d3dx9: Specify arguments in trace to ease debugging.

This commit is contained in:
Nozomi Kodama 2013-02-15 22:43:29 -10:00 committed by Alexandre Julliard
parent 42a5943598
commit bd59218140
1 changed files with 89 additions and 85 deletions

View File

@ -52,7 +52,7 @@ struct ID3DXMatrixStackImpl
D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, const D3DXCOLOR *pc, FLOAT s) D3DXCOLOR* WINAPI D3DXColorAdjustContrast(D3DXCOLOR *pout, const D3DXCOLOR *pc, FLOAT s)
{ {
TRACE("(%p, %p, %f)\n", pout, pc, s); TRACE("pout %p, pc %p, s %f\n", pout, pc, s);
pout->r = 0.5f + s * (pc->r - 0.5f); pout->r = 0.5f + s * (pc->r - 0.5f);
pout->g = 0.5f + s * (pc->g - 0.5f); pout->g = 0.5f + s * (pc->g - 0.5f);
@ -65,7 +65,7 @@ D3DXCOLOR* WINAPI D3DXColorAdjustSaturation(D3DXCOLOR *pout, const D3DXCOLOR *pc
{ {
FLOAT grey; FLOAT grey;
TRACE("(%p, %p, %f)\n", pout, pc, s); TRACE("pout %p, pc %p, s %f\n", pout, pc, s);
grey = pc->r * 0.2125f + pc->g * 0.7154f + pc->b * 0.0721f; grey = pc->r * 0.2125f + pc->g * 0.7154f + pc->b * 0.0721f;
pout->r = grey + s * (pc->r - grey); pout->r = grey + s * (pc->r - grey);
@ -213,7 +213,7 @@ HRESULT WINAPI D3DXMatrixDecompose(D3DXVECTOR3 *poutscale, D3DXQUATERNION *poutr
D3DXMATRIX normalized; D3DXMATRIX normalized;
D3DXVECTOR3 vec; D3DXVECTOR3 vec;
TRACE("(%p, %p, %p, %p)\n", poutscale, poutrotation, pouttranslation, pm); TRACE("poutscale %p, poutrotation %p, pouttranslation %p, pm %p\n", poutscale, poutrotation, pouttranslation, pm);
/*Compute the scaling part.*/ /*Compute the scaling part.*/
vec.x=pm->u.m[0][0]; vec.x=pm->u.m[0][0];
@ -258,7 +258,7 @@ FLOAT WINAPI D3DXMatrixDeterminant(const D3DXMATRIX *pm)
D3DXVECTOR4 minor, v1, v2, v3; D3DXVECTOR4 minor, v1, v2, v3;
FLOAT det; FLOAT det;
TRACE("(%p)\n", pm); 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]; 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]; 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];
@ -275,7 +275,7 @@ D3DXMATRIX* WINAPI D3DXMatrixInverse(D3DXMATRIX *pout, FLOAT *pdeterminant, cons
D3DXVECTOR4 v, vec[3]; D3DXVECTOR4 v, vec[3];
FLOAT det; FLOAT det;
TRACE("(%p, %p, %p)\n", pout, pdeterminant, pm); TRACE("pout %p, pdeterminant %p, pm %p\n", pout, pdeterminant, pm);
det = D3DXMatrixDeterminant(pm); det = D3DXMatrixDeterminant(pm);
if ( !det ) return NULL; if ( !det ) return NULL;
@ -309,7 +309,7 @@ D3DXMATRIX* WINAPI D3DXMatrixLookAtLH(D3DXMATRIX *pout, const D3DXVECTOR3 *peye,
{ {
D3DXVECTOR3 right, rightn, up, upn, vec, vec2; D3DXVECTOR3 right, rightn, up, upn, vec, vec2;
TRACE("(%p, %p, %p, %p)\n", pout, peye, pat, pup); TRACE("pout %p, peye %p, pat %p, pup %p\n", pout, peye, pat, pup);
D3DXVec3Subtract(&vec2, pat, peye); D3DXVec3Subtract(&vec2, pat, peye);
D3DXVec3Normalize(&vec, &vec2); D3DXVec3Normalize(&vec, &vec2);
@ -340,7 +340,7 @@ D3DXMATRIX* WINAPI D3DXMatrixLookAtRH(D3DXMATRIX *pout, const D3DXVECTOR3 *peye,
{ {
D3DXVECTOR3 right, rightn, up, upn, vec, vec2; D3DXVECTOR3 right, rightn, up, upn, vec, vec2;
TRACE("(%p, %p, %p, %p)\n", pout, peye, pat, pup); TRACE("pout %p, peye %p, pat %p, pup %p\n", pout, peye, pat, pup);
D3DXVec3Subtract(&vec2, pat, peye); D3DXVec3Subtract(&vec2, pat, peye);
D3DXVec3Normalize(&vec, &vec2); D3DXVec3Normalize(&vec, &vec2);
@ -372,7 +372,7 @@ D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, const D3DXMATRIX *pm1, c
D3DXMATRIX out; D3DXMATRIX out;
int i,j; int i,j;
TRACE("(%p, %p, %p)\n", pout, pm1, pm2); TRACE("pout %p, pm1 %p, pm2 %p\n", pout, pm1, pm2);
for (i=0; i<4; i++) for (i=0; i<4; i++)
{ {
@ -388,7 +388,7 @@ D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, const D3DXMATRIX *pm1, c
D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, const D3DXMATRIX *pm1, const D3DXMATRIX *pm2) D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, const D3DXMATRIX *pm1, const D3DXMATRIX *pm2)
{ {
TRACE("%p, %p, %p)\n", pout, pm1, pm2); TRACE("pout %p, pm1 %p, pm2 %p\n", pout, pm1, pm2);
D3DXMatrixMultiply(pout, pm1, pm2); D3DXMatrixMultiply(pout, pm1, pm2);
D3DXMatrixTranspose(pout, pout); D3DXMatrixTranspose(pout, pout);
@ -397,7 +397,7 @@ D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, const D3DXMATRI
D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf) D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
{ {
TRACE("(%p, %f, %f, %f, %f)\n", pout, w, h, zn, zf); TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout, w, h, zn, zf);
D3DXMatrixIdentity(pout); D3DXMatrixIdentity(pout);
pout->u.m[0][0] = 2.0f / w; pout->u.m[0][0] = 2.0f / w;
@ -409,7 +409,7 @@ D3DXMATRIX* WINAPI D3DXMatrixOrthoLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT z
D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf) D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
{ {
TRACE("(%p, %f, %f, %f, %f, %f, %f)\n", pout, l, r, b, t, zn, zf); TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout, l, r, b, t, zn, zf);
D3DXMatrixIdentity(pout); D3DXMatrixIdentity(pout);
pout->u.m[0][0] = 2.0f / (r - l); pout->u.m[0][0] = 2.0f / (r - l);
@ -423,7 +423,7 @@ D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r
D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf) D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
{ {
TRACE("(%p, %f, %f, %f, %f, %f, %f)\n", pout, l, r, b, t, zn, zf); TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout, l, r, b, t, zn, zf);
