Module: wine Branch: master Commit: f06fc7f85817e502e184871382854f5e286145a5 URL: http://source.winehq.org/git/wine.git/?a=commit;h=f06fc7f85817e502e184871382...
Author: Stefan Dösinger stefan@codeweavers.com Date: Thu Jan 2 15:23:49 2014 +0100
d3dx9_36: Use float math functions.
---
dlls/d3dx9_36/math.c | 44 ++++++++++++++++++++++---------------------- dlls/d3dx9_36/mesh.c | 18 +++++++++--------- 2 files changed, 31 insertions(+), 31 deletions(-)
diff --git a/dlls/d3dx9_36/math.c b/dlls/d3dx9_36/math.c index b33e062..bcda6cc 100644 --- a/dlls/d3dx9_36/math.c +++ b/dlls/d3dx9_36/math.c @@ -487,8 +487,8 @@ D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOA TRACE("pout %p, fovy %f, aspect %f, zn %f, zf %f\n", pout, fovy, aspect, zn, zf);
D3DXMatrixIdentity(pout); - pout->u.m[0][0] = 1.0f / (aspect * tan(fovy/2.0f)); - pout->u.m[1][1] = 1.0f / tan(fovy/2.0f); + pout->u.m[0][0] = 1.0f / (aspect * tanf(fovy/2.0f)); + pout->u.m[1][1] = 1.0f / tanf(fovy/2.0f); pout->u.m[2][2] = zf / (zf - zn); pout->u.m[2][3] = 1.0f; pout->u.m[3][2] = (zf * zn) / (zn - zf); @@ -501,8 +501,8 @@ D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOA TRACE("pout %p, fovy %f, aspect %f, zn %f, zf %f\n", pout, fovy, aspect, zn, zf);
D3DXMatrixIdentity(pout); - pout->u.m[0][0] = 1.0f / (aspect * tan(fovy/2.0f)); - pout->u.m[1][1] = 1.0f / tan(fovy/2.0f); + pout->u.m[0][0] = 1.0f / (aspect * tanf(fovy/2.0f)); + pout->u.m[1][1] = 1.0f / tanf(fovy/2.0f); pout->u.m[2][2] = zf / (zn - zf); pout->u.m[2][3] = -1.0f; pout->u.m[3][2] = (zf * zn) / (zn - zf); @@ -647,10 +647,10 @@ D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle) TRACE("pout %p, angle %f\n", pout, angle);
D3DXMatrixIdentity(pout); - pout->u.m[1][1] = cos(angle); - pout->u.m[2][2] = cos(angle); - pout->u.m[1][2] = sin(angle); - pout->u.m[2][1] = -sin(angle); + pout->u.m[1][1] = cosf(angle); + pout->u.m[2][2] = cosf(angle); + pout->u.m[1][2] = sinf(angle); + pout->u.m[2][1] = -sinf(angle); return pout; }
@@ -659,10 +659,10 @@ D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle) TRACE("pout %p, angle %f\n", pout, angle);
D3DXMatrixIdentity(pout); - pout->u.m[0][0] = cos(angle); - pout->u.m[2][2] = cos(angle); - pout->u.m[0][2] = -sin(angle); - pout->u.m[2][0] = sin(angle); + pout->u.m[0][0] = cosf(angle); + pout->u.m[2][2] = cosf(angle); + pout->u.m[0][2] = -sinf(angle); + pout->u.m[2][0] = sinf(angle); return pout; }
@@ -704,10 +704,10 @@ D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle) TRACE("pout %p, angle %f\n", pout, angle);
D3DXMatrixIdentity(pout); - pout->u.m[0][0] = cos(angle); - pout->u.m[1][1] = cos(angle); - pout->u.m[0][1] = sin(angle); - pout->u.m[1][0] = -sin(angle); + pout->u.m[0][0] = cosf(angle); + pout->u.m[1][1] = cosf(angle); + pout->u.m[0][1] = sinf(angle); + pout->u.m[1][0] = -sinf(angle); return pout; }
