[PATCH 05/11] wined3d: Factor out compute_normal_matrix() function.

Paul Gofman gofmanp at gmail.com
Wed May 15 10:06:52 CDT 2019


Signed-off-by: Paul Gofman <gofmanp at gmail.com>
---
 dlls/wined3d/glsl_shader.c     | 289 +-------------------------------
 dlls/wined3d/utils.c           | 294 +++++++++++++++++++++++++++++++++
 dlls/wined3d/wined3d_private.h |   5 +
 3 files changed, 301 insertions(+), 287 deletions(-)

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 386ce78f41..5684e187b1 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -1296,281 +1296,6 @@ static void shader_glsl_load_np2fixup_constants(const struct glsl_ps_program *ps
     GL_EXTCALL(glUniform4fv(ps->np2_fixup_location, ps->np2_fixup_info->num_consts, &np2fixup_constants[0].sx));
 }
 
-/* Taken and adapted from Mesa. */
-static BOOL invert_matrix_3d(struct wined3d_matrix *out, const struct wined3d_matrix *in)
-{
-    float pos, neg, t, det;
-    struct wined3d_matrix temp;
-
-    /* Calculate the determinant of upper left 3x3 submatrix and
-     * determine if the matrix is singular. */
-    pos = neg = 0.0f;
-    t =  in->_11 * in->_22 * in->_33;
-    if (t >= 0.0f)
-        pos += t;
-    else
-        neg += t;
-
-    t =  in->_21 * in->_32 * in->_13;
-    if (t >= 0.0f)
-        pos += t;
-    else
-        neg += t;
-    t =  in->_31 * in->_12 * in->_23;
-    if (t >= 0.0f)
-        pos += t;
-    else
-        neg += t;
-
-    t = -in->_31 * in->_22 * in->_13;
-    if (t >= 0.0f)
-        pos += t;
-    else
-        neg += t;
-    t = -in->_21 * in->_12 * in->_33;
-    if (t >= 0.0f)
-        pos += t;
-    else
-        neg += t;
-
-    t = -in->_11 * in->_32 * in->_23;
-    if (t >= 0.0f)
-        pos += t;
-    else
-        neg += t;
-
-    det = pos + neg;
-
-    if (fabsf(det) < 1e-25f)
-        return FALSE;
-
-    det = 1.0f / det;
-    temp._11 =  (in->_22 * in->_33 - in->_32 * in->_23) * det;
-    temp._12 = -(in->_12 * in->_33 - in->_32 * in->_13) * det;
-    temp._13 =  (in->_12 * in->_23 - in->_22 * in->_13) * det;
-    temp._21 = -(in->_21 * in->_33 - in->_31 * in->_23) * det;
-    temp._22 =  (in->_11 * in->_33 - in->_31 * in->_13) * det;
-    temp._23 = -(in->_11 * in->_23 - in->_21 * in->_13) * det;
-    temp._31 =  (in->_21 * in->_32 - in->_31 * in->_22) * det;
-    temp._32 = -(in->_11 * in->_32 - in->_31 * in->_12) * det;
-    temp._33 =  (in->_11 * in->_22 - in->_21 * in->_12) * det;
-
-    *out = temp;
-    return TRUE;
-}
-
-static void swap_rows(float **a, float **b)
-{
-    float *tmp = *a;
-
-    *a = *b;
-    *b = tmp;
-}
-
-static BOOL invert_matrix(struct wined3d_matrix *out, const struct wined3d_matrix *m)
-{
-    float wtmp[4][8];
-    float m0, m1, m2, m3, s;
-    float *r0, *r1, *r2, *r3;
-
-    r0 = wtmp[0];
-    r1 = wtmp[1];
-    r2 = wtmp[2];
