wined3d: Remove the buffer fvf.

This commit is contained in:
Stefan Dösinger 2009-04-06 14:16:59 +02:00 committed by Alexandre Julliard
parent 77e6dcca02
commit f0efa97413
8 changed files with 23 additions and 17 deletions

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@ -737,7 +737,9 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexBuffer(LPDIRECT3DDEVICE8
object->lpVtbl = &Direct3DVertexBuffer8_Vtbl; object->lpVtbl = &Direct3DVertexBuffer8_Vtbl;
object->ref = 1; object->ref = 1;
EnterCriticalSection(&d3d8_cs); EnterCriticalSection(&d3d8_cs);
hrc = IWineD3DDevice_CreateVertexBuffer(This->WineD3DDevice, Size, Usage & WINED3DUSAGE_MASK, FVF, (WINED3DPOOL) Pool, &(object->wineD3DVertexBuffer), NULL, (IUnknown *)object); hrc = IWineD3DDevice_CreateVertexBuffer(This->WineD3DDevice, Size, Usage & WINED3DUSAGE_MASK,
0 /* fvf for ddraw only */, (WINED3DPOOL) Pool, &(object->wineD3DVertexBuffer), NULL,
(IUnknown *)object);
LeaveCriticalSection(&d3d8_cs); LeaveCriticalSection(&d3d8_cs);
object->fvf = FVF; object->fvf = FVF;
@ -1662,10 +1664,11 @@ static HRESULT WINAPI IDirect3DDevice8Impl_DrawIndexedPrimitiveUP(LPDIRECT3DDEVI
static HRESULT WINAPI IDirect3DDevice8Impl_ProcessVertices(LPDIRECT3DDEVICE8 iface, UINT SrcStartIndex,UINT DestIndex,UINT VertexCount,IDirect3DVertexBuffer8* pDestBuffer,DWORD Flags) { static HRESULT WINAPI IDirect3DDevice8Impl_ProcessVertices(LPDIRECT3DDEVICE8 iface, UINT SrcStartIndex,UINT DestIndex,UINT VertexCount,IDirect3DVertexBuffer8* pDestBuffer,DWORD Flags) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface; IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
HRESULT hr; HRESULT hr;
IDirect3DVertexBuffer8Impl *dest = (IDirect3DVertexBuffer8Impl *) pDestBuffer;
TRACE("(%p) Relay\n" , This); TRACE("(%p) Relay\n" , This);
EnterCriticalSection(&d3d8_cs); EnterCriticalSection(&d3d8_cs);
hr = IWineD3DDevice_ProcessVertices(This->WineD3DDevice,SrcStartIndex, DestIndex, VertexCount, ((IDirect3DVertexBuffer8Impl *)pDestBuffer)->wineD3DVertexBuffer, NULL, Flags); hr = IWineD3DDevice_ProcessVertices(This->WineD3DDevice,SrcStartIndex, DestIndex, VertexCount, dest->wineD3DVertexBuffer, NULL, Flags, dest->fvf);
LeaveCriticalSection(&d3d8_cs); LeaveCriticalSection(&d3d8_cs);
return hr; return hr;
} }

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@ -1449,10 +1449,11 @@ static HRESULT WINAPI IDirect3DDevice9Impl_ProcessVertices(LPDIRECT3DDEVICE9EX
IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface; IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
IDirect3DVertexDeclaration9Impl *Decl = (IDirect3DVertexDeclaration9Impl *) pVertexDecl; IDirect3DVertexDeclaration9Impl *Decl = (IDirect3DVertexDeclaration9Impl *) pVertexDecl;
HRESULT hr; HRESULT hr;
IDirect3DVertexBuffer9Impl *dest = (IDirect3DVertexBuffer9Impl *) pDestBuffer;
TRACE("(%p) Relay\n" , This); TRACE("(%p) Relay\n" , This);
EnterCriticalSection(&d3d9_cs); EnterCriticalSection(&d3d9_cs);
hr = IWineD3DDevice_ProcessVertices(This->WineD3DDevice,SrcStartIndex, DestIndex, VertexCount, ((IDirect3DVertexBuffer9Impl *)pDestBuffer)->wineD3DVertexBuffer, Decl ? Decl->wineD3DVertexDeclaration : NULL, Flags); hr = IWineD3DDevice_ProcessVertices(This->WineD3DDevice,SrcStartIndex, DestIndex, VertexCount, dest->wineD3DVertexBuffer, Decl ? Decl->wineD3DVertexDeclaration : NULL, Flags, dest->fvf);
LeaveCriticalSection(&d3d9_cs); LeaveCriticalSection(&d3d9_cs);
return hr; return hr;
} }

