Matteo Bruni (@Mystral) commented about include/d3dx10math.h:
D3DXCOLOR *D3DXColorScale(D3DXCOLOR *out, D3DXCOLOR c, float s); D3DXCOLOR *D3DXColorSubtract(D3DXCOLOR *out, D3DXCOLOR c1, D3DXCOLOR c2); D3DX_CPU_OPTIMIZATION WINAPI D3DXCpuOptimizations(BOOL enable); +D3DXMATRIX *WINAPI D3DXMatrixTranslation(D3DXMATRIX *m, float x, float y, float z); +D3DXMATRIX *WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *m, float fovy, float aspect, float zn, float zf); +D3DXMATRIX *WINAPI D3DXMatrixTranslation(D3DXMATRIX *m, float x, float y, float z); +D3DXMATRIX *WINAPI D3DXMatrixRotationX(D3DXMATRIX *m, float angle); +D3DXMATRIX *WINAPI D3DXMatrixRotationY(D3DXMATRIX *m, float angle); +D3DXMATRIX *WINAPI D3DXMatrixRotationZ(D3DXMATRIX *m, float angle); +D3DXMATRIX *WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *m, float w, float h, float zn, float zf); +D3DXVECTOR4 *WINAPI D3DXVec2TransformArray(D3DXVECTOR4 *pout, UINT outstride, const D3DXVECTOR2 *pv, + UINT vstride, const D3DXMATRIX *pm, UINT n); Very much a nitpick, but we usually drop the Hungarian notation `p` in front of pointer arguments.
-- https://gitlab.winehq.org/wine/wine/-/merge_requests/11674#note_149358