math: drop invert_matrix_perpective

Signed-off-by: António Monteiro <antonio.fmr.monteiro@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/19428>
This commit is contained in:
António Monteiro 2022-11-03 10:54:14 +00:00 committed by Marge Bot
parent 06adf6ad11
commit 707d5b5b02

View file

@ -589,34 +589,6 @@ static GLboolean invert_matrix_2d_no_rot( GLmatrix *mat )
return GL_TRUE;
}
#if 0
/* broken */
static GLboolean invert_matrix_perspective( GLmatrix *mat )
{
const GLfloat *in = mat->m;
GLfloat *out = mat->inv;
if (MAT(in,2,3) == 0)
return GL_FALSE;
memcpy( out, Identity, sizeof(Identity) );
MAT(out,0,0) = 1.0F / MAT(in,0,0);
MAT(out,1,1) = 1.0F / MAT(in,1,1);
MAT(out,0,3) = MAT(in,0,2);
MAT(out,1,3) = MAT(in,1,2);
MAT(out,2,2) = 0;
MAT(out,2,3) = -1;
MAT(out,3,2) = 1.0F / MAT(in,2,3);
MAT(out,3,3) = MAT(in,2,2) * MAT(out,3,2);
return GL_TRUE;
}
#endif
/**
* Matrix inversion function pointer type.
*/
@ -629,14 +601,7 @@ static inv_mat_func inv_mat_tab[7] = {
invert_matrix_general,
invert_matrix_identity,
invert_matrix_3d_no_rot,
#if 0
/* Don't use this function for now - it fails when the projection matrix
* is premultiplied by a translation (ala Chromium's tilesort SPU).
*/
invert_matrix_perspective,
#else
invert_matrix_general,
#endif
invert_matrix_3d, /* lazy! */
invert_matrix_2d_no_rot,
invert_matrix_3d