[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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