On Sat, Dec 7, 2019 at 7:24 PM Connor McAdams <conmanx360(a)gmail.com> wrote:
Implement SetMatrix/SetMatrixArray and SetMatrixTranspose/SetMatrixTransposeArray methods for the matrix effect variable interface.
Signed-off-by: Connor McAdams <conmanx360(a)gmail.com> --- dlls/d3d10/effect.c | 114 ++++++++++++++++++++++++++++++++++++++++---- 1 file changed, 106 insertions(+), 8 deletions(-)
diff --git a/dlls/d3d10/effect.c b/dlls/d3d10/effect.c index 4e51e43a01..0f08fb11e9 100644 --- a/dlls/d3d10/effect.c +++ b/dlls/d3d10/effect.c @@ -19,6 +19,7 @@ */
#include "d3d10_private.h" +#include "d3d9types.h"
No, just define a local matrix struct.
#include <float.h>
@@ -4942,6 +4943,89 @@ static const struct ID3D10EffectVectorVariableVtbl d3d10_effect_vector_variable_ d3d10_effect_vector_variable_GetFloatVectorArray, };
+static void transpose_matrix(D3DMATRIX *matrix) +{ + UINT row, col; + D3DMATRIX tmp; + + for (col = 0; col < 4; col++) + { + for (row = 0; row < 4; row++) + { + memcpy(&tmp.m[col][row], &matrix->m[row][col], sizeof(float));
No need to use an explicit memcpy here.
+ } + } + + memcpy(matrix, &tmp, sizeof(D3DMATRIX));
Looking at the two users of the function, you probably want to transpose the matrix in-place instead. The usual trick is to only loop through half the matrix and swap elements. Or, probably better, just use the "wrong" side of the branch in write_matrix_to_cbuffer() below whenever you need to transpose.
+} + +static void write_matrix_to_cbuffer(struct d3d10_effect_variable *variable, float *cbuf, D3DMATRIX *matrix) +{ + UINT row, col; + + if (variable->type->type_class == D3D10_SVC_MATRIX_COLUMNS) + { + for (col = 0; col < variable->type->column_count; col++) + { + for (row = 0; row < variable->type->row_count; row++) + { + memcpy(cbuf + ((col * 4) + row), &matrix->m[row][col], sizeof(float)); + } + } + } + else + { + for (col = 0; col < variable->type->column_count; col++) + { + for (row = 0; row < variable->type->row_count; row++) + { + memcpy(cbuf + ((row * 4) + col), &matrix->m[row][col], sizeof(float)); + } + }
It maybe doesn't matter for a 4x4 matrix and the arguably rare case of row-major storage but, generally, you want to go in row, column order (i.e. move sequentially in memory). Also mostly for general consistency, sizeof(*cbuf) would be preferred.