[PATCH 2/5] wined3d: Store the immediate mode fixed function attribute submission function pointers in struct wined3d_d3d_info.

Henri Verbeet hverbeet at codeweavers.com
Mon Aug 19 03:50:51 CDT 2013


---
 dlls/wined3d/directx.c         | 252 +++++++++++++++++++----------------------
 dlls/wined3d/drawprim.c        |  21 ++--
 dlls/wined3d/wined3d_private.h |  23 ++--
 3 files changed, 145 insertions(+), 151 deletions(-)

diff --git a/dlls/wined3d/directx.c b/dlls/wined3d/directx.c
index 8320852..6e96233 100644
--- a/dlls/wined3d/directx.c
+++ b/dlls/wined3d/directx.c
@@ -255,20 +255,6 @@ const GLenum magLookup_noFilter[] =
     GL_NEAREST, GL_NEAREST, GL_NEAREST,
 };
 
-/* drawStridedSlow attributes */
-glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT];
-glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT];
-glAttribFunc specular_func_3ubv;
-glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT];
-glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT];
-glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT];
-
-/**
- * Note: GL seems to trap if GetDeviceCaps is called before any HWND's created,
- * i.e., there is no GL Context - Get a default rendering context to enable the
- * function query some info from GL.
- */
-
 struct wined3d_fake_gl_ctx
 {
     HDC dc;
@@ -4775,11 +4761,14 @@ static void WINE_GLAPI diffuse_d3dcolor(const void *data)
 static void WINE_GLAPI specular_d3dcolor(const void *data)
 {
     DWORD specularColor = *((const DWORD *)data);
-    GLbyte d[] = {D3DCOLOR_B_R(specularColor),
-            D3DCOLOR_B_G(specularColor),
-            D3DCOLOR_B_B(specularColor)};
+    GLubyte d[] =
+    {
+        D3DCOLOR_B_R(specularColor),
+        D3DCOLOR_B_G(specularColor),
+        D3DCOLOR_B_B(specularColor)
+    };
 
-    specular_func_3ubv(d);
+    context_get_current()->gl_info->gl_ops.ext.p_glSecondaryColor3ubvEXT(d);
 }
 
 static void WINE_GLAPI warn_no_specular_func(const void *data)
@@ -4787,134 +4776,131 @@ static void WINE_GLAPI warn_no_specular_func(const void *data)
     WARN("GL_EXT_secondary_color not supported\n");
 }
 
-static void wined3d_adapter_init_ffp_attrib_ops(const struct wined3d_adapter *adapter)
+static void wined3d_adapter_init_ffp_attrib_ops(struct wined3d_adapter *adapter)
 {
-    const struct wined3d_d3d_info *d3d_info = &adapter->d3d_info;
     const struct wined3d_gl_info *gl_info = &adapter->gl_info;
+    struct wined3d_d3d_info *d3d_info = &adapter->d3d_info;
+    struct wined3d_ffp_attrib_ops *ops = &d3d_info->ffp_attrib_ops;
 
