wined3d: With FVFs only one stream is used.

This commit is contained in:
Stefan Dösinger 2007-02-19 15:26:31 +01:00 committed by Alexandre Julliard
parent 59ae2a56fb
commit a9d681c3ad
1 changed files with 24 additions and 59 deletions

View File

@ -365,74 +365,39 @@ void primitiveConvertFVFtoOffset(DWORD thisFVF, DWORD stride, BYTE *data, WineDi
}
void primitiveConvertToStridedData(IWineD3DDevice *iface, WineDirect3DVertexStridedData *strided, BOOL *fixup) {
short LoopThroughTo = 0;
short nStream;
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
GLint streamVBO = 0;
DWORD preLoadStreams[MAX_STREAMS], numPreloadStreams = 0;
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
/* OK, Now to setup the data locations
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];
DWORD stride = This->stateBlock->streamStride[0];
BYTE *data = NULL;
DWORD thisFVF = 0;
/* Skip empty streams */
if (This->stateBlock->streamSource[nStream] == NULL) continue;
/* Retrieve appropriate FVF */
if (LoopThroughTo == 1) { /* Use FVF, not vertex shader */
thisFVF = This->stateBlock->fvf;
/* Handle memory passed directly as well as vertex buffers */
if (This->stateBlock->streamIsUP) {
streamVBO = 0;
data = (BYTE *)This->stateBlock->streamSource[nStream];
data = (BYTE *)This->stateBlock->streamSource[0];
} else {
/* The for loop should iterate through here only once per stream, so we don't need magic to prevent double loading
* buffers
*/
preLoadStreams[numPreloadStreams] = nStream;
numPreloadStreams++;
/* GetMemory binds the VBO */
data = IWineD3DVertexBufferImpl_GetMemory(This->stateBlock->streamSource[nStream], 0, &streamVBO);
data = IWineD3DVertexBufferImpl_GetMemory(This->stateBlock->streamSource[0], 0, &streamVBO);
if(fixup) {
if(streamVBO != 0 ) *fixup = TRUE;
}
}
} else {
#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;
VTRACE(("FVF for stream 0 is %lx\n", thisFVF));
/* Now convert the stream into pointers */
primitiveConvertFVFtoOffset(thisFVF, stride, data, strided, streamVBO, nStream);
}
/* Now call PreLoad on all the vertex buffers. In the very rare case
primitiveConvertFVFtoOffset(thisFVF, stride, data, strided, streamVBO, 0);
/* Now call PreLoad on the vertex buffer. In the very rare case
* 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
* 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++) {
IWineD3DVertexBuffer_PreLoad(This->stateBlock->streamSource[preLoadStreams[nStream]]);
if(!This->stateBlock->streamIsUP) {
IWineD3DVertexBuffer_PreLoad(This->stateBlock->streamSource[0]);
}
}