[PATCH 3/8] wined3d: Move multiply_vector_matrix() to wined3d_private.h.

Henri Verbeet hverbeet at codeweavers.com
Mon May 20 15:57:33 CDT 2019


From: Paul Gofman <gofmanp at gmail.com>

Signed-off-by: Paul Gofman <gofmanp at gmail.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
 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 f85fb5a3e1d..baafaf8e3c3 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_transform(&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_transform(&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_transform(&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_transform(&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_transform(&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_transform(&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 87543f4a92e..a74a837c43b 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -4877,6 +4877,19 @@ static inline void wined3d_get_material_colour_source(enum wined3d_material_colo
     *specular = validate_material_colour_source(si->use_map, state->render_states[WINED3D_RS_SPECULARMATERIALSOURCE]);
 }
 
+static inline void wined3d_vec4_transform(struct wined3d_vec4 *dst,
+        const struct wined3d_vec4 *v, const struct wined3d_matrix *m)
+{
+    struct wined3d_vec4 tmp;
+
+    tmp.x = v->x * m->_11 + v->y * m->_21 + v->z * m->_31 + v->w * m->_41;
+    tmp.y = v->x * m->_12 + v->y * m->_22 + v->z * m->_32 + v->w * m->_42;
+    tmp.z = v->x * m->_13 + v->y * m->_23 + v->z * m->_33 + v->w * m->_43;
+    tmp.w = v->x * m->_14 + v->y * m->_24 + v->z * m->_34 + v->w * m->_44;
+
+    *dst = tmp;
+}
+
 BOOL invert_matrix(struct wined3d_matrix *out, const struct wined3d_matrix *m) DECLSPEC_HIDDEN;
 
 void compute_normal_matrix(float *normal_matrix, BOOL legacy_lighting,
-- 
2.11.0




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