wined3d: Use WINED3DSTREAMSOURCE_INSTANCEDATA rather than D3DSTREAMSOURCE_INSTANCEDATA.

This commit is contained in:
H. Verbeet 2007-02-14 23:30:16 +01:00 committed by Alexandre Julliard
parent 055d8d4611
commit 498f9c507a
2 changed files with 3 additions and 3 deletions

View File

@ -1182,7 +1182,7 @@ inline void drawStridedInstanced(IWineD3DDevice *iface, WineDirect3DVertexStride
/* First, figure out how many instances we have to draw */
for(i = 0; i < MAX_STREAMS; i++) {
/* Look at all non-instanced streams */
if(!(stateblock->streamFlags[i] & D3DSTREAMSOURCE_INSTANCEDATA) &&
if(!(stateblock->streamFlags[i] & WINED3DSTREAMSOURCE_INSTANCEDATA) &&
stateblock->streamSource[i]) {
int inst = stateblock->streamFreq[i];
@ -1194,7 +1194,7 @@ inline void drawStridedInstanced(IWineD3DDevice *iface, WineDirect3DVertexStride
}
for(i = 0; i < sizeof(sd->u.input) / sizeof(sd->u.input[0]); i++) {
if(stateblock->streamFlags[sd->u.input[i].streamNo] & D3DSTREAMSOURCE_INSTANCEDATA) {
if(stateblock->streamFlags[sd->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
instancedData[numInstancedAttribs] = i;
numInstancedAttribs++;
}

View File

@ -2155,7 +2155,7 @@ static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDi
continue;
/* Do not load instance data. It will be specified using glTexCoord by drawprim */
if(stateblock->streamFlags[strided->u.input[i].streamNo] & D3DSTREAMSOURCE_INSTANCEDATA) {
if(stateblock->streamFlags[strided->u.input[i].streamNo] & WINED3DSTREAMSOURCE_INSTANCEDATA) {
GL_EXTCALL(glDisableVertexAttribArrayARB(i));
stateblock->wineD3DDevice->instancedDraw = TRUE;
continue;