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wine
wine-winehq
Commits
d3c33dc0
Commit
d3c33dc0
authored
Nov 28, 2005
by
Oliver Stieber
Committed by
Alexandre Julliard
Nov 28, 2005
Browse files
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Plain Diff
Correct the matrix sizes in software shaders and remove an erroneous
parameter from lrp.
parent
2ca5efea
Hide whitespace changes
Inline
Side-by-side
Showing
2 changed files
with
16 additions
and
16 deletions
+16
-16
pixelshader.c
dlls/wined3d/pixelshader.c
+8
-8
vertexshader.c
dlls/wined3d/vertexshader.c
+8
-8
No files found.
dlls/wined3d/pixelshader.c
View file @
d3c33dc0
...
...
@@ -325,9 +325,9 @@ void pshader_frc(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
typedef
FLOAT
D3DMATRIX44
[
4
][
4
];
typedef
FLOAT
D3DMATRIX43
[
4
][
3
];
typedef
FLOAT
D3DMATRIX34
[
4
][
4
];
typedef
FLOAT
D3DMATRIX33
[
4
][
3
];
typedef
FLOAT
D3DMATRIX
32
[
4
][
2
];
typedef
FLOAT
D3DMATRIX34
[
3
][
4
];
typedef
FLOAT
D3DMATRIX33
[
3
][
3
];
typedef
FLOAT
D3DMATRIX
23
[
2
][
3
];
void
pshader_m4x4
(
WINED3DSHADERVECTOR
*
d
,
WINED3DSHADERVECTOR
*
s0
,
/*WINED3DSHADERVECTOR* mat1*/
D3DMATRIX44
mat
)
{
/*
...
...
@@ -350,7 +350,7 @@ void pshader_m4x4(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, /*WINED3DSHAD
PSTRACE
((
"executing m4x4(4): mat=(%f, %f, %f, %f) (%f) (%f)
\n
"
,
mat
[
3
][
0
],
mat
[
3
][
1
],
mat
[
3
][
2
],
mat
[
3
][
3
],
s0
->
w
,
d
->
w
));
}
void
pshader_m4x3
(
WINED3DSHADERVECTOR
*
d
,
WINED3DSHADERVECTOR
*
s0
,
D3DMATRIX
43
mat
)
{
void
pshader_m4x3
(
WINED3DSHADERVECTOR
*
d
,
WINED3DSHADERVECTOR
*
s0
,
D3DMATRIX
34
mat
)
{
d
->
x
=
mat
[
0
][
0
]
*
s0
->
x
+
mat
[
0
][
1
]
*
s0
->
y
+
mat
[
0
][
2
]
*
s0
->
z
+
mat
[
0
][
3
]
*
s0
->
w
;
d
->
y
=
mat
[
1
][
0
]
*
s0
->
x
+
mat
[
1
][
1
]
*
s0
->
y
+
mat
[
1
][
2
]
*
s0
->
z
+
mat
[
1
][
3
]
*
s0
->
w
;
d
->
z
=
mat
[
2
][
0
]
*
s0
->
x
+
mat
[
2
][
1
]
*
s0
->
y
+
mat
[
2
][
2
]
*
s0
->
z
+
mat
[
2
][
3
]
*
s0
->
w
;
...
...
@@ -361,7 +361,7 @@ void pshader_m4x3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX43 m
PSTRACE
((
"executing m4x3(4): (%f) (%f)
\n
"
,
s0
->
w
,
d
->
w
));
}
void
pshader_m3x4
(
WINED3DSHADERVECTOR
*
d
,
WINED3DSHADERVECTOR
*
s0
,
D3DMATRIX
34
mat
)
{
void
pshader_m3x4
(
WINED3DSHADERVECTOR
*
d
,
WINED3DSHADERVECTOR
*
s0
,
D3DMATRIX
43
mat
)
{
d
->
x
=
mat
[
0
][
0
]
*
s0
->
x
+
mat
[
0
][
1
]
*
s0
->
y
+
mat
[
0
][
2
]
*
s0
->
z
;
d
->
y
=
mat
[
2
][
0
]
*
s0
->
x
+
mat
[
1
][
1
]
*
s0
->
y
+
mat
[
1
][
2
]
*
s0
->
z
;
d
->
z
=
mat
[
2
][
0
]
*
s0
->
x
+
mat
[
2
][
1
]
*
s0
->
y
+
mat
[
2
][
2
]
*
s0
->
z
;
...
...
@@ -383,7 +383,7 @@ void pshader_m3x3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX33 m
PSTRACE
((
"executing m3x3(4): (%f)
\n
"
,
d
->
w
));
}
void
pshader_m3x2
(
WINED3DSHADERVECTOR
*
d
,
WINED3DSHADERVECTOR
*
s0
,
D3DMATRIX
32
mat
)
{
void
pshader_m3x2
(
WINED3DSHADERVECTOR
*
d
,
WINED3DSHADERVECTOR
*
s0
,
D3DMATRIX
23
mat
)
{
FIXME
(
"check
\n
"
);
d
->
x
=
mat
[
0
][
0
]
*
s0
->
x
+
mat
[
0
][
1
]
*
s0
->
y
+
mat
[
0
][
2
]
*
s0
->
z
;
d
->
y
=
mat
[
1
][
0
]
*
s0
->
x
+
mat
[
1
][
1
]
*
s0
->
y
+
mat
[
1
][
2
]
*
s0
->
z
;
...
...
@@ -394,11 +394,11 @@ void pshader_m3x2(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX32 m
/**
* Version 2.0 specific
*/
void
pshader_lrp
(
WINED3DSHADERVECTOR
*
d
,
WINED3DSHADERVECTOR
*
s0
,
WINED3DSHADERVECTOR
*
s1
,
WINED3DSHADERVECTOR
*
s2
,
WINED3DSHADERVECTOR
*
s3
)
{
void
pshader_lrp
(
WINED3DSHADERVECTOR
*
d
,
WINED3DSHADERVECTOR
*
s0
,
WINED3DSHADERVECTOR
*
s1
,
WINED3DSHADERVECTOR
*
s2
)
{
d
->
x
=
s0
->
x
*
(
s1
->
x
-
s2
->
x
)
+
s2
->
x
;
d
->
y
=
s0
->
y
*
(
s1
->
y
-
s2
->
y
)
+
s2
->
y
;
d
->
z
=
s0
->
z
*
(
s1
->
z
-
s2
->
z
)
+
s2
->
z
;
d
->
w
=
s0
->
w
*
(
s1
->
w
-
s2
->
w
)
+
s2
->
x
;
d
->
w
=
s0
->
w
*
(
s1
->
w
-
s2
->
w
)
+
s2
->
w
;
}
void
pshader_crs
(
WINED3DSHADERVECTOR
*
d
,
WINED3DSHADERVECTOR
*
s0
,
WINED3DSHADERVECTOR
*
s1
)
{
...
...
dlls/wined3d/vertexshader.c
View file @
d3c33dc0
...
...
@@ -277,9 +277,9 @@ void vshader_frc(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0) {
typedef
FLOAT
D3DMATRIX44
[
4
][
4
];
typedef
FLOAT
D3DMATRIX43
[
4
][
3
];
typedef
FLOAT
D3DMATRIX34
[
4
][
4
];
typedef
FLOAT
D3DMATRIX33
[
4
][
3
];
typedef
FLOAT
D3DMATRIX
32
[
4
][
2
];
typedef
FLOAT
D3DMATRIX34
[
3
][
4
];
typedef
FLOAT
D3DMATRIX33
[
3
][
3
];
typedef
FLOAT
D3DMATRIX
23
[
2
][
3
];
void
vshader_m4x4
(
WINED3DSHADERVECTOR
*
d
,
WINED3DSHADERVECTOR
*
s0
,
/*WINED3DSHADERVECTOR* mat1*/
D3DMATRIX44
mat
)
{
/*
...
...
@@ -302,7 +302,7 @@ void vshader_m4x4(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, /*WINED3DSHAD
VSTRACE
((
"executing m4x4(4): mat=(%f, %f, %f, %f) (%f) (%f)
\n
"
,
mat
[
3
][
0
],
mat
[
3
][
1
],
mat
[
3
][
2
],
mat
[
3
][
3
],
s0
->
w
,
d
->
w
));
}
void
vshader_m4x3
(
WINED3DSHADERVECTOR
*
d
,
WINED3DSHADERVECTOR
*
s0
,
D3DMATRIX
43
mat
)
{
void
vshader_m4x3
(
WINED3DSHADERVECTOR
*
d
,
WINED3DSHADERVECTOR
*
s0
,
D3DMATRIX
34
mat
)
{
d
->
x
=
mat
[
0
][
0
]
*
s0
->
x
+
mat
[
0
][
1
]
*
s0
->
y
+
mat
[
0
][
2
]
*
s0
->
z
+
mat
[
0
][
3
]
*
s0
->
w
;
d
->
y
=
mat
[
1
][
0
]
*
s0
->
x
+
mat
[
1
][
1
]
*
s0
->
y
+
mat
[
1
][
2
]
*
s0
->
z
+
mat
[
1
][
3
]
*
s0
->
w
;
d
->
z
=
mat
[
2
][
0
]
*
s0
->
x
+
mat
[
2
][
1
]
*
s0
->
y
+
mat
[
2
][
2
]
*
s0
->
z
+
mat
[
2
][
3
]
*
s0
->
w
;
...
