mirror of
https://github.com/reactos/wine.git
synced 2024-11-29 06:30:37 +00:00
wined3d: Move decoding the streams to their own inline function.
This commit is contained in:
parent
5d2ce97136
commit
51a9810693
@ -1973,36 +1973,15 @@ static void transform_projection(DWORD state, IWineD3DStateBlockImpl *stateblock
|
||||
}
|
||||
}
|
||||
|
||||
static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock) {
|
||||
BOOL useVertexShaderFunction = FALSE, updateFog = FALSE;
|
||||
BOOL transformed;
|
||||
/* Some stuff is in the device until we have per context tracking */
|
||||
/* Helper for vertexdeclaration() */
|
||||
static inline void handleStreams(IWineD3DStateBlockImpl *stateblock, BOOL useVertexShaderFunction) {
|
||||
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
|
||||
BOOL wasrhw = device->last_was_rhw;
|
||||
|
||||
device->streamFixedUp = FALSE;
|
||||
|
||||
/* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
|
||||
* here simply check whether a shader was set, or the user disabled shaders
|
||||
*/
|
||||
if (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader &&
|
||||
((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function != NULL) {
|
||||
useVertexShaderFunction = TRUE;
|
||||
|
||||
if(((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->usesFog != device->last_was_foggy_shader) {
|
||||
updateFog = TRUE;
|
||||
}
|
||||
} else if(device->last_was_foggy_shader) {
|
||||
updateFog = TRUE;
|
||||
}
|
||||
|
||||
if(device->up_strided) {
|
||||
|
||||
/* Note: this is a ddraw fixed-function code path */
|
||||
TRACE("================ Strided Input ===================\n");
|
||||
memcpy(&device->strided_streams, device->up_strided, sizeof(device->strided_streams));
|
||||
}
|
||||
else if (stateblock->vertexDecl || stateblock->vertexShader) {
|
||||
} else if (stateblock->vertexDecl || stateblock->vertexShader) {
|
||||
/* Note: This is a fixed function or shader codepath.
|
||||
* This means it must handle both types of strided data.
|
||||
* Shaders must go through here to zero the strided data, even if they
|
||||
@ -2027,6 +2006,33 @@ static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock) {
|
||||
primitiveConvertToStridedData((IWineD3DDevice *) device, &device->strided_streams,
|
||||
&device->streamFixedUp);
|
||||
}
|
||||
}
|
||||
|
||||
static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock) {
|
||||
BOOL useVertexShaderFunction = FALSE, updateFog = FALSE;
|
||||
BOOL transformed;
|
||||
/* Some stuff is in the device until we have per context tracking */
|
||||
IWineD3DDeviceImpl *device = stateblock->wineD3DDevice;
|
||||
BOOL wasrhw = device->last_was_rhw;
|
||||
|
||||
device->streamFixedUp = FALSE;
|
||||
|
||||
/* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
|
||||
* here simply check whether a shader was set, or the user disabled shaders
|
||||
*/
|
||||
if (device->vs_selected_mode != SHADER_NONE && stateblock->vertexShader &&
|
||||
((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function != NULL) {
|
||||
useVertexShaderFunction = TRUE;
|
||||
|
||||
if(((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->usesFog != device->last_was_foggy_shader) {
|
||||
updateFog = TRUE;
|
||||
}
|
||||
} else if(device->last_was_foggy_shader) {
|
||||
updateFog = TRUE;
|
||||
}
|
||||
|
||||
handleStreams(stateblock, useVertexShaderFunction);
|
||||
|
||||
/* Do I have to use ? TRUE : FALSE ? Or can I rely on 15==15 beeing equal to TRUE(=1)? */
|
||||
transformed = ((device->strided_streams.u.s.position.lpData != NULL ||
|
||||
device->strided_streams.u.s.position.VBO != 0) &&
|
||||
|
Loading…
Reference in New Issue
Block a user