wined3d: Put the decoded strided data structure into the device.
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@ -1947,7 +1947,6 @@ void drawPrimitive(IWineD3DDevice *iface,
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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BOOL useVertexShaderFunction = FALSE;
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BOOL usePixelShaderFunction = FALSE;
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WineDirect3DVertexStridedData *dataLocations;
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IWineD3DSwapChainImpl *swapchain;
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int i;
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BOOL fixup = FALSE;
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@ -2002,8 +2001,8 @@ void drawPrimitive(IWineD3DDevice *iface,
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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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dataLocations = DrawPrimStrideData;
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drawPrimitiveTraceDataLocations(dataLocations);
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memcpy(&This->strided_streams, DrawPrimStrideData, 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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@ -2015,17 +2014,13 @@ void drawPrimitive(IWineD3DDevice *iface,
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* don't set any declaration at all */
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TRACE("================ Vertex Declaration ===================\n");
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dataLocations = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*dataLocations));
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if(!dataLocations) {
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ERR("Out of memory!\n");
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return;
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}
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memset(&This->strided_streams, 0, sizeof(This->strided_streams));
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if (This->stateBlock->vertexDecl != NULL ||
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((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->vertexDeclaration != NULL)
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((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->vertexDeclaration != NULL)
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primitiveDeclarationConvertToStridedData(iface, useVertexShaderFunction,
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dataLocations, StartVertexIndex, &fixup);
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primitiveDeclarationConvertToStridedData(iface, useVertexShaderFunction,
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&This->strided_streams, StartVertexIndex, &fixup);
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} else {
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@ -2034,20 +2029,16 @@ void drawPrimitive(IWineD3DDevice *iface,
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* It will not work properly for shaders. */
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TRACE("================ FVF ===================\n");
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dataLocations = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*dataLocations));
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if(!dataLocations) {
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ERR("Out of memory!\n");
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return;
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}
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primitiveConvertToStridedData(iface, dataLocations, StartVertexIndex, &fixup);
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drawPrimitiveTraceDataLocations(dataLocations);
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memset(&This->strided_streams, 0, sizeof(This->strided_streams));
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primitiveConvertToStridedData(iface, &This->strided_streams, StartVertexIndex, &fixup);
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drawPrimitiveTraceDataLocations(&This->strided_streams);
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}
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/* Setup transform matrices and sort out */
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primitiveInitState(iface, dataLocations, useVertexShaderFunction, &lighting_changed, &lighting_original);
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primitiveInitState(iface, &This->strided_streams, useVertexShaderFunction, &lighting_changed, &lighting_original);
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/* Now initialize the materials state */
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init_materials(iface, (dataLocations->u.s.diffuse.lpData != NULL || dataLocations->u.s.diffuse.VBO != 0));
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init_materials(iface, (This->strided_streams.u.s.diffuse.lpData != NULL || This->strided_streams.u.s.diffuse.VBO != 0));
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{
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GLenum glPrimType;
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@ -2058,12 +2049,10 @@ void drawPrimitive(IWineD3DDevice *iface,
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numberOfVertices = calculatedNumberOfindices;
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drawPrimitiveDrawStrided(iface, useVertexShaderFunction, usePixelShaderFunction,
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dataLocations, numberOfVertices, calculatedNumberOfindices, glPrimType,
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&This->strided_streams, numberOfVertices, calculatedNumberOfindices, glPrimType,
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idxData, idxSize, minIndex, StartIdx, fixup);
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}
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if(!DrawPrimStrideData) HeapFree(GetProcessHeap(), 0, dataLocations);
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/* If vertex shaders or no normals, restore previous lighting state */
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if (lighting_changed) {
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if (lighting_original) glEnable(GL_LIGHTING);
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@ -659,6 +659,9 @@ typedef struct IWineD3DDeviceImpl
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DWORD texUnitMap[MAX_SAMPLERS];
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BOOL oneToOneTexUnitMap;
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/* Stream source management */
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WineDirect3DVertexStridedData strided_streams;
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} IWineD3DDeviceImpl;
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extern const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl;
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