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wine
wine-cw
Commits
ae45f70c
Commit
ae45f70c
authored
Mar 22, 2008
by
Philip Nilsson
Committed by
Alexandre Julliard
Jul 25, 2008
Browse files
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Plain Diff
d3dx8: Allow input and output parameters pointing to the same place.
parent
66297080
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1 changed file
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42 additions
and
28 deletions
+42
-28
math.c
dlls/d3dx8/math.c
+42
-28
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dlls/d3dx8/math.c
View file @
ae45f70c
...
...
@@ -202,15 +202,17 @@ D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, CONST D3DXVECTOR3 *peye,
D3DXMATRIX
*
WINAPI
D3DXMatrixMultiply
(
D3DXMATRIX
*
pout
,
CONST
D3DXMATRIX
*
pm1
,
CONST
D3DXMATRIX
*
pm2
)
{
D3DXMATRIX
out
;
int
i
,
j
;
for
(
i
=
0
;
i
<
4
;
i
++
)
{
for
(
j
=
0
;
j
<
4
;
j
++
)
{
pout
->
u
.
m
[
i
][
j
]
=
pm1
->
u
.
m
[
i
][
0
]
*
pm2
->
u
.
m
[
0
][
j
]
+
pm1
->
u
.
m
[
i
][
1
]
*
pm2
->
u
.
m
[
1
][
j
]
+
pm1
->
u
.
m
[
i
][
2
]
*
pm2
->
u
.
m
[
2
][
j
]
+
pm1
->
u
.
m
[
i
][
3
]
*
pm2
->
u
.
m
[
3
][
j
];
out
.
u
.
m
[
i
][
j
]
=
pm1
->
u
.
m
[
i
][
0
]
*
pm2
->
u
.
m
[
0
][
j
]
+
pm1
->
u
.
m
[
i
][
1
]
*
pm2
->
u
.
m
[
1
][
j
]
+
pm1
->
u
.
m
[
i
][
2
]
*
pm2
->
u
.
m
[
2
][
j
]
+
pm1
->
u
.
m
[
i
][
3
]
*
pm2
->
u
.
m
[
3
][
j
];
}
}
*
pout
=
out
;
return
pout
;
}
...
...
@@ -566,13 +568,14 @@ D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLO
D3DXMATRIX
*
WINAPI
D3DXMatrixTranspose
(
D3DXMATRIX
*
pout
,
CONST
D3DXMATRIX
*
pm
)
{
CONST
D3DXMATRIX
m
=
*
pm
;
int
i
,
j
;
for
(
i
=
0
;
i
<
4
;
i
++
)
{
for
(
j
=
0
;
j
<
4
;
j
++
)
{
pout
->
u
.
m
[
i
][
j
]
=
pm
->
u
.
m
[
j
][
i
];
pout
->
u
.
m
[
i
][
j
]
=
m
.
u
.
m
[
j
][
i
];
}
}
return
pout
;
...
...
@@ -824,10 +827,11 @@ D3DXPLANE* WINAPI D3DXPlaneNormalize(D3DXPLANE *pout, CONST D3DXPLANE *pp)
D3DXPLANE
*
WINAPI
D3DXPlaneTransform
(
D3DXPLANE
*
pout
,
CONST
D3DXPLANE
*
pplane
,
CONST
D3DXMATRIX
*
pm
)
{
pout
->
a
=
pm
->
u
.
m
[
0
][
0
]
*
pplane
->
a
+
pm
->
u
.
m
[
1
][
0
]
*
pplane
->
b
+
pm
->
u
.
m
[
2
][
0
]
*
pplane
->
c
+
pm
->
u
.
m
[
3
][
0
]
*
pplane
->
d
;
pout
->
b
=
pm
->
u
.
m
[
0
][
1
]
*
pplane
->
a
+
pm
->
u
.
m
[
1
][
1
]
*
pplane
->
b
+
pm
->
u
.
m
[
2
][
1
]
*
pplane
->
c
+
pm
->
u
.
m
[
3
][
1
]
*
pplane
->
d
;
pout
->
c
=
pm
->
u
.
m
[
0
][
2
]
*
pplane
->
a
+
pm
->
u
.
m
[
1
][
2
]
*
pplane
->
b
+
pm
->
u
.
m
[
2
][
2
]
*
pplane
->
c
+
pm
->
u
.
m
[
3
][
2
]
*
pplane
->
d
;
pout
->
d
=
pm
->
u
.
m
[
0
][
3
]
*
pplane
->
a
+
pm
->
u
.
