| Index: third_party/WebKit/Source/platform/transforms/TransformationMatrix.cpp
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| diff --git a/third_party/WebKit/Source/platform/transforms/TransformationMatrix.cpp b/third_party/WebKit/Source/platform/transforms/TransformationMatrix.cpp
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| index ab6cf39cece65fc727eb82d56c03a144a8fe0293..dac49216a02ee99c1f05388f2ebe1406b5e0a50e 100644
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| --- a/third_party/WebKit/Source/platform/transforms/TransformationMatrix.cpp
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| +++ b/third_party/WebKit/Source/platform/transforms/TransformationMatrix.cpp
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| @@ -51,24 +51,29 @@ namespace blink {
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|  //
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|  // Supporting Math Functions
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|  //
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| -// This is a set of function from various places (attributed inline) to do things like
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| -// inversion and decomposition of a 4x4 matrix. They are used throughout the code
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| +// This is a set of function from various places (attributed inline) to do
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| +// things like inversion and decomposition of a 4x4 matrix. They are used
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| +// throughout the code
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|  //
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|  
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|  //
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| -// Adapted from Matrix Inversion by Richard Carling, Graphics Gems <http://tog.acm.org/GraphicsGems/index.html>.
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| -
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| -// EULA: The Graphics Gems code is copyright-protected. In other words, you cannot claim the text of the code
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| -// as your own and resell it. Using the code is permitted in any program, product, or library, non-commercial
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| -// or commercial. Giving credit is not required, though is a nice gesture. The code comes as-is, and if there
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| -// are any flaws or problems with any Gems code, nobody involved with Gems - authors, editors, publishers, or
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| -// webmasters - are to be held responsible. Basically, don't be a jerk, and remember that anything free comes
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| -// with no guarantee.
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| +// Adapted from Matrix Inversion by Richard Carling, Graphics Gems
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| +// <http://tog.acm.org/GraphicsGems/index.html>.
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| +
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| +// EULA: The Graphics Gems code is copyright-protected. In other words, you
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| +// cannot claim the text of the code as your own and resell it. Using the code
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| +// is permitted in any program, product, or library, non-commercial or
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| +// commercial. Giving credit is not required, though is a nice gesture. The code
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| +// comes as-is, and if there are any flaws or problems with any Gems code,
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| +// nobody involved with Gems - authors, editors, publishers, or webmasters - are
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| +// to be held responsible. Basically, don't be a jerk, and remember that
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| +// anything free comes with no guarantee.
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|  
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|  // A clarification about the storage of matrix elements
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|  //
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| -// This class uses a 2 dimensional array internally to store the elements of the matrix.  The first index into
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| -// the array refers to the column that the element lies in; the second index refers to the row.
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| +// This class uses a 2 dimensional array internally to store the elements of the
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| +// matrix.  The first index into the array refers to the column that the element
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| +// lies in; the second index refers to the row.
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|  //
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|  // In other words, this is the layout of the matrix:
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|  //
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| @@ -671,8 +676,8 @@ FloatPoint TransformationMatrix::projectPoint(const FloatPoint& p,
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|      *clamped = false;
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|  
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|    if (m33() == 0) {
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| -    // In this case, the projection plane is parallel to the ray we are trying to
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| -    // trace, and there is no well-defined value for the projection.
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| +    // In this case, the projection plane is parallel to the ray we are trying
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| +    // to trace, and there is no well-defined value for the projection.
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|      return FloatPoint();
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|    }
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|  
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| @@ -686,8 +691,8 @@ FloatPoint TransformationMatrix::projectPoint(const FloatPoint& p,
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|  
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|    double w = x * m14() + y * m24() + z * m34() + m44();
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|    if (w <= 0) {
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| -    // Using int max causes overflow when other code uses the projected point. To
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| -    // represent infinity yet reduce the risk of overflow, we use a large but
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| +    // Using int max causes overflow when other code uses the projected point.
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| +    // To represent infinity yet reduce the risk of overflow, we use a large but
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|      // not-too-large number here when clamping.
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|      const int largeNumber = 100000000 / kFixedPointDenominator;
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|      outX = copysign(largeNumber, outX);
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| @@ -719,7 +724,8 @@ FloatQuad TransformationMatrix::projectQuad(const FloatQuad& q,
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|    if (clamped)
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|      *clamped = clamped1 || clamped2 || clamped3 || clamped4;
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|  
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| -  // If all points on the quad had w < 0, then the entire quad would not be visible to the projected surface.
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| +  // If all points on the quad had w < 0, then the entire quad would not be
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| +  // visible to the projected surface.
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|    bool everythingWasClipped = clamped1 && clamped2 && clamped3 && clamped4;
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|    if (everythingWasClipped)
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|      return FloatQuad();
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| @@ -878,7 +884,8 @@ TransformationMatrix& TransformationMatrix::rotate3d(double x,
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|    // Normalize the axis of rotation
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|    double length = std::sqrt(x * x + y * y + z * z);
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|    if (length == 0) {
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| -    // A direction vector that cannot be normalized, such as [0, 0, 0], will cause the rotation to not be applied.
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| +    // A direction vector that cannot be normalized, such as [0, 0, 0], will
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| +    // cause the rotation to not be applied.
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|      return *this;
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|    } else if (length != 1) {
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|      x /= length;
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| @@ -940,7 +947,8 @@ TransformationMatrix& TransformationMatrix::rotate3d(double x,
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|      // Formula is adapted from Wikipedia article on Rotation matrix,
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|      // http://en.wikipedia.org/wiki/Rotation_matrix#Rotation_matrix_from_axis_and_angle
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|      //
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| -    // An alternate resource with the same matrix: http://www.fastgraph.com/makegames/3drotation/
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| +    // An alternate resource with the same matrix:
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| +    // http://www.fastgraph.com/makegames/3drotation/
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|      //
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|      double oneMinusCosTheta = 1 - cosTheta;
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|      mat.m_matrix[0][0] = cosTheta + x * x * oneMinusCosTheta;
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| @@ -1186,7 +1194,8 @@ TransformationMatrix& TransformationMatrix::multiply(
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|          "v24", "v25", "v26", "v27", "v28", "v29", "v30", "v31", "v0", "v1",
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|          "v2", "v3", "v4", "v5", "v6", "v7");
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|  #elif defined(TRANSFORMATION_MATRIX_USE_X86_64_SSE2)
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| -  // x86_64 has 16 XMM registers which is enough to do the multiplication fully in registers.
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| +  // x86_64 has 16 XMM registers which is enough to do the multiplication fully
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| +  // in registers.
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|    __m128d matrixBlockA = _mm_load_pd(&(m_matrix[0][0]));
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|    __m128d matrixBlockC = _mm_load_pd(&(m_matrix[1][0]));
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|    __m128d matrixBlockE = _mm_load_pd(&(m_matrix[2][0]));
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| 
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