Migrating functions for on device linking.
Change-Id: I41dc1551ada53370f2b06c49cc76089b1e72ac5b
diff --git a/rsScriptC_Lib.cpp b/rsScriptC_Lib.cpp
index beb4d72..8a85f6e 100644
--- a/rsScriptC_Lib.cpp
+++ b/rsScriptC_Lib.cpp
@@ -347,6 +347,489 @@
s->runForEach(rsc, ain, aout, usr, call);
}
+
+//////////////////////////////////////////////////////////////////////////////
+// Heavy math functions
+//////////////////////////////////////////////////////////////////////////////
+
+typedef struct {
+ float m[16];
+} rs_matrix4x4;
+
+typedef struct {
+ float m[9];
+} rs_matrix3x3;
+
+typedef struct {
+ float m[4];
+} rs_matrix2x2;
+
+static inline void
+rsMatrixSet(rs_matrix4x4 *m, uint32_t row, uint32_t col, float v) {
+ m->m[row * 4 + col] = v;
+}
+
+static inline float
+rsMatrixGet(const rs_matrix4x4 *m, uint32_t row, uint32_t col) {
+ return m->m[row * 4 + col];
+}
+
+static inline void
+rsMatrixSet(rs_matrix3x3 *m, uint32_t row, uint32_t col, float v) {
+ m->m[row * 3 + col] = v;
+}
+
+static inline float
+rsMatrixGet(const rs_matrix3x3 *m, uint32_t row, uint32_t col) {
+ return m->m[row * 3 + col];
+}
+
+static inline void
+rsMatrixSet(rs_matrix2x2 *m, uint32_t row, uint32_t col, float v) {
+ m->m[row * 2 + col] = v;
+}
+
+static inline float
+rsMatrixGet(const rs_matrix2x2 *m, uint32_t row, uint32_t col) {
+ return m->m[row * 2 + col];
+}
+
+
+static void SC_MatrixLoadIdentity_4x4(rs_matrix4x4 *m) {
+ m->m[0] = 1.f;
+ m->m[1] = 0.f;
+ m->m[2] = 0.f;
+ m->m[3] = 0.f;
+ m->m[4] = 0.f;
+ m->m[5] = 1.f;
+ m->m[6] = 0.f;
+ m->m[7] = 0.f;
+ m->m[8] = 0.f;
+ m->m[9] = 0.f;
+ m->m[10] = 1.f;
+ m->m[11] = 0.f;
+ m->m[12] = 0.f;
+ m->m[13] = 0.f;
+ m->m[14] = 0.f;
+ m->m[15] = 1.f;
+}
+
+static void SC_MatrixLoadIdentity_3x3(rs_matrix3x3 *m) {
+ m->m[0] = 1.f;
+ m->m[1] = 0.f;
+ m->m[2] = 0.f;
+ m->m[3] = 0.f;
+ m->m[4] = 1.f;
+ m->m[5] = 0.f;
+ m->m[6] = 0.f;
+ m->m[7] = 0.f;
+ m->m[8] = 1.f;
+}
+
+static void SC_MatrixLoadIdentity_2x2(rs_matrix2x2 *m) {
+ m->m[0] = 1.f;
+ m->m[1] = 0.f;
+ m->m[2] = 0.f;
+ m->m[3] = 1.f;
+}
+
+static void SC_MatrixLoad_4x4_f(rs_matrix4x4 *m, const float *v) {
+ m->m[0] = v[0];
+ m->m[1] = v[1];
+ m->m[2] = v[2];
+ m->m[3] = v[3];
+ m->m[4] = v[4];
+ m->m[5] = v[5];
+ m->m[6] = v[6];
+ m->m[7] = v[7];
+ m->m[8] = v[8];
+ m->m[9] = v[9];
+ m->m[10] = v[10];
+ m->m[11] = v[11];
+ m->m[12] = v[12];
+ m->m[13] = v[13];
+ m->m[14] = v[14];
+ m->m[15] = v[15];
+}
+
+static void SC_MatrixLoad_3x3_f(rs_matrix3x3 *m, const float *v) {
+ m->m[0] = v[0];
+ m->m[1] = v[1];
+ m->m[2] = v[2];
+ m->m[3] = v[3];
+ m->m[4] = v[4];
