wined3d: Pass the user pointer strided structure via the device implementation.
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71631f7638
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04ce141940
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@ -4699,7 +4699,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitive(IWineD3DDevice *iface, WI
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if(StartVertex - This->stateBlock->baseVertexIndex < 0) ERR("Drawing negative\n");
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/* Account for the loading offset due to index buffers. Instead of reloading all sources correct it with the startvertex parameter */
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drawPrimitive(iface, PrimitiveType, PrimitiveCount, StartVertex - This->stateBlock->baseVertexIndex, 0/* NumVertices */, -1 /* indxStart */,
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0 /* indxSize */, NULL /* indxData */, 0 /* minIndex */, NULL);
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0 /* indxSize */, NULL /* indxData */, 0 /* minIndex */);
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return WINED3D_OK;
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}
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@ -4728,7 +4728,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitive(IWineD3DDevice *
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}
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drawPrimitive(iface, PrimitiveType, primCount, 0, NumVertices, startIndex,
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idxStride, ((IWineD3DIndexBufferImpl *) pIB)->resource.allocatedMemory, minIndex, NULL);
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idxStride, ((IWineD3DIndexBufferImpl *) pIB)->resource.allocatedMemory, minIndex);
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return WINED3D_OK;
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}
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@ -4753,7 +4753,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveUP(IWineD3DDevice *iface,
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This->stateBlock->streamIsUP = TRUE;
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drawPrimitive(iface, PrimitiveType, PrimitiveCount, -This->stateBlock->baseVertexIndex /* start vertex */, 0 /* NumVertices */,
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0 /* indxStart*/, 0 /* indxSize*/, NULL /* indxData */, 0 /* indxMin */, NULL);
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0 /* indxStart*/, 0 /* indxSize*/, NULL /* indxData */, 0 /* indxMin */);
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/* MSDN specifies stream zero settings must be set to NULL */
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This->stateBlock->streamStride[0] = 0;
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@ -4800,7 +4800,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *
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/* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */
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This->stateBlock->baseVertexIndex = 0;
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drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* vertexStart */, NumVertices, 0 /* indxStart */, idxStride, pIndexData, MinVertexIndex, NULL);
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drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* vertexStart */, NumVertices, 0 /* indxStart */, idxStride, pIndexData, MinVertexIndex);
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/* MSDN specifies stream zero settings and index buffer must be set to NULL */
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This->stateBlock->streamSource[0] = NULL;
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@ -4819,7 +4819,9 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveStrided (IWineD3DDevice *i
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*/
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IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
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This->stateBlock->baseVertexIndex = 0;
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drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0, 0, 0, 0, NULL, 0, DrawPrimStrideData);
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This->up_strided = DrawPrimStrideData;
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drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0, 0, 0, 0, NULL, 0);
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This->up_strided = NULL;
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return WINED3D_OK;
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}
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/* 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,
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long StartIdx,
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short idxSize,
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const void *idxData,
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int minIndex,
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WineDirect3DVertexStridedData *DrawPrimStrideData) {
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int minIndex) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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BOOL useVertexShaderFunction = FALSE;
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@ -1991,12 +1990,12 @@ void drawPrimitive(IWineD3DDevice *iface,
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}
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This->depth_copy_state = WINED3D_DCS_INITIAL;
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if(DrawPrimStrideData) {
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if(This->up_strided) {
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/* Note: this is a ddraw fixed-function code path */
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TRACE("================ Strided Input ===================\n");
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memcpy(&This->strided_streams, DrawPrimStrideData, sizeof(This->strided_streams));
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memcpy(&This->strided_streams, This->up_strided, sizeof(This->strided_streams));
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drawPrimitiveTraceDataLocations(&This->strided_streams);
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fixup = FALSE;
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}
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@ -382,8 +382,7 @@ void drawPrimitive(IWineD3DDevice *iface,
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long StartIdx,
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short idxBytes,
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const void *idxData,
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int minIndex,
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WineDirect3DVertexStridedData *DrawPrimStrideData);
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int minIndex);
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void primitiveConvertToStridedData(IWineD3DDevice *iface, WineDirect3DVertexStridedData *strided, BOOL *fixup);
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@ -669,6 +668,7 @@ typedef struct IWineD3DDeviceImpl
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/* Stream source management */
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WineDirect3DVertexStridedData strided_streams;
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WineDirect3DVertexStridedData *up_strided;
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} IWineD3DDeviceImpl;
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