...
@@ -313,7 +313,7 @@ void vshader_m4x3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX43 m
VSTRACE
((
"executing m4x3(4): (%f) (%f)
\n
"
,
s0
->
w
,
d
->
w
));
}
void
vshader_m3x4
(
WINED3DSHADERVECTOR
*
d
,
WINED3DSHADERVECTOR
*
s0
,
D3DMATRIX
34
mat
)
{
void
vshader_m3x4
(
WINED3DSHADERVECTOR
*
d
,
WINED3DSHADERVECTOR
*
s0
,
D3DMATRIX
43
mat
)
{
d
->
x
=
mat
[
0
][
0
]
*
s0
->
x
+
mat
[
0
][
1
]
*
s0
->
y
+
mat
[
0
][
2
]
*
s0
->
z
;
d
->
y
=
mat
[
2
][
0
]
*
s0
->
x
+
mat
[
1
][
1
]
*
s0
->
y
+
mat
[
1
][
2
]
*
s0
->
z
;
d
->
z
=
mat
[
2
][
0
]
*
s0
->
x
+
mat
[
2
][
1
]
*
s0
->
y
+
mat
[
2
][
2
]
*
s0
->
z
;
...
...
@@ -335,7 +335,7 @@ void vshader_m3x3(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX33 m
VSTRACE
((
"executing m3x3(4): (%f)
\n
"
,
d
->
w
));
}
void
vshader_m3x2
(
WINED3DSHADERVECTOR
*
d
,
WINED3DSHADERVECTOR
*
s0
,
D3DMATRIX
32
mat
)
{
void
vshader_m3x2
(
WINED3DSHADERVECTOR
*
d
,
WINED3DSHADERVECTOR
*
s0
,
D3DMATRIX
23
mat
)
{
FIXME
(
"check
\n
"
);
d
->
x
=
mat
[
0
][
0
]
*
s0
->
x
+
mat
[
0
][
1
]
*
s0
->
y
+
mat
[
0
][
2
]
*
s0
->
z
;
d
->
y
=
mat
[
1
][
0
]
*
s0
->
x
+
mat
[
1
][
1
]
*
s0
->
y
+
mat
[
1
][
2
]
*
s0
->
z
;
...
...
@@ -346,11 +346,11 @@ void vshader_m3x2(WINED3DSHADERVECTOR* d, WINED3DSHADERVECTOR* s0, D3DMATRIX32 m
/**
* Version 2.0 specific
*/
void
vshader_lrp
(
WINED3DSHADERVECTOR
*
d
,
WINED3DSHADERVECTOR
*
s0
,
WINED3DSHADERVECTOR
*
s1
,
WINED3DSHADERVECTOR
*
s2
,
WINED3DSHADERVECTOR
*
s3
)
{
void
vshader_lrp
(
WINED3DSHADERVECTOR
*
d
,
WINED3DSHADERVECTOR
*
s0
,
WINED3DSHADERVECTOR
*
s1
,
WINED3DSHADERVECTOR
*
s2
)
{
d
->
x
=
s0
->
x
*
(
s1
->
x
-
s2
->
x
)
+
s2
->
x
;
d
->
y
=
s0
->
y
*
(
s1
->
y
-
s2
->
y
)
+
s2
->
y
;
d
->
z
=
s0
->
z
*
(
s1
->
z
-
s2
->
z
)
+
s2
->
z
;
d
->
w
=
s0
->
w
*
(
s1
->
w
-
s2
->
w
)
+
s2
->
x
;
d
->
w
=
s0
->
w
*
(
s1
->
w
-
s2
->
w
)
+
s2
->
w
;
}
void
vshader_crs
(
WINED3DSHADERVECTOR
*
d
,
WINED3DSHADERVECTOR
*
s0
,
WINED3DSHADERVECTOR
*
s1
)
{
...
...
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