wined3d: With FVFs only one stream is used.
This commit is contained in:
parent
59ae2a56fb
commit
a9d681c3ad
|
@ -365,74 +365,39 @@ void primitiveConvertFVFtoOffset(DWORD thisFVF, DWORD stride, BYTE *data, WineDi
|
||||||
}
|
}
|
||||||
|
|
||||||
void primitiveConvertToStridedData(IWineD3DDevice *iface, WineDirect3DVertexStridedData *strided, BOOL *fixup) {
|
void primitiveConvertToStridedData(IWineD3DDevice *iface, WineDirect3DVertexStridedData *strided, BOOL *fixup) {
|
||||||
|
|
||||||
short LoopThroughTo = 0;
|
|
||||||
short nStream;
|
|
||||||
GLint streamVBO = 0;
|
|
||||||
DWORD preLoadStreams[MAX_STREAMS], numPreloadStreams = 0;
|
|
||||||
|
|
||||||
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
|
||||||
|
GLint streamVBO = 0;
|
||||||
/* OK, Now to setup the data locations
|
DWORD stride = This->stateBlock->streamStride[0];
|
||||||
For the non-created vertex shaders, the VertexShader var holds the real
|
|
||||||
FVF and only stream 0 matters
|
|
||||||
For the created vertex shaders, there is an FVF per stream */
|
|
||||||
if (!This->stateBlock->streamIsUP && !(This->stateBlock->vertexShader == NULL)) {
|
|
||||||
LoopThroughTo = MAX_STREAMS;
|
|
||||||
} else {
|
|
||||||
LoopThroughTo = 1;
|
|
||||||
}
|
|
||||||
|
|
||||||
/* Work through stream by stream */
|
|
||||||
for (nStream=0; nStream<LoopThroughTo; ++nStream) {
|
|
||||||
DWORD stride = This->stateBlock->streamStride[nStream];
|
|
||||||
BYTE *data = NULL;
|
BYTE *data = NULL;
|
||||||
DWORD thisFVF = 0;
|
DWORD thisFVF = 0;
|
||||||
|
|
||||||
/* Skip empty streams */
|
|
||||||
if (This->stateBlock->streamSource[nStream] == NULL) continue;
|
|
||||||
|
|
||||||
/* Retrieve appropriate FVF */
|
/* Retrieve appropriate FVF */
|
||||||
if (LoopThroughTo == 1) { /* Use FVF, not vertex shader */
|
|
||||||
thisFVF = This->stateBlock->fvf;
|
thisFVF = This->stateBlock->fvf;
|
||||||
/* Handle memory passed directly as well as vertex buffers */
|
/* Handle memory passed directly as well as vertex buffers */
|
||||||
if (This->stateBlock->streamIsUP) {
|
if (This->stateBlock->streamIsUP) {
|
||||||
streamVBO = 0;
|
streamVBO = 0;
|
||||||
data = (BYTE *)This->stateBlock->streamSource[nStream];
|
data = (BYTE *)This->stateBlock->streamSource[0];
|
||||||
} else {
|
} else {
|
||||||
/* The for loop should iterate through here only once per stream, so we don't need magic to prevent double loading
|
/* The for loop should iterate through here only once per stream, so we don't need magic to prevent double loading
|
||||||
* buffers
|
* buffers
|
||||||
*/
|
*/
|
||||||
preLoadStreams[numPreloadStreams] = nStream;
|
data = IWineD3DVertexBufferImpl_GetMemory(This->stateBlock->streamSource[0], 0, &streamVBO);
|
||||||
numPreloadStreams++;
|
|
||||||
/* GetMemory binds the VBO */
|
|
||||||
data = IWineD3DVertexBufferImpl_GetMemory(This->stateBlock->streamSource[nStream], 0, &streamVBO);
|
|
||||||
if(fixup) {
|
if(fixup) {
|
||||||
if(streamVBO != 0 ) *fixup = TRUE;
|
if(streamVBO != 0 ) *fixup = TRUE;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
} else {
|
VTRACE(("FVF for stream 0 is %lx\n", thisFVF));
|
||||||
#if 0 /* TODO: Vertex shader support */
|
|
||||||
thisFVF = This->stateBlock->vertexShaderDecl->fvf[nStream];
|
|
||||||
data = IWineD3DVertexBufferImpl_GetMemory(This->stateBlock->streamSource[nStream], 0);
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
VTRACE(("FVF for stream %d is %lx\n", nStream, thisFVF));
|
|
||||||
if (thisFVF == 0) continue;
|
|
||||||
|
|
||||||
/* Now convert the stream into pointers */
|
/* Now convert the stream into pointers */
|
||||||
primitiveConvertFVFtoOffset(thisFVF, stride, data, strided, streamVBO, nStream);
|
primitiveConvertFVFtoOffset(thisFVF, stride, data, strided, streamVBO, 0);
|
||||||
}
|
|
||||||
/* Now call PreLoad on all the vertex buffers. In the very rare case
|
/* Now call PreLoad on the vertex buffer. In the very rare case
|
||||||
* that the buffers stopps converting PreLoad will dirtify the VDECL again.
|
* that the buffers stopps converting PreLoad will dirtify the VDECL again.
|
||||||
* The vertex buffer can now use the strided structure in the device instead of finding its
|
* The vertex buffer can now use the strided structure in the device instead of finding its
|
||||||
* own again.
|
* own again.
|
||||||
*
|
|
||||||
* NULL streams won't be recorded in the array, UP streams won't be either. A stream is only
|
|
||||||
* once in there.
|
|
||||||
*/
|
*/
|
||||||
for(nStream=0; nStream < numPreloadStreams; nStream++) {
|
if(!This->stateBlock->streamIsUP) {
|
||||||
IWineD3DVertexBuffer_PreLoad(This->stateBlock->streamSource[preLoadStreams[nStream]]);
|
IWineD3DVertexBuffer_PreLoad(This->stateBlock->streamSource[0]);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue