d3dx9: Avoid useless computations.
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@ -388,10 +388,16 @@ D3DXMATRIX* WINAPI D3DXMatrixMultiply(D3DXMATRIX *pout, const D3DXMATRIX *pm1, c
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D3DXMATRIX* WINAPI D3DXMatrixMultiplyTranspose(D3DXMATRIX *pout, const D3DXMATRIX *pm1, const D3DXMATRIX *pm2)
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{
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D3DXMATRIX temp;
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int i, j;
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TRACE("pout %p, pm1 %p, pm2 %p\n", pout, pm1, pm2);
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D3DXMatrixMultiply(pout, pm1, pm2);
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D3DXMatrixTranspose(pout, pout);
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for (i = 0; i < 4; i++)
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for (j = 0; j < 4; j++)
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temp.u.m[j][i] = pm1->u.m[i][0] * pm2->u.m[0][j] + pm1->u.m[i][1] * pm2->u.m[1][j] + pm1->u.m[i][2] * pm2->u.m[2][j] + pm1->u.m[i][3] * pm2->u.m[3][j];
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*pout = temp;
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return pout;
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}
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