=?UTF-8?Q?Rico=20Sch=C3=BCller=20?=: d3dx9: Fix calculation when in and out overlap in D3DXSHRotateZ().
Alexandre Julliard
julliard at winehq.org
Thu Oct 18 14:33:13 CDT 2012
Module: wine
Branch: master
Commit: e74a99b71a357d4afa25f342751e05644aa7857b
URL: http://source.winehq.org/git/wine.git/?a=commit;h=e74a99b71a357d4afa25f342751e05644aa7857b
Author: Rico Schüller <kgbricola at web.de>
Date: Thu Oct 18 11:33:29 2012 +0200
d3dx9: Fix calculation when in and out overlap in D3DXSHRotateZ().
---
dlls/d3dx9_36/math.c | 88 +++++++++++++++++++-------------------------------
1 files changed, 33 insertions(+), 55 deletions(-)
diff --git a/dlls/d3dx9_36/math.c b/dlls/d3dx9_36/math.c
index 73bca45..5342bc9 100644
--- a/dlls/d3dx9_36/math.c
+++ b/dlls/d3dx9_36/math.c
@@ -2811,70 +2811,48 @@ FLOAT* WINAPI D3DXSHRotate(FLOAT *out, UINT order, CONST D3DXMATRIX *matrix, CON
return out;
}
-FLOAT * WINAPI D3DXSHRotateZ(FLOAT *out, UINT order, FLOAT angle, CONST FLOAT *in)
+FLOAT * WINAPI D3DXSHRotateZ(FLOAT *out, UINT order, FLOAT angle, const FLOAT *in)
{
- FLOAT c1a, c2a, c3a, c4a, c5a, s1a, s2a, s3a, s4a, s5a;
+ UINT i, sum = 0;
+ FLOAT c[5], s[5];
TRACE("out %p, order %u, angle %f, in %p\n", out, order, angle, in);
- c1a = cosf(angle);
- s1a = sinf(angle);
+ order = min(max(order, D3DXSH_MINORDER), D3DXSH_MAXORDER);
+
out[0] = in[0];
- out[1] = c1a * in[1] + s1a * in[3];
- out[2] = in[2];
- out[3] = c1a * in[3] - s1a * in[1];
- if (order <= D3DXSH_MINORDER)
- return out;
- c2a = cosf(2.0f * angle);
- s2a = sinf(2.0f * angle);
- out[4] = c2a * in[4] + s2a * in[8];
- out[5] = c1a * in[5] + s1a * in[7];
- out[6] = in[6];
- out[7] = c1a * in[7] - s1a * in[5];
- out[8] = c2a * in[8] - s2a * in[4];
- if (order == 3)
- return out;
+ for (i = 1; i < order; i++)
+ {
+ UINT j;
- c3a = cosf(3.0f * angle);
- s3a = sinf(3.0f * angle);
- out[9] = c3a * in[9] + s3a * in[15];
- out[10] = c2a * in[10] + s2a * in[14];
- out[11] = c1a * in[11] + s1a * in[13];
- out[12] = in[12];
- out[13] = c1a * in[13] - s1a * in[11];
- out[14] = c2a * in[14] - s2a * in[10];
- out[15] = c3a * in[15] - s3a * in[9];
- if (order == 4)
- return out;
+ c[i - 1] = cosf(i * angle);
+ s[i - 1] = sinf(i * angle);
+ sum += i * 2;
- c4a = cosf(4.0f * angle);
- s4a = sinf(4.0f * angle);
- out[16] = c4a * in[16] + s4a * in[24];
- out[17] = c3a * in[17] + s3a * in[23];
- out[18] = c2a * in[18] + s2a * in[22];
- out[19] = c1a * in[19] + s1a * in[21];
- out[20] = in[20];
- out[21] = c1a * in[21] - s1a * in[19];
- out[22] = c2a * in[22] - s2a * in[18];
- out[23] = c3a * in[23] - s3a * in[17];
- out[24] = c4a * in[24] - s4a * in[16];
- if (order == 5)
- return out;
+ out[sum - i] = c[i - 1] * in[sum - i];
+ out[sum - i] += s[i - 1] * in[sum + i];
+ for (j = i - 1; j > 0; j--)
+ {
+ out[sum - j] = 0.0f;
+ out[sum - j] = c[j - 1] * in[sum - j];
+ out[sum - j] += s[j - 1] * in[sum + j];
+ }
+
+ if (in == out)
+ out[sum] = 0.0f;
+ else
+ out[sum] = in[sum];
- c5a = cosf(5.0f * angle);
- s5a = sinf(5.0f * angle);
- out[25] = c5a * in[25] + s5a * in[35];
- out[26] = c4a * in[26] + s4a * in[34];
- out[27] = c3a * in[27] + s3a * in[33];
- out[28] = c2a * in[28] + s2a * in[32];
- out[29] = c1a * in[29] + s1a * in[31];
- out[30] = in[30];
- out[31] = c1a * in[31] - s1a * in[29];
- out[32] = c2a * in[32] - s2a * in[28];
- out[33] = c3a * in[33] - s3a * in[27];
- out[34] = c4a * in[34] - s4a * in[26];
- out[35] = c5a * in[35] - s5a * in[25];
+ for (j = 1; j < i; j++)
+ {
+ out[sum + j] = 0.0f;
+ out[sum + j] = -s[j - 1] * in[sum - j];
+ out[sum + j] += c[j - 1] * in[sum + j];
+ }
+ out[sum + i] = -s[i - 1] * in[sum - i];
+ out[sum + i] += c[i - 1] * in[sum + i];
+ }
return out;
}
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