-    r3 = wtmp[3];
-
-    r0[0] = m->_11;
-    r0[1] = m->_12;
-    r0[2] = m->_13;
-    r0[3] = m->_14;
-    r0[4] = 1.0f;
-    r0[5] = r0[6] = r0[7] = 0.0f;
-
-    r1[0] = m->_21;
-    r1[1] = m->_22;
-    r1[2] = m->_23;
-    r1[3] = m->_24;
-    r1[5] = 1.0f;
-    r1[4] = r1[6] = r1[7] = 0.0f;
-
-    r2[0] = m->_31;
-    r2[1] = m->_32;
-    r2[2] = m->_33;
-    r2[3] = m->_34;
-    r2[6] = 1.0f;
-    r2[4] = r2[5] = r2[7] = 0.0f;
-
-    r3[0] = m->_41;
-    r3[1] = m->_42;
-    r3[2] = m->_43;
-    r3[3] = m->_44;
-    r3[7] = 1.0f;
-    r3[4] = r3[5] = r3[6] = 0.0f;
-
-    /* Choose pivot - or die. */
-    if (fabsf(r3[0]) > fabsf(r2[0]))
-        swap_rows(&r3, &r2);
-    if (fabsf(r2[0]) > fabsf(r1[0]))
-        swap_rows(&r2, &r1);
-    if (fabsf(r1[0]) > fabsf(r0[0]))
-        swap_rows(&r1, &r0);
-    if (r0[0] == 0.0f)
-        return FALSE;
-
-    /* Eliminate first variable. */
-    m1 = r1[0] / r0[0]; m2 = r2[0] / r0[0]; m3 = r3[0] / r0[0];
-    s = r0[1]; r1[1] -= m1 * s; r2[1] -= m2 * s; r3[1] -= m3 * s;
-    s = r0[2]; r1[2] -= m1 * s; r2[2] -= m2 * s; r3[2] -= m3 * s;
-    s = r0[3]; r1[3] -= m1 * s; r2[3] -= m2 * s; r3[3] -= m3 * s;
-    s = r0[4];
-    if (s != 0.0f)
-    {
-        r1[4] -= m1 * s;
-        r2[4] -= m2 * s;
-        r3[4] -= m3 * s;
-    }
-    s = r0[5];
-    if (s != 0.0f)
-    {
-        r1[5] -= m1 * s;
-        r2[5] -= m2 * s;
-        r3[5] -= m3 * s;
-    }
-    s = r0[6];
-    if (s != 0.0f)
-    {
-        r1[6] -= m1 * s;
-        r2[6] -= m2 * s;
-        r3[6] -= m3 * s;
-    }
-    s = r0[7];
-    if (s != 0.0f)
-    {
-        r1[7] -= m1 * s;
-        r2[7] -= m2 * s;
-        r3[7] -= m3 * s;
-    }
-
-    /* Choose pivot - or die. */
-    if (fabsf(r3[1]) > fabsf(r2[1]))
-        swap_rows(&r3, &r2);
-    if (fabsf(r2[1]) > fabsf(r1[1]))
-        swap_rows(&r2, &r1);
-    if (r1[1] == 0.0f)
-        return FALSE;
-
-    /* Eliminate second variable. */
-    m2 = r2[1] / r1[1]; m3 = r3[1] / r1[1];
-    r2[2] -= m2 * r1[2]; r3[2] -= m3 * r1[2];
-    r2[3] -= m2 * r1[3]; r3[3] -= m3 * r1[3];
-    s = r1[4];
-    if (s != 0.0f)
-    {
-        r2[4] -= m2 * s;
-        r3[4] -= m3 * s;
-    }
-    s = r1[5];
-    if (s != 0.0f)
-    {
-        r2[5] -= m2 * s;
-        r3[5] -= m3 * s;
-    }
-    s = r1[6];
-    if (s != 0.0f)
-    {
-        r2[6] -= m2 * s;
-        r3[6] -= m3 * s;
-    }
-    s = r1[7];
-    if (s != 0.0f)
-    {
-        r2[7] -= m2 * s;
-        r3[7] -= m3 * s;
-    }
-
-    /* Choose pivot - or die. */
-    if (fabsf(r3[2]) > fabsf(r2[2]))
-        swap_rows(&r3, &r2);
-    if (r2[2] == 0.0f)
-        return FALSE;
-
-    /* Eliminate third variable. */
-    m3 = r3[2] / r2[2];
-    r3[3] -= m3 * r2[3];
-    r3[4] -= m3 * r2[4];
-    r3[5] -= m3 * r2[5];
-    r3[6] -= m3 * r2[6];
