d3dx9: Use a loop in get_vector().
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@ -887,14 +887,6 @@ static inline BOOL get_bool(LPCVOID data)
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return (*(DWORD *)data) ? TRUE : FALSE;
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}
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static void get_vector(struct d3dx_parameter *param, D3DXVECTOR4 *vector)
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{
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vector->x = get_float(param->type, (float *)param->data);
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vector->y = param->columns > 1 ? get_float(param->type, (float *)param->data + 1) : 0.0f;
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vector->z = param->columns > 2 ? get_float(param->type, (float *)param->data + 2) : 0.0f;
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vector->w = param->columns > 3 ? get_float(param->type, (float *)param->data + 3) : 0.0f;
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}
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static void set_number(LPVOID outdata, D3DXPARAMETER_TYPE outtype, LPCVOID indata, D3DXPARAMETER_TYPE intype)
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{
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TRACE("Changing from type %i to type %i\n", intype, outtype);
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@ -920,6 +912,16 @@ static void set_number(LPVOID outdata, D3DXPARAMETER_TYPE outtype, LPCVOID indat
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}
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}
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static void get_vector(struct d3dx_parameter *param, D3DXVECTOR4 *vector)
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{
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UINT i;
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for (i = 0; i < 4; ++i)
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{
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((FLOAT *)vector)[i] = i < param->columns ? get_float(param->type, (DWORD *)param->data + i) : 0.0f;
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}
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}
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static void set_vector(struct d3dx_parameter *param, CONST D3DXVECTOR4 *vector)
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{
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UINT i;
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@ -932,14 +934,14 @@ static void set_vector(struct d3dx_parameter *param, CONST D3DXVECTOR4 *vector)
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static void get_matrix(struct d3dx_parameter *param, D3DXMATRIX *matrix)
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{
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unsigned int i, k;
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UINT i, k;
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for (i = 0; i < 4; ++i)
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{
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for (k = 0; k < 4; ++k)
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{
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if ((i < param->rows) && (k < param->columns))
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matrix->u.m[i][k] = get_float(param->type, (float *)param->data + i * param->columns + k);
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matrix->u.m[i][k] = get_float(param->type, (FLOAT *)param->data + i * param->columns + k);
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else
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matrix->u.m[i][k] = 0.0f;
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}
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@ -948,14 +950,14 @@ static void get_matrix(struct d3dx_parameter *param, D3DXMATRIX *matrix)
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static void set_matrix(struct d3dx_parameter *param, CONST D3DXMATRIX *matrix)
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{
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unsigned int i, k;
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UINT i, k;
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for (i = 0; i < 4; ++i)
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{
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for (k = 0; k < 4; ++k)
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{
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if ((i < param->rows) && (k < param->columns))
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set_number((float *)param->data + i * param->columns + k, param->type, &matrix->u.m[i][k], D3DXPT_FLOAT);
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set_number((FLOAT *)param->data + i * param->columns + k, param->type, &matrix->u.m[i][k], D3DXPT_FLOAT);
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}
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}
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}
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