math: drop MAT_[ST][XYZ] defines

These were used a single time each, and that argually made the code a
bit more confusing to read. Let's just drop these, and use the correct
indexes directly.

Reviewed-by: Yonggang Luo <luoyonggang@gmail.com>
Reviewed-by: Marek Olšák <marek.olsak@amd.com>
Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/24003>
This commit is contained in:
Erik Faye-Lund 2023-06-26 15:38:30 +02:00 committed by Marge Bot
parent 4a00e4ff61
commit d941078129
2 changed files with 6 additions and 20 deletions

View file

@ -931,12 +931,12 @@ void
_math_matrix_viewport(GLmatrix *m, const float scale[3],
const float translate[3], double depthMax)
{
m->m[MAT_SX] = scale[0];
m->m[MAT_TX] = translate[0];
m->m[MAT_SY] = scale[1];
m->m[MAT_TY] = translate[1];
m->m[MAT_SZ] = depthMax*scale[2];
m->m[MAT_TZ] = depthMax*translate[2];
m->m[0] = scale[0];
m->m[5] = scale[1];
m->m[10] = depthMax*scale[2];
m->m[12] = translate[0];
m->m[13] = translate[1];
m->m[14] = depthMax*translate[2];
m->flags = MAT_FLAG_GENERAL_SCALE | MAT_FLAG_TRANSLATION;
m->type = MATRIX_3D_NO_ROT;
}

View file

@ -40,20 +40,6 @@ extern "C" {
#endif
/**
* \name Symbolic names to some of the entries in the matrix
*
* These are handy for the viewport mapping, which is expressed as a matrix.
*/
/*@{*/
#define MAT_SX 0
#define MAT_SY 5
#define MAT_SZ 10
#define MAT_TX 12
#define MAT_TY 13
#define MAT_TZ 14
/*@}*/
/**
* Different kinds of 4x4 transformation matrices.
* We use these to select specific optimized vertex transformation routines.