Add SwiftShader dump from Feb 6 2013
diff --git a/src/Renderer/Point.hpp b/src/Renderer/Point.hpp
index 1448ee0..7b50f58 100644
--- a/src/Renderer/Point.hpp
+++ b/src/Renderer/Point.hpp
@@ -1,136 +1,136 @@
-// SwiftShader Software Renderer

-//

-// Copyright(c) 2005-2011 TransGaming Inc.

-//

-// All rights reserved. No part of this software may be copied, distributed, transmitted,

-// transcribed, stored in a retrieval system, translated into any human or computer

-// language by any means, or disclosed to third parties without the explicit written

-// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express

-// or implied, including but not limited to any patent rights, are granted to you.

-//

-

-#ifndef Point_hpp

-#define Point_hpp

-

-namespace sw

-{

-	struct Vector;

-	struct Matrix;

-

-	struct Point

-	{

-		Point();

-		Point(const int i);

-		Point(const Point &P);

-		Point(const Vector &v);

-		Point(float Px, float Py, float Pz);

-

-		Point &operator=(const Point &P);

-

-		union

-		{

-			float p[3];

-

-			struct

-			{		

-				float x;

-				float y;

-				float z;

-			};

-		};

-

-		float &operator[](int i);

-		float &operator()(int i);

-

-		const float &operator[](int i) const;

-		const float &operator()(int i) const;

-

-		Point &operator+=(const Vector &v);

-		Point &operator-=(const Vector &v);

-

-		friend Point operator+(const Point &P, const Vector &v);

-		friend Point operator-(const Point &P, const Vector &v);

-

-		friend Vector operator-(const Point &P, const Point &Q);

-

-		friend Point operator*(const Matrix &M, const Point& P);

-		friend Point operator*(const Point &P, const Matrix &M);

-		friend Point &operator*=(Point &P, const Matrix &M);

-

-		float d(const Point &P) const;   // Distance between two points

-		float d2(const Point &P) const;   // Squared distance between two points

-

-		static float d(const Point &P, const Point &Q);   // Distance between two points

-		static float d2(const Point &P, const Point &Q);   // Squared distance between two points

-	};

-}

-

-#include "Vector.hpp"

-

-namespace sw

-{

-	inline Point::Point()

-	{

-	}

-

-	inline Point::Point(const int i)

-	{

-		const float s = (float)i;

-

-		x = s;

-		y = s;

-		z = s;

-	}

-

-	inline Point::Point(const Point &P)

-	{

-		x = P.x;

-		y = P.y;

-		z = P.z;

-	}

-

-	inline Point::Point(const Vector &v)

-	{

-		x = v.x;

-		y = v.y;

-		z = v.z;

-	}

-

-	inline Point::Point(float P_x, float P_y, float P_z)

-	{

-		x = P_x;

-		y = P_y;

-		z = P_z;

-	}

-

-	inline Point &Point::operator=(const Point &P)

-	{

-		x = P.x;

-		y = P.y;

-		z = P.z;

-

-		return *this;

-	}

-

-	inline float &Point::operator()(int i)

-	{

-		return p[i];

-	}

-

-	inline float &Point::operator[](int i)

-	{

-		return p[i];

-	}

-

-	inline const float &Point::operator()(int i) const

-	{

-		return p[i];

-	}

-

-	inline const float &Point::operator[](int i) const

-	{

-		return p[i];

-	}

-}

-

-#endif   // Point_hpp

+// SwiftShader Software Renderer
+//
+// Copyright(c) 2005-2011 TransGaming Inc.
+//
+// All rights reserved. No part of this software may be copied, distributed, transmitted,
+// transcribed, stored in a retrieval system, translated into any human or computer
+// language by any means, or disclosed to third parties without the explicit written
+// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express
+// or implied, including but not limited to any patent rights, are granted to you.
+//
+
+#ifndef Point_hpp
+#define Point_hpp
+
+namespace sw
+{
+	struct Vector;
+	struct Matrix;
+
+	struct Point
+	{
+		Point();
+		Point(const int i);
+		Point(const Point &P);
+		Point(const Vector &v);
+		Point(float Px, float Py, float Pz);
+
+		Point &operator=(const Point &P);
+
+		union
+		{
+			float p[3];
+
+			struct
+			{		
+				float x;
+				float y;
+				float z;
+			};
+		};
+
+		float &operator[](int i);
+		float &operator()(int i);
+
+		const float &operator[](int i) const;
+		const float &operator()(int i) const;
+
+		Point &operator+=(const Vector &v);
+		Point &operator-=(const Vector &v);
+
+		friend Point operator+(const Point &P, const Vector &v);
+		friend Point operator-(const Point &P, const Vector &v);
+
+		friend Vector operator-(const Point &P, const Point &Q);
+
+		friend Point operator*(const Matrix &M, const Point& P);
+		friend Point operator*(const Point &P, const Matrix &M);
+		friend Point &operator*=(Point &P, const Matrix &M);
+
+		float d(const Point &P) const;   // Distance between two points
+		float d2(const Point &P) const;   // Squared distance between two points
+
+		static float d(const Point &P, const Point &Q);   // Distance between two points
+		static float d2(const Point &P, const Point &Q);   // Squared distance between two points
+	};
+}
+
+#include "Vector.hpp"
+
+namespace sw
+{
+	inline Point::Point()
+	{
+	}
+
+	inline Point::Point(const int i)
+	{
+		const float s = (float)i;
+
+		x = s;
+		y = s;
+		z = s;
+	}
+
+	inline Point::Point(const Point &P)
+	{
+		x = P.x;
+		y = P.y;
+		z = P.z;
+	}
+
+	inline Point::Point(const Vector &v)
+	{
+		x = v.x;
+		y = v.y;
+		z = v.z;
+	}
+
+	inline Point::Point(float P_x, float P_y, float P_z)
+	{
+		x = P_x;
+		y = P_y;
+		z = P_z;
+	}
+
+	inline Point &Point::operator=(const Point &P)
+	{
+		x = P.x;
+		y = P.y;
+		z = P.z;
+
+		return *this;
+	}
+
+	inline float &Point::operator()(int i)
+	{
+		return p[i];
+	}
+
+	inline float &Point::operator[](int i)
+	{
+		return p[i];
+	}
+
+	inline const float &Point::operator()(int i) const
+	{
+		return p[i];
+	}
+
+	inline const float &Point::operator[](int i) const
+	{
+		return p[i];
+	}
+}
+
+#endif   // Point_hpp