wined3d: Add IWineD3DDevice::DrawPrimitiveStrided.
This commit is contained in:
parent
1cfbc903d5
commit
a173c8e35a
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@ -5272,7 +5272,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitive(IWineD3DDevice *iface, D3DPRIMIT
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debug_d3dprimitivetype(PrimitiveType),
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StartVertex, PrimitiveCount);
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drawPrimitive(iface, PrimitiveType, PrimitiveCount, StartVertex, 0/* NumVertices */, -1 /* indxStart */,
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0 /* indxSize */, NULL /* indxData */, 0 /* minIndex */);
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0 /* indxSize */, NULL /* indxData */, 0 /* minIndex */, NULL);
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return WINED3D_OK;
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@ -5304,7 +5304,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitive(IWineD3DDevice *iface,
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}
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drawPrimitive(iface, PrimitiveType, primCount, baseVIndex, NumVertices, startIndex,
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idxStride, ((IWineD3DIndexBufferImpl *) pIB)->resource.allocatedMemory, minIndex);
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idxStride, ((IWineD3DIndexBufferImpl *) pIB)->resource.allocatedMemory, minIndex, NULL);
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return WINED3D_OK;
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}
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@ -5329,7 +5329,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveUP(IWineD3DDevice *iface, D3DPRIM
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This->stateBlock->streamIsUP = TRUE;
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drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* start vertex */, 0 /* NumVertices */,
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0 /* indxStart*/, 0 /* indxSize*/, NULL /* indxData */, 0 /* indxMin */);
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0 /* indxStart*/, 0 /* indxSize*/, NULL /* indxData */, 0 /* indxMin */, NULL);
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/* stream zero settings set to null at end, as per the msdn
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http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawPrimitiveUP.asp
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*/
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@ -5372,7 +5372,7 @@ HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *iface,
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This->stateBlock->streamIsUP = TRUE;
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This->stateBlock->streamStride[0] = VertexStreamZeroStride;
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drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* vertexStart */, NumVertices, 0 /* indxStart */, idxStride, pIndexData, MinVertexIndex);
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drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* vertexStart */, NumVertices, 0 /* indxStart */, idxStride, pIndexData, MinVertexIndex, NULL);
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/* stream zero settings set to null at end as per the msdn
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http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawPrimitiveUP.asp
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*/
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@ -5384,6 +5384,11 @@ HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *iface,
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return WINED3D_OK;
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}
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HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveStrided (IWineD3DDevice *iface, D3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, WineDirect3DVertexStridedData *DrawPrimStrideData) {
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drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0, 0, 0, 0, NULL, 0, DrawPrimStrideData);
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return WINED3D_OK;
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}
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/* Yet another way to update a texture, some apps use this to load default textures instead of using surface/texture lock/unlock */
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HRESULT WINAPI IWineD3DDeviceImpl_UpdateTexture (IWineD3DDevice *iface, IWineD3DBaseTexture *pSourceTexture, IWineD3DBaseTexture *pDestinationTexture){
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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@ -7176,6 +7181,7 @@ const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
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IWineD3DDeviceImpl_DrawIndexedPrimitive,
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IWineD3DDeviceImpl_DrawPrimitiveUP,
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IWineD3DDeviceImpl_DrawIndexedPrimitiveUP,
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IWineD3DDeviceImpl_DrawPrimitiveStrided,
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IWineD3DDeviceImpl_DrawRectPatch,
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IWineD3DDeviceImpl_DrawTriPatch,
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IWineD3DDeviceImpl_DeletePatch,
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@ -315,7 +315,7 @@ static BOOL primitiveInitState(IWineD3DDevice *iface, BOOL vtx_transformed, BOOL
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return isLightingOn;
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}
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void primitiveDeclarationConvertToStridedData(IWineD3DDevice *iface, BOOL useVertexShaderFunction, Direct3DVertexStridedData *strided, LONG BaseVertexIndex, DWORD *fvf, BOOL storeOrder, INT arrayUsageMap[WINED3DSHADERDECLUSAGE_MAX_USAGE]) {
