wined3d: Fix vertex buffers based on type, not semantic.
This commit is contained in:
parent
2d90449500
commit
6ac59b96ed
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@ -104,76 +104,50 @@ static DWORD WINAPI IWineD3DVertexBufferImpl_GetPriority(IWineD3DVertexBuffer
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return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
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}
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static void fixup_vertices(
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BYTE *src, BYTE *dst,
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int stride,
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int num,
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int pos, BOOL haspos,
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int diffuse, BOOL hasdiffuse,
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int specular, BOOL hasspecular
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) {
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int i;
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static inline void fixup_d3dcolor(DWORD *pos) {
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DWORD srcColor = *pos;
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/* Color conversion like in drawStridedSlow. watch out for little endianity
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* If we want that stuff to work on big endian machines too we have to consider more things
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*
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* 0xff000000: Alpha mask
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* 0x00ff0000: Blue mask
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* 0x0000ff00: Green mask
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* 0x000000ff: Red mask
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*/
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*pos = 0;
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*pos |= (srcColor & 0xff00ff00) ; /* Alpha Green */
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*pos |= (srcColor & 0x00ff0000) >> 16; /* Red */
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*pos |= (srcColor & 0x000000ff) << 16; /* Blue */
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}
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static inline void fixup_transformed_pos(float *p) {
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float x, y, z, w;
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for(i = num - 1; i >= 0; i--) {
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if(haspos) {
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float *p = (float *) ((src + pos) + i * stride);
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/* rhw conversion like in drawStridedSlow */
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if(p[3] == 1.0 || ((p[3] < eps) && (p[3] > -eps))) {
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x = p[0];
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y = p[1];
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z = p[2];
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w = 1.0;
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} else {
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w = 1.0 / p[3];
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x = p[0] * w;
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y = p[1] * w;
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z = p[2] * w;
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}
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p = (float *) (dst + i * stride + pos);
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p[0] = x;
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p[1] = y;
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p[2] = z;
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p[3] = w;
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}
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if(hasdiffuse) {
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DWORD srcColor, *dstColor = (DWORD *) (dst + i * stride + diffuse);
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srcColor = * (DWORD *) ( (src + diffuse) + i * stride);
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/* Color conversion like in drawStridedSlow. watch out for little endianity
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* If we want that stuff to work on big endian machines too we have to consider more things
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*
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* 0xff000000: Alpha mask
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* 0x00ff0000: Blue mask
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* 0x0000ff00: Green mask
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* 0x000000ff: Red mask
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*/
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*dstColor = 0;
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*dstColor |= (srcColor & 0xff00ff00) ; /* Alpha Green */
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*dstColor |= (srcColor & 0x00ff0000) >> 16; /* Red */
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*dstColor |= (srcColor & 0x000000ff) << 16; /* Blue */
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}
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if(hasspecular) {
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DWORD srcColor, *dstColor = (DWORD *) (dst + i * stride + specular);
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srcColor = * (DWORD *) ( (src + specular) + i * stride);
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/* Similar to diffuse
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* TODO: Write the alpha value out for fog coords
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*/
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*dstColor = 0;
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*dstColor |= (srcColor & 0xff00ff00) ; /* Alpha Green */
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*dstColor |= (srcColor & 0x00ff0000) >> 16; /* Red */
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*dstColor |= (srcColor & 0x000000ff) << 16; /* Blue */
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}
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/* rhw conversion like in drawStridedSlow */
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if(p[3] == 1.0 || ((p[3] < eps) && (p[3] > -eps))) {
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x = p[0];
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y = p[1];
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z = p[2];
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w = 1.0;
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} else {
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w = 1.0 / p[3];
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x = p[0] * w;
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y = p[1] * w;
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z = p[2] * w;
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}
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p[0] = x;
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p[1] = y;
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p[2] = z;
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p[3] = w;
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}
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inline BOOL WINAPI IWineD3DVertexBufferImpl_FindDecl(IWineD3DVertexBufferImpl *This)
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{
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WineDirect3DVertexStridedData strided;
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IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
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BOOL ret = FALSE;
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DWORD type_old, type_new;
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/* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
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* Once we have our declaration there is no need to look it up again.
