Stefan Dösinger : d3d8: Convert fvfs to vertex declarations.
Alexandre Julliard
julliard at wine.codeweavers.com
Thu Jun 21 09:47:33 CDT 2007
Module: wine
Branch: master
Commit: 527295e57f70358fd9dd6b5004da8bf3cd716ea3
URL: http://source.winehq.org/git/wine.git/?a=commit;h=527295e57f70358fd9dd6b5004da8bf3cd716ea3
Author: Stefan Dösinger <stefandoesinger at gmx.at>
Date: Tue Jun 19 22:20:26 2007 +0200
d3d8: Convert fvfs to vertex declarations.
---
dlls/d3d8/d3d8_private.h | 10 +++++++
dlls/d3d8/device.c | 64 +++++++++++++++++++++++++++++++++++++++++++--
dlls/d3d8/directx.c | 9 ++++++
3 files changed, 80 insertions(+), 3 deletions(-)
diff --git a/dlls/d3d8/d3d8_private.h b/dlls/d3d8/d3d8_private.h
index 3182427..229762b 100644
--- a/dlls/d3d8/d3d8_private.h
+++ b/dlls/d3d8/d3d8_private.h
@@ -167,6 +167,12 @@ extern const IDirect3DDevice8Vtbl Direct3DDevice8_Vtbl;
typedef void * shader_handle;
+struct FvfToDecl
+{
+ DWORD fvf;
+ IWineD3DVertexDeclaration *decl;
+};
+
struct IDirect3DDevice8Impl
{
/* IUnknown fields */
@@ -179,6 +185,10 @@ struct IDirect3DDevice8Impl
shader_handle *shader_handles;
shader_handle *free_shader_handles;
+ /* FVF management */
+ struct FvfToDecl *decls;
+ UINT numConvertedDecls, declArraySize;
+
/* Avoids recursion with nested ReleaseRef to 0 */
BOOL inDestruction;
};
diff --git a/dlls/d3d8/device.c b/dlls/d3d8/device.c
index f7bc68f..0b2436d 100644
--- a/dlls/d3d8/device.c
+++ b/dlls/d3d8/device.c
@@ -97,9 +97,16 @@ static ULONG WINAPI IDirect3DDevice8Impl_Release(LPDIRECT3DDEVICE8 iface) {
TRACE("(%p) : ReleaseRef to %d\n", This, ref);
if (ref == 0) {
+ int i;
+
TRACE("Releasing wined3d device %p\n", This->WineD3DDevice);
EnterCriticalSection(&d3d8_cs);
This->inDestruction = TRUE;
+
+ for(i = 0; i < This->numConvertedDecls; i++) {
+ IWineD3DVertexDeclaration_Release(This->decls[i].decl);
+ }
+
IWineD3DDevice_Uninit3D(This->WineD3DDevice, D3D8CB_DestroyDepthStencilSurface, D3D8CB_DestroySwapChain);
IWineD3DDevice_Release(This->WineD3DDevice);
HeapFree(GetProcessHeap(), 0, This->shader_handles);
@@ -1566,6 +1573,59 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexShader(LPDIRECT3DDEVICE8
return hrc;
}
+IWineD3DVertexDeclaration *IDirect3DDevice8Impl_FindDecl(IDirect3DDevice8Impl *This, DWORD fvf)
+{
+ HRESULT hr;
+ IWineD3DVertexDeclaration* pDecl = NULL;
+ int p, low, high; /* deliberately signed */
+ struct FvfToDecl *convertedDecls = This->decls;
+
+ TRACE("Searching for declaration for fvf %08x... ", fvf);
+
+ low = 0;
+ high = This->numConvertedDecls - 1;
+ while(low <= high) {
+ p = (low + high) >> 1;
+ TRACE("%d ", p);
+ if(convertedDecls[p].fvf == fvf) {
+ TRACE("found %p\n", convertedDecls[p].decl);
+ return convertedDecls[p].decl;
+ } else if(convertedDecls[p].fvf < fvf) {
+ low = p + 1;
+ } else {
+ high = p - 1;
+ }
+ }
+ TRACE("not found. Creating and inserting at position %d.\n", low);
+
+ hr = IWineD3DDevice_CreateVertexDeclarationFromFVF(This->WineD3DDevice,
+ &pDecl,
+ (IUnknown *) This,
+ fvf);
+ if (FAILED(hr)) return NULL;
+
+ if(This->declArraySize == This->numConvertedDecls) {
+ int grow = This->declArraySize / 2;
+ convertedDecls = HeapReAlloc(GetProcessHeap(), 0, convertedDecls,
+ sizeof(convertedDecls[0]) * (This->numConvertedDecls + grow));
+ if(!convertedDecls) {
+ /* This will destroy it */
+ IWineD3DVertexDeclaration_Release(pDecl);
+ return NULL;
+ }
+ This->decls = convertedDecls;
+ This->declArraySize += grow;
+ }
+
+ memmove(convertedDecls + low + 1, convertedDecls + low, sizeof(convertedDecls[0]) * (This->numConvertedDecls - low));
+ convertedDecls[low].decl = pDecl;
+ convertedDecls[low].fvf = fvf;
+ This->numConvertedDecls++;
+
+ TRACE("Returning %p. %d decls in array\n", pDecl, This->numConvertedDecls);
+ return pDecl;
+}
+
static HRESULT WINAPI IDirect3DDevice8Impl_SetVertexShader(LPDIRECT3DDEVICE8 iface, DWORD pShader) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
HRESULT hrc = D3D_OK;
@@ -1575,9 +1635,7 @@ static HRESULT WINAPI IDirect3DDevice8Impl_SetVertexShader(LPDIRECT3DDEVICE8 ifa
if (VS_HIGHESTFIXEDFXF >= pShader) {
TRACE("Setting FVF, %d %d\n", VS_HIGHESTFIXEDFXF, pShader);
IWineD3DDevice_SetFVF(This->WineD3DDevice, pShader);
-
- /* Call SetVertexShader with a NULL shader to set the vertexshader in the stateblock to NULL. */
- IWineD3DDevice_SetVertexDeclaration(This->WineD3DDevice, NULL);
+ IWineD3DDevice_SetVertexDeclaration(This->WineD3DDevice, IDirect3DDevice8Impl_FindDecl(This, pShader));
IWineD3DDevice_SetVertexShader(This->WineD3DDevice, NULL);
} else {
TRACE("Setting shader\n");
diff --git a/dlls/d3d8/directx.c b/dlls/d3d8/directx.c
index 62d833a..54c87e6 100644
--- a/dlls/d3d8/directx.c
+++ b/dlls/d3d8/directx.c
@@ -472,6 +472,15 @@ static HRESULT WINAPI IDirect3D8Impl_CreateDevice(LPDIRECT3D8 iface, UINT Adapte
*ppReturnedDeviceInterface = NULL;
}
+ object->declArraySize = 16;
+ object->decls = HeapAlloc(GetProcessHeap(), 0, object->declArraySize * sizeof(*object->decls));
+ if(!object->decls) {
+ ERR("Out of memory\n");
+ IWineD3DDevice_Release(object->WineD3DDevice);
+ HeapFree(GetProcessHeap(), 0, object);
+ *ppReturnedDeviceInterface = NULL;
+ hr = E_OUTOFMEMORY;
+ }
return hr;
}
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