wined3d: Don't try to resolve vertex buffer locations in context_stream_info_from_declaration().
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68339456a8
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1360af6adc
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@ -2725,7 +2725,6 @@ static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
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return TRUE;
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}
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/* FIXME: Separate buffer loading from declaration decoding */
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/* Context activation is done by the caller. */
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void context_stream_info_from_declaration(struct wined3d_context *context,
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const struct wined3d_state *state, struct wined3d_stream_info *stream_info)
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@ -2734,11 +2733,9 @@ void context_stream_info_from_declaration(struct wined3d_context *context,
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struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
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BOOL use_vshader = use_vs(state);
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unsigned int i;
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WORD map;
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stream_info->use_map = 0;
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stream_info->swizzle_map = 0;
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stream_info->all_vbo = 1;
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stream_info->position_transformed = declaration->position_transformed;
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/* Translate the declaration into strided data. */
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@ -2746,38 +2743,14 @@ void context_stream_info_from_declaration(struct wined3d_context *context,
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{
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const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
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const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
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struct wined3d_buffer *buffer = stream->buffer;
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struct wined3d_bo_address data;
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BOOL stride_used;
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unsigned int idx;
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DWORD stride;
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TRACE("%p Element %p (%u of %u).\n", declaration->elements,
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element, i + 1, declaration->element_count);
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if (!buffer) continue;
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stride = stream->stride;
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TRACE("Stream %u in buffer %p.\n", element->input_slot, buffer);
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buffer_get_memory(buffer, context, &data);
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/* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
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* (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
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* sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
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* around to some big value. Hope that with the indices, the driver wraps it back internally. If
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* not, drawStridedSlow is needed, including a vertex buffer path. */
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if (state->load_base_vertex_index < 0)
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{
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WARN_(d3d_perf)("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
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state->load_base_vertex_index);
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data.buffer_object = 0;
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data.addr = buffer_get_sysmem(buffer, context);
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if ((UINT_PTR)data.addr < -state->load_base_vertex_index * stride)
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{
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FIXME("System memory vertex data load offset is negative!\n");
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}
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}
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data.addr += element->offset;
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if (!stream->buffer)
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continue;
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TRACE("offset %u input_slot %u usage_idx %d.\n", element->offset, element->input_slot, element->usage_idx);
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@ -2814,16 +2787,15 @@ void context_stream_info_from_declaration(struct wined3d_context *context,
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if (stride_used)
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{
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TRACE("Load %s array %u [usage %s, usage_idx %u, "
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"input_slot %u, offset %u, stride %u, format %s, buffer_object %u].\n",
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"input_slot %u, offset %u, stride %u, format %s].\n",
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use_vshader ? "shader": "fixed function", idx,
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debug_d3ddeclusage(element->usage), element->usage_idx, element->input_slot,
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element->offset, stride, debug_d3dformat(element->format->id), data.buffer_object);
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data.addr += stream->offset;
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element->offset, stream->stride, debug_d3dformat(element->format->id));
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stream_info->elements[idx].format = element->format;
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stream_info->elements[idx].data = data;
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stream_info->elements[idx].stride = stride;
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stream_info->elements[idx].data.buffer_object = 0;
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stream_info->elements[idx].data.addr = (BYTE *)stream->offset + element->offset;
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stream_info->elements[idx].stride = stream->stride;
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stream_info->elements[idx].stream_idx = element->input_slot;
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if (!context->gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
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@ -2834,35 +2806,6 @@ void context_stream_info_from_declaration(struct wined3d_context *context,
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stream_info->use_map |= 1 << idx;
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}
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}
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/* Preload the vertex buffers. */
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context->num_buffer_queries = 0;
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for (i = 0, map = stream_info->use_map; map; map >>= 1, ++i)
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{
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struct wined3d_stream_info_element *element;
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struct wined3d_buffer *buffer;
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if (!(map & 1))
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continue;
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element = &stream_info->elements[i];
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buffer = state->streams[element->stream_idx].buffer;
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buffer_internal_preload(buffer, context, state);
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/* If the preload dropped the buffer object, update the stream info. */
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if (buffer->buffer_object != element->data.buffer_object)
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{
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element->data.buffer_object = 0;