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@ -186,10 +160,9 @@ inline BOOL WINAPI IWineD3DVertexBufferImpl_FindDecl(IWineD3DVertexBufferImpl *T
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* help finding them, only the vertex declaration or the device FVF can determine that at drawPrim
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* time. Rules are as follows:
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*
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* -> No modification when Vertex Shaders are used
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* -> Fix up position1 and position 2 if they are XYZRHW
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* -> Fix up diffuse color
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* -> Fix up specular color
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* -> Fix up types that are D3DDECLTYPE_D3DCOLOR if no shader is used
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* -> TODO: Convert FLOAT16 to FLOAT32 if not supported natively by gl
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*
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* The Declaration is only known at drawing time, and it can change from draw to draw. If any converted values
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* are changed, the whole buffer has to be reconverted and reloaded. (Converting is SLOW, so if this happens too
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@ -207,50 +180,157 @@ inline BOOL WINAPI IWineD3DVertexBufferImpl_FindDecl(IWineD3DVertexBufferImpl *T
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*/
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if (use_vs(device)) {
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/* Assume no conversion */
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/* Assume no conversion. TODO: Deal with FLOAT16 conversion*/
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memset(&strided, 0, sizeof(strided));
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if(!This->last_was_vshader && This->last_was_converted) {
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/* Reload if we're switching from converted fixed function to vertex shaders.
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* This isn't strictly needed, e.g. a FLOAT16 attribute could stay at the same
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* place. It is always needed for the FLOAT4 and D3DCOLOR conversions however, and
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* it is unlikely that any game uses FLOAT16s with fixed function vertex processing.
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*/
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TRACE("Reconverting because switching from converted fixed function drawing to shaders\n");
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ret = TRUE;
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}
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This->last_was_vshader = TRUE;
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} else {
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/* we need a copy because we modify some params */
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memcpy(&strided, &device->strided_streams, sizeof(strided));
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/* Filter out data that does not come from this VBO */
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if(strided.u.s.position.VBO != This->vbo) memset(&strided.u.s.position, 0, sizeof(strided.u.s.position));
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if(strided.u.s.diffuse.VBO != This->vbo) memset(&strided.u.s.diffuse, 0, sizeof(strided.u.s.diffuse));
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if(strided.u.s.specular.VBO != This->vbo) memset(&strided.u.s.specular, 0, sizeof(strided.u.s.specular));
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if(strided.u.s.position2.VBO != This->vbo) memset(&strided.u.s.position2, 0, sizeof(strided.u.s.position2));
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}
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/* Kill things that does not exist in our fixed function pipeline implementation */
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memset(&strided.u.s.blendWeights, 0, sizeof(strided.u.s.blendWeights));
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memset(&strided.u.s.blendMatrixIndices, 0, sizeof(strided.u.s.blendMatrixIndices));
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memset(&strided.u.s.pSize, 0, sizeof(strided.u.s.pSize));
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memset(&strided.u.s.position2, 0, sizeof(strided.u.s.position2));
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memset(&strided.u.s.normal2, 0, sizeof(strided.u.s.normal2));
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memset(&strided.u.s.tangent, 0, sizeof(strided.u.s.tangent));
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memset(&strided.u.s.binormal, 0, sizeof(strided.u.s.binormal));
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memset(&strided.u.s.tessFactor, 0, sizeof(strided.u.s.tessFactor));
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memset(&strided.u.s.fog, 0, sizeof(strided.u.s.fog));
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memset(&strided.u.s.depth, 0, sizeof(strided.u.s.depth));
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memset(&strided.u.s.sample, 0, sizeof(strided.u.s.sample));
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/* Filter out data that does not come from this VBO. No need to repeat that on
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* the attributes filtered above.