-    r3[7] -= m3 * r2[7];
-
-    /* Last check. */
-    if (r3[3] == 0.0f)
-        return FALSE;
-
-    /* Back substitute row 3. */
-    s = 1.0f / r3[3];
-    r3[4] *= s;
-    r3[5] *= s;
-    r3[6] *= s;
-    r3[7] *= s;
-
-    /* Back substitute row 2. */
-    m2 = r2[3];
-    s = 1.0f / r2[2];
-    r2[4] = s * (r2[4] - r3[4] * m2);
-    r2[5] = s * (r2[5] - r3[5] * m2);
-    r2[6] = s * (r2[6] - r3[6] * m2);
-    r2[7] = s * (r2[7] - r3[7] * m2);
-    m1 = r1[3];
-    r1[4] -= r3[4] * m1;
-    r1[5] -= r3[5] * m1;
-    r1[6] -= r3[6] * m1;
-    r1[7] -= r3[7] * m1;
-    m0 = r0[3];
-    r0[4] -= r3[4] * m0;
-    r0[5] -= r3[5] * m0;
-    r0[6] -= r3[6] * m0;
-    r0[7] -= r3[7] * m0;
-
-    /* Back substitute row 1. */
-    m1 = r1[2];
-    s = 1.0f / r1[1];
-    r1[4] = s * (r1[4] - r2[4] * m1);
-    r1[5] = s * (r1[5] - r2[5] * m1);
-    r1[6] = s * (r1[6] - r2[6] * m1);
-    r1[7] = s * (r1[7] - r2[7] * m1);
-    m0 = r0[2];
-    r0[4] -= r2[4] * m0;
-    r0[5] -= r2[5] * m0;
-    r0[6] -= r2[6] * m0;
-    r0[7] -= r2[7] * m0;
-
-    /* Back substitute row 0. */
-    m0 = r0[1];
-    s = 1.0f / r0[0];
-    r0[4] = s * (r0[4] - r1[4] * m0);
-    r0[5] = s * (r0[5] - r1[5] * m0);
-    r0[6] = s * (r0[6] - r1[6] * m0);
-    r0[7] = s * (r0[7] - r1[7] * m0);
-
-    out->_11 = r0[4];
-    out->_12 = r0[5];
-    out->_13 = r0[6];
-    out->_14 = r0[7];
-    out->_21 = r1[4];
-    out->_22 = r1[5];
-    out->_23 = r1[6];
-    out->_24 = r1[7];
-    out->_31 = r2[4];
-    out->_32 = r2[5];
-    out->_33 = r2[6];
-    out->_34 = r2[7];
-    out->_41 = r3[4];
-    out->_42 = r3[5];
-    out->_43 = r3[6];
-    out->_44 = r3[7];
-
-    return TRUE;
-}
-
 static void transpose_matrix(struct wined3d_matrix *out, const struct wined3d_matrix *m)
 {
     struct wined3d_matrix temp;
@@ -1587,24 +1312,14 @@ static void shader_glsl_ffp_vertex_normalmatrix_uniform(const struct wined3d_con
         const struct wined3d_state *state, struct glsl_shader_prog_link *prog)
 {
     const struct wined3d_gl_info *gl_info = context->gl_info;
-    float mat[3 * 3];
     struct wined3d_matrix mv;
-    unsigned int i, j;
+    float mat[3 * 3];
 
     if (prog->vs.normal_matrix_location == -1)
         return;
 
     get_modelview_matrix(context, state, 0, &mv);
-    if (context->d3d_info->wined3d_creation_flags & WINED3D_LEGACY_FFP_LIGHTING)
-        invert_matrix_3d(&mv, &mv);
-    else
-        invert_matrix(&mv, &mv);
-    /* Tests show that singular modelview matrices are used unchanged as normal
-     * matrices on D3D3 and older. There seems to be no clearly consistent
-     * behavior on newer D3D versions so always follow older ddraw behavior. */
-    for (i = 0; i < 3; ++i)
-        for (j = 0; j < 3; ++j)
-            mat[i * 3 + j] = (&mv._11)[j * 4 + i];
