[PATCH v2 2/7] wined3d: Move multiply_vector_matrix() to wined3d_private.h.

Paul Gofman gofmanp at gmail.com
Fri May 17 03:51:49 CDT 2019


Signed-off-by: Paul Gofman <gofmanp at gmail.com>
---
 dlls/wined3d/glsl_shader.c     | 13 -------------
 dlls/wined3d/wined3d_private.h | 13 +++++++++++++
 2 files changed, 13 insertions(+), 13 deletions(-)

diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index f85fb5a3e1..a3105169c7 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -1374,19 +1374,6 @@ static void shader_glsl_ffp_vertex_lightambient_uniform(const struct wined3d_con
     checkGLcall("glUniform3fv");
 }
 
-static void multiply_vector_matrix(struct wined3d_vec4 *dest, const struct wined3d_vec4 *src1,
-        const struct wined3d_matrix *src2)
-{
-    struct wined3d_vec4 temp;
-
-    temp.x = (src1->x * src2->_11) + (src1->y * src2->_21) + (src1->z * src2->_31) + (src1->w * src2->_41);
-    temp.y = (src1->x * src2->_12) + (src1->y * src2->_22) + (src1->z * src2->_32) + (src1->w * src2->_42);
-    temp.z = (src1->x * src2->_13) + (src1->y * src2->_23) + (src1->z * src2->_33) + (src1->w * src2->_43);
-    temp.w = (src1->x * src2->_14) + (src1->y * src2->_24) + (src1->z * src2->_34) + (src1->w * src2->_44);
-
-    *dest = temp;
-}
-
 static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context *context,
         const struct wined3d_state *state, unsigned int light, const struct wined3d_light_info *light_info,
         struct glsl_shader_prog_link *prog)
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 34fa1d3ef3..9029ca18f3 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -4850,6 +4850,19 @@ static inline enum wined3d_material_color_source validate_material_colour_source
     return WINED3D_MCS_MATERIAL;
 }
 
+static inline void multiply_vector_matrix(struct wined3d_vec4 *dest, const struct wined3d_vec4 *src1,
+        const struct wined3d_matrix *src2)
+{
+    struct wined3d_vec4 temp;
+
+    temp.x = (src1->x * src2->_11) + (src1->y * src2->_21) + (src1->z * src2->_31) + (src1->w * src2->_41);
+    temp.y = (src1->x * src2->_12) + (src1->y * src2->_22) + (src1->z * src2->_32) + (src1->w * src2->_42);
+    temp.z = (src1->x * src2->_13) + (src1->y * src2->_23) + (src1->z * src2->_33) + (src1->w * src2->_43);
+    temp.w = (src1->x * src2->_14) + (src1->y * src2->_24) + (src1->z * src2->_34) + (src1->w * src2->_44);
+
+    *dest = temp;
+}
+
 BOOL invert_matrix(struct wined3d_matrix *out, const struct wined3d_matrix *m) DECLSPEC_HIDDEN;
 
 void compute_normal_matrix(float *normal_matrix, BOOL legacy_lighting,
-- 
2.21.0




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