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(VG) Update driver header include
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gfx/vg.c
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gfx/vg.c
@ -20,7 +20,7 @@
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#include <EGL/egl.h>
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#include <EGL/eglext.h>
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#include "gfx_context.h"
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#include "../libretro-sdk/gfx/math/matrix_3x3.h"
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#include <gfx/math/matrix_3x3.h>
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#include "../libretro.h"
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#include "../general.h"
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#include "../driver.h"
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@ -1,63 +0,0 @@
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/* RetroArch - A frontend for libretro.
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* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
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* Copyright (C) 2012-2014 - Michael Lelli
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*
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* RetroArch is free software: you can redistribute it and/or modify it under the terms
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* of the GNU General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with RetroArch.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef MATH_MATRIX_3X3_H__
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#define MATH_MATRIX_3X3_H__
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#include <boolean.h>
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typedef struct math_matrix_3x3
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{
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float data[9];
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} math_matrix_3x3;
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#define MAT_ELEM_3X3(mat, r, c) ((mat).data[3 * (r) + (c)])
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void matrix_3x3_inits(math_matrix_3x3 *mat,
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const float n11, const float n12, const float n13,
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const float n21, const float n22, const float n23,
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const float n31, const float n32, const float n33);
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void matrix_3x3_identity(math_matrix_3x3 *mat);
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void matrix_3x3_transpose(math_matrix_3x3 *out, const math_matrix_3x3 *in);
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void matrix_3x3_multiply(math_matrix_3x3 *out,
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const math_matrix_3x3 *a, const math_matrix_3x3 *b);
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void matrix_3x3_divide_scalar(math_matrix_3x3 *mat, float s);
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float matrix_3x3_determinant(const math_matrix_3x3 *mat);
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void matrix_3x3_adjoint(math_matrix_3x3 *mat);
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bool matrix_3x3_invert(math_matrix_3x3 *mat);
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bool matrix_3x3_square_to_quad(const float dx0, const float dy0,
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const float dx1, const float dy1,
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const float dx3, const float dy3,
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const float dx2, const float dy2,
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math_matrix_3x3 *mat);
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bool matrix_3x3_quad_to_square(const float sx0, const float sy0,
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const float sx1, const float sy1,
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const float sx2, const float sy2,
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const float sx3, const float sy3,
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math_matrix_3x3 *mat);
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bool matrix_3x3_quad_to_quad(const float dx0, const float dy0,
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const float dx1, const float dy1,
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const float dx2, const float dy2,
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const float dx3, const float dy3,
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const float sx0, const float sy0,
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const float sx1, const float sy1,
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const float sx2, const float sy2,
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const float sx3, const float sy3,
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math_matrix_3x3 *mat);
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#endif
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