+    compute_normal_matrix(mat, context->d3d_info->wined3d_creation_flags & WINED3D_LEGACY_FFP_LIGHTING, &mv);
 
     GL_EXTCALL(glUniformMatrix3fv(prog->vs.normal_matrix_location, 1, FALSE, mat));
     checkGLcall("glUniformMatrix3fv");
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index 06ff97ce8f..ef469100fd 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -6713,3 +6713,297 @@ BOOL wined3d_array_reserve(void **elements, SIZE_T *capacity, SIZE_T count, SIZE
     *capacity = new_capacity;
     return TRUE;
 }
+
+static void swap_rows(float **a, float **b)
+{
+    float *tmp = *a;
+
+    *a = *b;
+    *b = tmp;
+}
+
+BOOL invert_matrix(struct wined3d_matrix *out, const struct wined3d_matrix *m)
+{
+    float wtmp[4][8];
+    float m0, m1, m2, m3, s;
+    float *r0, *r1, *r2, *r3;
+
+    r0 = wtmp[0];
+    r1 = wtmp[1];
+    r2 = wtmp[2];
+    r3 = wtmp[3];
+
+    r0[0] = m->_11;
+    r0[1] = m->_12;
+    r0[2] = m->_13;
+    r0[3] = m->_14;
+    r0[4] = 1.0f;
+    r0[5] = r0[6] = r0[7] = 0.0f;
+
+    r1[0] = m->_21;
+    r1[1] = m->_22;
+    r1[2] = m->_23;
+    r1[3] = m->_24;
+    r1[5] = 1.0f;
+    r1[4] = r1[6] = r1[7] = 0.0f;
+
+    r2[0] = m->_31;
+    r2[1] = m->_32;
+    r2[2] = m->_33;
+    r2[3] = m->_34;
+    r2[6] = 1.0f;
+    r2[4] = r2[5] = r2[7] = 0.0f;
+
+    r3[0] = m->_41;
+    r3[1] = m->_42;
+    r3[2] = m->_43;
+    r3[3] = m->_44;
+    r3[7] = 1.0f;
+    r3[4] = r3[5] = r3[6] = 0.0f;
+
+    /* Choose pivot - or die. */
+    if (fabsf(r3[0]) > fabsf(r2[0]))
+        swap_rows(&r3, &r2);
+    if (fabsf(r2[0]) > fabsf(r1[0]))
+        swap_rows(&r2, &r1);
+    if (fabsf(r1[0]) > fabsf(r0[0]))
+        swap_rows(&r1, &r0);
+    if (r0[0] == 0.0f)
+        return FALSE;
+
+    /* Eliminate first variable. */
+    m1 = r1[0] / r0[0]; m2 = r2[0] / r0[0]; m3 = r3[0] / r0[0];
+    s = r0[1]; r1[1] -= m1 * s; r2[1] -= m2 * s; r3[1] -= m3 * s;
+    s = r0[2]; r1[2] -= m1 * s; r2[2] -= m2 * s; r3[2] -= m3 * s;
+    s = r0[3]; r1[3] -= m1 * s; r2[3] -= m2 * s; r3[3] -= m3 * s;
+    s = r0[4];
+    if (s != 0.0f)
+    {
+        r1[4] -= m1 * s;
+        r2[4] -= m2 * s;
+        r3[4] -= m3 * s;
+    }
+    s = r0[5];
+    if (s != 0.0f)
+    {
+        r1[5] -= m1 * s;
+        r2[5] -= m2 * s;
+        r3[5] -= m3 * s;
+    }
+    s = r0[6];
+    if (s != 0.0f)
+    {
+        r1[6] -= m1 * s;
+        r2[6] -= m2 * s;
+        r3[6] -= m3 * s;
+    }
+    s = r0[7];
+    if (s != 0.0f)
+    {
+        r1[7] -= m1 * s;
+        r2[7] -= m2 * s;
+        r3[7] -= m3 * s;
+    }
+
+    /* Choose pivot - or die. */
+    if (fabsf(r3[1]) > fabsf(r2[1]))
+        swap_rows(&r3, &r2);
+    if (fabsf(r2[1]) > fabsf(r1[1]))
+        swap_rows(&r2, &r1);
+    if (r1[1] == 0.0f)
+        return FALSE;
+
+    /* Eliminate second variable. */
+    m2 = r2[1] / r1[1]; m3 = r3[1] / r1[1];
