wined3d: Introduce a "state" variable in device_stream_info_from_declaration().
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9d4e79e382
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@ -174,8 +174,9 @@ static BOOL fixed_get_input(BYTE usage, BYTE usage_idx, unsigned int *regnum)
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void device_stream_info_from_declaration(struct wined3d_device *device,
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BOOL use_vshader, struct wined3d_stream_info *stream_info, BOOL *fixup)
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{
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const struct wined3d_state *state = &device->stateBlock->state;
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/* We need to deal with frequency data! */
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struct wined3d_vertex_declaration *declaration = device->stateBlock->state.vertex_declaration;
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struct wined3d_vertex_declaration *declaration = state->vertex_declaration;
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unsigned int i;
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stream_info->use_map = 0;
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@ -189,7 +190,7 @@ void device_stream_info_from_declaration(struct wined3d_device *device,
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for (i = 0; i < declaration->element_count; ++i)
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{
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const struct wined3d_vertex_declaration_element *element = &declaration->elements[i];
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const struct wined3d_stream_state *stream = &device->stateBlock->state.streams[element->input_slot];
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const struct wined3d_stream_state *stream = &state->streams[element->input_slot];
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struct wined3d_buffer *buffer = stream->buffer;
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struct wined3d_bo_address data;
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BOOL stride_used;
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@ -205,7 +206,7 @@ void device_stream_info_from_declaration(struct wined3d_device *device,
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data.addr = NULL;
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stride = stream->stride;
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if (device->stateBlock->state.user_stream)
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if (state->user_stream)
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{
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TRACE("Stream %u is UP, %p\n", element->input_slot, buffer);
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data.buffer_object = 0;
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@ -221,13 +222,13 @@ void device_stream_info_from_declaration(struct wined3d_device *device,
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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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if (device->stateBlock->state.load_base_vertex_index < 0)
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if (state->load_base_vertex_index < 0)
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{
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WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n",
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device->stateBlock->state.load_base_vertex_index);
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state->load_base_vertex_index);
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data.buffer_object = 0;
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data.addr = buffer_get_sysmem(buffer, &device->adapter->gl_info);
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if ((UINT_PTR)data.addr < -device->stateBlock->state.load_base_vertex_index * stride)
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if ((UINT_PTR)data.addr < -state->load_base_vertex_index * stride)
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{
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FIXME("System memory vertex data load offset is negative!\n");
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}
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@ -262,7 +263,7 @@ void device_stream_info_from_declaration(struct wined3d_device *device,
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/* TODO: Assuming vertexdeclarations are usually used with the
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* same or a similar shader, it might be worth it to store the
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* last used output slot and try that one first. */
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stride_used = vshader_get_input(device->stateBlock->state.vertex_shader,
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stride_used = vshader_get_input(state->vertex_shader,
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element->usage, element->usage_idx, &idx);
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}
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else
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@ -310,7 +311,7 @@ void device_stream_info_from_declaration(struct wined3d_device *device,
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}
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device->num_buffer_queries = 0;
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if (!device->stateBlock->state.user_stream)
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if (!state->user_stream)
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{
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WORD map = stream_info->use_map;
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@ -323,7 +324,7 @@ void device_stream_info_from_declaration(struct wined3d_device *device,
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if (!(map & 1)) continue;
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element = &stream_info->elements[i];
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buffer = device->stateBlock->state.streams[element->stream_idx].buffer;
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buffer = state->streams[element->stream_idx].buffer;
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wined3d_buffer_preload(buffer);
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/* If the preload dropped the buffer object, update the stream info. */
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