D3DXMatrixIdentity(pout); D3DXMatrixIdentity(pout);
pout->u.m[0][0] = 2.0f / (r - l); pout->u.m[0][0] = 2.0f / (r - l);
@ -437,7 +437,7 @@ D3DXMATRIX* WINAPI D3DXMatrixOrthoOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r
D3DXMATRIX* WINAPI D3DXMatrixOrthoRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf) D3DXMATRIX* WINAPI D3DXMatrixOrthoRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
{ {
TRACE("(%p, %f, %f, %f, %f)\n", pout, w, h, zn, zf); TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout, w, h, zn, zf);
D3DXMatrixIdentity(pout); D3DXMatrixIdentity(pout);
pout->u.m[0][0] = 2.0f / w; pout->u.m[0][0] = 2.0f / w;
@ -449,7 +449,7 @@ D3DXMATRIX* WINAPI D3DXMatrixOrthoRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT z
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf) D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf)
{ {
TRACE("(%p, %f, %f, %f, %f)\n", pout, fovy, aspect, zn, zf); TRACE("pout %p, fovy %f, aspect %f, zn %f, zf %f\n", pout, fovy, aspect, zn, zf);
D3DXMatrixIdentity(pout); D3DXMatrixIdentity(pout);
pout->u.m[0][0] = 1.0f / (aspect * tan(fovy/2.0f)); pout->u.m[0][0] = 1.0f / (aspect * tan(fovy/2.0f));
@ -463,7 +463,7 @@ D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovLH(D3DXMATRIX *pout, FLOAT fovy, FLOA
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf) D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOAT aspect, FLOAT zn, FLOAT zf)
{ {
TRACE("(%p, %f, %f, %f, %f)\n", pout, fovy, aspect, zn, zf); TRACE("pout %p, fovy %f, aspect %f, zn %f, zf %f\n", pout, fovy, aspect, zn, zf);
D3DXMatrixIdentity(pout); D3DXMatrixIdentity(pout);
pout->u.m[0][0] = 1.0f / (aspect * tan(fovy/2.0f)); pout->u.m[0][0] = 1.0f / (aspect * tan(fovy/2.0f));
@ -477,7 +477,7 @@ D3DXMATRIX* WINAPI D3DXMatrixPerspectiveFovRH(D3DXMATRIX *pout, FLOAT fovy, FLOA
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf) D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
{ {
TRACE("(%p, %f, %f, %f, %f)\n", pout, w, h, zn, zf); TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout, w, h, zn, zf);
D3DXMatrixIdentity(pout); D3DXMatrixIdentity(pout);
pout->u.m[0][0] = 2.0f * zn / w; pout->u.m[0][0] = 2.0f * zn / w;
@ -491,7 +491,7 @@ D3DXMATRIX* WINAPI D3DXMatrixPerspectiveLH(D3DXMATRIX *pout, FLOAT w, FLOAT h, F
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf) D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
{ {
TRACE("(%p, %f, %f, %f, %f, %f, %f)\n", pout, l, r, b, t, zn, zf); TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout, l, r, b, t, zn, zf);
D3DXMatrixIdentity(pout); D3DXMatrixIdentity(pout);
pout->u.m[0][0] = 2.0f * zn / (r - l); pout->u.m[0][0] = 2.0f * zn / (r - l);
@ -507,7 +507,7 @@ D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterLH(D3DXMATRIX *pout, FLOAT l, F
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf) D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX *pout, FLOAT l, FLOAT r, FLOAT b, FLOAT t, FLOAT zn, FLOAT zf)
{ {
TRACE("(%p, %f, %f, %f, %f, %f, %f)\n", pout, l, r, b, t, zn, zf); TRACE("pout %p, l %f, r %f, b %f, t %f, zn %f, zf %f\n", pout, l, r, b, t, zn, zf);
D3DXMatrixIdentity(pout); D3DXMatrixIdentity(pout);
pout->u.m[0][0] = 2.0f * zn / (r - l); pout->u.m[0][0] = 2.0f * zn / (r - l);
@ -523,7 +523,7 @@ D3DXMATRIX* WINAPI D3DXMatrixPerspectiveOffCenterRH(D3DXMATRIX *pout, FLOAT l, F
D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf) D3DXMATRIX* WINAPI D3DXMatrixPerspectiveRH(D3DXMATRIX *pout, FLOAT w, FLOAT h, FLOAT zn, FLOAT zf)
{ {
TRACE("(%p, %f, %f, %f, %f)\n", pout, w, h, zn, zf); TRACE("pout %p, w %f, h %f, zn %f, zf %f\n", pout, w, h, zn, zf);
D3DXMatrixIdentity(pout); D3DXMatrixIdentity(pout);
pout->u.m[0][0] = 2.0f * zn / w; pout->u.m[0][0] = 2.0f * zn / w;
@ -539,7 +539,7 @@ D3DXMATRIX* WINAPI D3DXMatrixReflect(D3DXMATRIX *pout, const D3DXPLANE *pplane)
{ {
D3DXPLANE Nplane; D3DXPLANE Nplane;
TRACE("(%p, %p)\n", pout, pplane); TRACE("pout %p, pplane %p\n", pout, pplane);
D3DXPlaneNormalize(&Nplane, pplane); D3DXPlaneNormalize(&Nplane, pplane);
D3DXMatrixIdentity(pout); D3DXMatrixIdentity(pout);
@ -592,7 +592,7 @@ D3DXMATRIX * WINAPI D3DXMatrixRotationAxis(D3DXMATRIX *out, const D3DXVECTOR3 *v
D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, const D3DXQUATERNION *pq) D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, const D3DXQUATERNION *pq)
{ {
TRACE("(%p, %p)\n", pout, pq); TRACE("pout %p, pq %p\n", pout, pq);
D3DXMatrixIdentity(pout); D3DXMatrixIdentity(pout);
pout->u.m[0][0] = 1.0f - 2.0f * (pq->y * pq->y + pq->z * pq->z); pout->u.m[0][0] = 1.0f - 2.0f * (pq->y * pq->y + pq->z * pq->z);
@ -609,7 +609,7 @@ D3DXMATRIX* WINAPI D3DXMatrixRotationQuaternion(D3DXMATRIX *pout, const D3DXQUAT
D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle) D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle)
{ {
TRACE("(%p, %f)\n", pout, angle); TRACE("pout %p, angle %f\n", pout, angle);
D3DXMatrixIdentity(pout); D3DXMatrixIdentity(pout);
pout->u.m[1][1] = cos(angle); pout->u.m[1][1] = cos(angle);
@ -621,7 +621,7 @@ D3DXMATRIX* WINAPI D3DXMatrixRotationX(D3DXMATRIX *pout, FLOAT angle)
D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle) D3DXMATRIX* WINAPI D3DXMatrixRotationY(D3DXMATRIX *pout, FLOAT angle)