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*/
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#define FILTER_OTHER_VBO(name) if(strided.u.s.name.VBO != This->vbo) {memset(&strided.u.s.name, 0, sizeof(strided.u.s.name));}
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FILTER_OTHER_VBO(position);
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/*FILTER_OTHER_VBO(blendWeights);*/
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/*FILTER_OTHER_VBO(blendMatrixIndices);*/
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FILTER_OTHER_VBO(normal);
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/*FILTER_OTHER_VBO(pSize);*/
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FILTER_OTHER_VBO(diffuse);
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FILTER_OTHER_VBO(specular);
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FILTER_OTHER_VBO(texCoords[0]);
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FILTER_OTHER_VBO(texCoords[1]);
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FILTER_OTHER_VBO(texCoords[2]);
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FILTER_OTHER_VBO(texCoords[3]);
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FILTER_OTHER_VBO(texCoords[4]);
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FILTER_OTHER_VBO(texCoords[5]);
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FILTER_OTHER_VBO(texCoords[6]);
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FILTER_OTHER_VBO(texCoords[7]);
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/*FILTER_OTHER_VBO(position2);*/
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/*FILTER_OTHER_VBO(normal2);*/
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/*FILTER_OTHER_VBO(tangent);*/
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/*FILTER_OTHER_VBO(binormal);*/
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/*FILTER_OTHER_VBO(tessFactor);*/
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/*FILTER_OTHER_VBO(fog);*/
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/*FILTER_OTHER_VBO(depth);*/
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/*FILTER_OTHER_VBO(sample);*/
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#undef FILTER_OTHER_VBO
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/* Now find out if anything has changed. compared to the last run. Keep a few things in mind:
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*
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* 1) We do not mind if types change that do not need conversion
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*
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* 2) If some data exists cannot be found out by the data field alone. Data can appear at offset 0,
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* so the main identification is the type. Note that D3DDECLTYPE_FLOAT1 is defined to 0, watch out
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* for this if any semantic needs conversion if it is declared with that
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*
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* 3) If the type is the same, and it needs conversion, make sure it stayed at the same place. Moving
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* converted bytes requires a reconversion of the whole buffer
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*
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* 4) The stride is not a reliable indicator for existance, as it can be 0 if an attribute stays static
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*
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* 5) If we used a vertex buffer before, and we aren't using one now(wouldn't be in this codepath
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* otherwise) then we cannot compare the strided structures. Vertex shaders use numbered attributes,
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* fixed function pipeline uses named once. For example, a vertex shader could have used converted
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* tessFactor data which the code below ignores entirely. So if we used a vertex shader before, and
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* used conversion before, assume a decl change
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*/
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if(This->last_was_vshader && This->last_was_converted) {
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TRACE("Reconverting because a vertex shader with conversion was used before\n");
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ret = TRUE;
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/* Still have to run through the code below to find the fixed function attribs that need
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* conversion
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*/
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}
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do {
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/* Position: We have to convert FLOAT4 data because opengl divides the vertex by 1 / w, or
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* of course if the position has type D3DCOLOR
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*/
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type_old = This->strided.u.s.position.dwType;
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type_new = strided.u.s.position.dwType;
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if(type_old != type_new) {
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if(type_old == WINED3DDECLTYPE_FLOAT4 || type_new == WINED3DDECLTYPE_FLOAT4 ||
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type_old == WINED3DDECLTYPE_D3DCOLOR || type_new == WINED3DDECLTYPE_D3DCOLOR) {
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TRACE("Reconverting buffer because POSITION type changed from %s to %s\n",