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void primitiveDeclarationConvertToStridedData(IWineD3DDevice *iface, BOOL useVertexShaderFunction, WineDirect3DVertexStridedData *strided, LONG BaseVertexIndex, DWORD *fvf, BOOL storeOrder, INT arrayUsageMap[WINED3DSHADERDECLUSAGE_MAX_USAGE]) {
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/* We need to deal with frequency data!*/
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int textureNo =0;
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@ -557,7 +557,7 @@ void primitiveDeclarationConvertToStridedData(IWineD3DDevice *iface, BOOL useVer
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}
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static void primitiveConvertToStridedData(IWineD3DDevice *iface, Direct3DVertexStridedData *strided, LONG BaseVertexIndex) {
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static void primitiveConvertToStridedData(IWineD3DDevice *iface, WineDirect3DVertexStridedData *strided, LONG BaseVertexIndex) {
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short LoopThroughTo = 0;
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short nStream;
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@ -845,7 +845,7 @@ static void draw_vertex(IWineD3DDevice *iface, /* interf
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}
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#endif /* TODO: Software shaders */
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void loadNumberedArrays(IWineD3DDevice *iface, Direct3DVertexStridedData *sd, INT arrayUsageMap[WINED3DSHADERDECLUSAGE_MAX_USAGE]) {
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void loadNumberedArrays(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd, INT arrayUsageMap[WINED3DSHADERDECLUSAGE_MAX_USAGE]) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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#define LOAD_NUMBERED_ARRAY(_arrayName, _lookupName) \
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@ -928,7 +928,7 @@ void loadNumberedArrays(IWineD3DDevice *iface, Direct3DVertexStridedData *sd, IN
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#undef LOAD_NUMBERED_ARRAY
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}
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static void loadVertexData(IWineD3DDevice *iface, Direct3DVertexStridedData *sd) {
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static void loadVertexData(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd) {
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unsigned int textureNo = 0;
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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@ -1259,7 +1259,7 @@ static void drawStridedFast(IWineD3DDevice *iface,UINT numberOfVertices, GLenum
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* Slower GL version which extracts info about each vertex in turn
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*/
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static void drawStridedSlow(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
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static void drawStridedSlow(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd,
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UINT NumVertexes, GLenum glPrimType,
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const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx) {
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@ -1555,7 +1555,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, Direct3DVertexStridedData *sd
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* Note: strided data is uninitialized, as we need to pass the vertex
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* shader directly as ordering irs yet
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*/
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void drawStridedSoftwareVS(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
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void drawStridedSoftwareVS(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd,
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int PrimitiveType, ULONG NumPrimitives,
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const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx) {
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@ -1692,7 +1692,7 @@ void drawStridedSoftwareVS(IWineD3DDevice *iface, Direct3DVertexStridedData *sd,
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#endif
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void inline drawPrimitiveDrawStrided(IWineD3DDevice *iface, BOOL useVertexShaderFunction, BOOL usePixelShaderFunction, int useHW, Direct3DVertexStridedData *dataLocations,
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void inline drawPrimitiveDrawStrided(IWineD3DDevice *iface, BOOL useVertexShaderFunction, BOOL usePixelShaderFunction, int useHW, WineDirect3DVertexStridedData *dataLocations,
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UINT numberOfvertices, UINT numberOfIndicies, GLenum glPrimType, const void *idxData, short idxSize, int minIndex, long StartIdx) {
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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@ -1909,7 +1909,7 @@ UINT numberOfvertices, UINT numberOfIndicies, GLenum glPrimType, const void *idx
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}
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}
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void inline drawPrimitiveTraceDataLocations(Direct3DVertexStridedData *dataLocations,DWORD fvf) {
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void inline drawPrimitiveTraceDataLocations(WineDirect3DVertexStridedData *dataLocations,DWORD fvf) {
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/* Dump out what parts we have supplied */
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TRACE("Strided Data (from FVF/VS): %lx\n", fvf);
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@ -2042,15 +2042,16 @@ void inline drawPrimitiveUploadTextures(IWineD3DDeviceImpl* This) {
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/* Routine common to the draw primitive and draw indexed primitive routines */
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void drawPrimitive(IWineD3DDevice *iface,
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int PrimitiveType,
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long NumPrimitives,
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/* for Indexed: */
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long StartVertexIndex,
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UINT numberOfVertices,
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long StartIdx,
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short idxSize,
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const void *idxData,
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int minIndex) {
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int PrimitiveType,
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long NumPrimitives,
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/* for Indexed: */
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long StartVertexIndex,
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UINT numberOfVertices,
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long StartIdx,
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short idxSize,
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const void *idxData,
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int minIndex,
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WineDirect3DVertexStridedData *DrawPrimStrideData) {
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BOOL rc = FALSE;
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DWORD fvf = 0;
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@ -2058,7 +2059,7 @@ void drawPrimitive(IWineD3DDevice *iface,
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BOOL useVertexShaderFunction = FALSE;
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BOOL usePixelShaderFunction = FALSE;
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BOOL isLightingOn = FALSE;
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Direct3DVertexStridedData dataLocations;
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WineDirect3DVertexStridedData *dataLocations;
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int useHW = FALSE;
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if (This->stateBlock->vertexShader != NULL && wined3d_settings.vs_mode != VS_NONE
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@ -2086,23 +2087,35 @@ void drawPrimitive(IWineD3DDevice *iface,
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/* Ok, we will be updating the screen from here onwards so grab the lock */
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ENTER_GL();
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/* Initialize all values to null */
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memset(&dataLocations, 0x00, sizeof(dataLocations));
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/* convert the FVF or vertexDeclaration into a strided stream (this should be done when the fvf or declaration is created) */
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if (This->stateBlock->vertexDecl != NULL || (useVertexShaderFunction && NULL != ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->vertexDeclaration)) {
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if(DrawPrimStrideData) {
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TRACE("================ Strided Input ===================\n");
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dataLocations = DrawPrimStrideData;
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}
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else if (This->stateBlock->vertexDecl != NULL || (useVertexShaderFunction && NULL != ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->vertexDeclaration)) {
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BOOL storeArrays = useVertexShaderFunction && ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->declaredArrays == FALSE && ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->namedArrays == FALSE;
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TRACE("================ Vertex Declaration ===================\n");
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primitiveDeclarationConvertToStridedData(iface, useVertexShaderFunction, &dataLocations, StartVertexIndex, &fvf, storeArrays,
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dataLocations = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*dataLocations));
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if(!dataLocations) {
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ERR("Out of memory!\n");
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return;
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}
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primitiveDeclarationConvertToStridedData(iface, useVertexShaderFunction, dataLocations, StartVertexIndex, &fvf, storeArrays,
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((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->arrayUsageMap);
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} else {
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TRACE("================ FVF ===================\n");
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primitiveConvertToStridedData(iface, &dataLocations, StartVertexIndex);
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dataLocations = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*dataLocations));
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if(!dataLocations) {
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ERR("Out of memory!\n");
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return;
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}
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primitiveConvertToStridedData(iface, dataLocations, StartVertexIndex);
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}
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/* write out some debug information*/
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drawPrimitiveTraceDataLocations(&dataLocations, fvf);
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drawPrimitiveTraceDataLocations(dataLocations, fvf);
