wined3d: Tidy up the vbo removal from the strided data.

This commit is contained in:
Stefan Dösinger 2007-08-23 17:35:10 +02:00 committed by Alexandre Julliard
parent a489aa488b
commit 643d1e8847
2 changed files with 96 additions and 26 deletions

View File

@ -942,6 +942,94 @@ void blt_to_drawable(IWineD3DDeviceImpl *This, IWineD3DSurfaceImpl *surface) {
LEAVE_GL();
}
static inline void remove_vbos(IWineD3DDeviceImpl *This, WineDirect3DVertexStridedData *s) {
unsigned char i;
IWineD3DVertexBufferImpl *vb;
if(s->u.s.position.VBO) {
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.position.streamNo];
s->u.s.position.VBO = 0;
s->u.s.position.lpData = (BYTE *) ((unsigned long) s->u.s.position.lpData + (unsigned long) vb->resource.allocatedMemory);
}
if(s->u.s.blendWeights.VBO) {
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.blendWeights.streamNo];
s->u.s.blendWeights.VBO = 0;
s->u.s.blendWeights.lpData = (BYTE *) ((unsigned long) s->u.s.blendWeights.lpData + (unsigned long) vb->resource.allocatedMemory);
}
if(s->u.s.blendMatrixIndices.VBO) {
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.blendMatrixIndices.streamNo];
s->u.s.blendMatrixIndices.VBO = 0;
s->u.s.blendMatrixIndices.lpData = (BYTE *) ((unsigned long) s->u.s.blendMatrixIndices.lpData + (unsigned long) vb->resource.allocatedMemory);
}
if(s->u.s.normal.VBO) {
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.normal.streamNo];
s->u.s.normal.VBO = 0;
s->u.s.normal.lpData = (BYTE *) ((unsigned long) s->u.s.normal.lpData + (unsigned long) vb->resource.allocatedMemory);
}
if(s->u.s.pSize.VBO) {
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.pSize.streamNo];
s->u.s.pSize.VBO = 0;
s->u.s.pSize.lpData = (BYTE *) ((unsigned long) s->u.s.pSize.lpData + (unsigned long) vb->resource.allocatedMemory);
}
if(s->u.s.diffuse.VBO) {
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.diffuse.streamNo];
s->u.s.diffuse.VBO = 0;
s->u.s.diffuse.lpData = (BYTE *) ((unsigned long) s->u.s.diffuse.lpData + (unsigned long) vb->resource.allocatedMemory);
}
if(s->u.s.specular.VBO) {
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.specular.streamNo];
s->u.s.specular.VBO = 0;
s->u.s.specular.lpData = (BYTE *) ((unsigned long) s->u.s.specular.lpData + (unsigned long) vb->resource.allocatedMemory);
}
for(i = 0; i < WINED3DDP_MAXTEXCOORD; i++) {
if(s->u.s.texCoords[i].VBO) {
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.texCoords[i].streamNo];
s->u.s.texCoords[i].VBO = 0;
s->u.s.texCoords[i].lpData = (BYTE *) ((unsigned long) s->u.s.texCoords[i].lpData + (unsigned long) vb->resource.allocatedMemory);
}
}
if(s->u.s.position2.VBO) {
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.position2.streamNo];
s->u.s.position2.VBO = 0;
s->u.s.position2.lpData = (BYTE *) ((unsigned long) s->u.s.position2.lpData + (unsigned long) vb->resource.allocatedMemory);
}
if(s->u.s.normal2.VBO) {
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.normal2.streamNo];
s->u.s.normal2.VBO = 0;
s->u.s.normal2.lpData = (BYTE *) ((unsigned long) s->u.s.normal2.lpData + (unsigned long) vb->resource.allocatedMemory);
}
if(s->u.s.tangent.VBO) {
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.tangent.streamNo];
s->u.s.tangent.VBO = 0;
s->u.s.tangent.lpData = (BYTE *) ((unsigned long) s->u.s.tangent.lpData + (unsigned long) vb->resource.allocatedMemory);
}
if(s->u.s.binormal.VBO) {
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.binormal.streamNo];
s->u.s.binormal.VBO = 0;
s->u.s.binormal.lpData = (BYTE *) ((unsigned long) s->u.s.binormal.lpData + (unsigned long) vb->resource.allocatedMemory);
}
if(s->u.s.tessFactor.VBO) {
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.tessFactor.streamNo];
s->u.s.tessFactor.VBO = 0;
s->u.s.tessFactor.lpData = (BYTE *) ((unsigned long) s->u.s.tessFactor.lpData + (unsigned long) vb->resource.allocatedMemory);
}
if(s->u.s.fog.VBO) {
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.fog.streamNo];
s->u.s.fog.VBO = 0;
s->u.s.fog.lpData = (BYTE *) ((unsigned long) s->u.s.fog.lpData + (unsigned long) vb->resource.allocatedMemory);
}
if(s->u.s.depth.VBO) {
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.depth.streamNo];
s->u.s.depth.VBO = 0;
s->u.s.depth.lpData = (BYTE *) ((unsigned long) s->u.s.depth.lpData + (unsigned long) vb->resource.allocatedMemory);
}
if(s->u.s.sample.VBO) {
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[s->u.s.sample.streamNo];
s->u.s.sample.VBO = 0;
s->u.s.sample.lpData = (BYTE *) ((unsigned long) s->u.s.sample.lpData + (unsigned long) vb->resource.allocatedMemory);
}
}
/* Routine common to the draw primitive and draw indexed primitive routines */
void drawPrimitive(IWineD3DDevice *iface,
int PrimitiveType,
@ -1052,34 +1140,9 @@ void drawPrimitive(IWineD3DDevice *iface,
}
if(emulation) {
IWineD3DVertexBufferImpl *vb;
strided = &stridedlcl;
memcpy(&stridedlcl, &This->strided_streams, sizeof(stridedlcl));
#define FIXVBO(type) \
if(stridedlcl.u.s.type.VBO) { \
vb = (IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[stridedlcl.u.s.type.streamNo]; \
stridedlcl.u.s.type.VBO = 0; \
stridedlcl.u.s.type.lpData = (BYTE *) ((unsigned long) stridedlcl.u.s.type.lpData + (unsigned long) vb->resource.allocatedMemory); \
}
FIXVBO(position);
FIXVBO(blendWeights);
FIXVBO(blendMatrixIndices);
FIXVBO(normal);
FIXVBO(pSize);
FIXVBO(diffuse);
FIXVBO(specular);
for(i = 0; i < WINED3DDP_MAXTEXCOORD; i++) FIXVBO(texCoords[i]);
FIXVBO(position2);
FIXVBO(normal2);
FIXVBO(tangent);
FIXVBO(binormal);
FIXVBO(tessFactor);
FIXVBO(fog);
FIXVBO(depth);
FIXVBO(sample);
#undef FIXVBO
remove_vbos(This, &stridedlcl);
}
}

View File

@ -1267,6 +1267,13 @@ typedef struct WineDirect3DStridedData {
} WineDirect3DStridedData;
typedef struct WineDirect3DVertexStridedData {
/* IMPORTANT:
*
* This structure can be accessed in two ways: Named access, and array
* access. Please note that named access is only valid with the fixed
* function vertex pipeline, and the arrays are only valid with the
* programmable vertex pipeline(vertex shaders)
*/
union {
struct {