wined3d: Vertex buffers can use the declaration from the device.
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@ -219,6 +219,10 @@ void primitiveDeclarationConvertToStridedData(
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WINED3DVERTEXELEMENT *element;
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DWORD stride;
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int reg;
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char isPreLoaded[MAX_STREAMS];
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DWORD preLoadStreams[MAX_STREAMS], numPreloadStreams = 0;
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memset(isPreLoaded, 0, sizeof(isPreLoaded));
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/* Locate the vertex declaration */
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if (This->stateBlock->vertexShader && ((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->vertexDeclaration) {
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@ -249,7 +253,11 @@ void primitiveDeclarationConvertToStridedData(
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if(fixup && *fixup) FIXME("Missing fixed and unfixed vertices, expect graphics glitches\n");
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} else {
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TRACE("Stream isn't up %d, %p\n", element->Stream, This->stateBlock->streamSource[element->Stream]);
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IWineD3DVertexBuffer_PreLoad(This->stateBlock->streamSource[element->Stream]);
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if(!isPreLoaded[element->Stream]) {
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preLoadStreams[numPreloadStreams] = element->Stream;
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numPreloadStreams++;
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isPreLoaded[element->Stream] = 1;
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}
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data = IWineD3DVertexBufferImpl_GetMemory(This->stateBlock->streamSource[element->Stream], 0, &streamVBO);
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if(fixup) {
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if( streamVBO != 0) *fixup = TRUE;
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@ -287,6 +295,17 @@ void primitiveDeclarationConvertToStridedData(
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}
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}
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};
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/* Now call PreLoad on all the vertex buffers. In the very rare case
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* that the buffers stopps converting PreLoad will dirtify the VDECL again.
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* The vertex buffer can now use the strided structure in the device instead of finding its
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* own again.
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*
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* NULL streams won't be recorded in the array, UP streams won't be either. A stream is only
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* once in there.
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*/
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for(i=0; i < numPreloadStreams; i++) {
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IWineD3DVertexBuffer_PreLoad(This->stateBlock->streamSource[preLoadStreams[i]]);
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}
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}
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void primitiveConvertFVFtoOffset(DWORD thisFVF, DWORD stride, BYTE *data, WineDirect3DVertexStridedData *strided, GLint streamVBO) {
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@ -413,6 +432,7 @@ void primitiveConvertToStridedData(IWineD3DDevice *iface, WineDirect3DVertexStri
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short LoopThroughTo = 0;
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short nStream;
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GLint streamVBO = 0;
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DWORD preLoadStreams[MAX_STREAMS], numPreloadStreams = 0;
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IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
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@ -443,7 +463,11 @@ void primitiveConvertToStridedData(IWineD3DDevice *iface, WineDirect3DVertexStri
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streamVBO = 0;
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data = (BYTE *)This->stateBlock->streamSource[nStream];
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} else {
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IWineD3DVertexBuffer_PreLoad(This->stateBlock->streamSource[nStream]);
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/* The for loop should iterate through here only once per stream, so we don't need magic to prevent double loading
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* buffers
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*/
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preLoadStreams[numPreloadStreams] = nStream;
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numPreloadStreams++;
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/* GetMemory binds the VBO */
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data = IWineD3DVertexBufferImpl_GetMemory(This->stateBlock->streamSource[nStream], 0, &streamVBO);
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if(fixup) {
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@ -462,6 +486,17 @@ void primitiveConvertToStridedData(IWineD3DDevice *iface, WineDirect3DVertexStri
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/* Now convert the stream into pointers */
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primitiveConvertFVFtoOffset(thisFVF, stride, data, strided, streamVBO);
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}
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/* Now call PreLoad on all the vertex buffers. In the very rare case
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* that the buffers stopps converting PreLoad will dirtify the VDECL again.
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* The vertex buffer can now use the strided structure in the device instead of finding its
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* own again.
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*
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* NULL streams won't be recorded in the array, UP streams won't be either. A stream is only
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* once in there.
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*/
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for(nStream=0; nStream < numPreloadStreams; nStream++) {
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IWineD3DVertexBuffer_PreLoad(This->stateBlock->streamSource[preLoadStreams[nStream]]);
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}
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}
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#if 0 /* TODO: Software Shaders */
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@ -164,7 +164,6 @@ inline BOOL WINAPI IWineD3DVertexBufferImpl_FindDecl(IWineD3DVertexBufferImpl *T
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{
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WineDirect3DVertexStridedData strided;
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IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
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BOOL ret;
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memset(&strided, 0, sizeof(strided));
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/* There are certain vertex data types that need to be fixed up. The Vertex Buffers FVF doesn't
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@ -191,38 +190,18 @@ inline BOOL WINAPI IWineD3DVertexBufferImpl_FindDecl(IWineD3DVertexBufferImpl *T
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* FALSE: otherwise
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*/
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if(device->stateBlock->vertexShader != NULL && wined3d_settings.vs_mode != VS_NONE
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&&((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function != NULL
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&& GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
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/* Case 1: Vertex Shader: No conversion */
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TRACE("Vertex Shader, no conversion needed\n");
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} else if(device->stateBlock->vertexDecl || device->stateBlock->vertexShader) {
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/* Case 2: Vertex Declaration */
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TRACE("Using vertex declaration\n");
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This->Flags |= VBFLAG_LOAD;
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primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device,
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FALSE,
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&strided,
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&ret /* buffer contains fixed data, ignored here */);
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This->Flags &= ~VBFLAG_LOAD;
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if(device->stateBlock->vertexShader && ((IWineD3DVertexShaderImpl *) device->stateBlock->vertexShader)->baseShader.function) {
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/* Assume no conversion */
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memset(&strided, 0, sizeof(strided));
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} else {
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/* Case 3: FVF */
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if(!(This->Flags & VBFLAG_STREAM) ) {
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TRACE("No vertex decl used and buffer is not bound to a stream\n");
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/* No reload needed */
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return FALSE;
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} else {
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This->Flags |= VBFLAG_LOAD;
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primitiveConvertFVFtoOffset(device->stateBlock->fvf,
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device->stateBlock->streamStride[This->stream],
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NULL,
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&strided,
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This->vbo);
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This->Flags &= ~VBFLAG_LOAD;
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/* Data can only come from this buffer */
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}
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/* we need a copy because we modify some params */
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memcpy(&strided, &device->strided_streams, sizeof(strided));
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/* Filter out data that does not come from this VBO */
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if(strided.u.s.position.VBO != This->vbo) memset(&strided.u.s.position, 0, sizeof(strided.u.s.position));
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if(strided.u.s.diffuse.VBO != This->vbo) memset(&strided.u.s.diffuse, 0, sizeof(strided.u.s.diffuse));
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if(strided.u.s.specular.VBO != This->vbo) memset(&strided.u.s.specular, 0, sizeof(strided.u.s.specular));
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if(strided.u.s.position2.VBO != This->vbo) memset(&strided.u.s.position2, 0, sizeof(strided.u.s.position2));
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}
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/* Filter out data that does not come from this VBO */
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@ -297,6 +276,14 @@ static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *if
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checkGLcall("glDeleteBuffersARB");
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LEAVE_GL();
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This->vbo = 0;
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/* The stream source state handler might have read the memory of the vertex buffer already
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* and got the memory in the vbo which is not valid any longer. Dirtify the stream source
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* to force a reload. This happens only once per changed vertexbuffer and should occur rather
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* rarely
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*/
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IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_STREAMSRC);
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return;
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}
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/* Otherwise do not bother to release the VBO. If we're doing direct locking now,
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