[PATCH 2/5] wined3d: Get rid of the use_vshader parameter to device_stream_info_from_declaration().
Henri Verbeet
hverbeet at codeweavers.com
Tue Jul 26 12:52:43 CDT 2011
---
dlls/wined3d/device.c | 28 +++++++++++++++++-----------
dlls/wined3d/drawprim.c | 14 +++++++++-----
dlls/wined3d/wined3d_private.h | 2 +-
3 files changed, 27 insertions(+), 17 deletions(-)
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 9b6fc96..f1901bf 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -172,11 +172,12 @@ static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
/* Context activation is done by the caller. */
void device_stream_info_from_declaration(struct wined3d_device *device,
- BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup)
+ struct wined3d_stream_info *stream_info, BOOL *fixup)
{
const struct wined3d_state *state = &device->stateBlock->state;
/* We need to deal with frequency data! */
struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
+ BOOL use_vshader;
unsigned int i;
stream_info->use_map = 0;
@@ -184,7 +185,7 @@ void device_stream_info_from_declaration(struct wined3d_device *device,
/* Check for transformed vertices, disable vertex shader if present. */
stream_info->position_transformed = declaration->position_transformed;
- if (declaration->position_transformed) use_vshader = FALSE;
+ use_vshader = state->vertex_shader && !declaration->position_transformed;
/* Translate the declaration into strided data. */
for (i = 0; i < declaration->element_count; ++i)
@@ -426,7 +427,7 @@ void device_update_stream_info(struct wined3d_device *device, const struct wined
else
{
TRACE("============================= Vertex Declaration =============================\n");
- device_stream_info_from_declaration(device, !!state->vertex_shader, stream_info, &fixup);
+ device_stream_info_from_declaration(device, stream_info, &fixup);
}
if (state->vertex_shader && !stream_info->position_transformed)
@@ -3517,10 +3518,12 @@ HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
{
- BOOL vbo = FALSE, streamWasUP = device->stateBlock->state.user_stream;
+ struct wined3d_state *state = &device->stateBlock->state;
+ BOOL vbo = FALSE, streamWasUP = state->user_stream;
struct wined3d_stream_info stream_info;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
+ struct wined3d_shader *vs;
HRESULT hr;
TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
@@ -3535,12 +3538,15 @@ HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
context = context_acquire(device, NULL);
gl_info = context->gl_info;
- /* ProcessVertices reads from vertex buffers, which have to be assigned. DrawPrimitive and DrawPrimitiveUP
- * control the streamIsUP flag, thus restore it afterwards.
- */
- device->stateBlock->state.user_stream = FALSE;
- device_stream_info_from_declaration(device, FALSE, &stream_info, &vbo);
- device->stateBlock->state.user_stream = streamWasUP;
+ /* ProcessVertices reads from vertex buffers, which have to be assigned.
+ * DrawPrimitive and DrawPrimitiveUP control the streamIsUP flag, thus
+ * restore it afterwards. */
+ vs = state->vertex_shader;
+ state->vertex_shader = NULL;
+ state->user_stream = FALSE;
+ device_stream_info_from_declaration(device, &stream_info, &vbo);
+ state->user_stream = streamWasUP;
+ state->vertex_shader = vs;
if (vbo || src_start_idx)
{
@@ -3559,7 +3565,7 @@ HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
e = &stream_info.elements[i];
if (e->data.buffer_object)
{
- struct wined3d_buffer *vb = device->stateBlock->state.streams[e->stream_idx].buffer;
+ struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
e->data.buffer_object = 0;
e->data.addr = (BYTE *)((ULONG_PTR)e->data.addr + (ULONG_PTR)buffer_get_sysmem(vb, gl_info));
ENTER_GL();
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index 3179343..bbcfc59 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -790,9 +790,11 @@ HRESULT tesselate_rectpatch(struct wined3d_device *This, struct WineD3DRectPatch
{
unsigned int i, j, num_quads, out_vertex_size, buffer_size, d3d_out_vertex_size;
float max_x = 0.0f, max_y = 0.0f, max_z = 0.0f, neg_z = 0.0f;
+ struct wined3d_state *state = &This->stateBlock->state;
struct wined3d_stream_info stream_info;
struct wined3d_stream_info_element *e;
struct wined3d_context *context;
+ struct wined3d_shader *vs;
const BYTE *data;
const WINED3DRECTPATCH_INFO *info = &patch->RectPatchInfo;
DWORD vtxStride;
@@ -805,15 +807,17 @@ HRESULT tesselate_rectpatch(struct wined3d_device *This, struct WineD3DRectPatch
context = context_acquire(This, NULL);
context_apply_blit_state(context, This);
- /* First, locate the position data. This is provided in a vertex buffer in the stateblock.
- * Beware of vbos
- */
- device_stream_info_from_declaration(This, FALSE, &stream_info, NULL);
+ /* First, locate the position data. This is provided in a vertex buffer in
+ * the stateblock. Beware of VBOs. */
+ vs = state->vertex_shader;
+ state->vertex_shader = NULL;
+ device_stream_info_from_declaration(This, &stream_info, NULL);
+ state->vertex_shader = vs;
e = &stream_info.elements[WINED3D_FFP_POSITION];
if (e->data.buffer_object)
{
- struct wined3d_buffer *vb = This->stateBlock->state.streams[e->stream_idx].buffer;
+ struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
e->data.addr = (BYTE *)((ULONG_PTR)e->data.addr + (ULONG_PTR)buffer_get_sysmem(vb, context->gl_info));
}
vtxStride = e->stride;
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index cfa565f..a7699b5 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1759,7 +1759,7 @@ LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL
void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
void device_stream_info_from_declaration(struct wined3d_device *device,
- BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup) DECLSPEC_HIDDEN;
+ struct wined3d_stream_info *stream_info, BOOL *fixup) DECLSPEC_HIDDEN;
void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context,
struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
--
1.7.3.4
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