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wined3d: Get rid of the use_vshader parameter to device_stream_info_from_declaration().
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@ -172,11 +172,12 @@ static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
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/* Context activation is done by the caller. */
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void device_stream_info_from_declaration(struct wined3d_device *device,
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BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup)
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struct wined3d_stream_info *stream_info, BOOL *fixup)
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{
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const struct wined3d_state *state = &device->stateBlock->state;
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/* We need to deal with frequency data! */
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struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
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BOOL use_vshader;
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unsigned int i;
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stream_info->use_map = 0;
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@ -184,7 +185,7 @@ void device_stream_info_from_declaration(struct wined3d_device *device,
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/* Check for transformed vertices, disable vertex shader if present. */
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stream_info->position_transformed = declaration->position_transformed;
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if (declaration->position_transformed) use_vshader = FALSE;
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use_vshader = state->vertex_shader && !declaration->position_transformed;
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/* Translate the declaration into strided data. */
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for (i = 0; i < declaration->element_count; ++i)
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@ -426,7 +427,7 @@ void device_update_stream_info(struct wined3d_device *device, const struct wined
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else
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{
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TRACE("============================= Vertex Declaration =============================\n");
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device_stream_info_from_declaration(device, !!state->vertex_shader, stream_info, &fixup);
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device_stream_info_from_declaration(device, stream_info, &fixup);
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}
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if (state->vertex_shader && !stream_info->position_transformed)
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@ -3517,10 +3518,12 @@ HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
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UINT src_start_idx, UINT dst_idx, UINT vertex_count, struct wined3d_buffer *dst_buffer,
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struct wined3d_vertex_declaration *declaration, DWORD flags, DWORD dst_fvf)
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{
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BOOL vbo = FALSE, streamWasUP = device->stateBlock->state.user_stream;
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struct wined3d_state *state = &device->stateBlock->state;
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BOOL vbo = FALSE, streamWasUP = state->user_stream;
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struct wined3d_stream_info stream_info;
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const struct wined3d_gl_info *gl_info;
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struct wined3d_context *context;
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struct wined3d_shader *vs;
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HRESULT hr;
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TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
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@ -3535,12 +3538,15 @@ HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
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context = context_acquire(device, NULL);
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gl_info = context->gl_info;
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/* ProcessVertices reads from vertex buffers, which have to be assigned. DrawPrimitive and DrawPrimitiveUP
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* control the streamIsUP flag, thus restore it afterwards.
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*/
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device->stateBlock->state.user_stream = FALSE;
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device_stream_info_from_declaration(device, FALSE, &stream_info, &vbo);
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device->stateBlock->state.user_stream = streamWasUP;
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/* ProcessVertices reads from vertex buffers, which have to be assigned.
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* DrawPrimitive and DrawPrimitiveUP control the streamIsUP flag, thus
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* restore it afterwards. */
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vs = state->vertex_shader;
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state->vertex_shader = NULL;
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state->user_stream = FALSE;
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device_stream_info_from_declaration(device, &stream_info, &vbo);
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state->user_stream = streamWasUP;
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state->vertex_shader = vs;
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if (vbo || src_start_idx)
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{
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@ -3559,7 +3565,7 @@ HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
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e = &stream_info.elements[i];
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if (e->data.buffer_object)
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{
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struct wined3d_buffer *vb = device->stateBlock->state.streams[e->stream_idx].buffer;
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struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
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e->data.buffer_object = 0;
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e->data.addr = (BYTE *)((ULONG_PTR)e->data.addr + (ULONG_PTR)buffer_get_sysmem(vb, gl_info));
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ENTER_GL();
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@ -790,9 +790,11 @@ HRESULT tesselate_rectpatch(struct wined3d_device *This, struct WineD3DRectPatch
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{
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unsigned int i, j, num_quads, out_vertex_size, buffer_size, d3d_out_vertex_size;
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float max_x = 0.0f, max_y = 0.0f, max_z = 0.0f, neg_z = 0.0f;
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struct wined3d_state *state = &This->stateBlock->state;
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struct wined3d_stream_info stream_info;
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struct wined3d_stream_info_element *e;
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struct wined3d_context *context;
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struct wined3d_shader *vs;
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const BYTE *data;
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const WINED3DRECTPATCH_INFO *info = &patch->RectPatchInfo;
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DWORD vtxStride;
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@ -805,15 +807,17 @@ HRESULT tesselate_rectpatch(struct wined3d_device *This, struct WineD3DRectPatch
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context = context_acquire(This, NULL);
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context_apply_blit_state(context, This);
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/* First, locate the position data. This is provided in a vertex buffer in the stateblock.
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* Beware of vbos
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*/
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device_stream_info_from_declaration(This, FALSE, &stream_info, NULL);
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/* First, locate the position data. This is provided in a vertex buffer in
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* the stateblock. Beware of VBOs. */
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vs = state->vertex_shader;
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state->vertex_shader = NULL;
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device_stream_info_from_declaration(This, &stream_info, NULL);
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state->vertex_shader = vs;
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e = &stream_info.elements[WINED3D_FFP_POSITION];
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if (e->data.buffer_object)
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{
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struct wined3d_buffer *vb = This->stateBlock->state.streams[e->stream_idx].buffer;
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struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
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e->data.addr = (BYTE *)((ULONG_PTR)e->data.addr + (ULONG_PTR)buffer_get_sysmem(vb, context->gl_info));
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}
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vtxStride = e->stride;
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@ -1759,7 +1759,7 @@ LRESULT device_process_message(struct wined3d_device *device, HWND window, BOOL
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void device_resource_add(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
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void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
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void device_stream_info_from_declaration(struct wined3d_device *device,
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BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup) DECLSPEC_HIDDEN;
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struct wined3d_stream_info *stream_info, BOOL *fixup) DECLSPEC_HIDDEN;
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void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context,
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struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
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void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
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