{ {
TRACE("(%p, %f)\n", pout, angle); TRACE("pout %p, angle %f\n", pout, angle);
D3DXMatrixIdentity(pout); D3DXMatrixIdentity(pout);
pout->u.m[0][0] = cos(angle); pout->u.m[0][0] = cos(angle);
@ -666,7 +666,7 @@ D3DXMATRIX * WINAPI D3DXMatrixRotationYawPitchRoll(D3DXMATRIX *out, FLOAT yaw, F
D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle) D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle)
{ {
TRACE("(%p, %f)\n", pout, angle); TRACE("pout %p, angle %f\n", pout, angle);
D3DXMatrixIdentity(pout); D3DXMatrixIdentity(pout);
pout->u.m[0][0] = cos(angle); pout->u.m[0][0] = cos(angle);
@ -678,7 +678,7 @@ D3DXMATRIX* WINAPI D3DXMatrixRotationZ(D3DXMATRIX *pout, FLOAT angle)
D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz) D3DXMATRIX* WINAPI D3DXMatrixScaling(D3DXMATRIX *pout, FLOAT sx, FLOAT sy, FLOAT sz)
{ {
TRACE("(%p, %f, %f, %f)\n", pout, sx, sy, sz); TRACE("pout %p, sx %f, sy %f, sz %f\n", pout, sx, sy, sz);
D3DXMatrixIdentity(pout); D3DXMatrixIdentity(pout);
pout->u.m[0][0] = sx; pout->u.m[0][0] = sx;
@ -692,7 +692,7 @@ D3DXMATRIX* WINAPI D3DXMatrixShadow(D3DXMATRIX *pout, const D3DXVECTOR4 *plight,
D3DXPLANE Nplane; D3DXPLANE Nplane;
FLOAT dot; FLOAT dot;
TRACE("(%p, %p, %p)\n", pout, plight, pplane); TRACE("pout %p, plight %p, pplane %p\n", pout, plight, pplane);
D3DXPlaneNormalize(&Nplane, pplane); D3DXPlaneNormalize(&Nplane, pplane);
dot = D3DXPlaneDot(&Nplane, plight); dot = D3DXPlaneDot(&Nplane, plight);
@ -721,7 +721,8 @@ D3DXMATRIX* WINAPI D3DXMatrixTransformation(D3DXMATRIX *pout, const D3DXVECTOR3
D3DXQUATERNION prc; D3DXQUATERNION prc;
D3DXVECTOR3 psc, pt; D3DXVECTOR3 psc, pt;
TRACE("(%p, %p, %p, %p, %p, %p, %p)\n", pout, pscalingcenter, pscalingrotation, pscaling, protationcenter, protation, ptranslation); TRACE("pout %p, pscalingcenter %p, pscalingrotation %p, pscaling %p, protationcentr %p, protation %p, ptranslation %p\n",
pout, pscalingcenter, pscalingrotation, pscaling, protationcenter, protation, ptranslation);
if ( !pscalingcenter ) if ( !pscalingcenter )
{ {
@ -797,7 +798,8 @@ D3DXMATRIX* WINAPI D3DXMatrixTransformation2D(D3DXMATRIX *pout, const D3DXVECTOR
D3DXQUATERNION rot, sca_rot; D3DXQUATERNION rot, sca_rot;
D3DXVECTOR3 rot_center, sca, sca_center, trans; D3DXVECTOR3 rot_center, sca, sca_center, trans;
TRACE("(%p, %p, %f, %p, %p, %f, %p)\n", pout, pscalingcenter, scalingrotation, pscaling, protationcenter, rotation, ptranslation); TRACE("pout %p, pscalingcenter %p, scalingrotation %f, pscaling %p, protztioncenter %p, rotation %f, ptranslation %p\n",
pout, pscalingcenter, scalingrotation, pscaling, protationcenter, rotation, ptranslation);
if ( pscalingcenter ) if ( pscalingcenter )
{ {
@ -868,7 +870,7 @@ D3DXMATRIX* WINAPI D3DXMatrixTransformation2D(D3DXMATRIX *pout, const D3DXVECTOR
D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z) D3DXMATRIX* WINAPI D3DXMatrixTranslation(D3DXMATRIX *pout, FLOAT x, FLOAT y, FLOAT z)
{ {
TRACE("(%p, %f, %f, %f)\n", pout, x, y, z); TRACE("pout %p, x %f, y %f, z%f\n", pout, x, y, z);
D3DXMatrixIdentity(pout); D3DXMatrixIdentity(pout);
pout->u.m[3][0] = x; pout->u.m[3][0] = x;
@ -882,7 +884,7 @@ D3DXMATRIX* WINAPI D3DXMatrixTranspose(D3DXMATRIX *pout, const D3DXMATRIX *pm)
const D3DXMATRIX m = *pm; const D3DXMATRIX m = *pm;
int i,j; int i,j;
TRACE("(%p, %p)\n", pout, pm); TRACE("pout %p, pm %p\n", pout, pm);
for (i=0; i<4; i++) for (i=0; i<4; i++)
for (j=0; j<4; j++) pout->u.m[i][j] = m.u.m[j][i]; for (j=0; j<4; j++) pout->u.m[i][j] = m.u.m[j][i];
@ -995,7 +997,7 @@ static HRESULT WINAPI ID3DXMatrixStackImpl_LoadMatrix(ID3DXMatrixStack *iface, c
{ {
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
TRACE("iface %p\n", iface); TRACE("iface %p, pm %p\n", iface, pm);
This->stack[This->current] = *pm; This->stack[This->current] = *pm;
@ -1006,7 +1008,7 @@ static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrix(ID3DXMatrixStack *iface, c
{ {
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
TRACE("iface %p\n", iface); TRACE("iface %p, pm %p\n", iface, pm);
D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], pm); D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], pm);
@ -1017,7 +1019,7 @@ static HRESULT WINAPI ID3DXMatrixStackImpl_MultMatrixLocal(ID3DXMatrixStack *ifa
{ {
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
TRACE("iface %p\n", iface); TRACE("iface %p, pm %p\n", iface, pm);
D3DXMatrixMultiply(&This->stack[This->current], pm, &This->stack[This->current]); D3DXMatrixMultiply(&This->stack[This->current], pm, &This->stack[This->current]);
@ -1084,7 +1086,7 @@ static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxis(ID3DXMatrixStack *iface, c
D3DXMATRIX temp; D3DXMATRIX temp;
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
TRACE("iface %p\n", iface); TRACE("iface %p, pv %p, angle %f\n", iface, pv, angle);
D3DXMatrixRotationAxis(&temp, pv, angle); D3DXMatrixRotationAxis(&temp, pv, angle);
D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp); D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp);
@ -1097,7 +1099,7 @@ static HRESULT WINAPI ID3DXMatrixStackImpl_RotateAxisLocal(ID3DXMatrixStack *ifa
D3DXMATRIX temp; D3DXMATRIX temp;
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
TRACE("iface %p\n", iface); TRACE("iface %p, pv %p, angle %f\n", iface, pv, angle);