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element->data.addr = buffer_get_sysmem(buffer, context)
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+ (ptrdiff_t)element->data.addr;
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}
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if (!buffer->buffer_object)
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stream_info->all_vbo = 0;
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if (buffer->query)
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context->buffer_queries[context->num_buffer_queries++] = buffer->query;
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}
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}
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/* Context activation is done by the caller. */
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@ -2872,10 +2815,58 @@ static void context_update_stream_info(struct wined3d_context *context, const st
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const struct wined3d_d3d_info *d3d_info = context->d3d_info;
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struct wined3d_stream_info *stream_info = &context->stream_info;
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DWORD prev_all_vbo = stream_info->all_vbo;
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unsigned int i;
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WORD map;
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TRACE("============================= Vertex Declaration =============================\n");
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context_stream_info_from_declaration(context, state, stream_info);
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stream_info->all_vbo = 1;
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context->num_buffer_queries = 0;
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for (i = 0, map = stream_info->use_map; map; map >>= 1, ++i)
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{
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struct wined3d_stream_info_element *element;
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struct wined3d_bo_address data;
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struct wined3d_buffer *buffer;
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if (!(map & 1))
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continue;
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element = &stream_info->elements[i];
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buffer = state->streams[element->stream_idx].buffer;
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/* We can't use VBOs if the base vertex index is negative. OpenGL
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* doesn't accept negative offsets (or rather offsets bigger than the
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* VBO, because the pointer is unsigned), so use system memory
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* sources. In most sane cases the pointer - offset will still be > 0,
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* otherwise it will wrap around to some big value. Hope that with the
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* indices the driver wraps it back internally. If not,
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* drawStridedSlow is needed, including a vertex buffer path. */
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if (state->load_base_vertex_index < 0)
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{
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WARN_(d3d_perf)("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
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state->load_base_vertex_index);
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element->data.buffer_object = 0;
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element->data.addr += (ULONG_PTR)buffer_get_sysmem(buffer, context);
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if ((UINT_PTR)element->data.addr < -state->load_base_vertex_index * element->stride)
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FIXME("System memory vertex data load offset is negative!\n");
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}
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else
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{
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buffer_internal_preload(buffer, context, state);
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buffer_get_memory(buffer, context, &data);
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element->data.buffer_object = data.buffer_object;
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element->data.addr += (ULONG_PTR)data.addr;
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}
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if (!element->data.buffer_object)
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stream_info->all_vbo = 0;
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if (buffer->query)
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context->buffer_queries[context->num_buffer_queries++] = buffer->query;
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TRACE("Load array %u {%#x:%p}.\n", i, element->data.buffer_object, element->data.addr);
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}
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if (use_vs(state))
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{
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if (state->vertex_declaration->half_float_conv_needed && !stream_info->all_vbo)
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@ -2870,6 +2870,7 @@ HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
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struct wined3d_shader *vs;
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unsigned int i;
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HRESULT hr;
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WORD map;
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TRACE("device %p, src_start_idx %u, dst_idx %u, vertex_count %u, "
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"dst_buffer %p, declaration %p, flags %#x, dst_fvf %#x.\n",
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@ -2893,21 +2894,22 @@ HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
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* VBOs in those buffers and fix up the stream_info structure.
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*
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* Also apply the start index. */
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for (i = 0; i < (sizeof(stream_info.elements) / sizeof(*stream_info.elements)); ++i)
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for (i = 0, map = stream_info.use_map; map; map >>= 1, ++i)
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{
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struct wined3d_stream_info_element *e;
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struct wined3d_buffer *buffer;
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if (!(stream_info.use_map & (1 << i)))
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if (!(map & 1))
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continue;
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e = &stream_info.elements[i];
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if (e->data.buffer_object)
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buffer = state->streams[e->stream_idx].buffer;
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e->data.buffer_object = 0;
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e->data.addr += (ULONG_PTR)buffer_get_sysmem(buffer, context);
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if (buffer->buffer_object)
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{
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struct wined3d_buffer *vb = state->streams[e->stream_idx].buffer;
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e->data.buffer_object = 0;
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e->data.addr = (BYTE *)((ULONG_PTR)e->data.addr + (ULONG_PTR)buffer_get_sysmem(vb, context));
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GL_EXTCALL(glDeleteBuffersARB(1, &vb->buffer_object));
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vb->buffer_object = 0;
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GL_EXTCALL(glDeleteBuffersARB(1, &buffer->buffer_object));
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buffer->buffer_object = 0;
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}
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if (e->data.addr)
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e->data.addr += e->stride * src_start_idx;
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