[PATCH 6/6] wined3d: Explicitly pass a wined3d_state structure to draw_primitive().
Henri Verbeet
hverbeet at codeweavers.com
Wed Apr 13 12:09:56 CDT 2016
From: Stefan Dösinger <stefan at codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/wined3d/cs.c | 2 +-
dlls/wined3d/drawprim.c | 23 ++++++++++++-----------
dlls/wined3d/wined3d_private.h | 5 +++--
3 files changed, 16 insertions(+), 14 deletions(-)
diff --git a/dlls/wined3d/cs.c b/dlls/wined3d/cs.c
index 3692c6b..583f1e2 100644
--- a/dlls/wined3d/cs.c
+++ b/dlls/wined3d/cs.c
@@ -311,7 +311,7 @@ static void wined3d_cs_exec_draw(struct wined3d_cs *cs, const void *data)
{
const struct wined3d_cs_draw *op = data;
- draw_primitive(cs->device, op->start_idx, op->index_count,
+ draw_primitive(cs->device, &cs->device->state, op->start_idx, op->index_count,
op->start_instance, op->instance_count, op->indexed);
}
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index d83b494..6857b0d 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -407,10 +407,11 @@ static void remove_vbos(struct wined3d_context *context,
}
/* Routine common to the draw primitive and draw indexed primitive routines */
-void draw_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count,
- UINT start_instance, UINT instance_count, BOOL indexed)
+void draw_primitive(struct wined3d_device *device, const struct wined3d_state *state,
+ unsigned int start_idx, unsigned int index_count, unsigned int start_instance,
+ unsigned int instance_count, BOOL indexed)
{
- const struct wined3d_state *state = &device->state;
+ const struct wined3d_fb_state *fb = state->fb;
const struct wined3d_stream_info *stream_info;
struct wined3d_event_query *ib_query = NULL;
struct wined3d_stream_info si_emulated;
@@ -423,7 +424,7 @@ void draw_primitive(struct wined3d_device *device, UINT start_idx, UINT index_co
if (!index_count) return;
- context = context_acquire(device, wined3d_rendertarget_view_get_surface(device->fb.render_targets[0]));
+ context = context_acquire(device, wined3d_rendertarget_view_get_surface(fb->render_targets[0]));
if (!context->valid)
{
context_release(context);
@@ -432,9 +433,9 @@ void draw_primitive(struct wined3d_device *device, UINT start_idx, UINT index_co
}
gl_info = context->gl_info;
- for (i = 0; i < device->adapter->gl_info.limits.buffers; ++i)
+ for (i = 0; i < gl_info->limits.buffers; ++i)
{
- struct wined3d_rendertarget_view *rtv = device->fb.render_targets[i];
+ struct wined3d_rendertarget_view *rtv = fb->render_targets[i];
struct wined3d_surface *target = wined3d_rendertarget_view_get_surface(rtv);
if (target && rtv->format->id != WINED3DFMT_NULL)
@@ -452,16 +453,16 @@ void draw_primitive(struct wined3d_device *device, UINT start_idx, UINT index_co
}
}
- if (device->fb.depth_stencil)
+ if (fb->depth_stencil)
{
/* Note that this depends on the context_acquire() call above to set
* context->render_offscreen properly. We don't currently take the
* Z-compare function into account, but we could skip loading the
* depthstencil for D3DCMP_NEVER and D3DCMP_ALWAYS as well. Also note
* that we never copy the stencil data.*/
- DWORD location = context->render_offscreen ? device->fb.depth_stencil->resource->draw_binding
+ DWORD location = context->render_offscreen ? fb->depth_stencil->resource->draw_binding
: WINED3D_LOCATION_DRAWABLE;
- struct wined3d_surface *ds = wined3d_rendertarget_view_get_surface(device->fb.depth_stencil);
+ struct wined3d_surface *ds = wined3d_rendertarget_view_get_surface(fb->depth_stencil);
if (state->render_states[WINED3D_RS_ZWRITEENABLE] || state->render_states[WINED3D_RS_ZENABLE])
{
@@ -494,9 +495,9 @@ void draw_primitive(struct wined3d_device *device, UINT start_idx, UINT index_co
return;
}
- if (device->fb.depth_stencil && state->render_states[WINED3D_RS_ZWRITEENABLE])
+ if (fb->depth_stencil && state->render_states[WINED3D_RS_ZWRITEENABLE])
{
- struct wined3d_surface *ds = wined3d_rendertarget_view_get_surface(device->fb.depth_stencil);
+ struct wined3d_surface *ds = wined3d_rendertarget_view_get_surface(fb->depth_stencil);
DWORD location = context->render_offscreen ? ds->container->resource.draw_binding : WINED3D_LOCATION_DRAWABLE;
surface_modify_ds_location(ds, location, ds->ds_current_size.cx, ds->ds_current_size.cy);
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index d74f143..4f0a9f3 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1181,8 +1181,9 @@ struct wined3d_stream_info
WORD use_map; /* MAX_ATTRIBS, 16 */
};
-void draw_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count,
- UINT start_instance, UINT instance_count, BOOL indexed) DECLSPEC_HIDDEN;
+void draw_primitive(struct wined3d_device *device, const struct wined3d_state *state,
+ unsigned int start_idx, unsigned int index_count, unsigned int start_instance,
+ unsigned int instance_count, BOOL indexed) DECLSPEC_HIDDEN;
DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
#define eps 1e-8f
--
2.1.4
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