D3DXMatrixRotationAxis(&temp, pv, angle); D3DXMatrixRotationAxis(&temp, pv, angle);
D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]); D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]);
@ -1110,7 +1112,7 @@ static HRESULT WINAPI ID3DXMatrixStackImpl_RotateYawPitchRoll(ID3DXMatrixStack *
D3DXMATRIX temp; D3DXMATRIX temp;
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
TRACE("iface %p\n", iface); TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z);
D3DXMatrixRotationYawPitchRoll(&temp, x, y, z); D3DXMatrixRotationYawPitchRoll(&temp, x, y, z);
D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp); D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp);
@ -1123,7 +1125,7 @@ static HRESULT WINAPI ID3DXMatrixStackImpl_RotateYawPitchRollLocal(ID3DXMatrixSt
D3DXMATRIX temp; D3DXMATRIX temp;
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
TRACE("iface %p\n", iface); TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z);
D3DXMatrixRotationYawPitchRoll(&temp, x, y, z); D3DXMatrixRotationYawPitchRoll(&temp, x, y, z);
D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]); D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]);
@ -1136,7 +1138,7 @@ static HRESULT WINAPI ID3DXMatrixStackImpl_Scale(ID3DXMatrixStack *iface, FLOAT
D3DXMATRIX temp; D3DXMATRIX temp;
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
TRACE("iface %p\n", iface); TRACE("iface %p,x %f, y %f, z %f\n", iface, x, y, z);
D3DXMatrixScaling(&temp, x, y, z); D3DXMatrixScaling(&temp, x, y, z);
D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp); D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp);
@ -1149,7 +1151,7 @@ static HRESULT WINAPI ID3DXMatrixStackImpl_ScaleLocal(ID3DXMatrixStack *iface, F
D3DXMATRIX temp; D3DXMATRIX temp;
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
TRACE("iface %p\n", iface); TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z);
D3DXMatrixScaling(&temp, x, y, z); D3DXMatrixScaling(&temp, x, y, z);
D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]); D3DXMatrixMultiply(&This->stack[This->current], &temp, &This->stack[This->current]);
@ -1162,7 +1164,7 @@ static HRESULT WINAPI ID3DXMatrixStackImpl_Translate(ID3DXMatrixStack *iface, FL
D3DXMATRIX temp; D3DXMATRIX temp;
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
TRACE("iface %p\n", iface); TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z);
D3DXMatrixTranslation(&temp, x, y, z); D3DXMatrixTranslation(&temp, x, y, z);
D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp); D3DXMatrixMultiply(&This->stack[This->current], &This->stack[This->current], &temp);
@ -1175,7 +1177,7 @@ static HRESULT WINAPI ID3DXMatrixStackImpl_TranslateLocal(ID3DXMatrixStack *ifac
D3DXMATRIX temp; D3DXMATRIX temp;
struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface); struct ID3DXMatrixStackImpl *This = impl_from_ID3DXMatrixStack(iface);
TRACE("iface %p\n", iface); TRACE("iface %p, x %f, y %f, z %f\n", iface, x, y, z);
D3DXMatrixTranslation(&temp, x, y, z); D3DXMatrixTranslation(&temp, x, y, z);
D3DXMatrixMultiply(&This->stack[This->current], &temp,&This->stack[This->current]); D3DXMatrixMultiply(&This->stack[This->current], &temp,&This->stack[This->current]);
@ -1209,7 +1211,7 @@ static const ID3DXMatrixStackVtbl ID3DXMatrixStack_Vtbl =
D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, const D3DXVECTOR3 *pvpoint, const D3DXVECTOR3 *pvnormal) D3DXPLANE* WINAPI D3DXPlaneFromPointNormal(D3DXPLANE *pout, const D3DXVECTOR3 *pvpoint, const D3DXVECTOR3 *pvnormal)
{ {
TRACE("(%p, %p, %p)\n", pout, pvpoint, pvnormal); TRACE("pout %p, pvpoint %p, pvnormal %p\n", pout, pvpoint, pvnormal);
pout->a = pvnormal->x; pout->a = pvnormal->x;
pout->b = pvnormal->y; pout->b = pvnormal->y;
@ -1222,7 +1224,7 @@ D3DXPLANE* WINAPI D3DXPlaneFromPoints(D3DXPLANE *pout, const D3DXVECTOR3 *pv1, c
{ {
D3DXVECTOR3 edge1, edge2, normal, Nnormal; D3DXVECTOR3 edge1, edge2, normal, Nnormal;
TRACE("(%p, %p, %p, %p)\n", pout, pv1, pv2, pv3); TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p\n", pout, pv1, pv2, pv3);
edge1.x = 0.0f; edge1.y = 0.0f; edge1.z = 0.0f; edge1.x = 0.0f; edge1.y = 0.0f; edge1.z = 0.0f;
edge2.x = 0.0f; edge2.y = 0.0f; edge2.z = 0.0f; edge2.x = 0.0f; edge2.y = 0.0f; edge2.z = 0.0f;
@ -1239,7 +1241,7 @@ D3DXVECTOR3* WINAPI D3DXPlaneIntersectLine(D3DXVECTOR3 *pout, const D3DXPLANE *p
D3DXVECTOR3 direction, normal; D3DXVECTOR3 direction, normal;
FLOAT dot, temp; FLOAT dot, temp;
TRACE("(%p, %p, %p, %p)\n", pout, pp, pv1, pv2); TRACE("pout %p, pp %p, pv1 %p, pv2 %p\n", pout, pp, pv1, pv2);
normal.x = pp->a; normal.x = pp->a;
normal.y = pp->b; normal.y = pp->b;
@ -1285,7 +1287,7 @@ D3DXPLANE* WINAPI D3DXPlaneTransform(D3DXPLANE *pout, const D3DXPLANE *pplane, c
{ {
const D3DXPLANE plane = *pplane; const D3DXPLANE plane = *pplane;
TRACE("(%p, %p, %p)\n", pout, pplane, pm); TRACE("pout %p, pplane %p, pm %p\n", pout, pplane, pm);
pout->a = pm->u.m[0][0] * plane.a + pm->u.m[1][0] * plane.b + pm->u.m[2][0] * plane.c + pm->u.m[3][0] * plane.d; pout->a = pm->u.m[0][0] * plane.a + pm->u.m[1][0] * plane.b + pm->u.m[2][0] * plane.c + pm->u.m[3][0] * plane.d;
pout->b = pm->u.m[0][1] * plane.a + pm->u.m[1][1] * plane.b + pm->u.m[2][1] * plane.c + pm->u.m[3][1] * plane.d; pout->b = pm->u.m[0][1] * plane.a + pm->u.m[1][1] * plane.b + pm->u.m[2][1] * plane.c + pm->u.m[3][1] * plane.d;