+ m->m[5] = v[5];
+ m->m[6] = v[6];
+ m->m[7] = v[7];
+ m->m[8] = v[8];
+}
+
+static void SC_MatrixLoad_2x2_f(rs_matrix2x2 *m, const float *v) {
+ m->m[0] = v[0];
+ m->m[1] = v[1];
+ m->m[2] = v[2];
+ m->m[3] = v[3];
+}
+
+static void SC_MatrixLoad_4x4_4x4(rs_matrix4x4 *m, const rs_matrix4x4 *v) {
+ m->m[0] = v->m[0];
+ m->m[1] = v->m[1];
+ m->m[2] = v->m[2];
+ m->m[3] = v->m[3];
+ m->m[4] = v->m[4];
+ m->m[5] = v->m[5];
+ m->m[6] = v->m[6];
+ m->m[7] = v->m[7];
+ m->m[8] = v->m[8];
+ m->m[9] = v->m[9];
+ m->m[10] = v->m[10];
+ m->m[11] = v->m[11];
+ m->m[12] = v->m[12];
+ m->m[13] = v->m[13];
+ m->m[14] = v->m[14];
+ m->m[15] = v->m[15];
+}
+
+static void SC_MatrixLoad_4x4_3x3(rs_matrix4x4 *m, const rs_matrix3x3 *v) {
+ m->m[0] = v->m[0];
+ m->m[1] = v->m[1];
+ m->m[2] = v->m[2];
+ m->m[3] = 0.f;
+ m->m[4] = v->m[3];
+ m->m[5] = v->m[4];
+ m->m[6] = v->m[5];
+ m->m[7] = 0.f;
+ m->m[8] = v->m[6];
+ m->m[9] = v->m[7];
+ m->m[10] = v->m[8];
+ m->m[11] = 0.f;
+ m->m[12] = 0.f;
+ m->m[13] = 0.f;
+ m->m[14] = 0.f;
+ m->m[15] = 1.f;
+}
+
+static void SC_MatrixLoad_4x4_2x2(rs_matrix4x4 *m, const rs_matrix2x2 *v) {
+ m->m[0] = v->m[0];
+ m->m[1] = v->m[1];
+ m->m[2] = 0.f;
+ m->m[3] = 0.f;
+ m->m[4] = v->m[2];
+ m->m[5] = v->m[3];
+ m->m[6] = 0.f;
+ m->m[7] = 0.f;
+ m->m[8] = 0.f;
+ m->m[9] = 0.f;
+ m->m[10] = 1.f;
+ m->m[11] = 0.f;
+ m->m[12] = 0.f;
+ m->m[13] = 0.f;
+ m->m[14] = 0.f;
+ m->m[15] = 1.f;
+}
+
+static void SC_MatrixLoad_3x3_3x3(rs_matrix3x3 *m, const rs_matrix3x3 *v) {
+ m->m[0] = v->m[0];
+ m->m[1] = v->m[1];
+ m->m[2] = v->m[2];
+ m->m[3] = v->m[3];
+ m->m[4] = v->m[4];
+ m->m[5] = v->m[5];
+ m->m[6] = v->m[6];
+ m->m[7] = v->m[7];
+ m->m[8] = v->m[8];
+}
+
+static void SC_MatrixLoad_2x2_2x2(rs_matrix2x2 *m, const rs_matrix2x2 *v) {
+ m->m[0] = v->m[0];
+ m->m[1] = v->m[1];
+ m->m[2] = v->m[2];
+ m->m[3] = v->m[3];
+}
+
+static void SC_MatrixLoadRotate(rs_matrix4x4 *m, float rot, float x, float y, float z) {
+ float c, s;
+ m->m[3] = 0;
+ m->m[7] = 0;
+ m->m[11]= 0;
+ m->m[12]= 0;
+ m->m[13]= 0;
+ m->m[14]= 0;
+ m->m[15]= 1;
+ rot *= (float)(M_PI / 180.0f);
+ c = cos(rot);
+ s = sin(rot);
+
+ const float len = x*x + y*y + z*z;
+ if (len != 1) {
+ const float recipLen = 1.f / sqrt(len);
+ x *= recipLen;
+ y *= recipLen;
+ z *= recipLen;
+ }
+ const float nc = 1.0f - c;
+ const float xy = x * y;
+ const float yz = y * z;
+ const float zx = z * x;
+ const float xs = x * s;
+ const float ys = y * s;
+ const float zs = z * s;
+ m->m[ 0] = x*x*nc + c;
+ m->m[ 4] = xy*nc - zs;
+ m->m[ 8] = zx*nc + ys;
+ m->m[ 1] = xy*nc + zs;