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debug_d3ddecltype(type_old), debug_d3ddecltype(type_new));
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memcpy(&This->strided, &strided, sizeof(strided));
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ret = TRUE;
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break;
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}
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} else if(type_new == WINED3DDECLTYPE_D3DCOLOR || type_new == WINED3DDECLTYPE_FLOAT4) {
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if(This->strided.u.s.position.lpData != strided.u.s.position.lpData) {
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TRACE("Reconverting buffer because POSITION has type %s and moved from offset %p to %p\n",
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debug_d3ddecltype(type_new), This->strided.u.s.position.lpData, strided.u.s.position.lpData);
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memcpy(&This->strided, &strided, sizeof(strided));
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ret = TRUE;
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break;
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}
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}
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/* Others: D3DCOLOR needs conversion */
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#define CHECK_D3DCOLOR_CONV(name) \
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type_old = This->strided.u.s.name.dwType; \
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type_new = strided.u.s.name.dwType; \
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if(type_old != type_new) { \
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if(type_old == WINED3DDECLTYPE_D3DCOLOR || type_new == WINED3DDECLTYPE_D3DCOLOR) { \
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TRACE("Reconverting buffer because %s type changed from %s to %s\n", \
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#name, debug_d3ddecltype(type_old), debug_d3ddecltype(type_new)); \
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memcpy(&This->strided, &strided, sizeof(strided)); \
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ret = TRUE; \
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break; \
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} \
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} else if(type_new == WINED3DDECLTYPE_D3DCOLOR) { \
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if(This->strided.u.s.name.lpData != strided.u.s.name.lpData) { \
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TRACE("Reconverting buffer because DIFFUSE has type %s and moved from offset %p to %p\n", \
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debug_d3ddecltype(type_new), This->strided.u.s.name.lpData, strided.u.s.name.lpData); \
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memcpy(&This->strided, &strided, sizeof(strided)); \
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ret = TRUE; \
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break; \
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} \
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}
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CHECK_D3DCOLOR_CONV(normal);
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CHECK_D3DCOLOR_CONV(diffuse);
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CHECK_D3DCOLOR_CONV(specular);
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CHECK_D3DCOLOR_CONV(texCoords[0]);
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CHECK_D3DCOLOR_CONV(texCoords[1]);
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CHECK_D3DCOLOR_CONV(texCoords[2]);
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CHECK_D3DCOLOR_CONV(texCoords[3]);
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CHECK_D3DCOLOR_CONV(texCoords[4]);
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CHECK_D3DCOLOR_CONV(texCoords[5]);
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CHECK_D3DCOLOR_CONV(texCoords[6]);
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CHECK_D3DCOLOR_CONV(texCoords[7]);
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#undef CHECK_D3DCOLOR_CONV
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/* No conversion */
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} while(0);
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This->last_was_vshader = FALSE;
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}
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/* We have a declaration now in the buffer */
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This->Flags |= VBFLAG_HASDESC;
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/* Find out if reload is needed
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* Position of the semantic in the vertex and the stride must be equal to the stored type. Don't mind if only unconverted stuff changed.
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*
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* If some stuff does not exist in the buffer, then lpData, dwStride and dwType are memsetted to 0. So if the semantic didn't exist before
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* and does not exist now all 3 values will be equal(=0).
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*
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* Checking the lpData field alone is not enough, because data may appear at offset 0 in the buffer. This is the same location as nonexistent
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* data uses, so we have to check the type and stride too. Colors can be at offset 0 too, because it is perfectly fine to render from 2 or more
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* buffers at the same time and get the position from one and the color from the other buffer.
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*/
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if( /* Position transformed vs untransformed */
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((This->strided.u.s.position_transformed || strided.u.s.position_transformed) &&
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(This->strided.u.s.position.lpData != strided.u.s.position.lpData ||
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This->strided.u.s.position.dwType != strided.u.s.position.dwType)) ||
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/* Diffuse position and data type */
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This->strided.u.s.diffuse.lpData != strided.u.s.diffuse.lpData || This->strided.u.s.diffuse.dwStride != strided.u.s.diffuse.dwStride ||
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This->strided.u.s.diffuse.dwType != strided.u.s.diffuse.dwType ||
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/* Specular position and data type */
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This->strided.u.s.specular.lpData != strided.u.s.specular.lpData || This->strided.u.s.specular.dwStride != strided.u.s.specular.dwStride ||
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This->strided.u.s.specular.dwType != strided.u.s.specular.dwType) {
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TRACE("Declaration changed, reloading buffer\n");
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/* Set the new description */
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memcpy(&This->strided, &strided, sizeof(strided));
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return TRUE;
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}
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return FALSE;
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return ret;
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}
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static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *iface) {
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@ -259,6 +339,7 @@ static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *if
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BYTE *data;
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UINT start = 0, end = 0, stride = 0;
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BOOL declChanged = FALSE;
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int i;
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TRACE("(%p)->()\n", This);
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if(This->Flags & VBFLAG_LOAD) {
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@ -290,9 +371,18 @@ static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *if
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* of them(and thus stop converting)
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*/
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if(declChanged) {
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WineDirect3DVertexStridedData zero;
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This->declChanges++;
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This->draws = 0;
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memset(&zero, 0, sizeof(zero));
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zero.u.s.position_transformed = This->strided.u.s.position_transformed;
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if(memcmp(&zero, &This->strided, sizeof(zero)) == 0) {
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This->last_was_converted = FALSE;
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} else {
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This->last_was_converted = TRUE;
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}
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if(This->declChanges > VB_MAXDECLCHANGES) {
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FIXME("Too much declaration changes, stopping converting\n");
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ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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@ -339,15 +429,12 @@ static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *if
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This->dirtystart = 0;
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This->dirtyend = 0;
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if (This->strided.u.s.position.dwStride) stride = This->strided.u.s.position.dwStride;
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else if(This->strided.u.s.specular.dwStride) stride = This->strided.u.s.specular.dwStride;
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else if(This->strided.u.s.diffuse.dwStride) stride = This->strided.u.s.diffuse.dwStride;
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else {
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if(!This->last_was_converted) {