@ -1298,7 +1300,7 @@ D3DXPLANE* WINAPI D3DXPlaneTransformArray(D3DXPLANE* out, UINT outstride, const
{ {
UINT i; UINT i;
TRACE("(%p, %u, %p, %u, %p, %u)\n", out, outstride, in, instride, matrix, elements); TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
for (i = 0; i < elements; ++i) { for (i = 0; i < elements; ++i) {
D3DXPlaneTransform( D3DXPlaneTransform(
@ -1315,7 +1317,7 @@ D3DXQUATERNION* WINAPI D3DXQuaternionBaryCentric(D3DXQUATERNION *pout, const D3D
{ {
D3DXQUATERNION temp1, temp2; D3DXQUATERNION temp1, temp2;
TRACE("(%p, %p, %p, %p, %f, %f)\n", pout, pq1, pq2, pq3, f, g); TRACE("pout %p, pq1 %p, pq2 %p, pq3 %p, f %f, g %f\n", pout, pq1, pq2, pq3, f, g);
D3DXQuaternionSlerp(pout, D3DXQuaternionSlerp(&temp1, pq1, pq2, f + g), D3DXQuaternionSlerp(&temp2, pq1, pq3, f+g), g / (f + g)); D3DXQuaternionSlerp(pout, D3DXQuaternionSlerp(&temp1, pq1, pq2, f + g), D3DXQuaternionSlerp(&temp2, pq1, pq3, f+g), g / (f + g));
return pout; return pout;
@ -1351,7 +1353,7 @@ D3DXQUATERNION* WINAPI D3DXQuaternionInverse(D3DXQUATERNION *pout, const D3DXQUA
D3DXQUATERNION out; D3DXQUATERNION out;
FLOAT norm; FLOAT norm;
TRACE("(%p, %p)\n", pout, pq); TRACE("pout %p, pq %p\n", pout, pq);
norm = D3DXQuaternionLengthSq(pq); norm = D3DXQuaternionLengthSq(pq);
@ -1387,7 +1389,7 @@ D3DXQUATERNION* WINAPI D3DXQuaternionMultiply(D3DXQUATERNION *pout, const D3DXQU
{ {
D3DXQUATERNION out; D3DXQUATERNION out;
TRACE("(%p, %p, %p)\n", pout, pq1, pq2); TRACE("pout %p, pq1 %p, pq2 %p\n", pout, pq1, pq2);
out.x = pq2->w * pq1->x + pq2->x * pq1->w + pq2->y * pq1->z - pq2->z * pq1->y; out.x = pq2->w * pq1->x + pq2->x * pq1->w + pq2->y * pq1->z - pq2->z * pq1->y;
out.y = pq2->w * pq1->y - pq2->x * pq1->z + pq2->y * pq1->w + pq2->z * pq1->x; out.y = pq2->w * pq1->y - pq2->x * pq1->z + pq2->y * pq1->w + pq2->z * pq1->x;
@ -1541,7 +1543,7 @@ D3DXQUATERNION* WINAPI D3DXQuaternionSquad(D3DXQUATERNION *pout, const D3DXQUATE
{ {
D3DXQUATERNION temp1, temp2; D3DXQUATERNION temp1, temp2;
TRACE("(%p, %p, %p, %p, %p, %f)\n", pout, pq1, pq2, pq3, pq4, t); TRACE("pout %p, pq1 %p, pq2 %p, pq3 %p, pq4 %p, t %f\n", pout, pq1, pq2, pq3, pq4, t);
D3DXQuaternionSlerp(pout, D3DXQuaternionSlerp(&temp1, pq1, pq4, t), D3DXQuaternionSlerp(&temp2, pq2, pq3, t), 2.0f * t * (1.0f - t)); D3DXQuaternionSlerp(pout, D3DXQuaternionSlerp(&temp1, pq1, pq4, t), D3DXQuaternionSlerp(&temp2, pq2, pq3, t), 2.0f * t * (1.0f - t));
return pout; return pout;
@ -1563,7 +1565,7 @@ void WINAPI D3DXQuaternionSquadSetup(D3DXQUATERNION *paout, D3DXQUATERNION *pbou
{ {
D3DXQUATERNION q, temp1, temp2, temp3, zero; D3DXQUATERNION q, temp1, temp2, temp3, zero;
TRACE("(%p, %p, %p, %p, %p, %p, %p)\n", paout, pbout, pcout, pq0, pq1, pq2, pq3); TRACE("paout %p, pbout %p, pcout %p, pq0 %p, 1 %p, pq2 %p, pq3 %p\n", paout, pbout, pcout, pq0, pq1, pq2, pq3);
zero.x = 0.0f; zero.x = 0.0f;
zero.y = 0.0f; zero.y = 0.0f;
@ -1616,7 +1618,7 @@ void WINAPI D3DXQuaternionSquadSetup(D3DXQUATERNION *paout, D3DXQUATERNION *pbou
void WINAPI D3DXQuaternionToAxisAngle(const D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle) void WINAPI D3DXQuaternionToAxisAngle(const D3DXQUATERNION *pq, D3DXVECTOR3 *paxis, FLOAT *pangle)
{ {
TRACE("(%p, %p, %p)\n", pq, paxis, pangle); TRACE("pq %p, paxis %p, pangle %p\n", pq, paxis, pangle);
paxis->x = pq->x; paxis->x = pq->x;
paxis->y = pq->y; paxis->y = pq->y;
@ -1628,7 +1630,7 @@ void WINAPI D3DXQuaternionToAxisAngle(const D3DXQUATERNION *pq, D3DXVECTOR3 *pax
D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT f, FLOAT g) D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT f, FLOAT g)
{ {
TRACE("(%p, %p, %p, %p, %f, %f)\n", pout, pv1, pv2, pv3, f, g); TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout, pv1, pv2, pv3, f, g);
pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x); pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y); pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
@ -1637,7 +1639,7 @@ D3DXVECTOR2* WINAPI D3DXVec2BaryCentric(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv
D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv0, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT s) D3DXVECTOR2* WINAPI D3DXVec2CatmullRom(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv0, const D3DXVECTOR2 *pv1, const D3DXVECTOR2 *pv2, const D3DXVECTOR2 *pv3, FLOAT s)
{ {
TRACE("(%p, %p, %p, %p, %p, %f)\n", pout, pv0, pv1, pv2, pv3, s); TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout, pv0, pv1, pv2, pv3, s);
pout->x = 0.5f * (2.0f * pv1->x + (pv2->x - pv0->x) *s + (2.0f *pv0->x - 5.0f * pv1->x + 4.0f * pv2->x - pv3->x) * s * s + (pv3->x -3.0f * pv2->x + 3.0f * pv1->x - pv0->x) * s * s * s); pout->x = 0.5f * (2.0f * pv1->x + (pv2->x - pv0->x) *s + (2.0f *pv0->x - 5.0f * pv1->x + 4.0f * pv2->x - pv3->x) * s * s + (pv3->x -3.0f * pv2->x + 3.0f * pv1->x - pv0->x) * s * s * s);
pout->y = 0.5f * (2.0f * pv1->y + (pv2->y - pv0->y) *s + (2.0f *pv0->y - 5.0f * pv1->y + 4.0f * pv2->y - pv3->y) * s * s + (pv3->y -3.0f * pv2->y + 3.0f * pv1->y - pv0->y) * s * s * s); pout->y = 0.5f * (2.0f * pv1->y + (pv2->y - pv0->y) *s + (2.0f *pv0->y - 5.0f * pv1->y + 4.0f * pv2->y - pv3->y) * s * s + (pv3->y -3.0f * pv2->y + 3.0f * pv1->y - pv0->y) * s * s * s);