+ m->m[ 5] = y*y*nc + c;
+ m->m[ 9] = yz*nc - xs;
+ m->m[ 2] = zx*nc - ys;
+ m->m[ 6] = yz*nc + xs;
+ m->m[10] = z*z*nc + c;
+}
+
+static void SC_MatrixLoadScale(rs_matrix4x4 *m, float x, float y, float z) {
+ SC_MatrixLoadIdentity_4x4(m);
+ m->m[0] = x;
+ m->m[5] = y;
+ m->m[10] = z;
+}
+
+static void SC_MatrixLoadTranslate(rs_matrix4x4 *m, float x, float y, float z) {
+ SC_MatrixLoadIdentity_4x4(m);
+ m->m[12] = x;
+ m->m[13] = y;
+ m->m[14] = z;
+}
+
+static void SC_MatrixLoadMultiply_4x4_4x4_4x4(rs_matrix4x4 *m, const rs_matrix4x4 *lhs, const rs_matrix4x4 *rhs) {
+ for (int i=0 ; i<4 ; i++) {
+ float ri0 = 0;
+ float ri1 = 0;
+ float ri2 = 0;
+ float ri3 = 0;
+ for (int j=0 ; j<4 ; j++) {
+ const float rhs_ij = rsMatrixGet(rhs, i,j);
+ ri0 += rsMatrixGet(lhs, j, 0) * rhs_ij;
+ ri1 += rsMatrixGet(lhs, j, 1) * rhs_ij;
+ ri2 += rsMatrixGet(lhs, j, 2) * rhs_ij;
+ ri3 += rsMatrixGet(lhs, j, 3) * rhs_ij;
+ }
+ rsMatrixSet(m, i, 0, ri0);
+ rsMatrixSet(m, i, 1, ri1);
+ rsMatrixSet(m, i, 2, ri2);
+ rsMatrixSet(m, i, 3, ri3);
+ }
+}
+
+static void SC_MatrixMultiply_4x4_4x4(rs_matrix4x4 *m, const rs_matrix4x4 *rhs) {
+ rs_matrix4x4 mt;
+ SC_MatrixLoadMultiply_4x4_4x4_4x4(&mt, m, rhs);
+ SC_MatrixLoad_4x4_4x4(m, &mt);
+}
+
+static void SC_MatrixLoadMultiply_3x3_3x3_3x3(rs_matrix3x3 *m, const rs_matrix3x3 *lhs, const rs_matrix3x3 *rhs) {
+ for (int i=0 ; i<3 ; i++) {
+ float ri0 = 0;
+ float ri1 = 0;
+ float ri2 = 0;
+ for (int j=0 ; j<3 ; j++) {
+ const float rhs_ij = rsMatrixGet(rhs, i,j);
+ ri0 += rsMatrixGet(lhs, j, 0) * rhs_ij;
+ ri1 += rsMatrixGet(lhs, j, 1) * rhs_ij;
+ ri2 += rsMatrixGet(lhs, j, 2) * rhs_ij;
+ }
+ rsMatrixSet(m, i, 0, ri0);
+ rsMatrixSet(m, i, 1, ri1);
+ rsMatrixSet(m, i, 2, ri2);
+ }
+}
+
+static void SC_MatrixMultiply_3x3_3x3(rs_matrix3x3 *m, const rs_matrix3x3 *rhs) {
+ rs_matrix3x3 mt;
+ SC_MatrixLoadMultiply_3x3_3x3_3x3(&mt, m, rhs);
+ SC_MatrixLoad_3x3_3x3(m, &mt);
+}
+
+static void SC_MatrixLoadMultiply_2x2_2x2_2x2(rs_matrix2x2 *m, const rs_matrix2x2 *lhs, const rs_matrix2x2 *rhs) {
+ for (int i=0 ; i<2 ; i++) {
+ float ri0 = 0;
+ float ri1 = 0;
+ for (int j=0 ; j<2 ; j++) {
+ const float rhs_ij = rsMatrixGet(rhs, i,j);
+ ri0 += rsMatrixGet(lhs, j, 0) * rhs_ij;
+ ri1 += rsMatrixGet(lhs, j, 1) * rhs_ij;
+ }
+ rsMatrixSet(m, i, 0, ri0);
+ rsMatrixSet(m, i, 1, ri1);
+ }
+}
+
+static void SC_MatrixMultiply_2x2_2x2(rs_matrix2x2 *m, const rs_matrix2x2 *rhs) {
+ rs_matrix2x2 mt;
+ SC_MatrixLoadMultiply_2x2_2x2_2x2(&mt, m, rhs);
+ SC_MatrixLoad_2x2_2x2(m, &mt);
+}
+
+static void SC_MatrixRotate(rs_matrix4x4 *m, float rot, float x, float y, float z) {