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@ -247,7 +247,9 @@ HRESULT WINAPI IDirect3DDevice9Impl_CreateVertexBuffer(LPDIRECT3DDEVICE9EX iface
object->ref = 1; object->ref = 1;
object->fvf = FVF; object->fvf = FVF;
EnterCriticalSection(&d3d9_cs); EnterCriticalSection(&d3d9_cs);
hrc = IWineD3DDevice_CreateVertexBuffer(This->WineD3DDevice, Size, Usage & WINED3DUSAGE_MASK, FVF, (WINED3DPOOL) Pool, &(object->wineD3DVertexBuffer), pSharedHandle, (IUnknown *)object); hrc = IWineD3DDevice_CreateVertexBuffer(This->WineD3DDevice, Size, Usage & WINED3DUSAGE_MASK,
0 /* fvf for ddraw only */, (WINED3DPOOL) Pool, &(object->wineD3DVertexBuffer),
pSharedHandle, (IUnknown *)object);
LeaveCriticalSection(&d3d9_cs); LeaveCriticalSection(&d3d9_cs);
if (hrc != D3D_OK) { if (hrc != D3D_OK) {

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@ -384,7 +384,8 @@ IDirect3DVertexBufferImpl_ProcessVertices(IDirect3DVertexBuffer7 *iface,
Count, Count,
This->wineD3DVertexBuffer, This->wineD3DVertexBuffer,
NULL /* Output vdecl */, NULL /* Output vdecl */,
Flags); Flags,
This->fvf);
/* Restore the states if needed */ /* Restore the states if needed */
if(doClip != oldClip) if(doClip != oldClip)

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@ -317,11 +317,15 @@ static BOOL buffer_find_decl(struct wined3d_buffer *This)
* processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
* GL_NV_half_float is not supported. * GL_NV_half_float is not supported.
* *
* Note for d3d8 and d3d9:
* The vertex buffer FVF doesn't help with finding them, we have to use * The vertex buffer FVF doesn't help with finding them, we have to use
* the decoded vertex declaration and pick the things that concern the * the decoded vertex declaration and pick the things that concern the
* current buffer. A problem with this is that this can change between * current buffer. A problem with this is that this can change between
* draws, so we have to validate the information and reprocess the buffer * draws, so we have to validate the information and reprocess the buffer
* if it changes, and avoid false positives for performance reasons. * if it changes, and avoid false positives for performance reasons.
* WineD3D doesn't even know the vertex buffer any more, it is managed
* by the client libraries and passed to SetStreamSource and ProcessVertices
* as needed.
* *
* We have to distinguish between vertex shaders and fixed function to * We have to distinguish between vertex shaders and fixed function to
* pick the way we access the strided vertex information. * pick the way we access the strided vertex information.
@ -938,7 +942,6 @@ static HRESULT STDMETHODCALLTYPE buffer_GetDesc(IWineD3DBuffer *iface, WINED3DBU
desc->Usage = This->resource.usage; desc->Usage = This->resource.usage;
desc->Pool = This->resource.pool; desc->Pool = This->resource.pool;
desc->Size = This->resource.size; desc->Size = This->resource.size;
desc->FVF = This->fvf;
return WINED3D_OK; return WINED3D_OK;
} }