@ -1648,7 +1650,7 @@ D3DXVECTOR2* WINAPI D3DXVec2Hermite(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv1, c
{ {
FLOAT h1, h2, h3, h4; FLOAT h1, h2, h3, h4;
TRACE("(%p, %p, %p, %p, %p, %f)\n", pout, pv1, pt1, pv2, pt2, s); TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout, pv1, pt1, pv2, pt2, s);
h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f; h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
h2 = s * s * s - 2.0f * s * s + s; h2 = s * s * s - 2.0f * s * s + s;
@ -1664,7 +1666,7 @@ D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv)
{ {
FLOAT norm; FLOAT norm;
TRACE("(%p, %p)\n", pout, pv); TRACE("pout %p, pv %p\n", pout, pv);
norm = D3DXVec2Length(pv); norm = D3DXVec2Length(pv);
if ( !norm ) if ( !norm )
@ -1683,7 +1685,7 @@ D3DXVECTOR2* WINAPI D3DXVec2Normalize(D3DXVECTOR2 *pout, const D3DXVECTOR2 *pv)
D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm) D3DXVECTOR4* WINAPI D3DXVec2Transform(D3DXVECTOR4 *pout, const D3DXVECTOR2 *pv, const D3DXMATRIX *pm)
{ {
TRACE("(%p, %p, %p)\n", pout, pv, pm); TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
pout->x = pm->u.m[0][0] * pv->x + pm->u.m[1][0] * pv->y + pm->u.m[3][0]; pout->x = pm->u.m[0][0] * pv->x + pm->u.m[1][0] * pv->y + pm->u.m[3][0];
pout->y = pm->u.m[0][1] * pv->x + pm->u.m[1][1] * pv->y + pm->u.m[3][1]; pout->y = pm->u.m[0][1] * pv->x + pm->u.m[1][1] * pv->y + pm->u.m[3][1];
@ -1696,7 +1698,7 @@ D3DXVECTOR4* WINAPI D3DXVec2TransformArray(D3DXVECTOR4* out, UINT outstride, con
{ {
UINT i; UINT i;
TRACE("(%p, %u, %p, %u, %p, %u)\n", out, outstride, in, instride, matrix, elements); TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
for (i = 0; i < elements; ++i) { for (i = 0; i < elements; ++i) {
D3DXVec2Transform( D3DXVec2Transform(
@ -1712,7 +1714,7 @@ D3DXVECTOR2* WINAPI D3DXVec2TransformCoord(D3DXVECTOR2 *pout, const D3DXVECTOR2
D3DXVECTOR2 v; D3DXVECTOR2 v;
FLOAT norm; FLOAT norm;
TRACE("(%p, %p, %p)\n", pout, pv, pm); TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
v = *pv; v = *pv;
norm = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[3][3]; norm = pm->u.m[0][3] * pv->x + pm->u.m[1][3] * pv->y + pm->u.m[3][3];
@ -1727,7 +1729,7 @@ D3DXVECTOR2* WINAPI D3DXVec2TransformCoordArray(D3DXVECTOR2* out, UINT outstride
{ {
UINT i; UINT i;
TRACE("(%p, %u, %p, %u, %p, %u)\n", out, outstride, in, instride, matrix, elements); TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
for (i = 0; i < elements; ++i) { for (i = 0; i < elements; ++i) {
D3DXVec2TransformCoord( D3DXVec2TransformCoord(
@ -1750,7 +1752,7 @@ D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2* out, UINT outstrid
{ {
UINT i; UINT i;
TRACE("(%p, %u, %p, %u, %p, %u)\n", out, outstride, in, instride, matrix, elements); TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
for (i = 0; i < elements; ++i) { for (i = 0; i < elements; ++i) {
D3DXVec2TransformNormal( D3DXVec2TransformNormal(
@ -1765,7 +1767,7 @@ D3DXVECTOR2* WINAPI D3DXVec2TransformNormalArray(D3DXVECTOR2* out, UINT outstrid
D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT f, FLOAT g) D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT f, FLOAT g)
{ {
TRACE("(%p, %p, %p, %p, %f, %f)\n", pout, pv1, pv2, pv3, f, g); TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout, pv1, pv2, pv3, f, g);
pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x); pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y); pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
@ -1775,7 +1777,7 @@ D3DXVECTOR3* WINAPI D3DXVec3BaryCentric(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv
D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv0, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT s) D3DXVECTOR3* WINAPI D3DXVec3CatmullRom( D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv0, const D3DXVECTOR3 *pv1, const D3DXVECTOR3 *pv2, const D3DXVECTOR3 *pv3, FLOAT s)
{ {
TRACE("(%p, %p, %p, %p, %p, %f)\n", pout, pv0, pv1, pv2, pv3, s); TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout, pv0, pv1, pv2, pv3, s);
pout->x = 0.5f * (2.0f * pv1->x + (pv2->x - pv0->x) *s + (2.0f *pv0->x - 5.0f * pv1->x + 4.0f * pv2->x - pv3->x) * s * s + (pv3->x -3.0f * pv2->x + 3.0f * pv1->x - pv0->x) * s * s * s); pout->x = 0.5f * (2.0f * pv1->x + (pv2->x - pv0->x) *s + (2.0f *pv0->x - 5.0f * pv1->x + 4.0f * pv2->x - pv3->x) * s * s + (pv3->x -3.0f * pv2->x + 3.0f * pv1->x - pv0->x) * s * s * s);
pout->y = 0.5f * (2.0f * pv1->y + (pv2->y - pv0->y) *s + (2.0f *pv0->y - 5.0f * pv1->y + 4.0f * pv2->y - pv3->y) * s * s + (pv3->y -3.0f * pv2->y + 3.0f * pv1->y - pv0->y) * s * s * s); pout->y = 0.5f * (2.0f * pv1->y + (pv2->y - pv0->y) *s + (2.0f *pv0->y - 5.0f * pv1->y + 4.0f * pv2->y - pv3->y) * s * s + (pv3->y -3.0f * pv2->y + 3.0f * pv1->y - pv0->y) * s * s * s);
@ -1787,7 +1789,7 @@ D3DXVECTOR3* WINAPI D3DXVec3Hermite(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv1, c
{ {
FLOAT h1, h2, h3, h4; FLOAT h1, h2, h3, h4;
TRACE("(%p, %p, %p, %p, %p, %f)\n", pout, pv1, pt1, pv2, pt2, s); TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout, pv1, pt1, pv2, pt2, s);
h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f; h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
h2 = s * s * s - 2.0f * s * s + s; h2 = s * s * s - 2.0f * s * s + s;