-    position_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
-    position_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
-    position_funcs[WINED3D_FFP_EMIT_FLOAT3]      = (glAttribFunc)gl_info->gl_ops.gl.p_glVertex3fv;
+    ops->position[WINED3D_FFP_EMIT_FLOAT1]    = invalid_func;
+    ops->position[WINED3D_FFP_EMIT_FLOAT2]    = invalid_func;
+    ops->position[WINED3D_FFP_EMIT_FLOAT3]    = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glVertex3fv;
     if (!d3d_info->xyzrhw)
-        position_funcs[WINED3D_FFP_EMIT_FLOAT4]  = position_float4;
+        ops->position[WINED3D_FFP_EMIT_FLOAT4]    = position_float4;
     else
-        position_funcs[WINED3D_FFP_EMIT_FLOAT4]  = (glAttribFunc)gl_info->gl_ops.gl.p_glVertex4fv;
-    position_funcs[WINED3D_FFP_EMIT_D3DCOLOR]    = position_d3dcolor;
-    position_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
-    position_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
-    position_funcs[WINED3D_FFP_EMIT_SHORT4]      = (glAttribFunc)gl_info->gl_ops.gl.p_glVertex2sv;
-    position_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
-    position_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
-    position_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
-    position_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
-    position_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
-    position_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
-    position_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
-    position_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
-    position_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
-    position_funcs[WINED3D_FFP_EMIT_INVALID]     = invalid_func;
-
-    diffuse_funcs[WINED3D_FFP_EMIT_FLOAT1]       = invalid_func;
-    diffuse_funcs[WINED3D_FFP_EMIT_FLOAT2]       = invalid_func;
-    diffuse_funcs[WINED3D_FFP_EMIT_FLOAT3]       = (glAttribFunc)gl_info->gl_ops.gl.p_glColor3fv;
-    diffuse_funcs[WINED3D_FFP_EMIT_FLOAT4]       = (glAttribFunc)gl_info->gl_ops.gl.p_glColor4fv;
-    diffuse_funcs[WINED3D_FFP_EMIT_D3DCOLOR]     = diffuse_d3dcolor;
-    diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4]       = invalid_func;
-    diffuse_funcs[WINED3D_FFP_EMIT_SHORT2]       = invalid_func;
-    diffuse_funcs[WINED3D_FFP_EMIT_SHORT4]       = invalid_func;
-    diffuse_funcs[WINED3D_FFP_EMIT_UBYTE4N]      = (glAttribFunc)gl_info->gl_ops.gl.p_glColor4ubv;
-    diffuse_funcs[WINED3D_FFP_EMIT_SHORT2N]      = invalid_func;
-    diffuse_funcs[WINED3D_FFP_EMIT_SHORT4N]      = (glAttribFunc)gl_info->gl_ops.gl.p_glColor4sv;
-    diffuse_funcs[WINED3D_FFP_EMIT_USHORT2N]     = invalid_func;
-    diffuse_funcs[WINED3D_FFP_EMIT_USHORT4N]     = (glAttribFunc)gl_info->gl_ops.gl.p_glColor4usv;
-    diffuse_funcs[WINED3D_FFP_EMIT_UDEC3]        = invalid_func;
-    diffuse_funcs[WINED3D_FFP_EMIT_DEC3N]        = invalid_func;
-    diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_2]    = invalid_func;
-    diffuse_funcs[WINED3D_FFP_EMIT_FLOAT16_4]    = invalid_func;
-    diffuse_funcs[WINED3D_FFP_EMIT_INVALID]      = invalid_func;
-
-    /* No 4 component entry points here */
-    specular_funcs[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
-    specular_funcs[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
+        ops->position[WINED3D_FFP_EMIT_FLOAT4]    = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glVertex4fv;
+    ops->position[WINED3D_FFP_EMIT_D3DCOLOR]  = position_d3dcolor;
+    ops->position[WINED3D_FFP_EMIT_UBYTE4]    = invalid_func;
+    ops->position[WINED3D_FFP_EMIT_SHORT2]    = invalid_func;
+    ops->position[WINED3D_FFP_EMIT_SHORT4]    = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glVertex2sv;
+    ops->position[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_func;
+    ops->position[WINED3D_FFP_EMIT_SHORT2N]   = invalid_func;
+    ops->position[WINED3D_FFP_EMIT_SHORT4N]   = invalid_func;
