroy()
320 ralloc_free(v3d); in v3d_context_destroy()
355 if (!v3d) in v3d_context_create()
388 v3d_job_init(v3d); in v3d_context_create()
394 v3d->uploader = u_upload_create_default(&v3d->base); in v3d_context_create()
395 v3d->base.stream_uploader = v3d->uploader; in v3d_context_create()
396 v3d->base.const_uploader = v3d->uploader; in v3d_context_create()
[all …]
H A Dv3dx_draw.c490 v3d_write_uniforms(v3d, job, v3d->prog.fs, in v3d_emit_gl_shader_state()
496 gs_uniforms = v3d_write_uniforms(v3d, job, v3d->prog.gs, in v3d_emit_gl_shader_state()
505 v3d_write_uniforms(v3d, job, v3d->prog.vs, in v3d_emit_gl_shader_state()
508 v3d_write_uniforms(v3d, job, v3d->prog.cs, in v3d_emit_gl_shader_state()
559 assert(v3d->screen->devinfo.ver >= 41 || !v3d->prog.gs); in v3d_emit_gl_shader_state()
921 if (!v3d->prog.vs->resource || !v3d->prog.cs->resource) { in v3d_check_compiled_shaders()
924 (v3d->prog.gs && !v3d->prog.gs->resource)) { in v3d_check_compiled_shaders()
926 } else if (v3d->prog.fs && !v3d->prog.fs->resource) { in v3d_check_compiled_shaders()
1242 if (v3d->zsa && job->zsbuf && v3d->zsa->base.depth_enabled) { in v3d_draw_vbo()
1447 v3d->last_perfmon = v3d->active_perfmon; in v3d_launch_grid()
[all …]
/dports/graphics/mesa-libs/mesa-21.3.6/src/gallium/drivers/v3d/
H A Dv3d_context.c97 memset(&v3d->debug, 0, sizeof(v3d->debug)); in v3d_set_debug_callback()
160 if (v3d->job->msaa || v3d->rasterizer->base.multisample) in v3d_line_smoothing_enabled()
295 if (v3d->blitter) in v3d_context_destroy()
298 if (v3d->uploader) in v3d_context_destroy()
320 ralloc_free(v3d); in v3d_context_destroy()
355 if (!v3d) in v3d_context_create()
388 v3d_job_init(v3d); in v3d_context_create()
394 v3d->uploader = u_upload_create_default(&v3d->base); in v3d_context_create()
395 v3d->base.stream_uploader = v3d->uploader; in v3d_context_create()
396 v3d->base.const_uploader = v3d->uploader; in v3d_context_create()
[all …]
H A Dv3dx_draw.c490 v3d_write_uniforms(v3d, job, v3d->prog.fs, in v3d_emit_gl_shader_state()
496 gs_uniforms = v3d_write_uniforms(v3d, job, v3d->prog.gs, in v3d_emit_gl_shader_state()
505 v3d_write_uniforms(v3d, job, v3d->prog.vs, in v3d_emit_gl_shader_state()
508 v3d_write_uniforms(v3d, job, v3d->prog.cs, in v3d_emit_gl_shader_state()
559 assert(v3d->screen->devinfo.ver >= 41 || !v3d->prog.gs); in v3d_emit_gl_shader_state()
921 if (!v3d->prog.vs->resource || !v3d->prog.cs->resource) { in v3d_check_compiled_shaders()
924 (v3d->prog.gs && !v3d->prog.gs->resource)) { in v3d_check_compiled_shaders()
926 } else if (v3d->prog.fs && !v3d->prog.fs->resource) { in v3d_check_compiled_shaders()
1242 if (v3d->zsa && job->zsbuf && v3d->zsa->base.depth_enabled) { in v3d_draw_vbo()
1447 v3d->last_perfmon = v3d->active_perfmon; in v3d_launch_grid()
[all …]
/dports/graphics/mesa-gallium-va/mesa-21.3.6/src/gallium/drivers/v3d/
H A Dv3d_context.c97 memset(&v3d->debug, 0, sizeof(v3d->debug)); in v3d_set_debug_callback()
160 if (v3d->job->msaa || v3d->rasterizer->base.multisample) in v3d_line_smoothing_enabled()
295 if (v3d->blitter) in v3d_context_destroy()
298 if (v3d->uploader) in v3d_context_destroy()
320 ralloc_free(v3d); in v3d_context_destroy()
355 if (!v3d) in v3d_context_create()
388 v3d_job_init(v3d); in v3d_context_create()
394 v3d->uploader = u_upload_create_default(&v3d->base); in v3d_context_create()
395 v3d->base.stream_uploader = v3d->uploader; in v3d_context_create()
