Module: wine Branch: master Commit: c66d9eb2fe55049ad3c220507dccf86cef863ae0 URL: http://source.winehq.org/git/wine.git/?a=commit;h=c66d9eb2fe55049ad3c220507d...
Author: Nozomi Kodama nozomi.kodama@yahoo.com Date: Tue Feb 26 19:23:51 2013 -1000
d3dx9: Explicit computations in D3DXMatrixDeterminant to speed them up.
---
dlls/d3dx9_36/math.c | 23 +++++++++++++++-------- 1 files changed, 15 insertions(+), 8 deletions(-)
diff --git a/dlls/d3dx9_36/math.c b/dlls/d3dx9_36/math.c index 43c0c78..cdb9e86 100644 --- a/dlls/d3dx9_36/math.c +++ b/dlls/d3dx9_36/math.c @@ -255,17 +255,24 @@ HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutr
FLOAT WINAPI D3DXMatrixDeterminant(const D3DXMATRIX *pm) { - D3DXVECTOR4 minor, v1, v2, v3; - FLOAT det; + FLOAT t[3], v[4];
TRACE("pm %p\n", pm);
- v1.x = pm->u.m[0][0]; v1.y = pm->u.m[1][0]; v1.z = pm->u.m[2][0]; v1.w = pm->u.m[3][0]; - v2.x = pm->u.m[0][1]; v2.y = pm->u.m[1][1]; v2.z = pm->u.m[2][1]; v2.w = pm->u.m[3][1]; - v3.x = pm->u.m[0][2]; v3.y = pm->u.m[1][2]; v3.z = pm->u.m[2][2]; v3.w = pm->u.m[3][2]; - D3DXVec4Cross(&minor, &v1, &v2, &v3); - det = - (pm->u.m[0][3] * minor.x + pm->u.m[1][3] * minor.y + pm->u.m[2][3] * minor.z + pm->u.m[3][3] * minor.w); - return det; + t[0] = pm->u.m[2][2] * pm->u.m[3][3] - pm->u.m[2][3] * pm->u.m[3][2]; + t[1] = pm->u.m[1][2] * pm->u.m[3][3] - pm->u.m[1][3] * pm->u.m[3][2]; + t[2] = pm->u.m[1][2] * pm->u.m[2][3] - pm->u.m[1][3] * pm->u.m[2][2]; + v[0] = pm->u.m[1][1] * t[0] - pm->u.m[2][1] * t[1] + pm->u.m[3][1] * t[2]; + v[1] = -pm->u.m[1][0] * t[0] + pm->u.m[2][0] * t[1] - pm->u.m[3][0] * t[2]; + + t[0] = pm->u.m[1][0] * pm->u.m[2][1] - pm->u.m[2][0] * pm->u.m[1][1]; + t[1] = pm->u.m[1][0] * pm->u.m[3][1] - pm->u.m[3][0] * pm->u.m[1][1]; + t[2] = pm->u.m[2][0] * pm->u.m[3][1] - pm->u.m[3][0] * pm->u.m[2][1]; + v[2] = pm->u.m[3][3] * t[0] - pm->u.m[2][3] * t[1] + pm->u.m[1][3] * t[2]; + v[3] = -pm->u.m[3][2] * t[0] + pm->u.m[2][2] * t[1] - pm->u.m[1][2] * t[2]; + + return pm->u.m[0][0] * v[0] + pm->u.m[0][1] * v[1] + + pm->u.m[0][2] * v[2] + pm->u.m[0][3] * v[3]; }
D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, const D3DXMATRIX *pm)