+ rs_matrix4x4 m1;
+ SC_MatrixLoadRotate(&m1, rot, x, y, z);
+ SC_MatrixMultiply_4x4_4x4(m, &m1);
+}
+
+static void SC_MatrixScale(rs_matrix4x4 *m, float x, float y, float z) {
+ rs_matrix4x4 m1;
+ SC_MatrixLoadScale(&m1, x, y, z);
+ SC_MatrixMultiply_4x4_4x4(m, &m1);
+}
+
+static void SC_MatrixTranslate(rs_matrix4x4 *m, float x, float y, float z) {
+ rs_matrix4x4 m1;
+ SC_MatrixLoadTranslate(&m1, x, y, z);
+ SC_MatrixMultiply_4x4_4x4(m, &m1);
+}
+
+static void SC_MatrixLoadOrtho(rs_matrix4x4 *m, float left, float right, float bottom, float top, float near, float far) {
+ SC_MatrixLoadIdentity_4x4(m);
+ m->m[0] = 2.f / (right - left);
+ m->m[5] = 2.f / (top - bottom);
+ m->m[10]= -2.f / (far - near);
+ m->m[12]= -(right + left) / (right - left);
+ m->m[13]= -(top + bottom) / (top - bottom);
+ m->m[14]= -(far + near) / (far - near);
+}
+
+static void SC_MatrixLoadFrustum(rs_matrix4x4 *m, float left, float right, float bottom, float top, float near, float far) {
+ SC_MatrixLoadIdentity_4x4(m);
+ m->m[0] = 2.f * near / (right - left);
+ m->m[5] = 2.f * near / (top - bottom);
+ m->m[8] = (right + left) / (right - left);
+ m->m[9] = (top + bottom) / (top - bottom);
+ m->m[10]= -(far + near) / (far - near);
+ m->m[11]= -1.f;
+ m->m[14]= -2.f * far * near / (far - near);
+ m->m[15]= 0.f;
+}
+
+static void SC_MatrixLoadPerspective(rs_matrix4x4* m, float fovy, float aspect, float near, float far) {
+ float top = near * tan((float) (fovy * M_PI / 360.0f));
+ float bottom = -top;
+ float left = bottom * aspect;
+ float right = top * aspect;
+ SC_MatrixLoadFrustum(m, left, right, bottom, top, near, far);
+}
+
+
+// Returns true if the matrix was successfully inversed
+static bool SC_MatrixInverse_4x4(rs_matrix4x4 *m) {
+ rs_matrix4x4 result;
+
+ int i, j;
+ for (i = 0; i < 4; ++i) {
+ for (j = 0; j < 4; ++j) {
+ // computeCofactor for int i, int j
+ int c0 = (i+1) % 4;
+ int c1 = (i+2) % 4;
+ int c2 = (i+3) % 4;
+ int r0 = (j+1) % 4;
+ int r1 = (j+2) % 4;
+ int r2 = (j+3) % 4;
+
+ float minor = (m->m[c0 + 4*r0] * (m->m[c1 + 4*r1] * m->m[c2 + 4*r2] - m->m[c1 + 4*r2] * m->m[c2 + 4*r1]))
+ - (m->m[c0 + 4*r1] * (m->m[c1 + 4*r0] * m->m[c2 + 4*r2] - m->m[c1 + 4*r2] * m->m[c2 + 4*r0]))
+ + (m->m[c0 + 4*r2] * (m->m[c1 + 4*r0] * m->m[c2 + 4*r1] - m->m[c1 + 4*r1] * m->m[c2 + 4*r0]));
+
+ float cofactor = (i+j) & 1 ? -minor : minor;
+
+ result.m[4*i + j] = cofactor;
+ }
+ }
+
+ // Dot product of 0th column of source and 0th row of result
+ float det = m->m[0]*result.m[0] + m->m[4]*result.m[1] +
+ m->m[8]*result.m[2] + m->m[12]*result.m[3];
+
