[PATCH 3/5] wined3d: Allow draw calls without vertex declaration.

Józef Kucia jkucia at codeweavers.com
Tue May 24 03:17:49 CDT 2016


Signed-off-by: Józef Kucia <jkucia at codeweavers.com>
---
 dlls/wined3d/context.c         | 34 +++++++++++++++++++---------------
 dlls/wined3d/device.c          | 14 +-------------
 dlls/wined3d/wined3d_private.h |  3 ++-
 3 files changed, 22 insertions(+), 29 deletions(-)

diff --git a/dlls/wined3d/context.c b/dlls/wined3d/context.c
index e741969..3bf2b5b 100644
--- a/dlls/wined3d/context.c
+++ b/dlls/wined3d/context.c
@@ -3020,12 +3020,17 @@ void context_stream_info_from_declaration(struct wined3d_context *context,
 {
     /* We need to deal with frequency data! */
     struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
-    BOOL use_vshader = use_vs(state);
     BOOL generic_attributes = context->d3d_info->ffp_generic_attributes;
+    BOOL use_vshader = use_vs(state);
     unsigned int i;
 
     stream_info->use_map = 0;
     stream_info->swizzle_map = 0;
+    stream_info->position_transformed = 0;
+
+    if (!declaration)
+        return;
+
     stream_info->position_transformed = declaration->position_transformed;
 
     /* Translate the declaration into strided data. */
@@ -3120,9 +3125,9 @@ void context_stream_info_from_declaration(struct wined3d_context *context,
 /* Context activation is done by the caller. */
 static void context_update_stream_info(struct wined3d_context *context, const struct wined3d_state *state)
 {
-    const struct wined3d_gl_info *gl_info = context->gl_info;
-    const struct wined3d_d3d_info *d3d_info = context->d3d_info;
     struct wined3d_stream_info *stream_info = &context->stream_info;
+    const struct wined3d_d3d_info *d3d_info = context->d3d_info;
+    const struct wined3d_gl_info *gl_info = context->gl_info;
     DWORD prev_all_vbo = stream_info->all_vbo;
     unsigned int i;
     WORD map;
@@ -3177,17 +3182,21 @@ static void context_update_stream_info(struct wined3d_context *context, const st
         TRACE("Load array %u {%#x:%p}.\n", i, element->data.buffer_object, element->data.addr);
     }
 
+    if (prev_all_vbo != stream_info->all_vbo)
+        context_invalidate_state(context, STATE_INDEXBUFFER);
+
+    context->use_immediate_mode_draw = FALSE;
+
+    if (stream_info->all_vbo)
+        return;
+
     if (use_vs(state))
     {
-        if (state->vertex_declaration->half_float_conv_needed && !stream_info->all_vbo)
+        if (state->vertex_declaration->half_float_conv_needed)
         {
             TRACE("Using immediate mode draw with vertex shaders for FLOAT16 conversion.\n");
             context->use_immediate_mode_draw = TRUE;
         }
-        else
-        {
-            context->use_immediate_mode_draw = FALSE;
-        }
     }
     else
     {
@@ -3195,15 +3204,10 @@ static void context_update_stream_info(struct wined3d_context *context, const st
         slow_mask |= -!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
                 & ((1u << WINED3D_FFP_DIFFUSE) | (1u << WINED3D_FFP_SPECULAR));
 
-        if (((stream_info->position_transformed && !d3d_info->xyzrhw)
-                || (stream_info->use_map & slow_mask)) && !stream_info->all_vbo)
+        if ((stream_info->position_transformed && !d3d_info->xyzrhw)
+                || (stream_info->use_map & slow_mask))
             context->use_immediate_mode_draw = TRUE;
-        else
-            context->use_immediate_mode_draw = FALSE;
     }
-
-    if (prev_all_vbo != stream_info->all_vbo)
-        context_invalidate_state(context, STATE_INDEXBUFFER);
 }
 
 /* Context activation is done by the caller. */
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 5bac3d0..d161d15 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -3484,12 +3484,6 @@ HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT
 {
     TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count);
 
-    if (!device->state.vertex_declaration)
-    {
-        WARN("Called without a valid vertex declaration set.\n");
-        return WINED3DERR_INVALIDCALL;
-    }
-
     if (device->state.load_base_vertex_index)
     {
         device->state.load_base_vertex_index = 0;
@@ -3526,14 +3520,8 @@ HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *devic
         return WINED3DERR_INVALIDCALL;
     }
 
-    if (!device->state.vertex_declaration)
-    {
-        WARN("Called without a valid vertex declaration set.\n");
-        return WINED3DERR_INVALIDCALL;
-    }
-
     if (!gl_info->supported[ARB_DRAW_ELEMENTS_BASE_VERTEX] &&
-        device->state.load_base_vertex_index != device->state.base_vertex_index)
+            device->state.load_base_vertex_index != device->state.base_vertex_index)
     {
         device->state.load_base_vertex_index = device->state.base_vertex_index;
         device_invalidate_state(device, STATE_BASEVERTEXINDEX);
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 8c19aa8..31d5187 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -3537,7 +3537,8 @@ static inline BOOL use_vs(const struct wined3d_state *state)
 {
     /* Check state->vertex_declaration to allow this to be used before the
      * stream info is validated, for example in device_update_tex_unit_map(). */
-    return state->shader[WINED3D_SHADER_TYPE_VERTEX] && !state->vertex_declaration->position_transformed;
+    return state->shader[WINED3D_SHADER_TYPE_VERTEX]
+            && (!state->vertex_declaration || !state->vertex_declaration->position_transformed);
 }
 
 static inline BOOL use_ps(const struct wined3d_state *state)
-- 
2.7.3




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