+    ops->position[WINED3D_FFP_EMIT_USHORT2N]  = invalid_func;
+    ops->position[WINED3D_FFP_EMIT_USHORT4N]  = invalid_func;
+    ops->position[WINED3D_FFP_EMIT_UDEC3]     = invalid_func;
+    ops->position[WINED3D_FFP_EMIT_DEC3N]     = invalid_func;
+    ops->position[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
+    ops->position[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
+    ops->position[WINED3D_FFP_EMIT_INVALID]   = invalid_func;
+
+    ops->diffuse[WINED3D_FFP_EMIT_FLOAT1]     = invalid_func;
+    ops->diffuse[WINED3D_FFP_EMIT_FLOAT2]     = invalid_func;
+    ops->diffuse[WINED3D_FFP_EMIT_FLOAT3]     = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor3fv;
+    ops->diffuse[WINED3D_FFP_EMIT_FLOAT4]     = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor4fv;
+    ops->diffuse[WINED3D_FFP_EMIT_D3DCOLOR]   = diffuse_d3dcolor;
+    ops->diffuse[WINED3D_FFP_EMIT_UBYTE4]     = invalid_func;
+    ops->diffuse[WINED3D_FFP_EMIT_SHORT2]     = invalid_func;
+    ops->diffuse[WINED3D_FFP_EMIT_SHORT4]     = invalid_func;
+    ops->diffuse[WINED3D_FFP_EMIT_UBYTE4N]    = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor4ubv;
+    ops->diffuse[WINED3D_FFP_EMIT_SHORT2N]    = invalid_func;
+    ops->diffuse[WINED3D_FFP_EMIT_SHORT4N]    = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor4sv;
+    ops->diffuse[WINED3D_FFP_EMIT_USHORT2N]   = invalid_func;
+    ops->diffuse[WINED3D_FFP_EMIT_USHORT4N]   = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glColor4usv;
+    ops->diffuse[WINED3D_FFP_EMIT_UDEC3]      = invalid_func;
+    ops->diffuse[WINED3D_FFP_EMIT_DEC3N]      = invalid_func;
+    ops->diffuse[WINED3D_FFP_EMIT_FLOAT16_2]  = invalid_func;
+    ops->diffuse[WINED3D_FFP_EMIT_FLOAT16_4]  = invalid_func;
+    ops->diffuse[WINED3D_FFP_EMIT_INVALID]    = invalid_func;
+
+    /* No 4 component entry points here. */
+    ops->specular[WINED3D_FFP_EMIT_FLOAT1]    = invalid_func;
+    ops->specular[WINED3D_FFP_EMIT_FLOAT2]    = invalid_func;
     if (gl_info->supported[EXT_SECONDARY_COLOR])
-    {
-        specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = (glAttribFunc)GL_EXTCALL(glSecondaryColor3fvEXT);
-    }
+        ops->specular[WINED3D_FFP_EMIT_FLOAT3]    = (wined3d_ffp_attrib_func)GL_EXTCALL(glSecondaryColor3fvEXT);
     else
-    {
-        specular_funcs[WINED3D_FFP_EMIT_FLOAT3]  = warn_no_specular_func;
-    }
-    specular_funcs[WINED3D_FFP_EMIT_FLOAT4]      = invalid_func;
+        ops->specular[WINED3D_FFP_EMIT_FLOAT3]    = warn_no_specular_func;
+    ops->specular[WINED3D_FFP_EMIT_FLOAT4]    = invalid_func;
     if (gl_info->supported[EXT_SECONDARY_COLOR])
+        ops->specular[WINED3D_FFP_EMIT_D3DCOLOR]  = specular_d3dcolor;
+    else
+        ops->specular[WINED3D_FFP_EMIT_D3DCOLOR]  = warn_no_specular_func;
+    ops->specular[WINED3D_FFP_EMIT_UBYTE4]    = invalid_func;
+    ops->specular[WINED3D_FFP_EMIT_SHORT2]    = invalid_func;
+    ops->specular[WINED3D_FFP_EMIT_SHORT4]    = invalid_func;
+    ops->specular[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_func;
+    ops->specular[WINED3D_FFP_EMIT_SHORT2N]   = invalid_func;
+    ops->specular[WINED3D_FFP_EMIT_SHORT4N]   = invalid_func;
+    ops->specular[WINED3D_FFP_EMIT_USHORT2N]  = invalid_func;
+    ops->specular[WINED3D_FFP_EMIT_USHORT4N]  = invalid_func;
+    ops->specular[WINED3D_FFP_EMIT_UDEC3]     = invalid_func;
+    ops->specular[WINED3D_FFP_EMIT_DEC3N]     = invalid_func;
+    ops->specular[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_func;
+    ops->specular[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_func;
+    ops->specular[WINED3D_FFP_EMIT_INVALID]   = invalid_func;
+
+    /* Only 3 component entry points here. Test how others behave. Float4
+     * normals are used by one of our tests, trying to pass it to the pixel
+     * shader, which fails on Windows. */
