[PATCH v3 3/8] wined3d: Move multiply_vector_matrix() to wined3d_private.h.
Paul Gofman
gofmanp at gmail.com
Mon May 20 04:56:38 CDT 2019
Signed-off-by: Paul Gofman <gofmanp at gmail.com>
---
v3:
- rename multiply_vector_matrix() to wined3d_vec4_mat().
dlls/wined3d/glsl_shader.c | 25 ++++++-------------------
dlls/wined3d/wined3d_private.h | 13 +++++++++++++
2 files changed, 19 insertions(+), 19 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index f85fb5a3e1..a977fdf8f9 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)
@@ -1402,7 +1389,7 @@ static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context *c
switch (light_info->OriginalParms.type)
{
case WINED3D_LIGHT_POINT:
- multiply_vector_matrix(&vec4, &light_info->position, view);
+ wined3d_vec4_mat(&vec4, &light_info->position, view);
GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].position, 1, &vec4.x));
GL_EXTCALL(glUniform1f(prog->vs.light_location[light].range, light_info->OriginalParms.range));
GL_EXTCALL(glUniform1f(prog->vs.light_location[light].c_att, light_info->OriginalParms.attenuation0));
@@ -1411,10 +1398,10 @@ static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context *c
break;
case WINED3D_LIGHT_SPOT:
- multiply_vector_matrix(&vec4, &light_info->position, view);
+ wined3d_vec4_mat(&vec4, &light_info->position, view);
GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].position, 1, &vec4.x));
- multiply_vector_matrix(&vec4, &light_info->direction, view);
+ wined3d_vec4_mat(&vec4, &light_info->direction, view);
GL_EXTCALL(glUniform3fv(prog->vs.light_location[light].direction, 1, &vec4.x));
GL_EXTCALL(glUniform1f(prog->vs.light_location[light].range, light_info->OriginalParms.range));
@@ -1427,12 +1414,12 @@ static void shader_glsl_ffp_vertex_light_uniform(const struct wined3d_context *c
break;
case WINED3D_LIGHT_DIRECTIONAL:
- multiply_vector_matrix(&vec4, &light_info->direction, view);
+ wined3d_vec4_mat(&vec4, &light_info->direction, view);
GL_EXTCALL(glUniform3fv(prog->vs.light_location[light].direction, 1, &vec4.x));
break;
case WINED3D_LIGHT_PARALLELPOINT:
- multiply_vector_matrix(&vec4, &light_info->position, view);
+ wined3d_vec4_mat(&vec4, &light_info->position, view);
GL_EXTCALL(glUniform4fv(prog->vs.light_location[light].position, 1, &vec4.x));
break;
@@ -1505,7 +1492,7 @@ static void shader_glsl_clip_plane_uniform(const struct wined3d_context *context
{
invert_matrix(&matrix, &state->transforms[WINED3D_TS_VIEW]);
transpose_matrix(&matrix, &matrix);
- multiply_vector_matrix(&plane, &plane, &matrix);
+ wined3d_vec4_mat(&plane, &plane, &matrix);
}
GL_EXTCALL(glUniform4fv(prog->vs.clip_planes_location + index, 1, &plane.x));
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 716f5101c9..57f5e69edc 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -4882,6 +4882,19 @@ static inline void wined3d_get_mcs(enum wined3d_material_color_source *diffuse_s
}
}
+static inline void wined3d_vec4_mat(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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