[PATCH 5/5] wined3d: Explicitly pass the state information to buffer_internal_preload

Stefan Dösinger stefan at codeweavers.com
Wed Sep 11 04:31:21 CDT 2013


---
 dlls/wined3d/buffer.c          | 12 +++++++-----
 dlls/wined3d/context.c         |  4 ++--
 dlls/wined3d/wined3d_private.h |  4 ++--
 3 files changed, 11 insertions(+), 9 deletions(-)

diff --git a/dlls/wined3d/buffer.c b/dlls/wined3d/buffer.c
index 80c5507..ce7e08b 100644
--- a/dlls/wined3d/buffer.c
+++ b/dlls/wined3d/buffer.c
@@ -732,7 +732,8 @@ static void buffer_direct_upload(struct wined3d_buffer *This, const struct wined
 }
 
 /* Context activation is done by the caller. */
-void buffer_internal_preload(struct wined3d_buffer *buffer, struct wined3d_context *context)
+void buffer_internal_preload(struct wined3d_buffer *buffer, struct wined3d_context *context,
+        const struct wined3d_state *state)
 {
     DWORD flags = buffer->flags & (WINED3D_BUFFER_NOSYNC | WINED3D_BUFFER_DISCARD);
     struct wined3d_device *device = buffer->resource.device;
@@ -767,12 +768,13 @@ void buffer_internal_preload(struct wined3d_buffer *buffer, struct wined3d_conte
         }
     }
 
-    /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
-    if (device->isInDraw && buffer->resource.bind_count > 0)
+    /* Reading the declaration makes only sense if we have valid state information
+     * (i.e., if this function is called during draws). */
+    if (state)
     {
         DWORD fixup_flags = 0;
 
-        if (use_vs(&device->state))
+        if (use_vs(state))
             fixup_flags |= WINED3D_BUFFER_FIXUP_USE_SHADER;
         if (context->gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
             fixup_flags |= WINED3D_BUFFER_FIXUP_SUPPORT_D3DCOLOR;
@@ -938,7 +940,7 @@ void CDECL wined3d_buffer_preload(struct wined3d_buffer *buffer)
 {
     struct wined3d_context *context;
     context = context_acquire(buffer->resource.device, NULL);
-    buffer_internal_preload(buffer, context);
+    buffer_internal_preload(buffer, context, NULL);
     context_release(context);
 }
 
diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index f870700..af3addc 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -2498,7 +2498,7 @@ void context_stream_info_from_declaration(struct wined3d_context *context,
 
         element = &stream_info->elements[i];
         buffer = state->streams[element->stream_idx].buffer;
-        buffer_internal_preload(buffer, context);
+        buffer_internal_preload(buffer, context, state);
 
         /* If the preload dropped the buffer object, update the stream info. */
         if (buffer->buffer_object != element->data.buffer_object)
@@ -2583,7 +2583,7 @@ BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_de
     if (state->index_buffer)
     {
         if (context->stream_info.all_vbo)
-            buffer_internal_preload(state->index_buffer, context);
+            buffer_internal_preload(state->index_buffer, context, state);
         else
             buffer_get_sysmem(state->index_buffer, context);
     }
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index afe13ec..49945b6 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -2525,8 +2525,8 @@ static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resourc
 void buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_context *context,
         struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
 BYTE *buffer_get_sysmem(struct wined3d_buffer *This, struct wined3d_context *context) DECLSPEC_HIDDEN;
-void buffer_internal_preload(struct wined3d_buffer *buffer,
-        struct wined3d_context *context) DECLSPEC_HIDDEN;
+void buffer_internal_preload(struct wined3d_buffer *buffer, struct wined3d_context *context,
+        const struct wined3d_state *state) DECLSPEC_HIDDEN;
 
 struct wined3d_rendertarget_view
 {
-- 
1.8.1.5




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