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/* That means that there is nothing to fixup. Just upload from This->resource.allocatedMemory
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* directly into the vbo. Do not free the system memory copy because drawPrimitive may need it if
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* the stride is 0, for instancing emulation, vertex blending emulation or shader emulation.
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*/
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TRACE("No conversion needed, locking directly into the VBO in future\n");
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TRACE("No conversion needed\n");
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if(!device->isInDraw) {
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ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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@ -371,16 +458,47 @@ static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *if
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}
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memcpy(data, This->resource.allocatedMemory + start, end - start);
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fixup_vertices(data, data, stride, ( end - start) / stride,
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/* Position */
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(int)This->strided.u.s.position.lpData, /* Data location */
|
||||
This->strided.u.s.position_transformed, /* Do convert? */
|
||||
/* Diffuse color */
|
||||
(int)This->strided.u.s.diffuse.lpData, /* Location */
|
||||
This->strided.u.s.diffuse.dwType == WINED3DDECLTYPE_SHORT4 || This->strided.u.s.diffuse.dwType == WINED3DDECLTYPE_D3DCOLOR, /* Convert? */
|
||||
/* specular color */
|
||||
(int)This->strided.u.s.specular.lpData, /* location */
|
||||
This->strided.u.s.specular.dwType == WINED3DDECLTYPE_SHORT4 || This->strided.u.s.specular.dwType == WINED3DDECLTYPE_D3DCOLOR);
|
||||
if(This->last_was_vshader) {
|
||||
/* TODO: Implement conversion for FLOAT16_2 and FLOAT16_4 */
|
||||
} else {
|
||||
if (This->strided.u.s.position.dwStride) stride = This->strided.u.s.position.dwStride;
|
||||
else if(This->strided.u.s.specular.dwStride) stride = This->strided.u.s.specular.dwStride;
|
||||
else if(This->strided.u.s.diffuse.dwStride) stride = This->strided.u.s.diffuse.dwStride;
|
||||
else if(This->strided.u.s.normal.dwStride) stride = This->strided.u.s.normal.dwStride;
|
||||
else if(This->strided.u.s.texCoords[0].dwStride) stride = This->strided.u.s.texCoords[0].dwStride;
|
||||
else if(This->strided.u.s.texCoords[1].dwStride) stride = This->strided.u.s.texCoords[1].dwStride;
|
||||
else if(This->strided.u.s.texCoords[2].dwStride) stride = This->strided.u.s.texCoords[2].dwStride;
|
||||
else if(This->strided.u.s.texCoords[3].dwStride) stride = This->strided.u.s.texCoords[3].dwStride;
|
||||
else if(This->strided.u.s.texCoords[4].dwStride) stride = This->strided.u.s.texCoords[4].dwStride;
|
||||
else if(This->strided.u.s.texCoords[5].dwStride) stride = This->strided.u.s.texCoords[5].dwStride;
|
||||
else if(This->strided.u.s.texCoords[6].dwStride) stride = This->strided.u.s.texCoords[6].dwStride;
|
||||
else if(This->strided.u.s.texCoords[7].dwStride) stride = This->strided.u.s.texCoords[7].dwStride;
|
||||
|
||||
for(i = (( end - start) / stride) - 1; i >= 0; i--) {
|
||||
if(This->strided.u.s.position.dwType == WINED3DDECLTYPE_FLOAT4) {
|
||||
fixup_transformed_pos((float *)((DWORD_PTR) data + ((DWORD_PTR) This->strided.u.s.position.lpData) + i * stride));
|
||||
} else if(This->strided.u.s.position.dwType == WINED3DDECLTYPE_D3DCOLOR) {
|
||||
FIXME("Write a test for D3DCOLOR position\n");
|
||||
}
|
||||
#define CONVERT_D3DCOLOR_ATTRIB(name) \
|
||||
if(This->strided.u.s.name.dwType == WINED3DDECLTYPE_D3DCOLOR) { \
|
||||
fixup_d3dcolor((DWORD *)((DWORD_PTR) data + ((DWORD_PTR) This->strided.u.s.name.lpData) + i * stride)); \
|
||||
}
|
||||
CONVERT_D3DCOLOR_ATTRIB(position);
|
||||
CONVERT_D3DCOLOR_ATTRIB(specular);
|
||||
CONVERT_D3DCOLOR_ATTRIB(diffuse);
|
||||
CONVERT_D3DCOLOR_ATTRIB(normal);
|
||||
CONVERT_D3DCOLOR_ATTRIB(texCoords[0]);
|
||||
CONVERT_D3DCOLOR_ATTRIB(texCoords[1]);
|
||||
CONVERT_D3DCOLOR_ATTRIB(texCoords[2]);
|
||||
CONVERT_D3DCOLOR_ATTRIB(texCoords[3]);
|
||||
CONVERT_D3DCOLOR_ATTRIB(texCoords[4]);
|
||||
CONVERT_D3DCOLOR_ATTRIB(texCoords[5]);
|
||||
CONVERT_D3DCOLOR_ATTRIB(texCoords[6]);
|
||||
CONVERT_D3DCOLOR_ATTRIB(texCoords[7]);
|
||||
#undef CONVERT_D3DCOLOR_ATTRIB
|
||||
}
|
||||
}
|
||||
|
||||
if(!device->isInDraw) {
|
||||
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
|
||||
|
|
|
@ -863,6 +863,8 @@ typedef struct IWineD3DVertexBufferImpl
|
|||
LONG declChanges, draws;
|
||||
/* Last description of the buffer */
|
||||
WineDirect3DVertexStridedData strided;
|
||||
BOOL last_was_vshader;
|
||||
BOOL last_was_converted;
|
||||
} IWineD3DVertexBufferImpl;
|
||||
|
||||
extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
|
||||
|
|
Loading…
Reference in New Issue