+    r2[2] -= m2 * r1[2]; r3[2] -= m3 * r1[2];
+    r2[3] -= m2 * r1[3]; r3[3] -= m3 * r1[3];
+    s = r1[4];
+    if (s != 0.0f)
+    {
+        r2[4] -= m2 * s;
+        r3[4] -= m3 * s;
+    }
+    s = r1[5];
+    if (s != 0.0f)
+    {
+        r2[5] -= m2 * s;
+        r3[5] -= m3 * s;
+    }
+    s = r1[6];
+    if (s != 0.0f)
+    {
+        r2[6] -= m2 * s;
+        r3[6] -= m3 * s;
+    }
+    s = r1[7];
+    if (s != 0.0f)
+    {
+        r2[7] -= m2 * s;
+        r3[7] -= m3 * s;
+    }
+
+    /* Choose pivot - or die. */
+    if (fabsf(r3[2]) > fabsf(r2[2]))
+        swap_rows(&r3, &r2);
+    if (r2[2] == 0.0f)
+        return FALSE;
+
+    /* Eliminate third variable. */
+    m3 = r3[2] / r2[2];
+    r3[3] -= m3 * r2[3];
+    r3[4] -= m3 * r2[4];
+    r3[5] -= m3 * r2[5];
+    r3[6] -= m3 * r2[6];
+    r3[7] -= m3 * r2[7];
+
+    /* Last check. */
+    if (r3[3] == 0.0f)
+        return FALSE;
+
+    /* Back substitute row 3. */
+    s = 1.0f / r3[3];
+    r3[4] *= s;
+    r3[5] *= s;
+    r3[6] *= s;
+    r3[7] *= s;
+
+    /* Back substitute row 2. */
+    m2 = r2[3];
+    s = 1.0f / r2[2];
+    r2[4] = s * (r2[4] - r3[4] * m2);
+    r2[5] = s * (r2[5] - r3[5] * m2);
+    r2[6] = s * (r2[6] - r3[6] * m2);
+    r2[7] = s * (r2[7] - r3[7] * m2);
+    m1 = r1[3];
+    r1[4] -= r3[4] * m1;
+    r1[5] -= r3[5] * m1;
+    r1[6] -= r3[6] * m1;
+    r1[7] -= r3[7] * m1;
+    m0 = r0[3];
+    r0[4] -= r3[4] * m0;
+    r0[5] -= r3[5] * m0;
+    r0[6] -= r3[6] * m0;
+    r0[7] -= r3[7] * m0;
+
+    /* Back substitute row 1. */
+    m1 = r1[2];
+    s = 1.0f / r1[1];
+    r1[4] = s * (r1[4] - r2[4] * m1);
+    r1[5] = s * (r1[5] - r2[5] * m1);
+    r1[6] = s * (r1[6] - r2[6] * m1);
+    r1[7] = s * (r1[7] - r2[7] * m1);
+    m0 = r0[2];
+    r0[4] -= r2[4] * m0;
+    r0[5] -= r2[5] * m0;
+    r0[6] -= r2[6] * m0;
+    r0[7] -= r2[7] * m0;
+
+    /* Back substitute row 0. */
+    m0 = r0[1];
+    s = 1.0f / r0[0];
+    r0[4] = s * (r0[4] - r1[4] * m0);
+    r0[5] = s * (r0[5] - r1[5] * m0);
+    r0[6] = s * (r0[6] - r1[6] * m0);
+    r0[7] = s * (r0[7] - r1[7] * m0);
+
+    out->_11 = r0[4];
+    out->_12 = r0[5];
+    out->_13 = r0[6];
+    out->_14 = r0[7];
+    out->_21 = r1[4];
+    out->_22 = r1[5];
+    out->_23 = r1[6];
+    out->_24 = r1[7];
+    out->_31 = r2[4];
+    out->_32 = r2[5];
+    out->_33 = r2[6];
+    out->_34 = r2[7];
+    out->_41 = r3[4];
+    out->_42 = r3[5];
+    out->_43 = r3[6];
+    out->_44 = r3[7];
+
+    return TRUE;
+}
+
+/* Taken and adapted from Mesa. */
+static BOOL invert_matrix_3d(struct wined3d_matrix *out, const struct wined3d_matrix *in)
+{
+    float pos, neg, t, det;
+    struct wined3d_matrix temp;
+
+    /* Calculate the determinant of upper left 3x3 submatrix and
+     * determine if the matrix is singular. */