m
[
1
][
3
]
*
pplane
->
b
+
pm
->
u
.
m
[
2
][
3
]
*
pplane
->
c
+
pm
->
u
.
m
[
3
][
3
]
*
pplane
->
d
;
CONST
D3DXPLANE
plane
=
*
pplane
;
pout
->
a
=
pm
->
u
.
m
[
0
][
0
]
*
plane
.
a
+
pm
->
u
.
m
[
1
][
0
]
*
plane
.
b
+
pm
->
u
.
m
[
2
][
0
]
*
plane
.
c
+
pm
->
u
.
m
[
3
][
0
]
*
plane
.
d
;
pout
->
b
=
pm
->
u
.
m
[
0
][
1
]
*
plane
.
a
+
pm
->
u
.
m
[
1
][
1
]
*
plane
.
b
+
pm
->
u
.
m
[
2
][
1
]
*
plane
.
c
+
pm
->
u
.
m
[
3
][
1
]
*
plane
.
d
;
pout
->
c
=
pm
->
u
.
m
[
0
][
2
]
*
plane
.
a
+
pm
->
u
.
m
[
1
][
2
]
*
plane
.
b
+
pm
->
u
.
m
[
2
][
2
]
*
plane
.
c
+
pm
->
u
.
m
[
3
][
2
]
*
plane
.
d
;
pout
->
d
=
pm
->
u
.
m
[
0
][
3
]
*
plane
.
a
+
pm
->
u
.
m
[
1
][
3
]
*
plane
.
b
+
pm
->
u
.
m
[
2
][
3
]
*
plane
.
c
+
pm
->
u
.
m
[
3
][
3
]
*
plane
.
d
;
return
pout
;
}
...
...
@@ -921,10 +925,12 @@ D3DXQUATERNION* WINAPI D3DXQuaternionLn(D3DXQUATERNION *pout, CONST D3DXQUATERNI
D3DXQUATERNION
*
WINAPI
D3DXQuaternionMultiply
(
D3DXQUATERNION
*
pout
,
CONST
D3DXQUATERNION
*
pq1
,
CONST
D3DXQUATERNION
*
pq2
)
{
pout
->
x
=
pq2
->
w
*
pq1
->
x
+
pq2
->
x
*
pq1
->
w
+
pq2
->
y
*
pq1
->
z
-
pq2
->
z
*
pq1
->
y
;
pout
->
y
=
pq2
->
w
*
pq1
->
y
-
pq2
->
x
*
pq1
->
z
+
pq2
->
y
*
pq1
->
w
+
pq2
->
z
*
pq1
->
x
;
pout
->
z
=
pq2
->
w
*
pq1
->
z
+
pq2
->
x
*
pq1
->
y
-
pq2
->
y
*
pq1
->
x
+
pq2
->
z
*
pq1
->
w
;
pout
->
w
=
pq2
->
w
*
pq1
->
w
-
pq2
->
x
*
pq1
->
x
-
pq2
->
y
*
pq1
->
y
-
pq2
->
z
*
pq1
->
z
;
D3DXQUATERNION
out
;
out
.
x
=
pq2
->
w
*
pq1
->
x
+
pq2
->
x
*
pq1
->
w
+
pq2
->
y
*
pq1
->
z
-
pq2
->
z
*
pq1
->
y
;
out
.
y
=
pq2
->
w
*
pq1
->
y
-
pq2
->
x
*
pq1
->
z
+
pq2
->
y
*
pq1
->
w
+
pq2
->
z
*
pq1
->
x
;
out
.
z
=
pq2
->
w
*
pq1
->
z
+
pq2
->
x
*
pq1
->
y
-
pq2
->
y
*
pq1
->
x
+
pq2
->
z
*
pq1
->
w
;
out
.
w
=
pq2
->
w
*
pq1
->
w
-
pq2
->
x
*
pq1
->
x
-
pq2
->
y
*
pq1
->
y
-
pq2
->
z
*
pq1
->
z
;
*
pout
=
out
;
return
pout
;
}
...
...