+    ops->normal[WINED3D_FFP_EMIT_FLOAT1]      = invalid_func;
+    ops->normal[WINED3D_FFP_EMIT_FLOAT2]      = invalid_func;
+    ops->normal[WINED3D_FFP_EMIT_FLOAT3]      = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glNormal3fv;
+    /* Just ignore the 4th value. */
+    ops->normal[WINED3D_FFP_EMIT_FLOAT4]      = (wined3d_ffp_attrib_func)gl_info->gl_ops.gl.p_glNormal3fv;
+    ops->normal[WINED3D_FFP_EMIT_D3DCOLOR]    = invalid_func;
+    ops->normal[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
+    ops->normal[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
+    ops->normal[WINED3D_FFP_EMIT_SHORT4]      = invalid_func;
+    ops->normal[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
+    ops->normal[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
+    ops->normal[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
+    ops->normal[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
+    ops->normal[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
+    ops->normal[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
+    ops->normal[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
+    ops->normal[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
+    ops->normal[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
+    ops->normal[WINED3D_FFP_EMIT_INVALID]     = invalid_func;
+
+    ops->texcoord[WINED3D_FFP_EMIT_FLOAT1]    = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord1fvARB;
+    ops->texcoord[WINED3D_FFP_EMIT_FLOAT2]    = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord2fvARB;
+    ops->texcoord[WINED3D_FFP_EMIT_FLOAT3]    = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord3fvARB;
+    ops->texcoord[WINED3D_FFP_EMIT_FLOAT4]    = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord4fvARB;
+    ops->texcoord[WINED3D_FFP_EMIT_D3DCOLOR]  = invalid_texcoord_func;
+    ops->texcoord[WINED3D_FFP_EMIT_UBYTE4]    = invalid_texcoord_func;
+    ops->texcoord[WINED3D_FFP_EMIT_SHORT2]    = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord2svARB;
+    ops->texcoord[WINED3D_FFP_EMIT_SHORT4]    = (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord4svARB;
+    ops->texcoord[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_texcoord_func;
+    ops->texcoord[WINED3D_FFP_EMIT_SHORT2N]   = invalid_texcoord_func;
+    ops->texcoord[WINED3D_FFP_EMIT_SHORT4N]   = invalid_texcoord_func;
+    ops->texcoord[WINED3D_FFP_EMIT_USHORT2N]  = invalid_texcoord_func;
+    ops->texcoord[WINED3D_FFP_EMIT_USHORT4N]  = invalid_texcoord_func;
+    ops->texcoord[WINED3D_FFP_EMIT_UDEC3]     = invalid_texcoord_func;
+    ops->texcoord[WINED3D_FFP_EMIT_DEC3N]     = invalid_texcoord_func;
+    if (gl_info->supported[NV_HALF_FLOAT])
     {
-        specular_func_3ubv = (glAttribFunc)GL_EXTCALL(glSecondaryColor3ubvEXT);
-        specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = specular_d3dcolor;
+        /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT. */
+        ops->texcoord[WINED3D_FFP_EMIT_FLOAT16_2] =
+                (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord2hvNV;
+        ops->texcoord[WINED3D_FFP_EMIT_FLOAT16_4] =
+                (wined3d_ffp_texcoord_func)gl_info->gl_ops.ext.p_glMultiTexCoord4hvNV;
     }
     else
     {
-        specular_funcs[WINED3D_FFP_EMIT_D3DCOLOR] = warn_no_specular_func;
-    }
-    specular_funcs[WINED3D_FFP_EMIT_UBYTE4]      = invalid_func;
-    specular_funcs[WINED3D_FFP_EMIT_SHORT2]      = invalid_func;
-    specular_funcs[WINED3D_FFP_EMIT_SHORT4]      = invalid_func;
-    specular_funcs[WINED3D_FFP_EMIT_UBYTE4N]     = invalid_func;
-    specular_funcs[WINED3D_FFP_EMIT_SHORT2N]     = invalid_func;
-    specular_funcs[WINED3D_FFP_EMIT_SHORT4N]     = invalid_func;
-    specular_funcs[WINED3D_FFP_EMIT_USHORT2N]    = invalid_func;
-    specular_funcs[WINED3D_FFP_EMIT_USHORT4N]    = invalid_func;
-    specular_funcs[WINED3D_FFP_EMIT_UDEC3]       = invalid_func;
