wined3d: Only invalidate STATE_INDEXBUFFER for the current context in buffer_create_buffer_object().
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c5be905bf7
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1cf192172e
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@ -118,10 +118,11 @@ static void delete_gl_buffer(struct wined3d_buffer *This, const struct wined3d_g
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}
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/* Context activation is done by the caller. */
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static void buffer_create_buffer_object(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info)
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static void buffer_create_buffer_object(struct wined3d_buffer *This, struct wined3d_context *context)
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{
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GLenum gl_usage = GL_STATIC_DRAW_ARB;
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GLenum error;
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const struct wined3d_gl_info *gl_info = context->gl_info;
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TRACE("Creating an OpenGL vertex buffer object for wined3d_buffer %p with usage %s.\n",
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This, debug_d3dusage(This->resource.usage));
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@ -148,7 +149,7 @@ static void buffer_create_buffer_object(struct wined3d_buffer *This, const struc
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}
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if (This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
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device_invalidate_state(This->resource.device, STATE_INDEXBUFFER);
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context_invalidate_state(context, STATE_INDEXBUFFER);
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GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
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error = gl_info->gl_ops.gl.p_glGetError();
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if (error != GL_NO_ERROR)
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@ -460,7 +461,7 @@ static inline void fixup_transformed_pos(float *p)
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}
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/* Context activation is done by the caller. */
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void buffer_get_memory(struct wined3d_buffer *buffer, const struct wined3d_gl_info *gl_info,
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void buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_context *context,
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struct wined3d_bo_address *data)
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{
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data->buffer_object = buffer->buffer_object;
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@ -468,7 +469,7 @@ void buffer_get_memory(struct wined3d_buffer *buffer, const struct wined3d_gl_in
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{
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if ((buffer->flags & WINED3D_BUFFER_CREATEBO) && !buffer->resource.map_count)
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{
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buffer_create_buffer_object(buffer, gl_info);
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buffer_create_buffer_object(buffer, context);
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buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
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if (buffer->buffer_object)
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{
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@ -754,7 +755,7 @@ void CDECL wined3d_buffer_preload(struct wined3d_buffer *buffer)
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if (buffer->flags & WINED3D_BUFFER_CREATEBO)
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{
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context = context_acquire(device, NULL);
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buffer_create_buffer_object(buffer, context->gl_info);
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buffer_create_buffer_object(buffer, context);
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context_release(context);
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buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
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}
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@ -2368,7 +2368,7 @@ BOOL context_apply_draw_state(struct wined3d_context *context, struct wined3d_de
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device_update_tex_unit_map(device);
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device_preload_textures(device);
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if (isStateDirty(context, STATE_VDECL) || isStateDirty(context, STATE_STREAMSRC))
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device_update_stream_info(device, context->gl_info);
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device_update_stream_info(device, context);
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if (state->index_buffer)
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{
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if (device->stream_info.all_vbo)
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@ -164,7 +164,8 @@ static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
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}
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/* Context activation is done by the caller. */
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static void device_stream_info_from_declaration(struct wined3d_device *device, struct wined3d_stream_info *stream_info)
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static void device_stream_info_from_declaration(struct wined3d_device *device, struct wined3d_stream_info *stream_info,
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struct wined3d_context *context)
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{
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const struct wined3d_state *state = &device->state;
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/* We need to deal with frequency data! */
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@ -200,7 +201,7 @@ static void device_stream_info_from_declaration(struct wined3d_device *device, s
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stride = stream->stride;
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TRACE("Stream %u, buffer %p.\n", element->input_slot, buffer);
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buffer_get_memory(buffer, &device->adapter->gl_info, &data);
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buffer_get_memory(buffer, context, &data);
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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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@ -213,7 +214,7 @@ static void device_stream_info_from_declaration(struct wined3d_device *device, s
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{
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WARN_(d3d_perf)("load_base_vertex_index is < 0 (%d), not using VBOs.\n", state->load_base_vertex_index);
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data.buffer_object = 0;
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data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info);
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data.addr = buffer_get_sysmem(buffer, context->gl_info);
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if ((UINT_PTR)data.addr < -state->load_base_vertex_index * stride)
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FIXME("System memory vertex data load offset is negative!\n");
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}
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@ -266,7 +267,7 @@ static void device_stream_info_from_declaration(struct wined3d_device *device, s
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stream_info->elements[idx].stride = stride;
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stream_info->elements[idx].stream_idx = element->input_slot;
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if (!device->adapter->gl_info.supported[ARB_VERTEX_ARRAY_BGRA]
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if (!context->gl_info->supported[ARB_VERTEX_ARRAY_BGRA]
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&& element->format->id == WINED3DFMT_B8G8R8A8_UNORM)
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{
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stream_info->swizzle_map |= 1 << idx;
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@ -305,14 +306,15 @@ static void device_stream_info_from_declaration(struct wined3d_device *device, s
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}
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/* Context activation is done by the caller. */
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void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info)
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void device_update_stream_info(struct wined3d_device *device, struct wined3d_context *context)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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struct wined3d_stream_info *stream_info = &device->stream_info;
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const struct wined3d_state *state = &device->state;
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DWORD prev_all_vbo = stream_info->all_vbo;
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TRACE("============================= Vertex Declaration =============================\n");
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device_stream_info_from_declaration(device, stream_info);
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device_stream_info_from_declaration(device, stream_info, context);
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if (state->vertex_shader && !stream_info->position_transformed)
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{
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@ -3535,7 +3537,7 @@ HRESULT CDECL wined3d_device_process_vertices(struct wined3d_device *device,
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vs = state->vertex_shader;
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state->vertex_shader = NULL;
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device_stream_info_from_declaration(device, &stream_info);
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device_stream_info_from_declaration(device, &stream_info, context);
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state->vertex_shader = vs;
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/* We can't convert FROM a VBO, and vertex buffers used to source into
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@ -1957,7 +1957,7 @@ void device_resource_add(struct wined3d_device *device, struct wined3d_resource
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void device_resource_released(struct wined3d_device *device, struct wined3d_resource *resource) DECLSPEC_HIDDEN;
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void device_switch_onscreen_ds(struct wined3d_device *device, struct wined3d_context *context,
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struct wined3d_surface *depth_stencil) DECLSPEC_HIDDEN;
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void device_update_stream_info(struct wined3d_device *device, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
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void device_update_stream_info(struct wined3d_device *device, struct wined3d_context *context) DECLSPEC_HIDDEN;
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void device_update_tex_unit_map(struct wined3d_device *device) DECLSPEC_HIDDEN;
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void device_invalidate_state(const struct wined3d_device *device, DWORD state) DECLSPEC_HIDDEN;
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@ -2520,7 +2520,7 @@ static inline struct wined3d_buffer *buffer_from_resource(struct wined3d_resourc
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return CONTAINING_RECORD(resource, struct wined3d_buffer, resource);
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}
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void buffer_get_memory(struct wined3d_buffer *buffer, const struct wined3d_gl_info *gl_info,
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void buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_context *context,
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struct wined3d_bo_address *data) DECLSPEC_HIDDEN;
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BYTE *buffer_get_sysmem(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info) DECLSPEC_HIDDEN;
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