+ if (fabs(det) < 1e-6) {
+ return false;
+ }
+
+ det = 1.0f / det;
+ for (i = 0; i < 16; ++i) {
+ m->m[i] = result.m[i] * det;
+ }
+
+ return true;
+}
+
+// Returns true if the matrix was successfully inversed
+static bool SC_MatrixInverseTranspose_4x4(rs_matrix4x4 *m) {
+ rs_matrix4x4 result;
+
+ int i, j;
+ for (i = 0; i < 4; ++i) {
+ for (j = 0; j < 4; ++j) {
+ // computeCofactor for int i, int j
+ int c0 = (i+1) % 4;
+ int c1 = (i+2) % 4;
+ int c2 = (i+3) % 4;
+ int r0 = (j+1) % 4;
+ int r1 = (j+2) % 4;
+ int r2 = (j+3) % 4;
+
+ float minor = (m->m[c0 + 4*r0] * (m->m[c1 + 4*r1] * m->m[c2 + 4*r2] - m->m[c1 + 4*r2] * m->m[c2 + 4*r1]))
+ - (m->m[c0 + 4*r1] * (m->m[c1 + 4*r0] * m->m[c2 + 4*r2] - m->m[c1 + 4*r2] * m->m[c2 + 4*r0]))
+ + (m->m[c0 + 4*r2] * (m->m[c1 + 4*r0] * m->m[c2 + 4*r1] - m->m[c1 + 4*r1] * m->m[c2 + 4*r0]));
+
+ float cofactor = (i+j) & 1 ? -minor : minor;
+
+ result.m[4*j + i] = cofactor;
+ }
+ }
+
+ // Dot product of 0th column of source and 0th column of result
+ float det = m->m[0]*result.m[0] + m->m[4]*result.m[4] +
+ m->m[8]*result.m[8] + m->m[12]*result.m[12];
+
+ if (fabs(det) < 1e-6) {
+ return false;
+ }
+
+ det = 1.0f / det;
+ for (i = 0; i < 16; ++i) {
+ m->m[i] = result.m[i] * det;
+ }
+
+ return true;
+}
+
+static void SC_MatrixTranspose_4x4(rs_matrix4x4 *m) {
+ int i, j;
+ float temp;
+ for (i = 0; i < 3; ++i) {
+ for (j = i + 1; j < 4; ++j) {
+ temp = m->m[i*4 + j];
+ m->m[i*4 + j] = m->m[j*4 + i];
+ m->m[j*4 + i] = temp;
+ }
+ }
+}
+
+static void SC_MatrixTranspose_3x3(rs_matrix3x3 *m) {
+ int i, j;
+ float temp;
+ for (i = 0; i < 2; ++i) {
+ for (j = i + 1; j < 3; ++j) {
+ temp = m->m[i*3 + j];
+ m->m[i*3 + j] = m->m[j*4 + i];
+ m->m[j*3 + i] = temp;
+ }
+ }
+}
+
+static void SC_MatrixTranspose_2x2(rs_matrix2x2 *m) {
+ float temp = m->m[1];
+ m->m[1] = m->m[2];
+ m->m[2] = temp;
+}
+
+
//////////////////////////////////////////////////////////////////////////////
// Class implementation
//////////////////////////////////////////////////////////////////////////////
@@ -473,6 +956,45 @@
{ "_Z22rsSendToClientBlockingi", (void *)&SC_toClientBlocking, false },
{ "_Z22rsSendToClientBlockingiPKvj", (void *)&SC_toClientBlocking2, false },
+ // matrix
+ { "_Z20rsMatrixLoadIdentityP12rs_matrix4x4", (void *)&SC_MatrixLoadIdentity_4x4, false },
+ { "_Z20rsMatrixLoadIdentityP12rs_matrix3x3", (void *)&SC_MatrixLoadIdentity_3x3, false },
+ { "_Z20rsMatrixLoadIdentityP12rs_matrix2x2", (void *)&SC_MatrixLoadIdentity_2x2, false },
+
+ { "_Z12rsMatrixLoadP12rs_matrix4x4PKf", (void *)&SC_MatrixLoad_4x4_f, false },