-    specular_funcs[WINED3D_FFP_EMIT_DEC3N]       = invalid_func;
-    specular_funcs[WINED3D_FFP_EMIT_FLOAT16_2]   = invalid_func;
-    specular_funcs[WINED3D_FFP_EMIT_FLOAT16_4]   = invalid_func;
-    specular_funcs[WINED3D_FFP_EMIT_INVALID]     = invalid_func;
-
-    /* Only 3 component entry points here. Test how others behave. Float4 normals are used
-     * by one of our tests, trying to pass it to the pixel shader, which fails on Windows.
-     */
-    normal_funcs[WINED3D_FFP_EMIT_FLOAT1]         = invalid_func;
-    normal_funcs[WINED3D_FFP_EMIT_FLOAT2]         = invalid_func;
-    normal_funcs[WINED3D_FFP_EMIT_FLOAT3]         = (glAttribFunc)gl_info->gl_ops.gl.p_glNormal3fv;
-    normal_funcs[WINED3D_FFP_EMIT_FLOAT4]         = (glAttribFunc)gl_info->gl_ops.gl.p_glNormal3fv; /* Just ignore the 4th value */
-    normal_funcs[WINED3D_FFP_EMIT_D3DCOLOR]       = invalid_func;
-    normal_funcs[WINED3D_FFP_EMIT_UBYTE4]         = invalid_func;
-    normal_funcs[WINED3D_FFP_EMIT_SHORT2]         = invalid_func;
-    normal_funcs[WINED3D_FFP_EMIT_SHORT4]         = invalid_func;
-    normal_funcs[WINED3D_FFP_EMIT_UBYTE4N]        = invalid_func;
-    normal_funcs[WINED3D_FFP_EMIT_SHORT2N]        = invalid_func;
-    normal_funcs[WINED3D_FFP_EMIT_SHORT4N]        = invalid_func;
-    normal_funcs[WINED3D_FFP_EMIT_USHORT2N]       = invalid_func;
-    normal_funcs[WINED3D_FFP_EMIT_USHORT4N]       = invalid_func;
-    normal_funcs[WINED3D_FFP_EMIT_UDEC3]          = invalid_func;
-    normal_funcs[WINED3D_FFP_EMIT_DEC3N]          = invalid_func;
-    normal_funcs[WINED3D_FFP_EMIT_FLOAT16_2]      = invalid_func;
-    normal_funcs[WINED3D_FFP_EMIT_FLOAT16_4]      = invalid_func;
-    normal_funcs[WINED3D_FFP_EMIT_INVALID]        = invalid_func;
-
-    multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT1]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord1fvARB);
-    multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2fvARB);
-    multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT3]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord3fvARB);
-    multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4fvARB);
-    multi_texcoord_funcs[WINED3D_FFP_EMIT_D3DCOLOR]  = invalid_texcoord_func;
-    multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4]    = invalid_texcoord_func;
-    multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2svARB);
-    multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4]    = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4svARB);
-    multi_texcoord_funcs[WINED3D_FFP_EMIT_UBYTE4N]   = invalid_texcoord_func;
-    multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT2N]   = invalid_texcoord_func;
-    multi_texcoord_funcs[WINED3D_FFP_EMIT_SHORT4N]   = invalid_texcoord_func;
-    multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT2N]  = invalid_texcoord_func;
-    multi_texcoord_funcs[WINED3D_FFP_EMIT_USHORT4N]  = invalid_texcoord_func;
-    multi_texcoord_funcs[WINED3D_FFP_EMIT_UDEC3]     = invalid_texcoord_func;
-    multi_texcoord_funcs[WINED3D_FFP_EMIT_DEC3N]     = invalid_texcoord_func;
-    if (gl_info->supported[NV_HALF_FLOAT])
-    {
-        /* Not supported by ARB_HALF_FLOAT_VERTEX, so check for NV_HALF_FLOAT */
-        multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord2hvNV);
-        multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = (glMultiTexCoordFunc)GL_EXTCALL(glMultiTexCoord4hvNV);
-    } else {
-        multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
-        multi_texcoord_funcs[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
+        ops->texcoord[WINED3D_FFP_EMIT_FLOAT16_2] = invalid_texcoord_func;
+        ops->texcoord[WINED3D_FFP_EMIT_FLOAT16_4] = invalid_texcoord_func;
     }
-    multi_texcoord_funcs[WINED3D_FFP_EMIT_INVALID]   = invalid_texcoord_func;
+    ops->texcoord[WINED3D_FFP_EMIT_INVALID]   = invalid_texcoord_func;
 }
 