+    pos = neg = 0.0f;
+    t =  in->_11 * in->_22 * in->_33;
+    if (t >= 0.0f)
+        pos += t;
+    else
+        neg += t;
+
+    t =  in->_21 * in->_32 * in->_13;
+    if (t >= 0.0f)
+        pos += t;
+    else
+        neg += t;
+    t =  in->_31 * in->_12 * in->_23;
+    if (t >= 0.0f)
+        pos += t;
+    else
+        neg += t;
+
+    t = -in->_31 * in->_22 * in->_13;
+    if (t >= 0.0f)
+        pos += t;
+    else
+        neg += t;
+    t = -in->_21 * in->_12 * in->_33;
+    if (t >= 0.0f)
+        pos += t;
+    else
+        neg += t;
+
+    t = -in->_11 * in->_32 * in->_23;
+    if (t >= 0.0f)
+        pos += t;
+    else
+        neg += t;
+
+    det = pos + neg;
+
+    if (fabsf(det) < 1e-25f)
+        return FALSE;
+
+    det = 1.0f / det;
+    temp._11 =  (in->_22 * in->_33 - in->_32 * in->_23) * det;
+    temp._12 = -(in->_12 * in->_33 - in->_32 * in->_13) * det;
+    temp._13 =  (in->_12 * in->_23 - in->_22 * in->_13) * det;
+    temp._21 = -(in->_21 * in->_33 - in->_31 * in->_23) * det;
+    temp._22 =  (in->_11 * in->_33 - in->_31 * in->_13) * det;
+    temp._23 = -(in->_11 * in->_23 - in->_21 * in->_13) * det;
+    temp._31 =  (in->_21 * in->_32 - in->_31 * in->_22) * det;
+    temp._32 = -(in->_11 * in->_32 - in->_31 * in->_12) * det;
+    temp._33 =  (in->_11 * in->_22 - in->_21 * in->_12) * det;
+
+    *out = temp;
+    return TRUE;
+}
+
+void compute_normal_matrix(float *normal_matrix, BOOL legacy_lighting,
+        const struct wined3d_matrix *modelview)
+{
+    struct wined3d_matrix mv;
+    unsigned int i, j;
+
+    mv = *modelview;
+    if (legacy_lighting)
+        invert_matrix_3d(&mv, &mv);
+    else
+        invert_matrix(&mv, &mv);
+    /* Tests show that singular modelview matrices are used unchanged as normal
+     * matrices on D3D3 and older. There seems to be no clearly consistent
+     * behavior on newer D3D versions so always follow older ddraw behavior. */
+    for (i = 0; i < 3; ++i)
+        for (j = 0; j < 3; ++j)
+            normal_matrix[i * 3 + j] = (&mv._11)[j * 4 + i];
+}
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index d59d466cb3..42a70891d0 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -4860,6 +4860,11 @@ static inline enum wined3d_material_color_source validate_material_colour_source
     return WINED3D_MCS_MATERIAL;
 }
 
+BOOL invert_matrix(struct wined3d_matrix *out, const struct wined3d_matrix *m) DECLSPEC_HIDDEN;
+
+void compute_normal_matrix(float *normal_matrix, BOOL legacy_lighting,
+        const struct wined3d_matrix *modelview) DECLSPEC_HIDDEN;
+
 /* The WNDCLASS-Name for the fake window which we use to retrieve the GL capabilities */
 #define WINED3D_OPENGL_WINDOW_CLASS_NAME "WineD3D_OpenGL"
 
-- 
2.21.0




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