396 v3d->base.const_uploader = v3d->uploader; in v3d_context_create()
[all …]
H A Dv3dx_draw.c490 v3d_write_uniforms(v3d, job, v3d->prog.fs, in v3d_emit_gl_shader_state()
496 gs_uniforms = v3d_write_uniforms(v3d, job, v3d->prog.gs, in v3d_emit_gl_shader_state()
505 v3d_write_uniforms(v3d, job, v3d->prog.vs, in v3d_emit_gl_shader_state()
508 v3d_write_uniforms(v3d, job, v3d->prog.cs, in v3d_emit_gl_shader_state()
559 assert(v3d->screen->devinfo.ver >= 41 || !v3d->prog.gs); in v3d_emit_gl_shader_state()
921 if (!v3d->prog.vs->resource || !v3d->prog.cs->resource) { in v3d_check_compiled_shaders()
924 (v3d->prog.gs && !v3d->prog.gs->resource)) { in v3d_check_compiled_shaders()
926 } else if (v3d->prog.fs && !v3d->prog.fs->resource) { in v3d_check_compiled_shaders()
1242 if (v3d->zsa && job->zsbuf && v3d->zsa->base.depth_enabled) { in v3d_draw_vbo()
1447 v3d->last_perfmon = v3d->active_perfmon; in v3d_launch_grid()
[all …]
/dports/graphics/mesa-gallium-vdpau/mesa-21.3.6/src/gallium/drivers/v3d/
H A Dv3d_context.c97 memset(&v3d->debug, 0, sizeof(v3d->debug)); in v3d_set_debug_callback()
160 if (v3d->job->msaa || v3d->rasterizer->base.multisample) in v3d_line_smoothing_enabled()
295 if (v3d->blitter) in v3d_context_destroy()
298 if (v3d->uploader) in v3d_context_destroy()
320 ralloc_free(v3d); in v3d_context_destroy()
355 if (!v3d) in v3d_context_create()
388 v3d_job_init(v3d); in v3d_context_create()
394 v3d->uploader = u_upload_create_default(&v3d->base); in v3d_context_create()
395 v3d->base.stream_uploader = v3d->uploader; in v3d_context_create()
396 v3d->base.const_uploader = v3d->uploader; in v3d_context_create()
[all …]
H A Dv3dx_draw.c490 v3d_write_uniforms(v3d, job, v3d->prog.fs, in v3d_emit_gl_shader_state()
496 gs_uniforms = v3d_write_uniforms(v3d, job, v3d->prog.gs, in v3d_emit_gl_shader_state()
505 v3d_write_uniforms(v3d, job, v3d->prog.vs, in v3d_emit_gl_shader_state()
508 v3d_write_uniforms(v3d, job, v3d->prog.cs, in v3d_emit_gl_shader_state()
559 assert(v3d->screen->devinfo.ver >= 41 || !v3d->prog.gs); in v3d_emit_gl_shader_state()
921 if (!v3d->prog.vs->resource || !v3d->prog.cs->resource) { in v3d_check_compiled_shaders()
924 (v3d->prog.gs && !v3d->prog.gs->resource)) { in v3d_check_compiled_shaders()
926 } else if (v3d->prog.fs && !v3d->prog.fs->resource) { in v3d_check_compiled_shaders()
1242 if (v3d->zsa && job->zsbuf && v3d->zsa->base.depth_enabled) { in v3d_draw_vbo()
1447 v3d->last_perfmon = v3d->active_perfmon; in v3d_launch_grid()
[all …]
/dports/graphics/mesa-dri-gallium/mesa-21.3.6/src/gallium/drivers/v3d/
H A Dv3d_context.c97 memset(&v3d->debug, 0, sizeof(v3d->debug)); in v3d_set_debug_callback()
160 if (v3d->job->msaa || v3d->rasterizer->base.multisample) in v3d_line_smoothing_enabled()
295 if (v3d->blitter) in v3d_context_destroy()
298 if (v3d->uploader) in v3d_context_destroy()
320 ralloc_free(v3d); in v3d_context_destroy()
355 if (!v3d) in v3d_context_create()
388 v3d_job_init(v3d); in v3d_context_create()
394 v3d->uploader = u_upload_create_default(&v3d->base); in v3d_context_create()
395 v3d->base.stream_uploader = v3d->uploader; in v3d_context_create()
396 v3d->base.const_uploader = v3d->uploader; in v3d_context_create()
[all …]
H A Dv3dx_draw.c490 v3d_write_uniforms(v3d, job, v3d->prog.fs, in v3d_emit_gl_shader_state()
496 gs_uniforms = v3d_write_uniforms(v3d, job, v3d->prog.gs, in v3d_emit_gl_shader_state()
505 v3d_write_uniforms(v3d, job, v3d->prog.vs, in v3d_emit_gl_shader_state()