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/* Setup transform matrices and sort out */
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if (useHW) {
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@ -2120,7 +2133,7 @@ void drawPrimitive(IWineD3DDevice *iface,
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}
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/* Now initialize the materials state */
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init_materials(iface, (dataLocations.u.s.diffuse.lpData != NULL));
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init_materials(iface, (dataLocations->u.s.diffuse.lpData != NULL));
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drawPrimitiveUploadTextures(This);
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@ -2137,9 +2150,11 @@ void drawPrimitive(IWineD3DDevice *iface,
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#endif
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if (numberOfVertices == 0 )
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numberOfVertices = calculatedNumberOfindices;
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drawPrimitiveDrawStrided(iface, useVertexShaderFunction, usePixelShaderFunction, useHW, &dataLocations, numberOfVertices, calculatedNumberOfindices, glPrimType, idxData, idxSize, minIndex, StartIdx);
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drawPrimitiveDrawStrided(iface, useVertexShaderFunction, usePixelShaderFunction, useHW, dataLocations, numberOfVertices, calculatedNumberOfindices, glPrimType, idxData, idxSize, minIndex, StartIdx);
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}
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if(!DrawPrimStrideData) HeapFree(GetProcessHeap(), 0, dataLocations);
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/* If vertex shaders or no normals, restore previous lighting state */
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if (useVertexShaderFunction || !(fvf & D3DFVF_NORMAL)) {
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if (isLightingOn) glEnable(GL_LIGHTING);
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@ -375,46 +375,13 @@ void drawPrimitive(IWineD3DDevice *iface,
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long StartIdx,
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short idxBytes,
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const void *idxData,
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int minIndex);
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int minIndex,
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WineDirect3DVertexStridedData *DrawPrimStrideData);
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/* Routine to fill gl caps for swapchains and IWineD3D */
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BOOL IWineD3DImpl_FillGLCaps(WineD3D_GL_Info *gl_info,
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Display* display);
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/*****************************************************************************
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* Structures required to draw primitives
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*/
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typedef struct Direct3DStridedData {
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BYTE *lpData; /* Pointer to start of data */
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DWORD dwStride; /* Stride between occurances of this data */
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DWORD dwType; /* Type (as in D3DVSDT_TYPE) */
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} Direct3DStridedData;
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typedef struct Direct3DVertexStridedData {
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union {
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struct {
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Direct3DStridedData position;
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Direct3DStridedData blendWeights;
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Direct3DStridedData blendMatrixIndices;
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Direct3DStridedData normal;
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Direct3DStridedData pSize;
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Direct3DStridedData diffuse;
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Direct3DStridedData specular;
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Direct3DStridedData texCoords[MAX_TEXTURES];
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Direct3DStridedData position2; /* tween data */
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Direct3DStridedData normal2; /* tween data */
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Direct3DStridedData tangent;
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Direct3DStridedData binormal;
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Direct3DStridedData tessFactor;
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Direct3DStridedData fog;
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Direct3DStridedData depth;
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Direct3DStridedData sample;
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} s;
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Direct3DStridedData input[16]; /* Indexed by constants in D3DVSDE_REGISTER */
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} u;
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} Direct3DVertexStridedData;
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/*****************************************************************************
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* Internal representation of a light
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*/
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@ -491,6 +491,7 @@ DECLARE_INTERFACE_(IWineD3DDevice,IWineD3DBase)
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STDMETHOD(DrawIndexedPrimitive)(THIS_ D3DPRIMITIVETYPE PrimitiveType,INT baseVIdx, UINT minIndex,UINT NumVertices,UINT startIndex,UINT primCount) PURE;
