wined3d: BaseVertexIndex can be negative.
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@ -1803,6 +1803,12 @@ static HRESULT WINAPI IDirect3DDevice8Impl_SetIndices(LPDIRECT3DDEVICE8 iface, I
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TRACE("(%p) Relay\n", This);
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EnterCriticalSection(&d3d8_cs);
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/* WineD3D takes an INT(due to d3d9), but d3d8 uses UINTs. Do I have to add a check here that
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* the UINT doesn't cause an overflow in the INT? It seems rather unlikely because such large
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* vertex buffers can't be created to address them with an index that requires the 32nd bit
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* (4 Byte minimum vertex size * 2^31-1 -> 8 gb buffer. The index sign would be the least
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* problem)
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*/
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IWineD3DDevice_SetBaseVertexIndex(This->WineD3DDevice, baseVertexIndex);
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hr = IWineD3DDevice_SetIndices(This->WineD3DDevice,
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pIndexData ? ((IDirect3DIndexBuffer8Impl *)pIndexData)->wineD3DIndexBuffer : NULL);
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@ -1822,7 +1828,8 @@ static HRESULT WINAPI IDirect3DDevice8Impl_GetIndices(LPDIRECT3DDEVICE8 iface, I
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}
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EnterCriticalSection(&d3d8_cs);
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IWineD3DDevice_GetBaseVertexIndex(This->WineD3DDevice, pBaseVertexIndex);
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/* The case from UINT to INT is safe because d3d8 will never set negative values */
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IWineD3DDevice_GetBaseVertexIndex(This->WineD3DDevice, (INT *) pBaseVertexIndex);
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rc = IWineD3DDevice_GetIndices(This->WineD3DDevice, &retIndexData);
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if (SUCCEEDED(rc) && retIndexData) {
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IWineD3DIndexBuffer_GetParent(retIndexData, (IUnknown **)ppIndexData);
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@ -2829,7 +2829,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetIndices(IWineD3DDevice *iface, IWine
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}
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/* Method to offer d3d9 a simple way to set the base vertex index without messing with the index buffer */
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static HRESULT WINAPI IWineD3DDeviceImpl_SetBaseVertexIndex(IWineD3DDevice *iface, UINT BaseIndex) {
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static HRESULT WINAPI IWineD3DDeviceImpl_SetBaseVertexIndex(IWineD3DDevice *iface, INT BaseIndex) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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TRACE("(%p)->(%d)\n", This, BaseIndex);
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@ -2849,7 +2849,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetBaseVertexIndex(IWineD3DDevice *ifac
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return WINED3D_OK;
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}
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static HRESULT WINAPI IWineD3DDeviceImpl_GetBaseVertexIndex(IWineD3DDevice *iface, UINT* base_index) {
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static HRESULT WINAPI IWineD3DDeviceImpl_GetBaseVertexIndex(IWineD3DDevice *iface, INT* base_index) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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TRACE("(%p) : base_index %p\n", This, base_index);
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@ -178,6 +178,7 @@ void primitiveDeclarationConvertToStridedData(
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if (This->stateBlock->streamSource[element->Stream] == NULL)
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continue;
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stride = This->stateBlock->streamStride[element->Stream];
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if (This->stateBlock->streamIsUP) {
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TRACE("Stream is up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]);
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streamVBO = 0;
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@ -185,6 +186,22 @@ void primitiveDeclarationConvertToStridedData(
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} else {
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TRACE("Stream isn't up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]);
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data = IWineD3DVertexBufferImpl_GetMemory(This->stateBlock->streamSource[element->Stream], 0, &streamVBO);
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/* Can't use vbo's if the base vertex index is negative. OpenGL doesn't accept negative offsets
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* (or rather offsets bigger than the vbo, because the pointer is unsigned), so use system memory
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* sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap
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* around to some big value. Hope that with the indices, the driver wraps it back internally. If
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* not, drawStridedSlow is needed, including a vertex buffer path.
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*/
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if(This->stateBlock->loadBaseVertexIndex < 0) {
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WARN("loadBaseVertexIndex is < 0 (%d), not using vbos\n", This->stateBlock->loadBaseVertexIndex);
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streamVBO = 0;
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data = ((IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[element->Stream])->resource.allocatedMemory;
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if(data + This->stateBlock->loadBaseVertexIndex * stride < 0) {
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FIXME("System memory vertex data load offset is negative!\n");
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}
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}
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if(fixup) {
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if( streamVBO != 0) *fixup = TRUE;
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else if(*fixup && !useVertexShaderFunction &&
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@ -195,7 +212,6 @@ void primitiveDeclarationConvertToStridedData(
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}
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}
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}
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stride = This->stateBlock->streamStride[element->Stream];
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data += element->Offset;
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reg = element->Reg;
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@ -284,7 +300,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData
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DWORD specularColor = 0; /* Specular Color */
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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UINT *streamOffset = This->stateBlock->streamOffset;
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DWORD SkipnStrides = startVertex + This->stateBlock->loadBaseVertexIndex;
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long SkipnStrides = startVertex + This->stateBlock->loadBaseVertexIndex;
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BYTE *texCoords[WINED3DDP_MAXTEXCOORD];
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BYTE *diffuse = NULL, *specular = NULL, *normal = NULL, *position = NULL;
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@ -1343,8 +1343,8 @@ struct IWineD3DStateBlockImpl
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/* Indices */
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IWineD3DIndexBuffer* pIndexData;
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UINT baseVertexIndex;
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UINT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
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INT baseVertexIndex;
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INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */
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/* Transform */
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WINED3DMATRIX transforms[HIGHEST_TRANSFORMSTATE + 1];
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@ -405,8 +405,8 @@ DECLARE_INTERFACE_(IWineD3DDevice,IWineD3DBase)
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STDMETHOD_(void, GetGammaRamp)(THIS_ UINT iSwapChain, WINED3DGAMMARAMP* pRamp) PURE;
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STDMETHOD(SetIndices)(THIS_ struct IWineD3DIndexBuffer * pIndexData) PURE;
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STDMETHOD(GetIndices)(THIS_ struct IWineD3DIndexBuffer ** ppIndexData) PURE;
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STDMETHOD(SetBaseVertexIndex)(THIS_ UINT baseIndex);
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STDMETHOD(GetBaseVertexIndex)(THIS_ UINT *baseIndex);
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STDMETHOD(SetBaseVertexIndex)(THIS_ INT baseIndex);
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STDMETHOD(GetBaseVertexIndex)(THIS_ INT *baseIndex);
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STDMETHOD(SetLight)(THIS_ DWORD Index,CONST WINED3DLIGHT * pLight) PURE;
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STDMETHOD(GetLight)(THIS_ DWORD Index,WINED3DLIGHT * pLight) PURE;
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STDMETHOD(SetLightEnable)(THIS_ DWORD Index,BOOL Enable) PURE;
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