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wined3d: Separate stream sources and vertex declaration.
Changing the stream sources does not require a reapplication of the vertex declaration. Even setting a NULL vertex buffer doesn't make attributes disappear - it just causes a segfault on Windows.
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@ -2178,7 +2178,7 @@ BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_de
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* updating a resource location. */
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device_update_tex_unit_map(device);
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device_preload_textures(device);
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if (isStateDirty(context, STATE_VDECL))
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if (isStateDirty(context, STATE_VDECL) || isStateDirty(context, STATE_STREAMSRC))
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device_update_stream_info(device, context->gl_info);
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if (wined3d_settings.offscreen_rendering_mode == ORM_FBO)
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@ -4468,6 +4468,7 @@ static void streamsrc(DWORD state, struct wined3d_stateblock *stateblock, struct
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BOOL load_numbered = use_vs(&stateblock->state) && !device->useDrawStridedSlow;
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BOOL load_named = !use_vs(&stateblock->state) && !device->useDrawStridedSlow;
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if (isStateDirty(context, STATE_VDECL)) return;
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if (context->numberedArraysLoaded && !load_numbered)
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{
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unloadNumberedArrays(context);
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@ -4494,6 +4495,12 @@ static void streamsrc(DWORD state, struct wined3d_stateblock *stateblock, struct
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}
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}
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static void vdecl_miscpart(DWORD state, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
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{
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if (isStateDirty(context, STATE_STREAMSRC)) return;
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streamsrc(state, stateblock, context);
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}
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static void vertexdeclaration(DWORD state_id, struct wined3d_stateblock *stateblock, struct wined3d_context *context)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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@ -4884,8 +4891,8 @@ const struct StateEntryTemplate misc_state_template[] = {
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{ STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
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{ STATE_RENDER(WINED3DRS_DESTBLENDALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
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{ STATE_RENDER(WINED3DRS_BLENDOPALPHA), { STATE_RENDER(WINED3DRS_ALPHABLENDENABLE), NULL }, WINED3D_GL_EXT_NONE },
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{ STATE_STREAMSRC, { STATE_VDECL, NULL }, WINED3D_GL_EXT_NONE },
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{ STATE_VDECL, { STATE_VDECL, streamsrc }, WINED3D_GL_EXT_NONE },
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{ STATE_STREAMSRC, { STATE_STREAMSRC, streamsrc }, WINED3D_GL_EXT_NONE },
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{ STATE_VDECL, { STATE_VDECL, vdecl_miscpart }, WINED3D_GL_EXT_NONE },
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{ STATE_FRONTFACE, { STATE_FRONTFACE, frontface }, WINED3D_GL_EXT_NONE },
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{ STATE_SCISSORRECT, { STATE_SCISSORRECT, scissorrect }, WINED3D_GL_EXT_NONE },
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{ STATE_POINTSPRITECOORDORIGIN, { STATE_POINTSPRITECOORDORIGIN, psorigin }, WINED3D_GL_VERSION_2_0 },
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@ -5063,7 +5070,7 @@ const struct StateEntryTemplate misc_state_template[] = {
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{ STATE_SAMPLER(18), /* Vertex sampler 2 */ { STATE_SAMPLER(18), sampler }, WINED3D_GL_EXT_NONE },
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{ STATE_SAMPLER(19), /* Vertex sampler 3 */ { STATE_SAMPLER(19), sampler }, WINED3D_GL_EXT_NONE },
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{ STATE_BASEVERTEXINDEX, { STATE_BASEVERTEXINDEX, state_nop, }, ARB_DRAW_ELEMENTS_BASE_VERTEX },
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{ STATE_BASEVERTEXINDEX, { STATE_VDECL, NULL, }, WINED3D_GL_EXT_NONE },
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{ STATE_BASEVERTEXINDEX, { STATE_STREAMSRC, NULL, }, WINED3D_GL_EXT_NONE },
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{0 /* Terminate */, { 0, 0 }, WINED3D_GL_EXT_NONE },
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};
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