Henri Verbeet : wined3d: Remove a transformed vertex loading hack in load_vertex_data().
Alexandre Julliard
julliard at winehq.org
Thu Mar 8 14:26:22 CST 2012
Module: wine
Branch: master
Commit: 639ea0f49c5c67354619ad84b3e94eb8f63785a5
URL: http://source.winehq.org/git/wine.git/?a=commit;h=639ea0f49c5c67354619ad84b3e94eb8f63785a5
Author: Henri Verbeet <hverbeet at codeweavers.com>
Date: Wed Mar 7 18:38:51 2012 +0100
wined3d: Remove a transformed vertex loading hack in load_vertex_data().
This should never be used, we fall back to drawStridedSlow() for transformed vertices.
---
dlls/wined3d/state.c | 28 +++++-----------------------
1 files changed, 5 insertions(+), 23 deletions(-)
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index a5d748a..a26240a 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -4318,29 +4318,11 @@ static void load_vertex_data(const struct wined3d_context *context,
curVBO = e->data.buffer_object;
}
- /* min(WINED3D_ATR_FORMAT(position),3) to Disable RHW mode as 'w' coord
- handling for rhw mode should not impact screen position whereas in GL it does.
- This may result in very slightly distorted textures in rhw mode.
- There's always the other option of fixing the view matrix to
- prevent w from having any effect.
-
- This only applies to user pointer sources, in VBOs the vertices are fixed up
- */
- if (!e->data.buffer_object)
- {
- TRACE("glVertexPointer(3, %#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride,
- e->data.addr + state->load_base_vertex_index * e->stride);
- glVertexPointer(3 /* min(e->format->gl_vtx_format, 3) */, e->format->gl_vtx_type, e->stride,
- e->data.addr + state->load_base_vertex_index * e->stride);
- }
- else
- {
- TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
- e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
- e->data.addr + state->load_base_vertex_index * e->stride);
- glVertexPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
- e->data.addr + state->load_base_vertex_index * e->stride);
- }
+ TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n",
+ e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
+ e->data.addr + state->load_base_vertex_index * e->stride);
+ glVertexPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride,
+ e->data.addr + state->load_base_vertex_index * e->stride);
checkGLcall("glVertexPointer(...)");
glEnableClientState(GL_VERTEX_ARRAY);
checkGLcall("glEnableClientState(GL_VERTEX_ARRAY)");
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