wined3d: Do the ffp_valid check before even trying to use the element.
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4469fbd43d
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@ -162,10 +162,23 @@ void primitiveDeclarationConvertToStridedData(
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TRACE("Offset %d Stream %d UsageIndex %d\n", element->Offset, element->Stream, element->UsageIndex);
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TRACE("Offset %d Stream %d UsageIndex %d\n", element->Offset, element->Stream, element->UsageIndex);
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if (useVertexShaderFunction)
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if (useVertexShaderFunction)
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{
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stride_used = vshader_get_input(This->stateBlock->vertexShader,
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stride_used = vshader_get_input(This->stateBlock->vertexShader,
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element->Usage, element->UsageIndex, &idx);
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element->Usage, element->UsageIndex, &idx);
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}
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else
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else
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stride_used = fixed_get_input(element->Usage, element->UsageIndex, &idx);
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{
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if (!vertexDeclaration->ffp_valid[i])
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{
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WARN("Skipping unsupported fixed function element of type %s and usage %s\n",
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debug_d3ddecltype(element->Type), debug_d3ddeclusage(element->Usage));
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stride_used = FALSE;
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}
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else
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{
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stride_used = fixed_get_input(element->Usage, element->UsageIndex, &idx);
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}
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}
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if (stride_used) {
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if (stride_used) {
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TRACE("Load %s array %u [usage=%s, usage_idx=%u, "
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TRACE("Load %s array %u [usage=%s, usage_idx=%u, "
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@ -174,21 +187,16 @@ void primitiveDeclarationConvertToStridedData(
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debug_d3ddeclusage(element->Usage), element->UsageIndex,
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debug_d3ddeclusage(element->Usage), element->UsageIndex,
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element->Stream, element->Offset, stride, debug_d3ddecltype(element->Type), streamVBO);
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element->Stream, element->Offset, stride, debug_d3ddecltype(element->Type), streamVBO);
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if (!useVertexShaderFunction && !vertexDeclaration->ffp_valid[i]) {
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strided->u.input[idx].lpData = data;
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WARN("Skipping unsupported fixed function element of type %s and usage %s\n",
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strided->u.input[idx].dwType = element->Type;
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debug_d3ddecltype(element->Type), debug_d3ddeclusage(element->Usage));
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strided->u.input[idx].dwStride = stride;
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} else {
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strided->u.input[idx].VBO = streamVBO;
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strided->u.input[idx].lpData = data;
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strided->u.input[idx].streamNo = element->Stream;
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strided->u.input[idx].dwType = element->Type;
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if (!GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA) && element->Type == WINED3DDECLTYPE_D3DCOLOR)
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strided->u.input[idx].dwStride = stride;
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{
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strided->u.input[idx].VBO = streamVBO;
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strided->swizzle_map |= 1 << idx;
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strided->u.input[idx].streamNo = element->Stream;
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if (!GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA) && element->Type == WINED3DDECLTYPE_D3DCOLOR)
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{
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strided->swizzle_map |= 1 << idx;
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}
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strided->use_map |= 1 << idx;
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}
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}
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strided->use_map |= 1 << idx;
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}
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}
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}
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}
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/* Now call PreLoad on all the vertex buffers. In the very rare case
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/* Now call PreLoad on all the vertex buffers. In the very rare case
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