wined3d: Move decoding the streams to their own inline function.

This commit is contained in:
Stefan Dösinger 2007-01-04 00:13:15 +01:00 committed by Alexandre Julliard
parent 5d2ce97136
commit 51a9810693

View File

@ -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) &&