Stefan Dösinger : wined3d: Do not try to read the vertex decl when the stateblock isn't finalized.
Alexandre Julliard
julliard at wine.codeweavers.com
Mon Jan 8 14:44:26 CST 2007
Module: wine
Branch: master
Commit: 9f2e0fa2e09345a93fbdee852b933937c6ef98f2
URL: http://source.winehq.org/git/wine.git/?a=commit;h=9f2e0fa2e09345a93fbdee852b933937c6ef98f2
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Sat Jan 6 18:41:43 2007 +0100
wined3d: Do not try to read the vertex decl when the stateblock isn't finalized.
---
dlls/wined3d/drawprim.c | 6 ++++++
dlls/wined3d/vertexbuffer.c | 15 ++++++++++++++-
dlls/wined3d/wined3d_private.h | 1 +
3 files changed, 21 insertions(+), 1 deletions(-)
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index 129c42e..cf47106 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -1247,6 +1247,9 @@ void drawPrimitive(IWineD3DDevice *iface
DWORD dirtyState, idx;
BYTE shift;
+ /* Signals other modules that a drawing is in progress and the stateblock finalized */
+ This->isInDraw = TRUE;
+
/* Invalidate the back buffer memory so LockRect will read it the next time */
for(i = 0; i < IWineD3DDevice_GetNumberOfSwapChains(iface); i++) {
IWineD3DDevice_GetSwapChain(iface, i, (IWineD3DSwapChain **) &swapchain);
@@ -1340,4 +1343,7 @@ void drawPrimitive(IWineD3DDevice *iface
++primCounter;
}
#endif
+
+ /* Control goes back to the device, stateblock values may change again */
+ This->isInDraw = FALSE;
}
diff --git a/dlls/wined3d/vertexbuffer.c b/dlls/wined3d/vertexbuffer.c
index b89d922..181c244 100644
--- a/dlls/wined3d/vertexbuffer.c
+++ b/dlls/wined3d/vertexbuffer.c
@@ -258,7 +258,20 @@ static void WINAPI IWineD3DVertexBuf
return; /* Not doing any conversion */
}
- declChanged = IWineD3DVertexBufferImpl_FindDecl(This);
+ /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
+ if(This->resource.wineD3DDevice->isInDraw && This->Flags & VBFLAG_STREAM) {
+ declChanged = IWineD3DVertexBufferImpl_FindDecl(This);
+ } else if(This->Flags & VBFLAG_HASDESC) {
+ /* Reuse the declaration stored in the buffer. It will most likely not change, and if it does
+ * the stream source state handler will call PreLoad again and the change will be cought
+ */
+ } else {
+ /* Cannot get a declaration, and no declaration is stored in the buffer. It is pointless to preload
+ * now. When the buffer is used, PreLoad will be called by the stream source state handler and a valid
+ * declaration for the buffer can be found
+ */
+ return;
+ }
/* If applications change the declaration over and over, reconverting all the time is a huge
* performance hit. So count the declaration changes and release the VBO if there are too much
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index e8b60de..f50182a 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -588,6 +588,7 @@ typedef struct IWineD3DDeviceImpl
BOOL isRecordingState;
IWineD3DStateBlockImpl *stateBlock;
IWineD3DStateBlockImpl *updateStateBlock;
+ BOOL isInDraw;
/* Internal use fields */
WINED3DDEVICE_CREATION_PARAMETERS createParms;
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