508 v3d_write_uniforms(v3d, job, v3d->prog.cs, in v3d_emit_gl_shader_state()
559 assert(v3d->screen->devinfo.ver >= 41 || !v3d->prog.gs); in v3d_emit_gl_shader_state()
921 if (!v3d->prog.vs->resource || !v3d->prog.cs->resource) { in v3d_check_compiled_shaders()
924 (v3d->prog.gs && !v3d->prog.gs->resource)) { in v3d_check_compiled_shaders()
926 } else if (v3d->prog.fs && !v3d->prog.fs->resource) { in v3d_check_compiled_shaders()
1242 if (v3d->zsa && job->zsbuf && v3d->zsa->base.depth_enabled) { in v3d_draw_vbo()
1447 v3d->last_perfmon = v3d->active_perfmon; in v3d_launch_grid()
[all …]
/dports/graphics/mesa-gallium-xa/mesa-21.3.6/src/gallium/drivers/v3d/
H A Dv3d_context.c97 memset(&v3d->debug, 0, sizeof(v3d->debug)); in v3d_set_debug_callback()
160 if (v3d->job->msaa || v3d->rasterizer->base.multisample) in v3d_line_smoothing_enabled()
295 if (v3d->blitter) in v3d_context_destroy()
298 if (v3d->uploader) in v3d_context_destroy()
320 ralloc_free(v3d); in v3d_context_destroy()
355 if (!v3d) in v3d_context_create()
388 v3d_job_init(v3d); in v3d_context_create()
394 v3d->uploader = u_upload_create_default(&v3d->base); in v3d_context_create()
395 v3d->base.stream_uploader = v3d->uploader; in v3d_context_create()
396 v3d->base.const_uploader = v3d->uploader; in v3d_context_create()
[all …]
H A Dv3dx_draw.c490 v3d_write_uniforms(v3d, job, v3d->prog.fs, in v3d_emit_gl_shader_state()
496 gs_uniforms = v3d_write_uniforms(v3d, job, v3d->prog.gs, in v3d_emit_gl_shader_state()
505 v3d_write_uniforms(v3d, job, v3d->prog.vs, in v3d_emit_gl_shader_state()
508 v3d_write_uniforms(v3d, job, v3d->prog.cs, in v3d_emit_gl_shader_state()
559 assert(v3d->screen->devinfo.ver >= 41 || !v3d->prog.gs); in v3d_emit_gl_shader_state()
921 if (!v3d->prog.vs->resource || !v3d->prog.cs->resource) { in v3d_check_compiled_shaders()
924 (v3d->prog.gs && !v3d->prog.gs->resource)) { in v3d_check_compiled_shaders()
926 } else if (v3d->prog.fs && !v3d->prog.fs->resource) { in v3d_check_compiled_shaders()
1242 if (v3d->zsa && job->zsbuf && v3d->zsa->base.depth_enabled) { in v3d_draw_vbo()
1447 v3d->last_perfmon = v3d->active_perfmon; in v3d_launch_grid()
[all …]
/dports/graphics/mesa-devel/mesa-22.0-branchpoint-2059-ge8a63cf61ec/src/gallium/drivers/v3d/
H A Dv3d_context.c98 memset(&v3d->debug, 0, sizeof(v3d->debug)); in v3d_set_debug_callback()
161 if (v3d->job->msaa || v3d->rasterizer->base.multisample) in v3d_line_smoothing_enabled()
283 if (v3d->blitter) in v3d_context_destroy()
286 if (v3d->uploader) in v3d_context_destroy()
308 ralloc_free(v3d); in v3d_context_destroy()
343 if (!v3d) in v3d_context_create()
376 v3d_job_init(v3d); in v3d_context_create()
382 v3d->uploader = u_upload_create_default(&v3d->base); in v3d_context_create()
383 v3d->base.stream_uploader = v3d->uploader; in v3d_context_create()
384 v3d->base.const_uploader = v3d->uploader; in v3d_context_create()
[all …]
H A Dv3dx_draw.c494 v3d_write_uniforms(v3d, job, v3d->prog.fs, in v3d_emit_gl_shader_state()
500 gs_uniforms = v3d_write_uniforms(v3d, job, v3d->prog.gs, in v3d_emit_gl_shader_state()
509 v3d_write_uniforms(v3d, job, v3d->prog.vs, in v3d_emit_gl_shader_state()
512 v3d_write_uniforms(v3d, job, v3d->prog.cs, in v3d_emit_gl_shader_state()
563 assert(v3d->screen->devinfo.ver >= 41 || !v3d->prog.gs); in v3d_emit_gl_shader_state()
927 if (!v3d->prog.vs->resource || !v3d->prog.cs->resource) { in v3d_check_compiled_shaders()