@ -1804,7 +1806,7 @@ D3DXVECTOR3* WINAPI D3DXVec3Normalize(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv)
{ {
FLOAT norm; FLOAT norm;
TRACE("(%p, %p)\n", pout, pv); TRACE("pout %p, pv %p\n", pout, pv);
norm = D3DXVec3Length(pv); norm = D3DXVec3Length(pv);
if ( !norm ) if ( !norm )
@ -1827,7 +1829,7 @@ D3DXVECTOR3* WINAPI D3DXVec3Project(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv, co
{ {
D3DXMATRIX m; D3DXMATRIX m;
TRACE("(%p, %p, %p, %p, %p, %p)\n", pout, pv, pviewport, pprojection, pview, pworld); TRACE("pout %p, pv %p, pviewport %p, pprojection %p, pview %p, pworld %p\n", pout, pv, pviewport, pprojection, pview, pworld);
D3DXMatrixIdentity(&m); D3DXMatrixIdentity(&m);
if (pworld) D3DXMatrixMultiply(&m, &m, pworld); if (pworld) D3DXMatrixMultiply(&m, &m, pworld);
@ -1849,7 +1851,8 @@ D3DXVECTOR3* WINAPI D3DXVec3ProjectArray(D3DXVECTOR3* out, UINT outstride, const
{ {
UINT i; UINT i;
TRACE("(%p, %u, %p, %u, %p, %p, %p, %p, %u)\n", out, outstride, in, instride, viewport, projection, view, world, elements); TRACE("out %p, outstride %u, in %p, instride %u, viewport %p, projection %p, view %p, world %p, elements %u\n",
out, outstride, in, instride, viewport, projection, view, world, elements);
for (i = 0; i < elements; ++i) { for (i = 0; i < elements; ++i) {
D3DXVec3Project( D3DXVec3Project(
@ -1862,7 +1865,7 @@ D3DXVECTOR3* WINAPI D3DXVec3ProjectArray(D3DXVECTOR3* out, UINT outstride, const
D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm) D3DXVECTOR4* WINAPI D3DXVec3Transform(D3DXVECTOR4 *pout, const D3DXVECTOR3 *pv, const D3DXMATRIX *pm)
{ {
TRACE("(%p, %p, %p)\n", pout, pv, pm); TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
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]; 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];
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]; 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];
@ -1875,7 +1878,7 @@ D3DXVECTOR4* WINAPI D3DXVec3TransformArray(D3DXVECTOR4* out, UINT outstride, con
{ {
UINT i; UINT i;
TRACE("(%p, %u, %p, %u, %p, %u)\n", out, outstride, in, instride, matrix, elements); TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
for (i = 0; i < elements; ++i) { for (i = 0; i < elements; ++i) {
D3DXVec3Transform( D3DXVec3Transform(
@ -1891,7 +1894,7 @@ D3DXVECTOR3* WINAPI D3DXVec3TransformCoord(D3DXVECTOR3 *pout, const D3DXVECTOR3
D3DXVECTOR3 out; D3DXVECTOR3 out;
FLOAT norm; FLOAT norm;
TRACE("(%p, %p, %p)\n", pout, pv, pm); TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
norm = 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]; norm = 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];
@ -1908,7 +1911,7 @@ D3DXVECTOR3* WINAPI D3DXVec3TransformCoordArray(D3DXVECTOR3* out, UINT outstride
{ {
UINT i; UINT i;
TRACE("(%p, %u, %p, %u, %p, %u)\n", out, outstride, in, instride, matrix, elements); TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
for (i = 0; i < elements; ++i) { for (i = 0; i < elements; ++i) {
D3DXVec3TransformCoord( D3DXVec3TransformCoord(
@ -1923,7 +1926,7 @@ D3DXVECTOR3* WINAPI D3DXVec3TransformNormal(D3DXVECTOR3 *pout, const D3DXVECTOR3
{ {
const D3DXVECTOR3 v = *pv; const D3DXVECTOR3 v = *pv;
TRACE("(%p, %p, %p)\n", pout, pv, pm); TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
pout->x = pm->u.m[0][0] * v.x + pm->u.m[1][0] * v.y + pm->u.m[2][0] * v.z; pout->x = pm->u.m[0][0] * v.x + pm->u.m[1][0] * v.y + pm->u.m[2][0] * v.z;
pout->y = pm->u.m[0][1] * v.x + pm->u.m[1][1] * v.y + pm->u.m[2][1] * v.z; pout->y = pm->u.m[0][1] * v.x + pm->u.m[1][1] * v.y + pm->u.m[2][1] * v.z;
@ -1936,7 +1939,7 @@ D3DXVECTOR3* WINAPI D3DXVec3TransformNormalArray(D3DXVECTOR3* out, UINT outstrid
{ {
UINT i; UINT i;
TRACE("(%p, %u, %p, %u, %p, %u)\n", out, outstride, in, instride, matrix, elements); TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
for (i = 0; i < elements; ++i) { for (i = 0; i < elements; ++i) {
D3DXVec3TransformNormal( D3DXVec3TransformNormal(
@ -1951,7 +1954,7 @@ D3DXVECTOR3* WINAPI D3DXVec3Unproject(D3DXVECTOR3 *pout, const D3DXVECTOR3 *pv,
{ {
D3DXMATRIX m; D3DXMATRIX m;
TRACE("(%p, %p, %p, %p, %p, %p)\n", pout, pv, pviewport, pprojection, pview, pworld); TRACE("pout %p, pv %p, pviewport %p, pprojection %p, pview %p, pworlds %p\n", pout, pv, pviewport, pprojection, pview, pworld);
D3DXMatrixIdentity(&m); D3DXMatrixIdentity(&m);
if (pworld) D3DXMatrixMultiply(&m, &m, pworld); if (pworld) D3DXMatrixMultiply(&m, &m, pworld);
@ -1974,7 +1977,8 @@ D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray(D3DXVECTOR3* out, UINT outstride, con
{ {
UINT i; UINT i;
TRACE("(%p, %u, %p, %u, %p, %p, %p, %p, %u)\n", out, outstride, in, instride, viewport, projection, view, world, elements); TRACE("out %p, outstride %u, in %p, instride %u, viewport %p, projection %p, view %p, world %p, elements %u\n",
out, outstride, in, instride, viewport, projection, view, world, elements);
for (i = 0; i < elements; ++i) { for (i = 0; i < elements; ++i) {
D3DXVec3Unproject( D3DXVec3Unproject(
@ -1989,7 +1993,7 @@ D3DXVECTOR3* WINAPI D3DXVec3UnprojectArray(D3DXVECTOR3* out, UINT outstride, con
D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT f, FLOAT g) D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT f, FLOAT g)
{ {
