WINED3D: D3d8 shaders can have a NULL pFunction, but a valid vertex declaration.

H. Verbeet hverbeet at gmail.com
Mon Jul 24 17:50:43 CDT 2006


In d3d8 shaders can have a NULL pFunction, but a valid vertex
declaration. This has the same effect as just setting a vertex
declaration without a shader in d3d9. This patch fixes a regression in
U2:XMP, Battlefield 1942 and probably others.
-------------- next part --------------
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index b9dd6f8..bb48982 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -423,7 +423,7 @@ void primitiveDeclarationConvertToStride
     int reg;
 
     /* Locate the vertex declaration */
-    if (useVertexShaderFunction && ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->vertexDeclaration) {
+    if (This->stateBlock->vertexShader && ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->vertexDeclaration) {
         TRACE("Using vertex declaration from shader\n");
         vertexDeclaration = (IWineD3DVertexDeclarationImpl *)((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->vertexDeclaration;
     } else {
@@ -2091,7 +2091,7 @@ void drawPrimitive(IWineD3DDevice *iface
         fixup = FALSE;
     }
 
-    else if (This->stateBlock->vertexDecl != NULL || useVertexShaderFunction) {
+    else if (This->stateBlock->vertexDecl || This->stateBlock->vertexShader) {
 
         /* Note: This is a fixed function or shader codepath.
          * This means it must handle both types of strided data.
diff --git a/dlls/wined3d/vertexbuffer.c b/dlls/wined3d/vertexbuffer.c
index b67a1ca..cea45fd 100644
--- a/dlls/wined3d/vertexbuffer.c
+++ b/dlls/wined3d/vertexbuffer.c
@@ -222,7 +222,7 @@ static void     WINAPI IWineD3DVertexBuf
             /* Check against updated declarations */
             memset(&strided, 0, sizeof(strided));
 
-            if(device->stateBlock->vertexDecl != NULL) {
+            if(device->stateBlock->vertexDecl || device->stateBlock->vertexShader) {
                 /* Check against the stream offset and make sure it is 0 */
 
                 This->Flags |= VBFLAG_LOAD;




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