930 (v3d->prog.gs && !v3d->prog.gs->resource)) { in v3d_check_compiled_shaders()
932 } else if (v3d->prog.fs && !v3d->prog.fs->resource) { in v3d_check_compiled_shaders()
1248 if (v3d->zsa && job->zsbuf && v3d->zsa->base.depth_enabled) { in v3d_draw_vbo()
1453 v3d->last_perfmon = v3d->active_perfmon; in v3d_launch_grid()
[all …]
/dports/graphics/mesa-dri/mesa-21.3.6/src/gallium/drivers/v3d/
H A Dv3d_context.c97 memset(&v3d->debug, 0, sizeof(v3d->debug)); in v3d_set_debug_callback()
160 if (v3d->job->msaa || v3d->rasterizer->base.multisample) in v3d_line_smoothing_enabled()
295 if (v3d->blitter) in v3d_context_destroy()
298 if (v3d->uploader) in v3d_context_destroy()
320 ralloc_free(v3d); in v3d_context_destroy()
355 if (!v3d) in v3d_context_create()
388 v3d_job_init(v3d); in v3d_context_create()
394 v3d->uploader = u_upload_create_default(&v3d->base); in v3d_context_create()
395 v3d->base.stream_uploader = v3d->uploader; in v3d_context_create()
396 v3d->base.const_uploader = v3d->uploader; in v3d_context_create()
[all …]
H A Dv3dx_draw.c490 v3d_write_uniforms(v3d, job, v3d->prog.fs, in v3d_emit_gl_shader_state()
496 gs_uniforms = v3d_write_uniforms(v3d, job, v3d->prog.gs, in v3d_emit_gl_shader_state()
505 v3d_write_uniforms(v3d, job, v3d->prog.vs, in v3d_emit_gl_shader_state()
508 v3d_write_uniforms(v3d, job, v3d->prog.cs, in v3d_emit_gl_shader_state()
559 assert(v3d->screen->devinfo.ver >= 41 || !v3d->prog.gs); in v3d_emit_gl_shader_state()
921 if (!v3d->prog.vs->resource || !v3d->prog.cs->resource) { in v3d_check_compiled_shaders()
924 (v3d->prog.gs && !v3d->prog.gs->resource)) { in v3d_check_compiled_shaders()
926 } else if (v3d->prog.fs && !v3d->prog.fs->resource) { in v3d_check_compiled_shaders()
1242 if (v3d->zsa && job->zsbuf && v3d->zsa->base.depth_enabled) { in v3d_draw_vbo()
1447 v3d->last_perfmon = v3d->active_perfmon; in v3d_launch_grid()
[all …]
/dports/games/torcs/torcs-1.3.7/src/drivers/berniw2/
H A Dlinalg.h33 v3d & operator=(const v3d &src);
35 v3d operator-(const v3d &src);
36 v3d operator+(const v3d &src);
50 inline v3d & v3d::operator=(const v3d &src)
56 inline v3d v3d::operator-(void)
62 inline v3d v3d::operator-(const v3d &src)
68 inline v3d v3d::operator+(const v3d &src)
74 inline v3d v3d::operator*(const double s)
92 inline v3d v3d::operator/(const double s)
111 inline void v3d::crossProduct(const v3d* b, v3d* r) { in crossProduct()
[all …]
/dports/games/torcs/torcs-1.3.7/src/drivers/berniw/
H A Dlinalg.h33 v3d & operator=(const v3d &src);
35 v3d operator-(const v3d &src);
36 v3d operator+(const v3d &src);
50 inline v3d & v3d::operator=(const v3d &src)
56 inline v3d v3d::operator-(void)
62 inline v3d v3d::operator-(const v3d &src)
68 inline v3d v3d::operator+(const v3d &src)
74 inline v3d v3d::operator*(const double s)
92 inline v3d v3d::operator/(const double s)
111 inline void v3d::crossProduct(const v3d* b, v3d* r) { in crossProduct()
[all …]
/dports/games/torcs/torcs-1.3.7/src/drivers/berniw3/
H A Dlinalg.h33 v3d & operator=(const v3d &src);
35 v3d operator-(const v3d &src);
36 v3d operator+(const v3d &src);
50 inline v3d & v3d::operator=(const v3d &src)
56 inline v3d v3d::operator-(void)
62 inline v3d v3d::operator-(const v3d &src)
68 inline v3d v3d::operator+(const v3d &src)
74 inline v3d v3d::operator*(const double s)
92 inline v3d v3d::operator/(const double s)
111 inline void v3d::crossProduct(const v3d* b, v3d* r) { in crossProduct()
[all …]

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