st/nine: Fix ff computation for inverse
Thanks to wine tests. Apparently 4x4 inverse is to be used, and if the inverse can't be calculated, the input matrix is to be used. Signed-off-by: Axel Davy <axel.davy@ens.fr>
This commit is contained in:
@@ -1825,7 +1825,7 @@ nine_ff_load_vs_transforms(struct NineDevice9 *device)
|
||||
nine_d3d_matrix_matrix_mul(&M[0], &M[1], GET_D3DTS(PROJECTION));
|
||||
|
||||
/* normal matrix == transpose(inverse(WV)) */
|
||||
nine_d3d_matrix_inverse_3x3(&T, &M[1]);
|
||||
nine_d3d_matrix_inverse(&T, &M[1]);
|
||||
nine_d3d_matrix_transpose(&M[4], &T);
|
||||
|
||||
/* P matrix */
|
||||
@@ -2445,6 +2445,11 @@ nine_d3d_matrix_inverse(D3DMATRIX *D, const D3DMATRIX *M)
|
||||
M->m[2][0] * D->m[0][2] +
|
||||
M->m[3][0] * D->m[0][3];
|
||||
|
||||
if (det < 1e-30) {/* non inversible */
|
||||
*D = *M; /* wine tests */
|
||||
return;
|
||||
}
|
||||
|
||||
det = 1.0 / det;
|
||||
|
||||
for (i = 0; i < 4; i++)
|
||||
@@ -2464,22 +2469,3 @@ nine_d3d_matrix_inverse(D3DMATRIX *D, const D3DMATRIX *M)
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
/* TODO: don't use 4x4 inverse, unless this gets all nicely inlined ? */
|
||||
void
|
||||
nine_d3d_matrix_inverse_3x3(D3DMATRIX *D, const D3DMATRIX *M)
|
||||
{
|
||||
D3DMATRIX T;
|
||||
unsigned i, j;
|
||||
|
||||
for (i = 0; i < 3; ++i)
|
||||
for (j = 0; j < 3; ++j)
|
||||
T.m[i][j] = M->m[i][j];
|
||||
for (i = 0; i < 3; ++i) {
|
||||
T.m[i][3] = 0.0f;
|
||||
T.m[3][i] = 0.0f;
|
||||
}
|
||||
T.m[3][3] = 1.0f;
|
||||
|
||||
nine_d3d_matrix_inverse(D, &T);
|
||||
}
|
||||
|
||||
@@ -24,9 +24,6 @@ nine_d3d_matrix_det(const D3DMATRIX *);
|
||||
void
|
||||
nine_d3d_matrix_inverse(D3DMATRIX *, const D3DMATRIX *);
|
||||
|
||||
void
|
||||
nine_d3d_matrix_inverse_3x3(D3DMATRIX *, const D3DMATRIX *);
|
||||
|
||||
void
|
||||
nine_d3d_matrix_transpose(D3DMATRIX *, const D3DMATRIX *);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user