@@ -888,15 +888,15 @@ D3DXMATRIX* WINAPI D3DXMatrixTransformation2D(D3DXMATRIX *pout, const D3DXVECTOR trans.z=0.0f; }
- rot.w=cos(rotation/2.0f); + rot.w=cosf(rotation/2.0f); rot.x=0.0f; rot.y=0.0f; - rot.z=sin(rotation/2.0f); + rot.z=sinf(rotation/2.0f);
- sca_rot.w=cos(scalingrotation/2.0f); + sca_rot.w=cosf(scalingrotation/2.0f); sca_rot.x=0.0f; sca_rot.y=0.0f; - sca_rot.z=sin(scalingrotation/2.0f); + sca_rot.z=sinf(scalingrotation/2.0f);
D3DXMatrixTransformation(pout, &sca_center, &sca_rot, &sca, &rot_center, &rot, &trans);
@@ -1655,7 +1655,7 @@ void WINAPI D3DXQuaternionToAxisAngle(const D3DXQUATERNION *pq, D3DXVECTOR3 *pax paxis->x = pq->x; paxis->y = pq->y; paxis->z = pq->z; - *pangle = 2.0f * acos(pq->w); + *pangle = 2.0f * acosf(pq->w); }
/*_________________D3DXVec2_____________________*/ @@ -2128,7 +2128,7 @@ D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4* out, UINT outstride, con unsigned short float_32_to_16(const float in) { int exp = 0, origexp; - float tmp = fabs(in); + float tmp = fabsf(in); int sign = (copysignf(1, in) < 0); unsigned int mantissa; unsigned short ret; diff --git a/dlls/d3dx9_36/mesh.c b/dlls/d3dx9_36/mesh.c index 8180d8e..aa20119 100644 --- a/dlls/d3dx9_36/mesh.c +++ b/dlls/d3dx9_36/mesh.c @@ -2404,7 +2404,7 @@ BOOL WINAPI D3DXIntersectTri(const D3DXVECTOR3 *p0, const D3DXVECTOR3 *p1, const { *pu = vec.x; *pv = vec.y; - *pdist = fabs( vec.z ); + *pdist = fabsf( vec.z ); return TRUE; } } @@ -4569,8 +4569,8 @@ static BOOL compute_sincos_table(struct sincos_table *sincos_table, float angle_ angle = angle_start; for (i = 0; i < n; i++) { - sincos_table->sin[i] = sin(angle); - sincos_table->cos[i] = cos(angle); + sincos_table->sin[i] = sinf(angle); + sincos_table->cos[i] = cosf(angle); angle += angle_step; }
@@ -4660,8 +4660,8 @@ HRESULT WINAPI D3DXCreateSphere(struct IDirect3DDevice9 *device, float radius, U
for (stack = 0; stack < stacks - 1; stack++) { - sin_theta = sin(theta); - cos_theta = cos(theta); + sin_theta = sinf(theta); + cos_theta = cosf(theta);
for (slice = 0; slice < slices; slice++) { @@ -5772,9 +5772,9 @@ HRESULT WINAPI D3DXCreateTextW(struct IDirect3DDevice9 *device, HDC hdc, const W face *face_ptr; float max_deviation_sq; const struct cos_table cos_table = { - cos(D3DXToRadian(0.5f)), - cos(D3DXToRadian(45.0f)), - cos(D3DXToRadian(90.0f)), + cosf(D3DXToRadian(0.5f)), + cosf(D3DXToRadian(45.0f)), + cosf(D3DXToRadian(90.0f)), }; int f1, f2;
@@ -6154,7 +6154,7 @@ static BOOL weld_float4(void *to, void *from, FLOAT epsilon) FLOAT diff_y = fabsf(v1->y - v2->y); FLOAT diff_z = fabsf(v1->z - v2->z); FLOAT diff_w = fabsf(v1->w - v2->w); - FLOAT max_abs_diff = fmax(diff_x, diff_y); + FLOAT max_abs_diff = max(diff_x, diff_y); max_abs_diff = max(diff_z, max_abs_diff); max_abs_diff = max(diff_w, max_abs_diff);