d3dx9: Improve traces for D3DXSHMultiply2/3().
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@ -2306,16 +2306,16 @@ HRESULT WINAPI D3DXSHEvalDirectionalLight(UINT order, CONST D3DXVECTOR3 *dir, FL
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return D3D_OK;
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}
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FLOAT* WINAPI D3DXSHMultiply2(FLOAT *out, CONST FLOAT *a, CONST FLOAT *b)
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FLOAT * WINAPI D3DXSHMultiply2(FLOAT *out, const FLOAT *a, const FLOAT *b)
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{
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FLOAT ta, tb;
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TRACE("(%p, %p, %p)\n", out, a, b);
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TRACE("out %p, a %p, b %p\n", out, a, b);
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ta = 0.28209479f * a[0];
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tb = 0.28209479f * b[0];
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out[0]= 0.28209479f * D3DXSHDot(2, a, b);
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out[0] = 0.28209479f * D3DXSHDot(2, a, b);
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out[1] = ta * b[1] + tb * a[1];
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out[2] = ta * b[2] + tb * a[2];
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out[3] = ta * b[3] + tb * a[3];
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@ -2323,13 +2323,13 @@ FLOAT* WINAPI D3DXSHMultiply2(FLOAT *out, CONST FLOAT *a, CONST FLOAT *b)
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return out;
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}
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FLOAT* WINAPI D3DXSHMultiply3(FLOAT *out, CONST FLOAT *a, CONST FLOAT *b)
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FLOAT * WINAPI D3DXSHMultiply3(FLOAT *out, const FLOAT *a, const FLOAT *b)
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{
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FLOAT t, ta, tb;
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TRACE("(%p, %p, %p)\n", out, a, b);
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TRACE("out %p, a %p, b %p\n", out, a, b);
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out[0]= 0.28209479f * a[0] * b[0];
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out[0] = 0.28209479f * a[0] * b[0];
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ta = 0.28209479f * a[0] - 0.12615662f * a[6] - 0.21850968f * a[8];
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tb = 0.28209479f * b[0] - 0.12615662f * b[6] - 0.21850968f * b[8];
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