Lines Matching defs:matrix
589 float matrix[16];
4686 int vmsvga3dSetTransform(PVGASTATE pThis, uint32_t cid, SVGA3dTransformType type, float matrix[16])
4704 /* Save this matrix for vm state save/restore. */
4706 memcpy(pContext->state.aTransformState[type].matrix, matrix, sizeof(pContext->state.aTransformState[type].matrix));
4709 Log(("Matrix [%d %d %d %d]\n", (int)(matrix[0] * 10.0), (int)(matrix[1] * 10.0), (int)(matrix[2] * 10.0), (int)(matrix[3] * 10.0)));
4710 Log((" [%d %d %d %d]\n", (int)(matrix[4] * 10.0), (int)(matrix[5] * 10.0), (int)(matrix[6] * 10.0), (int)(matrix[7] * 10.0)));
4711 Log((" [%d %d %d %d]\n", (int)(matrix[8] * 10.0), (int)(matrix[9] * 10.0), (int)(matrix[10] * 10.0), (int)(matrix[11] * 10.0)));
4712 Log((" [%d %d %d %d]\n", (int)(matrix[12] * 10.0), (int)(matrix[13] * 10.0), (int)(matrix[14] * 10.0), (int)(matrix[15] * 10.0)));
4719 glLoadMatrixf(matrix);
4721 glMultMatrixf(pContext->state.aTransformState[SVGA3D_TRANSFORM_WORLD].matrix);
4728 int rc = ShaderTransformProjection(pContext->state.RectViewPort.w, pContext->state.RectViewPort.h, matrix);
4736 glLoadMatrixf(matrix);
4754 glLoadMatrixf(pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].matrix);
4757 glMultMatrixf(matrix);
4773 /* Apparently we need to reset the light and clip data after modifying the modelview matrix. */
5655 /* @todo setup a view matrix to scale the world space by -1 in the z-direction for right handed coordinates. */
6439 glLoadMatrixf(pContext->state.aTransformState[SVGA3D_TRANSFORM_VIEW].matrix);
6575 /* Restore the modelview matrix */
6643 /* Reset the projection matrix as that relies on the viewport setting. */
6646 vmsvga3dSetTransform(pThis, cid, SVGA3D_TRANSFORM_PROJECTION, pContext->state.aTransformState[SVGA3D_TRANSFORM_PROJECTION].matrix);
6650 float matrix[16];
6652 /* identity matrix if no matrix set. */
6653 memset(matrix, 0, sizeof(matrix));
6654 matrix[0] = 1.0;
6655 matrix[5] = 1.0;
6656 matrix[10] = 1.0;
6657 matrix[15] = 1.0;
6658 vmsvga3dSetTransform(pThis, cid, SVGA3D_TRANSFORM_PROJECTION, matrix);