 static void wined3d_adapter_init_fb_cfgs(struct wined3d_adapter *adapter, HDC dc)
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index c75ab59..6c54a94 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -99,6 +99,7 @@ static void drawStridedSlow(const struct wined3d_device *device, const struct wi
     const BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL;
     const struct wined3d_gl_info *gl_info = context->gl_info;
     const struct wined3d_d3d_info *d3d_info = context->d3d_info;
+    const struct wined3d_ffp_attrib_ops *ops = &d3d_info->ffp_attrib_ops;
     UINT texture_stages = d3d_info->limits.ffp_blend_stages;
     const struct wined3d_stream_info_element *element;
     UINT num_untracked_materials;
@@ -266,15 +267,16 @@ static void drawStridedSlow(const struct wined3d_device *device, const struct wi
             ptr = texCoords[coord_idx] + (SkipnStrides * si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].stride);
 
             texture_idx = device->texUnitMap[texture];
-            multi_texcoord_funcs[si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->emit_idx](
+            ops->texcoord[si->elements[WINED3D_FFP_TEXCOORD0 + coord_idx].format->emit_idx](
                     GL_TEXTURE0_ARB + texture_idx, ptr);
         }
 
         /* Diffuse -------------------------------- */
-        if (diffuse) {
+        if (diffuse)
+        {
             const void *ptrToCoords = diffuse + SkipnStrides * si->elements[WINED3D_FFP_DIFFUSE].stride;
+            ops->diffuse[si->elements[WINED3D_FFP_DIFFUSE].format->emit_idx](ptrToCoords);
 
