wined3d: Disable vertex arrays after we're done drawing from them.

After drawing from a vertex array we should disable them, to prevent
the next draw calls from potentially reading past their ends. This
also moves the disabling of vertex attrib arrays (for shaders) into
its own function.
This commit is contained in:
H. Verbeet 2006-08-03 21:53:16 +02:00 committed by Alexandre Julliard
parent 99056d7e2a
commit ea905eab09
1 changed files with 43 additions and 12 deletions

View File

@ -794,6 +794,27 @@ static void draw_vertex(IWineD3DDevice *iface, /* interf
}
#endif /* TODO: Software shaders */
/* This should match any arrays loaded in loadNumberedArrays. */
/* TODO: Only load / unload arrays if we have to. */
static void unloadNumberedArrays(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
/* disable any attribs (this is the same for both GLSL and ARB modes) */
GLint maxAttribs;
int i;
/* Leave all the attribs disabled */
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
/* MESA does not support it right not */
if (glGetError() != GL_NO_ERROR)
maxAttribs = 16;
for (i = 0; i < maxAttribs; ++i) {
GL_EXTCALL(glDisableVertexAttribArrayARB(i));
checkGLcall("glDisableVertexAttribArrayARB(reg);");
}
}
/* TODO: Only load / unload arrays if we have to. */
static void loadNumberedArrays(
IWineD3DDevice *iface,
IWineD3DVertexShader *shader,
@ -825,6 +846,25 @@ static void loadNumberedArrays(
}
}
/* This should match any arrays loaded in loadVertexData. */
/* TODO: Only load / unload arrays if we have to. */
static void unloadVertexData(IWineD3DDevice *iface) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
int texture_idx;
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
glDisableClientState(GL_SECONDARY_COLOR_ARRAY_EXT);
}
for (texture_idx = 0; texture_idx < GL_LIMITS(textures); ++texture_idx) {
glClientActiveTextureARB(GL_TEXTURE0_ARB + texture_idx);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
}
/* TODO: Only load / unload arrays if we have to. */
static void loadVertexData(IWineD3DDevice *iface, WineDirect3DVertexStridedData *sd) {
unsigned int textureNo = 0;
unsigned int texture_idx = 0;
@ -1814,21 +1854,12 @@ inline static void drawPrimitiveDrawStrided(
/* Cleanup vertex program */
if (useVertexShaderFunction) {
/* disable any attribs (this is the same for both GLSL and ARB modes) */
GLint maxAttribs;
int i;
/* Leave all the attribs disabled */
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS_ARB, &maxAttribs);
/* MESA does not support it right not */
if (glGetError() != GL_NO_ERROR)
maxAttribs = 16;
for (i = 0; i < maxAttribs; ++i) {
GL_EXTCALL(glDisableVertexAttribArrayARB(i));
checkGLcall("glDisableVertexAttribArrayARB(reg);");
}
unloadNumberedArrays(iface);
if (wined3d_settings.vs_selected_mode == SHADER_ARB)
glDisable(GL_VERTEX_PROGRAM_ARB);
} else {
unloadVertexData(iface);
}
/* Cleanup fragment program */