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wined3d: Keep track of "all_vbo" in the stream info structure.
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@ -171,8 +171,7 @@ static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
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}
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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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struct wined3d_stream_info *stream_info, BOOL *all_vbo)
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void device_stream_info_from_declaration(struct wined3d_device *device, struct wined3d_stream_info *stream_info)
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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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@ -297,8 +296,7 @@ void device_stream_info_from_declaration(struct wined3d_device *device,
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if (!state->user_stream)
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{
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WORD map = stream_info->use_map;
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if (all_vbo)
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*all_vbo = TRUE;
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stream_info->all_vbo = 1;
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/* PreLoad all the vertex buffers. */
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for (i = 0; map; map >>= 1, ++i)
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@ -320,16 +318,16 @@ void device_stream_info_from_declaration(struct wined3d_device *device,
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+ (ptrdiff_t)element->data.addr;
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}
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if (!buffer->buffer_object && all_vbo)
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*all_vbo = FALSE;
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if (!buffer->buffer_object)
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stream_info->all_vbo = 0;
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if (buffer->query)
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device->buffer_queries[device->num_buffer_queries++] = buffer->query;
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}
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}
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else if (all_vbo)
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else
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{
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*all_vbo = FALSE;
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stream_info->all_vbo = 0;
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}
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}
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@ -406,7 +404,6 @@ void device_update_stream_info(struct wined3d_device *device, const struct wined
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{
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struct wined3d_stream_info *stream_info = &device->strided_streams;
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const struct wined3d_state *state = &device->stateBlock->state;
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BOOL all_vbo;
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if (device->up_strided)
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{
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@ -414,17 +411,16 @@ void device_update_stream_info(struct wined3d_device *device, const struct wined
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TRACE("=============================== Strided Input ================================\n");
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device_stream_info_from_strided(gl_info, device->up_strided, stream_info);
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if (TRACE_ON(d3d)) device_trace_strided_stream_info(stream_info);
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all_vbo = FALSE;
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}
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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, stream_info, &all_vbo);
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device_stream_info_from_declaration(device, stream_info);
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}
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if (state->vertex_shader && !stream_info->position_transformed)
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{
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if (state->vertex_declaration->half_float_conv_needed && !all_vbo)
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if (state->vertex_declaration->half_float_conv_needed && !stream_info->all_vbo)
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{
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TRACE("Using drawStridedSlow with vertex shaders for FLOAT16 conversion.\n");
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device->useDrawStridedSlow = TRUE;
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@ -440,7 +436,7 @@ void device_update_stream_info(struct wined3d_device *device, const struct wined
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slow_mask |= -!gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
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& ((1 << WINED3D_FFP_DIFFUSE) | (1 << WINED3D_FFP_SPECULAR));
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if ((stream_info->position_transformed || (stream_info->use_map & slow_mask)) && !all_vbo)
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if ((stream_info->position_transformed || (stream_info->use_map & slow_mask)) && !stream_info->all_vbo)
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{
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device->useDrawStridedSlow = TRUE;
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}
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@ -3468,7 +3464,7 @@ HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
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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, NULL);
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device_stream_info_from_declaration(device, &stream_info);
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state->user_stream = streamWasUP;
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state->vertex_shader = vs;
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@ -813,7 +813,7 @@ HRESULT tesselate_rectpatch(struct wined3d_device *This, struct wined3d_rect_pat
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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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device_stream_info_from_declaration(This, &stream_info);
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state->vertex_shader = vs;
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e = &stream_info.elements[WINED3D_FFP_POSITION];
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@ -920,7 +920,8 @@ struct wined3d_stream_info_element
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struct wined3d_stream_info
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{
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struct wined3d_stream_info_element elements[MAX_ATTRIBS];
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BOOL position_transformed;
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DWORD position_transformed : 1;
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DWORD all_vbo : 1;
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WORD swizzle_map; /* MAX_ATTRIBS, 16 */
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WORD use_map; /* MAX_ATTRIBS, 16 */
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};
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@ -1802,7 +1803,7 @@ 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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struct wined3d_stream_info *stream_info, BOOL *fixup) DECLSPEC_HIDDEN;
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struct wined3d_stream_info *stream_info) 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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