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authorAxel Davy <[email protected]>2016-09-25 12:43:29 +0200
committerAxel Davy <[email protected]>2016-10-10 23:43:50 +0200
commit7afcbb49baa9b4e447d3806aaffcebc01103c965 (patch)
tree247a756112df6a485f631a751f9849f144b9b085 /src/gallium/state_trackers/nine/nine_ff.c
parent36399f9a7f97692a69157c74bb503dc8cb427fa5 (diff)
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 <[email protected]>
Diffstat (limited to 'src/gallium/state_trackers/nine/nine_ff.c')
-rw-r--r--src/gallium/state_trackers/nine/nine_ff.c26
1 files changed, 6 insertions, 20 deletions
diff --git a/src/gallium/state_trackers/nine/nine_ff.c b/src/gallium/state_trackers/nine/nine_ff.c
index 2c237f4ed84..b2d6a9d759b 100644
--- a/src/gallium/state_trackers/nine/nine_ff.c
+++ b/src/gallium/state_trackers/nine/nine_ff.c
@@ -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);
-}