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@ -552,8 +552,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *ifac
TRACE("(%p) : Size=%d, Usage=0x%08x, FVF=%x, Pool=%d - Memory@%p, Iface@%p\n", This, Size, Usage, FVF, Pool, object->resource.allocatedMemory, object); TRACE("(%p) : Size=%d, Usage=0x%08x, FVF=%x, Pool=%d - Memory@%p, Iface@%p\n", This, Size, Usage, FVF, Pool, object->resource.allocatedMemory, object);
*ppVertexBuffer = (IWineD3DBuffer *)object; *ppVertexBuffer = (IWineD3DBuffer *)object;
object->fvf = FVF;
/* Observations show that drawStridedSlow is faster on dynamic VBs than converting + /* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
* drawStridedFast (half-life 2). * drawStridedFast (half-life 2).
* *
@ -4506,11 +4504,11 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantF(
#define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size) #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
static HRESULT process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCount, static HRESULT process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCount,
const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD dwFlags) const struct wined3d_stream_info *stream_info, struct wined3d_buffer *dest, DWORD dwFlags,
DWORD DestFVF)
{ {
char *dest_ptr, *dest_conv = NULL, *dest_conv_addr = NULL; char *dest_ptr, *dest_conv = NULL, *dest_conv_addr = NULL;
unsigned int i; unsigned int i;
DWORD DestFVF = dest->fvf;
WINED3DVIEWPORT vp; WINED3DVIEWPORT vp;
WINED3DMATRIX mat, proj_mat, view_mat, world_mat; WINED3DMATRIX mat, proj_mat, view_mat, world_mat;
BOOL doClip; BOOL doClip;
@ -4866,7 +4864,8 @@ static HRESULT process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIn
#undef copy_and_next #undef copy_and_next
static HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface, UINT SrcStartIndex, UINT DestIndex, static HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface, UINT SrcStartIndex, UINT DestIndex,
UINT VertexCount, IWineD3DBuffer *pDestBuffer, IWineD3DVertexDeclaration *pVertexDecl, DWORD Flags) UINT VertexCount, IWineD3DBuffer *pDestBuffer, IWineD3DVertexDeclaration *pVertexDecl, DWORD Flags,
DWORD DestFVF)
{ {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
struct wined3d_stream_info stream_info; struct wined3d_stream_info stream_info;
@ -4912,7 +4911,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface,
} }
return process_vertices_strided(This, DestIndex, VertexCount, &stream_info, return process_vertices_strided(This, DestIndex, VertexCount, &stream_info,
(struct wined3d_buffer *)pDestBuffer, Flags); (struct wined3d_buffer *)pDestBuffer, Flags, DestFVF);
} }
/***** /*****

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@ -2095,9 +2095,6 @@ struct wined3d_buffer
UINT dirty_end; UINT dirty_end;
LONG lock_count; LONG lock_count;
/* legacy vertex buffers */
DWORD fvf;
/* conversion stuff */ /* conversion stuff */
UINT conversion_count; UINT conversion_count;
UINT draw_count; UINT draw_count;

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@ -1869,7 +1869,6 @@ typedef struct _WINED3DBUFFER_DESC
DWORD Usage; DWORD Usage;
WINED3DPOOL Pool; WINED3DPOOL Pool;
UINT Size; UINT Size;
DWORD FVF;
} WINED3DBUFFER_DESC; } WINED3DBUFFER_DESC;
typedef struct glDescriptor typedef struct glDescriptor
@ -3349,7 +3348,8 @@ interface IWineD3DDevice : IWineD3DBase
[in] UINT vertex_count, [in] UINT vertex_count,
[in] IWineD3DBuffer *dest_buffer, [in] IWineD3DBuffer *dest_buffer,
[in] IWineD3DVertexDeclaration *declaration, [in] IWineD3DVertexDeclaration *declaration,
[in] DWORD flags [in] DWORD flags,
[in] DWORD DestFVF
); );
HRESULT BeginStateBlock( HRESULT BeginStateBlock(
); );