wined3d: Pass the user pointer strided structure via the device implementation.

This commit is contained in:
Stefan Dösinger 2007-01-02 21:13:28 +01:00 committed by Alexandre Julliard
parent 71631f7638
commit 04ce141940
3 changed files with 12 additions and 11 deletions

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@ -4699,7 +4699,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitive(IWineD3DDevice *iface, WI
if(StartVertex - This->stateBlock->baseVertexIndex < 0) ERR("Drawing negative\n"); if(StartVertex - This->stateBlock->baseVertexIndex < 0) ERR("Drawing negative\n");
/* Account for the loading offset due to index buffers. Instead of reloading all sources correct it with the startvertex parameter */ /* Account for the loading offset due to index buffers. Instead of reloading all sources correct it with the startvertex parameter */
drawPrimitive(iface, PrimitiveType, PrimitiveCount, StartVertex - This->stateBlock->baseVertexIndex, 0/* NumVertices */, -1 /* indxStart */, drawPrimitive(iface, PrimitiveType, PrimitiveCount, StartVertex - This->stateBlock->baseVertexIndex, 0/* NumVertices */, -1 /* indxStart */,
0 /* indxSize */, NULL /* indxData */, 0 /* minIndex */, NULL); 0 /* indxSize */, NULL /* indxData */, 0 /* minIndex */);
return WINED3D_OK; return WINED3D_OK;
} }
@ -4728,7 +4728,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitive(IWineD3DDevice *
} }
drawPrimitive(iface, PrimitiveType, primCount, 0, NumVertices, startIndex, drawPrimitive(iface, PrimitiveType, primCount, 0, NumVertices, startIndex,
idxStride, ((IWineD3DIndexBufferImpl *) pIB)->resource.allocatedMemory, minIndex, NULL); idxStride, ((IWineD3DIndexBufferImpl *) pIB)->resource.allocatedMemory, minIndex);
return WINED3D_OK; return WINED3D_OK;
} }
@ -4753,7 +4753,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveUP(IWineD3DDevice *iface,
This->stateBlock->streamIsUP = TRUE; This->stateBlock->streamIsUP = TRUE;
drawPrimitive(iface, PrimitiveType, PrimitiveCount, -This->stateBlock->baseVertexIndex /* start vertex */, 0 /* NumVertices */, drawPrimitive(iface, PrimitiveType, PrimitiveCount, -This->stateBlock->baseVertexIndex /* start vertex */, 0 /* NumVertices */,
0 /* indxStart*/, 0 /* indxSize*/, NULL /* indxData */, 0 /* indxMin */, NULL); 0 /* indxStart*/, 0 /* indxSize*/, NULL /* indxData */, 0 /* indxMin */);
/* MSDN specifies stream zero settings must be set to NULL */ /* MSDN specifies stream zero settings must be set to NULL */
This->stateBlock->streamStride[0] = 0; This->stateBlock->streamStride[0] = 0;
@ -4800,7 +4800,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *
/* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */ /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
This->stateBlock->baseVertexIndex = 0; This->stateBlock->baseVertexIndex = 0;
drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* vertexStart */, NumVertices, 0 /* indxStart */, idxStride, pIndexData, MinVertexIndex, NULL); drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* vertexStart */, NumVertices, 0 /* indxStart */, idxStride, pIndexData, MinVertexIndex);
/* MSDN specifies stream zero settings and index buffer must be set to NULL */ /* MSDN specifies stream zero settings and index buffer must be set to NULL */
This->stateBlock->streamSource[0] = NULL; This->stateBlock->streamSource[0] = NULL;
@ -4819,7 +4819,9 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveStrided (IWineD3DDevice *i
*/ */
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL); IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
This->stateBlock->baseVertexIndex = 0; This->stateBlock->baseVertexIndex = 0;
drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0, 0, 0, 0, NULL, 0, DrawPrimStrideData); This->up_strided = DrawPrimStrideData;
drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0, 0, 0, 0, NULL, 0);
This->up_strided = NULL;
return WINED3D_OK; return WINED3D_OK;
} }
/* Yet another way to update a texture, some apps use this to load default textures instead of using surface/texture lock/unlock */ /* Yet another way to update a texture, some apps use this to load default textures instead of using surface/texture lock/unlock */

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@ -1936,8 +1936,7 @@ void drawPrimitive(IWineD3DDevice *iface,
long StartIdx, long StartIdx,
short idxSize, short idxSize,
const void *idxData, const void *idxData,
int minIndex, int minIndex) {
WineDirect3DVertexStridedData *DrawPrimStrideData) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
BOOL useVertexShaderFunction = FALSE; BOOL useVertexShaderFunction = FALSE;
@ -1991,12 +1990,12 @@ void drawPrimitive(IWineD3DDevice *iface,
} }
This->depth_copy_state = WINED3D_DCS_INITIAL; This->depth_copy_state = WINED3D_DCS_INITIAL;
if(DrawPrimStrideData) { if(This->up_strided) {
/* Note: this is a ddraw fixed-function code path */ /* Note: this is a ddraw fixed-function code path */
TRACE("================ Strided Input ===================\n"); TRACE("================ Strided Input ===================\n");
memcpy(&This->strided_streams, DrawPrimStrideData, sizeof(This->strided_streams)); memcpy(&This->strided_streams, This->up_strided, sizeof(This->strided_streams));
drawPrimitiveTraceDataLocations(&This->strided_streams); drawPrimitiveTraceDataLocations(&This->strided_streams);
fixup = FALSE; fixup = FALSE;
} }

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@ -382,8 +382,7 @@ void drawPrimitive(IWineD3DDevice *iface,
long StartIdx, long StartIdx,
short idxBytes, short idxBytes,
const void *idxData, const void *idxData,
int minIndex, int minIndex);
WineDirect3DVertexStridedData *DrawPrimStrideData);
void primitiveConvertToStridedData(IWineD3DDevice *iface, WineDirect3DVertexStridedData *strided, BOOL *fixup); void primitiveConvertToStridedData(IWineD3DDevice *iface, WineDirect3DVertexStridedData *strided, BOOL *fixup);
@ -669,6 +668,7 @@ typedef struct IWineD3DDeviceImpl
/* Stream source management */ /* Stream source management */
WineDirect3DVertexStridedData strided_streams; WineDirect3DVertexStridedData strided_streams;
WineDirect3DVertexStridedData *up_strided;
} IWineD3DDeviceImpl; } IWineD3DDeviceImpl;