wined3d: Pass gl_info and state parameters directly to drawStridedSlowVs().
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@ -411,17 +411,15 @@ static inline void send_attribute(const struct wined3d_gl_info *gl_info,
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}
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/* GL locking is done by the caller */
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static void drawStridedSlowVs(IWineD3DDevice *iface, const struct wined3d_stream_info *si, UINT numberOfVertices,
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GLenum glPrimitiveType, const void *idxData, UINT idxSize, UINT startIdx)
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static void drawStridedSlowVs(const struct wined3d_gl_info *gl_info, const struct wined3d_state *state,
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const struct wined3d_stream_info *si, UINT numberOfVertices, GLenum glPrimitiveType,
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const void *idxData, UINT idxSize, UINT startIdx)
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{
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
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const struct wined3d_gl_info *gl_info = &This->adapter->gl_info;
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LONG SkipnStrides = startIdx + This->stateBlock->state.load_base_vertex_index;
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LONG SkipnStrides = startIdx + state->load_base_vertex_index;
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const DWORD *pIdxBufL = NULL;
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const WORD *pIdxBufS = NULL;
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UINT vx_index;
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int i;
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IWineD3DStateBlockImpl *stateblock = This->stateBlock;
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const BYTE *ptr;
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if (idxSize)
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@ -431,7 +429,7 @@ static void drawStridedSlowVs(IWineD3DDevice *iface, const struct wined3d_stream
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* supported or other reason), or with user pointer drawing idxData
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* will be non-NULL. */
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if (!idxData)
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idxData = buffer_get_sysmem(This->stateBlock->state.index_buffer, gl_info);
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idxData = buffer_get_sysmem(state->index_buffer, gl_info);
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if (idxSize == 2) pIdxBufS = idxData;
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else pIdxBufL = idxData;
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@ -449,18 +447,17 @@ static void drawStridedSlowVs(IWineD3DDevice *iface, const struct wined3d_stream
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{
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/* Indexed so work out the number of strides to skip */
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if (idxSize == 2)
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SkipnStrides = pIdxBufS[startIdx + vx_index] + stateblock->state.load_base_vertex_index;
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SkipnStrides = pIdxBufS[startIdx + vx_index] + state->load_base_vertex_index;
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else
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SkipnStrides = pIdxBufL[startIdx + vx_index] + stateblock->state.load_base_vertex_index;
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SkipnStrides = pIdxBufL[startIdx + vx_index] + state->load_base_vertex_index;
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}
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for (i = MAX_ATTRIBS - 1; i >= 0; i--)
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{
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if (!(si->use_map & (1 << i))) continue;
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ptr = si->elements[i].data
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+ si->elements[i].stride * SkipnStrides
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+ stateblock->state.streams[si->elements[i].stream_idx].offset;
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ptr = si->elements[i].data + si->elements[i].stride * SkipnStrides
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+ state->streams[si->elements[i].stream_idx].offset;
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send_attribute(gl_info, si->elements[i].format->id, i, ptr);
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}
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@ -707,8 +704,11 @@ void drawPrimitive(IWineD3DDevice *iface, UINT index_count, UINT StartIdx, UINT
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} else {
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TRACE("Using immediate mode with vertex shaders for half float emulation\n");
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}
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drawStridedSlowVs(iface, stream_info, index_count, glPrimType, idxData, idxSize, StartIdx);
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} else {
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drawStridedSlowVs(context->gl_info, state, stream_info,
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index_count, glPrimType, idxData, idxSize, StartIdx);
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}
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else
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{
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drawStridedSlow(iface, context, stream_info, index_count,
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glPrimType, idxData, idxSize, StartIdx);
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}
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