wined3d: Store if half float conversion is needed in the decl.
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@ -201,7 +201,7 @@ void primitiveDeclarationConvertToStridedData(
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if((UINT_PTR)data < -This->stateBlock->loadBaseVertexIndex * stride) {
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FIXME("System memory vertex data load offset is negative!\n");
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}
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} else if(vertexDeclaration->half_float_used && !GL_SUPPORT(NV_HALF_FLOAT)) {
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} else if(vertexDeclaration->half_float_conv_needed) {
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WARN("Half float vertex data used, but GL_NV_half_float is not supported. Not using vbos\n");
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streamVBO = 0;
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data = ((IWineD3DVertexBufferImpl *) This->stateBlock->streamSource[element->Stream])->resource.allocatedMemory;
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@ -1127,7 +1127,7 @@ void drawPrimitive(IWineD3DDevice *iface,
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/* Instancing emulation with mixing immediate mode and arrays */
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drawStridedInstanced(iface, &This->strided_streams, calculatedNumberOfindices, glPrimType,
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idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
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} else if(GL_SUPPORT(NV_HALF_FLOAT) || (!((IWineD3DVertexDeclarationImpl *) This->stateBlock->vertexDecl)->half_float_used)) {
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} else if(!((IWineD3DVertexDeclarationImpl *) This->stateBlock->vertexDecl)->half_float_conv_needed) {
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drawStridedFast(iface, calculatedNumberOfindices, glPrimType,
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idxData, idxSize, minIndex, StartIdx, StartVertexIndex);
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} else {
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@ -2884,7 +2884,7 @@ static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, WineDi
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/* Default to no instancing */
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stateblock->wineD3DDevice->instancedDraw = FALSE;
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if(((IWineD3DVertexDeclarationImpl *)stateblock->vertexDecl)->half_float_used && !GL_SUPPORT(NV_HALF_FLOAT)) {
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if(((IWineD3DVertexDeclarationImpl *)stateblock->vertexDecl)->half_float_conv_needed) {
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/* This will be handled using drawStridedSlow */
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return;
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}
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@ -26,6 +26,8 @@
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WINE_DEFAULT_DEBUG_CHANNEL(d3d_decl);
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#define GLINFO_LOCATION This->wineD3DDevice->adapter->gl_info
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static void dump_wined3dvertexelement(const WINED3DVERTEXELEMENT *element) {
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TRACE(" Stream: %d\n", element->Stream);
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TRACE(" Offset: %d\n", element->Offset);
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@ -185,7 +187,9 @@ static HRESULT WINAPI IWineD3DVertexDeclarationImpl_SetDeclaration(IWineD3DVerte
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This->num_swizzled_attribs++;
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} else if(This->pDeclarationWine[i].Type == WINED3DDECLTYPE_FLOAT16_2 ||
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This->pDeclarationWine[i].Type == WINED3DDECLTYPE_FLOAT16_4) {
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This->half_float_used = TRUE;
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if(!GL_SUPPORT(NV_HALF_FLOAT)) {
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This->half_float_conv_needed = TRUE;
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}
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}
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}
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@ -1268,7 +1268,7 @@ typedef struct IWineD3DVertexDeclarationImpl {
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DWORD streams[MAX_STREAMS];
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UINT num_streams;
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BOOL position_transformed;
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BOOL half_float_used;
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BOOL half_float_conv_needed;
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/* Ordered array of declaration types that need swizzling in a vshader */
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attrib_declaration swizzled_attribs[MAX_ATTRIBS];
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