wined3d: Move decoding the vertex declaration to the vertexshader state handler.

oldstable
Stefan Dösinger 2007-01-02 21:31:08 +01:00 committed by Alexandre Julliard
parent 04ce141940
commit 438c172841
3 changed files with 46 additions and 41 deletions

View File

@ -1943,7 +1943,7 @@ void drawPrimitive(IWineD3DDevice *iface,
BOOL usePixelShaderFunction = FALSE;
IWineD3DSwapChainImpl *swapchain;
int i;
BOOL fixup = FALSE;
BOOL fixup;
DWORD dirtyState, idx;
BYTE shift;
@ -1980,6 +1980,7 @@ void drawPrimitive(IWineD3DDevice *iface,
StateTable[dirtyState].apply(dirtyState, This->stateBlock);
}
This->numDirtyEntries = 0; /* This makes the whole list clean */
fixup = This->streamFixedUp;
if (TRACE_ON(d3d_draw) && wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
check_fbo_status(iface);
@ -1990,44 +1991,6 @@ void drawPrimitive(IWineD3DDevice *iface,
}
This->depth_copy_state = WINED3D_DCS_INITIAL;
if(This->up_strided) {
/* Note: this is a ddraw fixed-function code path */
TRACE("================ Strided Input ===================\n");
memcpy(&This->strided_streams, This->up_strided, sizeof(This->strided_streams));
drawPrimitiveTraceDataLocations(&This->strided_streams);
fixup = FALSE;
}
else if (This->stateBlock->vertexDecl || This->stateBlock->vertexShader) {
/* Note: This is a fixed function or shader codepath.
* This means it must handle both types of strided data.
* Shaders must go through here to zero the strided data, even if they
* don't set any declaration at all */
TRACE("================ Vertex Declaration ===================\n");
memset(&This->strided_streams, 0, sizeof(This->strided_streams));
if (This->stateBlock->vertexDecl != NULL ||
((IWineD3DVertexShaderImpl *)This->stateBlock->vertexShader)->vertexDeclaration != NULL)
primitiveDeclarationConvertToStridedData(iface, useVertexShaderFunction,
&This->strided_streams, &fixup);
} else {
/* Note: This codepath is not reachable from d3d9 (see fvf->decl9 conversion)
* It is reachable through d3d8, but only for fixed-function.
* It will not work properly for shaders. */
TRACE("================ FVF ===================\n");
memset(&This->strided_streams, 0, sizeof(This->strided_streams));
primitiveConvertToStridedData(iface, &This->strided_streams, &fixup);
drawPrimitiveTraceDataLocations(&This->strided_streams);
}
/* Setup transform matrices and sort out */
primitiveInitState(iface, &This->strided_streams, useVertexShaderFunction, &lighting_changed, &lighting_original);

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@ -1857,8 +1857,49 @@ static void transform_worldex(DWORD state, IWineD3DStateBlockImpl *stateBlock) {
WARN("World matrix 1 - 255 not supported yet\n");
}
static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateBlock) {
TRACE("To be filled later\n");
static void vertexdeclaration(DWORD state, IWineD3DStateBlockImpl *stateblock) {
BOOL useVertexShaderFunction = FALSE;
stateblock->wineD3DDevice->streamFixedUp = FALSE;
/* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
* here simply check whether a shader was set, or the user disabled shaders
*/
if (stateblock->wineD3DDevice->vs_selected_mode != SHADER_NONE && stateblock->vertexShader &&
((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->baseShader.function != NULL)
useVertexShaderFunction = TRUE;
if(stateblock->wineD3DDevice->up_strided) {
/* Note: this is a ddraw fixed-function code path */
TRACE("================ Strided Input ===================\n");
memcpy(&stateblock->wineD3DDevice->strided_streams, stateblock->wineD3DDevice->up_strided, sizeof(stateblock->wineD3DDevice->strided_streams));
stateblock->wineD3DDevice->streamFixedUp = FALSE;
}
else if (stateblock->vertexDecl || stateblock->vertexShader) {
/* Note: This is a fixed function or shader codepath.
* This means it must handle both types of strided data.
* Shaders must go through here to zero the strided data, even if they
* don't set any declaration at all
*/
TRACE("================ Vertex Declaration ===================\n");
memset(&stateblock->wineD3DDevice->strided_streams, 0, sizeof(stateblock->wineD3DDevice->strided_streams));
if (stateblock->vertexDecl != NULL ||
((IWineD3DVertexShaderImpl *)stateblock->vertexShader)->vertexDeclaration != NULL) {
primitiveDeclarationConvertToStridedData((IWineD3DDevice *) stateblock->wineD3DDevice, useVertexShaderFunction,
&stateblock->wineD3DDevice->strided_streams, &stateblock->wineD3DDevice->streamFixedUp);
}
} else {
/* Note: This codepath is not reachable from d3d9 (see fvf->decl9 conversion)
* It is reachable through d3d8, but only for fixed-function.
* It will not work properly for shaders.
*/
TRACE("================ FVF ===================\n");
memset(&stateblock->wineD3DDevice->strided_streams, 0, sizeof(stateblock->wineD3DDevice->strided_streams));
primitiveConvertToStridedData((IWineD3DDevice *) stateblock->wineD3DDevice, &stateblock->wineD3DDevice->strided_streams,
&stateblock->wineD3DDevice->streamFixedUp);
}
}
const struct StateEntry StateTable[] =

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@ -669,6 +669,7 @@ typedef struct IWineD3DDeviceImpl
/* Stream source management */
WineDirect3DVertexStridedData strided_streams;
WineDirect3DVertexStridedData *up_strided;
BOOL streamFixedUp;
} IWineD3DDeviceImpl;