@@ -1129,8 +1135,9 @@ D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, CONST D3DXVECTOR2
norm
=
pm
->
u
.
m
[
0
][
3
]
*
pv
->
x
+
pm
->
u
.
m
[
1
][
3
]
*
pv
->
y
+
pm
->
u
.
m
[
3
][
3
];
if
(
norm
)
{
pout
->
x
=
(
pm
->
u
.
m
[
0
][
0
]
*
pv
->
x
+
pm
->
u
.
m
[
1
][
0
]
*
pv
->
y
+
pm
->
u
.
m
[
3
][
0
])
/
norm
;
pout
->
y
=
(
pm
->
u
.
m
[
0
][
1
]
*
pv
->
x
+
pm
->
u
.
m
[
1
][
1
]
*
pv
->
y
+
pm
->
u
.
m
[
3
][
1
])
/
norm
;
CONST
D3DXVECTOR2
v
=
*
pv
;
pout
->
x
=
(
pm
->
u
.
m
[
0
][
0
]
*
v
.
x
+
pm
->
u
.
m
[
1
][
0
]
*
v
.
y
+
pm
->
u
.
m
[
3
][
0
])
/
norm
;
pout
->
y
=
(
pm
->
u
.
m
[
0
][
1
]
*
v
.
x
+
pm
->
u
.
m
[
1
][
1
]
*
v
.
y
+
pm
->
u
.
m
[
3
][
1
])
/
norm
;
}
else
{
...
...
@@ -1142,8 +1149,9 @@ D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, CONST D3DXVECTOR2
D3DXVECTOR2
*
WINAPI
D3DXVec2TransformNormal
(
D3DXVECTOR2
*
pout
,
CONST
D3DXVECTOR2
*
pv
,
CONST
D3DXMATRIX
*
pm
)
{
pout
->
x
=
pm
->
u
.
m
[
0
][
0
]
*
pv
->
x
+
pm
->
u
.
m
[
1
][
0
]
*
pv
->
y
;
pout
->
y
=
pm
->
u
.
m
[
0
][
1
]
*
pv
->
x
+
pm
->
u
.
m
[
1
][
1
]
*
pv
->
y
;
CONST
D3DXVECTOR2
v
=
*
pv
;
pout
->
x
=
pm
->
u
.
m
[
0
][
0
]
*
v
.
x
+
pm
->
u
.
m
[
1
][
0
]
*
v
.
y
;
pout
->
y
=
pm
->
u
.
m
[
0
][
1
]
*
v
.
x
+
pm
->
u
.
m
[
1
][
1
]
*
v
.
y
;
return
pout
;
}
...
...
@@ -1231,9 +1239,10 @@ D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, CONST D3DXVECTOR3
if
(
norm
)
{
pout
->
x
=
(
pm
->
u
.
m
[
0
][
0
]
*
pv
->
x
+
pm
->
u
.
m
[
1
][
0
]
*
pv
->
y
+
pm
->
u
.
m
[
2
][
0
]
*
pv
->
z
+
pm
->
u
.
m
[
3
][
0
])
/
norm
;
pout
->
y
=
(
pm
->
u
.
m
[
0
][
1
]
*
pv
->
x
+
pm
->
u
.
m
[
1
][
1
]
*
pv
->
y
+
pm
->
u
.
m
[
2
][
1
]
*
pv
->
z
+
pm
->
u
.
m
[
3
][
1
])
/
norm
;
pout
->
z
=
(
pm
->
u
.
m
[
0
][
2
]
*
pv
->
x
+
pm
->
u
.
m
[
1
][
2
]
*
pv
->
y
+
pm
->
u
.
m
[
2
][
2
]
*
pv
->
z
+
pm
->
u
.
m
[
3
][
2
])
/
norm
;
CONST
D3DXVECTOR3
v
=
*
pv
;
pout
->
x
=
(
pm
->
u
.
m
[
0
][
0
]
*
v
.
x
+
pm
->
u
.
m
[
1
][
0
]
*
v
.
y
+
pm
->
u
.
m
[
2
][
0
]
*
v
.
z
+
pm
->
u
.
m
[
3
][
0
])
/
norm
;
pout
->
y
=
(
pm
->
u
.
m
[
0
][
1
]
*
v
.
x
+
pm
->
u
.
m
[
1
][
1
]
*
v
.
y
+
pm
->
u
.
m
[
2
][
1
]
*
v
.
z
+
pm
->
u
.
m
[
3
][
1
])
/
norm
;
pout
->
z
=
(
pm
->
u
.
m
[
0
][
2
]
*
v
.
x
+
pm
->
u
.
m
[
1
][
2
]
*
v
.
y
+
pm
->
u
.
m
[
2
][
2
]
*
v
.
z
+
pm
->
u
.
m
[
3
][
2
])
/
norm
;
}
else
{
...
...