-            diffuse_funcs[si->elements[WINED3D_FFP_DIFFUSE].format->emit_idx](ptrToCoords);
             if (num_untracked_materials)
             {
                 DWORD diffuseColor = ((const DWORD *)ptrToCoords)[0];
@@ -294,10 +296,10 @@ static void drawStridedSlow(const struct wined3d_device *device, const struct wi
         }
 
         /* Specular ------------------------------- */
-        if (specular) {
+        if (specular)
+        {
             const void *ptrToCoords = specular + SkipnStrides * si->elements[WINED3D_FFP_SPECULAR].stride;
-
-            specular_funcs[si->elements[WINED3D_FFP_SPECULAR].format->emit_idx](ptrToCoords);
+            ops->specular[si->elements[WINED3D_FFP_SPECULAR].format->emit_idx](ptrToCoords);
 
             if (specular_fog)
             {
@@ -310,13 +312,14 @@ static void drawStridedSlow(const struct wined3d_device *device, const struct wi
         if (normal)
         {
             const void *ptrToCoords = normal + SkipnStrides * si->elements[WINED3D_FFP_NORMAL].stride;
-            normal_funcs[si->elements[WINED3D_FFP_NORMAL].format->emit_idx](ptrToCoords);
+            ops->normal[si->elements[WINED3D_FFP_NORMAL].format->emit_idx](ptrToCoords);
         }
 
         /* Position -------------------------------- */
-        if (position) {
+        if (position)
+        {
             const void *ptrToCoords = position + SkipnStrides * si->elements[WINED3D_FFP_POSITION].stride;
-            position_funcs[si->elements[WINED3D_FFP_POSITION].format->emit_idx](ptrToCoords);
+            ops->position[si->elements[WINED3D_FFP_POSITION].format->emit_idx](ptrToCoords);
         }
 
         /* For non indexed mode, step onto next parts */
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index d58b6e9..cee9651 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -944,15 +944,6 @@ void draw_primitive(struct wined3d_device *device, UINT start_idx, UINT index_co
         UINT start_instance, UINT instance_count, BOOL indexed) DECLSPEC_HIDDEN;
 DWORD get_flexible_vertex_size(DWORD d3dvtVertexType) DECLSPEC_HIDDEN;
 
-typedef void (WINE_GLAPI *glAttribFunc)(const void *data);
-typedef void (WINE_GLAPI *glMultiTexCoordFunc)(GLenum unit, const void *data);
-extern glAttribFunc position_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
-extern glAttribFunc diffuse_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
-extern glAttribFunc specular_func_3ubv DECLSPEC_HIDDEN;
-extern glAttribFunc specular_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
-extern glAttribFunc normal_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
-extern glMultiTexCoordFunc multi_texcoord_funcs[WINED3D_FFP_EMIT_COUNT] DECLSPEC_HIDDEN;
-
 #define eps 1e-8
 
 #define GET_TEXCOORD_SIZE_FROM_FVF(d3dvtVertexType, tex_num) \
@@ -1612,9 +1603,23 @@ struct wined3d_d3d_limits
     UINT ffp_blend_stages;
 };
 
+typedef void (WINE_GLAPI *wined3d_ffp_attrib_func)(const void *data);
+typedef void (WINE_GLAPI *wined3d_ffp_texcoord_func)(GLenum unit, const void *data);
+extern wined3d_ffp_attrib_func specular_func_3ubv DECLSPEC_HIDDEN;
+
+struct wined3d_ffp_attrib_ops
+{
+    wined3d_ffp_attrib_func position[WINED3D_FFP_EMIT_COUNT];
+    wined3d_ffp_attrib_func diffuse[WINED3D_FFP_EMIT_COUNT];
+    wined3d_ffp_attrib_func specular[WINED3D_FFP_EMIT_COUNT];
+    wined3d_ffp_attrib_func normal[WINED3D_FFP_EMIT_COUNT];
+    wined3d_ffp_texcoord_func texcoord[WINED3D_FFP_EMIT_COUNT];
+};
+
 struct wined3d_d3d_info
 {
     struct wined3d_d3d_limits limits;
+    struct wined3d_ffp_attrib_ops ffp_attrib_ops;
     BOOL xyzrhw;
     BOOL vs_clipping;
     DWORD valid_rt_mask;
-- 
1.8.1.5




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