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STDMETHOD(DrawPrimitiveUP)(THIS_ D3DPRIMITIVETYPE PrimitiveType,UINT PrimitiveCount,CONST void * pVertexStreamZeroData,UINT VertexStreamZeroStride) PURE;
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STDMETHOD(DrawIndexedPrimitiveUP)(THIS_ D3DPRIMITIVETYPE PrimitiveType,UINT MinVertexIndex,UINT NumVertexIndices,UINT PrimitiveCount,CONST void * pIndexData,WINED3DFORMAT IndexDataFormat,CONST void * pVertexStreamZeroData,UINT VertexStreamZeroStride) PURE;
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STDMETHOD(DrawPrimitiveStrided)(THIS_ D3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, WineDirect3DVertexStridedData *DrawPrimStrideData) PURE;
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STDMETHOD(DrawRectPatch)(THIS_ UINT Handle, CONST float* pNumSegs, CONST WINED3DRECTPATCH_INFO* pRectPatchInfo) PURE;
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STDMETHOD(DrawTriPatch)(THIS_ UINT Handle, CONST float* pNumSegs, CONST WINED3DTRIPATCH_INFO* pTriPatchInfo) PURE;
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STDMETHOD(DeletePatch)(THIS_ UINT Handle) PURE;
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@ -639,6 +640,7 @@ DECLARE_INTERFACE_(IWineD3DDevice,IWineD3DBase)
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#define IWineD3DDevice_DrawIndexedPrimitive(p,a,b,c,d,e,f) (p)->lpVtbl->DrawIndexedPrimitive(p,a,b,c,d,e,f)
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#define IWineD3DDevice_DrawPrimitiveUP(p,a,b,c,d) (p)->lpVtbl->DrawPrimitiveUP(p,a,b,c,d)
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#define IWineD3DDevice_DrawIndexedPrimitiveUP(p,a,b,c,d,e,f,g,h) (p)->lpVtbl->DrawIndexedPrimitiveUP(p,a,b,c,d,e,f,g,h)
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#define IWineD3DDevice_DrawPrimitiveStrided(p,a,b,c) (p)->lpVtbl->DrawPrimitiveStrided(p,a,b,c)
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#define IWineD3DDevice_DrawRectPatch(p,a,b,c) (p)->lpVtbl->DrawRectPatch(p,a,b,c)
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#define IWineD3DDevice_DrawTriPatch(p,a,b,c) (p)->lpVtbl->DrawTriPatch(p,a,b,c)
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#define IWineD3DDevice_DeletePatch(p,a) (p)->lpVtbl->DeletePatch(p,a)
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@ -870,6 +870,59 @@ typedef struct glDescriptor {
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int/*GLenum*/ glFormatInternal;
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int/*GLenum*/ glType;
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} glDescriptor;
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typedef enum _WINED3DDECLTYPE {
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WINED3DDECLTYPE_FLOAT1 = 0,
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WINED3DDECLTYPE_FLOAT2 = 1,
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WINED3DDECLTYPE_FLOAT3 = 2,
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WINED3DDECLTYPE_FLOAT4 = 3,
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WINED3DDECLTYPE_D3DCOLOR = 4,
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WINED3DDECLTYPE_UBYTE4 = 5,
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WINED3DDECLTYPE_SHORT2 = 6,
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WINED3DDECLTYPE_SHORT4 = 7,
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/* VS 2.0 */
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WINED3DDECLTYPE_UBYTE4N = 8,
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WINED3DDECLTYPE_SHORT2N = 9,
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WINED3DDECLTYPE_SHORT4N = 10,
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WINED3DDECLTYPE_USHORT2N = 11,
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WINED3DDECLTYPE_USHORT4N = 12,
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WINED3DDECLTYPE_UDEC3 = 13,
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WINED3DDECLTYPE_DEC3N = 14,
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WINED3DDECLTYPE_FLOAT16_2 = 15,
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WINED3DDECLTYPE_FLOAT16_4 = 16,
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WINED3DDECLTYPE_UNUSED = 17,
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} WINED3DDECLTYPE;
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typedef struct WineDirect3DStridedData {
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BYTE *lpData; /* Pointer to start of data */
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DWORD dwStride; /* Stride between occurances of this data */
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DWORD dwType; /* Type (as in D3DVSDT_TYPE) */
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} WineDirect3DStridedData;
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typedef struct WineDirect3DVertexStridedData {
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union {
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struct {
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WineDirect3DStridedData position;
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WineDirect3DStridedData blendWeights;
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WineDirect3DStridedData blendMatrixIndices;
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WineDirect3DStridedData normal;
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WineDirect3DStridedData pSize;
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WineDirect3DStridedData diffuse;
|
||||
WineDirect3DStridedData specular;
|
||||
WineDirect3DStridedData texCoords[D3DDP_MAXTEXCOORD];
|
||||
WineDirect3DStridedData position2; /* tween data */
|
||||
WineDirect3DStridedData normal2; /* tween data */
|
||||
WineDirect3DStridedData tangent;
|
||||
WineDirect3DStridedData binormal;
|
||||
WineDirect3DStridedData tessFactor;
|
||||
WineDirect3DStridedData fog;
|
||||
WineDirect3DStridedData depth;
|
||||
WineDirect3DStridedData sample;
|
||||
} s;
|
||||
WineDirect3DStridedData input[16]; /* Indexed by constants in D3DVSDE_REGISTER */
|
||||
} u;
|
||||
} WineDirect3DVertexStridedData;
|
||||
|
||||
/****************************
|
||||
* * Vertex Shaders Declaration
|
||||
* */
|
||||
|
|
Loading…
Reference in New Issue