@@ -1246,9 +1255,10 @@ D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, CONST D3DXVECTOR3
D3DXVECTOR3
*
WINAPI
D3DXVec3TransformNormal
(
D3DXVECTOR3
*
pout
,
CONST
D3DXVECTOR3
*
pv
,
CONST
D3DXMATRIX
*
pm
)
{
pout
->
x
=
pm
->
u
.
m
[
0
][
0
]
*
pv
->
x
+
pm
->
u
.
m
[
1
][
0
]
*
pv
->
y
+
pm
->
u
.
m
[
2
][
0
]
*
pv
->
z
;
pout
->
y
=
pm
->
u
.
m
[
0
][
1
]
*
pv
->
x
+
pm
->
u
.
m
[
1
][
1
]
*
pv
->
y
+
pm
->
u
.
m
[
2
][
1
]
*
pv
->
z
;
pout
->
z
=
pm
->
u
.
m
[
0
][
2
]
*
pv
->
x
+
pm
->
u
.
m
[
1
][
2
]
*
pv
->
y
+
pm
->
u
.
m
[
2
][
2
]
*
pv
->
z
;
CONST
D3DXVECTOR3
v
=
*
pv
;
pout
->
x
=
pm
->
u
.
m
[
0
][
0
]
*
v
.
x
+
pm
->
u
.
m
[
1
][
0
]
*
v
.
y
+
pm
->
u
.
m
[
2
][
0
]
*
v
.
z
;
pout
->
y
=
pm
->
u
.
m
[
0
][
1
]
*
v
.
x
+
pm
->
u
.
m
[
1
][
1
]
*
v
.
y
+
pm
->
u
.
m
[
2
][
1
]
*
v
.
z
;
pout
->
z
=
pm
->
u
.
m
[
0
][
2
]
*
v
.
x
+
pm
->
u
.
m
[
1
][
2
]
*
v
.
y
+
pm
->
u
.
m
[
2
][
2
]
*
v
.
z
;
return
pout
;
}
...
...
@@ -1290,10 +1300,12 @@ D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv0
D3DXVECTOR4
*
WINAPI
D3DXVec4Cross
(
D3DXVECTOR4
*
pout
,
CONST
D3DXVECTOR4
*
pv1
,
CONST
D3DXVECTOR4
*
pv2
,
CONST
D3DXVECTOR4
*
pv3
)
{
pout
->
x
=
pv1
->
y
*
(
pv2
->
z
*
pv3
->
w
-
pv3
->
z
*
pv2
->
w
)
-
pv1
->
z
*
(
pv2
->
y
*
pv3
->
w
-
pv3
->
y
*
pv2
->
w
)
+
pv1
->
w
*
(
pv2
->
y
*
pv3
->
z
-
pv2
->
z
*
pv3
->
y
);
pout
->
y
=
-
(
pv1
->
x
*
(
pv2
->
z
*
pv3
->
w
-
pv3
->
z
*
pv2
->
w
)
-
pv1
->
z
*
(
pv2
->
x
*
pv3
->
w
-
pv3
->
x
*
pv2
->
w
)
+
pv1
->
w
*
(
pv2
->
x
*
pv3
->
z
-
pv3
->
x
*
pv2
->
z
));
pout
->
z
=
pv1
->
x
*
(
pv2
->
y
*
pv3
->
w
-
pv3
->
y
*
pv2
->
w
)
-
pv1
->
y
*
(
pv2
->
x
*
pv3
->
w
-
pv3
->
x
*
pv2
->
w
)
+
pv1
->
w
*
(
pv2
->
x
*
pv3
->
y
-
pv3
->
x
*
pv2
->
y
);
pout
->
w
=
-
(
pv1
->
x
*
(
pv2
->
y
*
pv3
->
z
-
pv3
->
y
*
pv2
->
z
)
-
pv1
->
y
*
(
pv2
->
x
*
pv3
->
z
-
pv3
->
x
*
pv2
->
z
)
+
pv1
->
z
*
(
pv2
->
x
*
pv3
->
y
-
pv3
->
x
*
pv2
->
y
));
D3DXVECTOR4
out
;
out
.
x
=
pv1
->
y
*
(
pv2
->
z
*
pv3
->
w
-
pv3
->
z
*
pv2
->
w
)
-
pv1
->
z
*
(
pv2
->
y
*
pv3
->
w
-
pv3
->
y
*
pv2
->
w
)
+
pv1
->
w
*
(
pv2
->
y
*
pv3
->
z
-
pv2
->
z
*
pv3
->
y
);
out
.
