d3dx9: D3DXVec3Transform should support input and output parameter overlap.
Signed-off-by: Paul Gofman <gofmanp@gmail.com> Signed-off-by: Matteo Bruni <mbruni@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -1898,12 +1898,15 @@ D3DXVECTOR3* WINAPI D3DXVec3ProjectArray(D3DXVECTOR3* out, UINT outstride, const
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D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm)
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{
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D3DXVECTOR4 out;
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TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
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pout->x = pm->u.m[0][0] * pv->x + pm->u.m[1][0] * pv->y + pm->u.m[2][0] * pv->z + pm->u.m[3][0];
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pout->y = pm->u.m[0][1] * pv->x + pm->u.m[1][1] * pv->y + pm->u.m[2][1] * pv->z + pm->u.m[3][1];
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pout->z = pm->u.m[0][2] * pv->x + pm->u.m[1][2] * pv->y + pm->u.m[2][2] * pv->z + pm->u.m[3][2];
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pout->w = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[2][3] * pv->z + pm->u.m[3][3];
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out.x = pm->u.m[0][0] * pv->x + pm->u.m[1][0] * pv->y + pm->u.m[2][0] * pv->z + pm->u.m[3][0];
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out.y = pm->u.m[0][1] * pv->x + pm->u.m[1][1] * pv->y + pm->u.m[2][1] * pv->z + pm->u.m[3][1];
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out.z = pm->u.m[0][2] * pv->x + pm->u.m[1][2] * pv->y + pm->u.m[2][2] * pv->z + pm->u.m[3][2];
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out.w = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[2][3] * pv->z + pm->u.m[3][3];
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*pout = out;
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return pout;
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}
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@ -1361,8 +1361,12 @@ static void D3DXVector3Test(void)
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/*_______________D3DXVec3Transform_______________________*/
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expectedtrans.x = 70.0f; expectedtrans.y = 88.0f; expectedtrans.z = 106.0f; expectedtrans.w = 124.0f;
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D3DXVec3Transform(&gottrans,&u,&mat);
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expect_vec4(expectedtrans,gottrans);
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D3DXVec3Transform(&gottrans, &u, &mat);
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expect_vec4(expectedtrans, gottrans);
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gottrans.x = u.x; gottrans.y = u.y; gottrans.z = u.z;
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D3DXVec3Transform(&gottrans, (D3DXVECTOR3 *)&gottrans, &mat);
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expect_vec4(expectedtrans, gottrans);
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/*_______________D3DXVec3TransformCoord_______________________*/
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expectedvec.x = 70.0f/124.0f; expectedvec.y = 88.0f/124.0f; expectedvec.z = 106.0f/124.0f;
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