+ { "_Z12rsMatrixLoadP12rs_matrix3x3PKf", (void *)&SC_MatrixLoad_3x3_f, false },
+ { "_Z12rsMatrixLoadP12rs_matrix2x2PKf", (void *)&SC_MatrixLoad_2x2_f, false },
+
+ { "_Z12rsMatrixLoadP12rs_matrix4x4PKS_", (void *)&SC_MatrixLoad_4x4_4x4, false },
+ { "_Z12rsMatrixLoadP12rs_matrix4x4PK12rs_matrix3x3", (void *)&SC_MatrixLoad_4x4_3x3, false },
+ { "_Z12rsMatrixLoadP12rs_matrix4x4PK12rs_matrix2x2", (void *)&SC_MatrixLoad_4x4_2x2, false },
+ { "_Z12rsMatrixLoadP12rs_matrix3x3PKS_", (void *)&SC_MatrixLoad_3x3_3x3, false },
+ { "_Z12rsMatrixLoadP12rs_matrix2x2PKS_", (void *)&SC_MatrixLoad_2x2_2x2, false },
+
+ { "_Z18rsMatrixLoadRotateP12rs_matrix4x4ffff", (void *)&SC_MatrixLoadRotate, false },
+ { "_Z17rsMatrixLoadScaleP12rs_matrix4x4fff", (void *)&SC_MatrixLoadScale, false },
+ { "_Z21rsMatrixLoadTranslateP12rs_matrix4x4fff", (void *)&SC_MatrixLoadTranslate, false },
+ { "_Z14rsMatrixRotateP12rs_matrix4x4ffff", (void *)&SC_MatrixRotate, false },
+ { "_Z13rsMatrixScaleP12rs_matrix4x4fff", (void *)&SC_MatrixScale, false },
+ { "_Z17rsMatrixTranslateP12rs_matrix4x4fff", (void *)&SC_MatrixTranslate, false },
+
+ { "_Z20rsMatrixLoadMultiplyP12rs_matrix4x4PKS_S2_", (void *)&SC_MatrixLoadMultiply_4x4_4x4_4x4, false },
+ { "_Z16rsMatrixMultiplyP12rs_matrix4x4PKS_", (void *)&SC_MatrixMultiply_4x4_4x4, false },
+ { "_Z20rsMatrixLoadMultiplyP12rs_matrix3x3PKS_S2_", (void *)&SC_MatrixLoadMultiply_3x3_3x3_3x3, false },
+ { "_Z16rsMatrixMultiplyP12rs_matrix3x3PKS_", (void *)&SC_MatrixMultiply_3x3_3x3, false },
+ { "_Z20rsMatrixLoadMultiplyP12rs_matrix2x2PKS_S2_", (void *)&SC_MatrixLoadMultiply_2x2_2x2_2x2, false },
+ { "_Z16rsMatrixMultiplyP12rs_matrix2x2PKS_", (void *)&SC_MatrixMultiply_2x2_2x2, false },
+
+ { "_Z17rsMatrixLoadOrthoP12rs_matrix4x4ffffff", (void *)&SC_MatrixLoadOrtho, false },
+ { "_Z19rsMatrixLoadFrustumP12rs_matrix4x4ffffff", (void *)&SC_MatrixLoadFrustum, false },
+ { "_Z23rsMatrixLoadPerspectiveP12rs_matrix4x4ffff", (void *)&SC_MatrixLoadPerspective, false },
+
+ { "_Z15rsMatrixInverseP12rs_matrix4x4", (void *)&SC_MatrixInverse_4x4, false },
+ { "_Z24rsMatrixInverseTransposeP12rs_matrix4x4", (void *)&SC_MatrixInverseTranspose_4x4, false },
+ { "_Z17rsMatrixTransposeP12rs_matrix4x4", (void *)&SC_MatrixTranspose_4x4, false },
+ { "_Z17rsMatrixTransposeP12rs_matrix4x4", (void *)&SC_MatrixTranspose_3x3, false },
+ { "_Z17rsMatrixTransposeP12rs_matrix4x4", (void *)&SC_MatrixTranspose_2x2, false },
+
{ "_Z9rsForEach9rs_script13rs_allocationS0_PKv", (void *)&SC_ForEach, false },
//{ "_Z9rsForEach9rs_script13rs_allocationS0_PKv", (void *)&SC_ForEach2, true },