y
=
-
(
pv1
->
x
*
(
pv2
->
z
*
pv3
->
w
-
pv3
->
z
*
pv2
->
w
)
-
pv1
->
z
*
(
pv2
->
x
*
pv3
->
w
-
pv3
->
x
*
pv2
->
w
)
+
pv1
->
w
*
(
pv2
->
x
*
pv3
->
z
-
pv3
->
x
*
pv2
->
z
));
out
.
z
=
pv1
->
x
*
(
pv2
->
y
*
pv3
->
w
-
pv3
->
y
*
pv2
->
w
)
-
pv1
->
y
*
(
pv2
->
x
*
pv3
->
w
-
pv3
->
x
*
pv2
->
w
)
+
pv1
->
w
*
(
pv2
->
x
*
pv3
->
y
-
pv3
->
x
*
pv2
->
y
);
out
.
w
=
-
(
pv1
->
x
*
(
pv2
->
y
*
pv3
->
z
-
pv3
->
y
*
pv2
->
z
)
-
pv1
->
y
*
(
pv2
->
x
*
pv3
->
z
-
pv3
->
x
*
pv2
->
z
)
+
pv1
->
z
*
(
pv2
->
x
*
pv3
->
y
-
pv3
->
x
*
pv2
->
y
));
*
pout
=
out
;
return
pout
;
}
...
...
@@ -1337,9 +1349,11 @@ D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, CONST D3DXVECTOR4 *pv)
D3DXVECTOR4
*
WINAPI
D3DXVec4Transform
(
D3DXVECTOR4
*
pout
,
CONST
D3DXVECTOR4
*
pv
,
CONST
D3DXMATRIX
*
pm
)
{
pout
->
x
=
pm
->
u
.
m
[
0
][
0
]
*
pv
->
x
+
pm
->
u
.
m
[
1
][
0
]
*
pv
->
y
+
pm
->
u
.
m
[
2
][
0
]
*
pv
->
z
+
pm
->
u
.
m
[
3
][
0
]
*
pv
->
w
;
pout
->
y
=
pm
->
u
.
m
[
0
][
1
]
*
pv
->
x
+
pm
->
u
.
m
[
1
][
1
]
*
pv
->
y
+
pm
->
u
.
m
[
2
][
1
]
*
pv
->
z
+
pm
->
u
.
m
[
3
][
1
]
*
pv
->
w
;
pout
->
z
=
pm
->
u
.
m
[
0
][
2
]
*
pv
->
x
+
pm
->
u
.
m
[
1
][
2
]
*
pv
->
y
+
pm
->
u
.
m
[
2
][
2
]
*
pv
->
z
+
pm
->
u
.
m
[
3
][
2
]
*
pv
->
w
;
pout
->
w
=
pm
->
u
.
m
[
0
][
3
]
*
pv
->
x
+
pm
->
u
.
m
[
1
][
3
]
*
pv
->
y
+
pm
->
u
.
m
[
2
][
3
]
*
pv
->
z
+
pm
->
u
.
m
[
3
][
3
]
*
pv
->
w
;
D3DXVECTOR4
out
;
out
.
x
=
pm
->
u
.
m
[
0
][
0
]
*
pv
->
x
+
pm
->
u
.
m
[
1
][
0
]
*
pv
->
y
+
pm
->
u
.
m
[
2
][
0
]
*
pv
->
z
+
pm
->
u
.
m
[
3
][
0
]
*
pv
->
w
;
out
.
y
=
pm
->
u
.
m
[
0
][
1
]
*
pv
->
x
+
pm
->
u
.
m
[
1
][
1
]
*
pv
->
y
+
pm
->
u
.
m
[
2
][
1
]
*
pv
->
z
+
pm
->
u
.
m
[
3
][
1
]
*
pv
->
w
;
out
.
z
=
pm
->
u
.
m
[
0
][
2
]
*
pv
->
x
+
pm
->
u
.
m
[
1
][
2
]
*
pv
->
y
+
pm
->
u
.
m
[
2
][
2
]
*
pv
->
z
+
pm
->
u
.
m
[
3
][
2
]
*
pv
->
w
;
out
.
w
=
pm
->
u
.
m
[
0
][
3
]
*
pv
->
x
+
pm
->
u
.
m
[
1
][
3
]
*
pv
->
y
+
pm
->
u
.
m
[
2
][
3
]
*
pv
->
z
+
pm
->
u
.
m
[
3
][
3
]
*
pv
->
w
;
*
pout
=
out
;
return
pout
;
}
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