TRACE("(%p, %p, %p, %p, %f, %f)\n", pout, pv1, pv2, pv3, f, g); TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p, f %f, g %f\n", pout, pv1, pv2, pv3, f, g);
pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x); pout->x = (1.0f-f-g) * (pv1->x) + f * (pv2->x) + g * (pv3->x);
pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y); pout->y = (1.0f-f-g) * (pv1->y) + f * (pv2->y) + g * (pv3->y);
@ -2000,7 +2004,7 @@ D3DXVECTOR4* WINAPI D3DXVec4BaryCentric(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv
D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv0, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT s) D3DXVECTOR4* WINAPI D3DXVec4CatmullRom(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv0, const D3DXVECTOR4 *pv1, const D3DXVECTOR4 *pv2, const D3DXVECTOR4 *pv3, FLOAT s)
{ {
TRACE("(%p, %p, %p, %p, %p, %f)\n", pout, pv0, pv1, pv2, pv3, s); TRACE("pout %p, pv0 %p, pv1 %p, pv2 %p, pv3 %p, s %f\n", pout, pv0, pv1, pv2, pv3, s);
pout->x = 0.5f * (2.0f * pv1->x + (pv2->x - pv0->x) *s + (2.0f *pv0->x - 5.0f * pv1->x + 4.0f * pv2->x - pv3->x) * s * s + (pv3->x -3.0f * pv2->x + 3.0f * pv1->x - pv0->x) * s * s * s); pout->x = 0.5f * (2.0f * pv1->x + (pv2->x - pv0->x) *s + (2.0f *pv0->x - 5.0f * pv1->x + 4.0f * pv2->x - pv3->x) * s * s + (pv3->x -3.0f * pv2->x + 3.0f * pv1->x - pv0->x) * s * s * s);
pout->y = 0.5f * (2.0f * pv1->y + (pv2->y - pv0->y) *s + (2.0f *pv0->y - 5.0f * pv1->y + 4.0f * pv2->y - pv3->y) * s * s + (pv3->y -3.0f * pv2->y + 3.0f * pv1->y - pv0->y) * s * s * s); pout->y = 0.5f * (2.0f * pv1->y + (pv2->y - pv0->y) *s + (2.0f *pv0->y - 5.0f * pv1->y + 4.0f * pv2->y - pv3->y) * s * s + (pv3->y -3.0f * pv2->y + 3.0f * pv1->y - pv0->y) * s * s * s);
@ -2013,7 +2017,7 @@ D3DXVECTOR4* WINAPI D3DXVec4Cross(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, con
{ {
D3DXVECTOR4 out; D3DXVECTOR4 out;
TRACE("(%p, %p, %p, %p)\n", pout, pv1, pv2, pv3); TRACE("pout %p, pv1 %p, pv2 %p, pv3 %p\n", pout, pv1, pv2, pv3);
out.x = pv1->y * (pv2->z * pv3->w - pv3->z * pv2->w) - pv1->z * (pv2->y * pv3->w - pv3->y * pv2->w) + pv1->w * (pv2->y * pv3->z - pv2->z *pv3->y); out.x = pv1->y * (pv2->z * pv3->w - pv3->z * pv2->w) - pv1->z * (pv2->y * pv3->w - pv3->y * pv2->w) + pv1->w * (pv2->y * pv3->z - pv2->z *pv3->y);
out.y = -(pv1->x * (pv2->z * pv3->w - pv3->z * pv2->w) - pv1->z * (pv2->x * pv3->w - pv3->x * pv2->w) + pv1->w * (pv2->x * pv3->z - pv3->x * pv2->z)); out.y = -(pv1->x * (pv2->z * pv3->w - pv3->z * pv2->w) - pv1->z * (pv2->x * pv3->w - pv3->x * pv2->w) + pv1->w * (pv2->x * pv3->z - pv3->x * pv2->z));
@ -2027,7 +2031,7 @@ D3DXVECTOR4* WINAPI D3DXVec4Hermite(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv1, c
{ {
FLOAT h1, h2, h3, h4; FLOAT h1, h2, h3, h4;
TRACE("(%p, %p, %p, %p, %p, %f)\n", pout, pv1, pt1, pv2, pt2, s); TRACE("pout %p, pv1 %p, pt1 %p, pv2 %p, pt2 %p, s %f\n", pout, pv1, pt1, pv2, pt2, s);
h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f; h1 = 2.0f * s * s * s - 3.0f * s * s + 1.0f;
h2 = s * s * s - 2.0f * s * s + s; h2 = s * s * s - 2.0f * s * s + s;
@ -2045,7 +2049,7 @@ D3DXVECTOR4* WINAPI D3DXVec4Normalize(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv)
{ {
FLOAT norm; FLOAT norm;
TRACE("(%p, %p)\n", pout, pv); TRACE("pout %p, pv %p\n", pout, pv);
norm = D3DXVec4Length(pv); norm = D3DXVec4Length(pv);
@ -2061,7 +2065,7 @@ D3DXVECTOR4* WINAPI D3DXVec4Transform(D3DXVECTOR4 *pout, const D3DXVECTOR4 *pv,
{ {
D3DXVECTOR4 out; D3DXVECTOR4 out;
TRACE("(%p, %p, %p)\n", pout, pv, pm); TRACE("pout %p, pv %p, pm %p\n", pout, pv, pm);
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] * pv->w; 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] * pv->w;
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] * pv->w; 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] * pv->w;
@ -2075,7 +2079,7 @@ D3DXVECTOR4* WINAPI D3DXVec4TransformArray(D3DXVECTOR4* out, UINT outstride, con
{ {
UINT i; UINT i;
TRACE("(%p, %u, %p, %u, %p, %u)\n", out, outstride, in, instride, matrix, elements); TRACE("out %p, outstride %u, in %p, instride %u, matrix %p, elements %u\n", out, outstride, in, instride, matrix, elements);
for (i = 0; i < elements; ++i) { for (i = 0; i < elements; ++i) {
D3DXVec4Transform( D3DXVec4Transform(
@ -2175,7 +2179,7 @@ D3DXFLOAT16 *WINAPI D3DXFloat32To16Array(D3DXFLOAT16 *pout, const FLOAT *pin, UI
{ {
unsigned int i; unsigned int i;
TRACE("(%p, %p, %u)\n", pout, pin, n); TRACE("pout %p, pin %p, n %u\n", pout, pin, n);
for (i = 0; i < n; ++i) for (i = 0; i < n; ++i)
{ {
@ -2209,7 +2213,7 @@ FLOAT *WINAPI D3DXFloat16To32Array(FLOAT *pout, const D3DXFLOAT16 *pin, UINT n)
{ {
unsigned int i; unsigned int i;
TRACE("(%p, %p, %u)\n", pout, pin, n); TRACE("pout %p, pin %p, n %u\n", pout, pin, n);
for (i = 0; i < n; ++i) for (i = 0; i < n; ++i)
{ {
@ -2250,7 +2254,7 @@ FLOAT WINAPI D3DXSHDot(UINT order, const FLOAT *a, const FLOAT *b)
FLOAT* WINAPI D3DXSHEvalDirection(FLOAT *out, UINT order, const D3DXVECTOR3 *dir) FLOAT* WINAPI D3DXSHEvalDirection(FLOAT *out, UINT order, const D3DXVECTOR3 *dir)
{ {
TRACE("(%p, %u, %p)\n", out, order, dir); TRACE("out %p, order %u, dir %p\n", out, order, dir);
if ( (order < D3DXSH_MINORDER) || (order > D3DXSH_MAXORDER) ) if ( (order < D3DXSH_MINORDER) || (order > D3DXSH_MAXORDER) )
return out; return out;