wined3d: Store the wined3d patch vertex count in the wined3d state structure.

As opposed to the OpenGL patch vertex count. These are of course the same, so
this is only a semantic change.

Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
feature/deterministic
Henri Verbeet 2020-05-20 18:12:29 +04:30 committed by Alexandre Julliard
parent 51a901e34e
commit f8acf0b97d
5 changed files with 12 additions and 12 deletions

View File

@ -4602,7 +4602,7 @@ void draw_primitive(struct wined3d_device *device, const struct wined3d_state *s
if (state->primitive_type == WINED3D_PT_PATCH)
{
GL_EXTCALL(glPatchParameteri(GL_PATCH_VERTICES, state->gl_patch_vertices));
GL_EXTCALL(glPatchParameteri(GL_PATCH_VERTICES, state->patch_vertex_count));
checkGLcall("glPatchParameteri");
}

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@ -889,7 +889,7 @@ static void wined3d_cs_exec_draw(struct wined3d_cs *cs, const void *data)
device_invalidate_state(cs->device, STATE_POINT_ENABLE);
state->primitive_type = op->primitive_type;
}
state->gl_patch_vertices = op->patch_vertex_count;
state->patch_vertex_count = op->patch_vertex_count;
cs->device->adapter->adapter_ops->adapter_draw_primitive(cs->device, state, &op->parameters);

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@ -3977,7 +3977,7 @@ void CDECL wined3d_device_set_primitive_type(struct wined3d_device *device,
device, debug_d3dprimitivetype(primitive_type), patch_vertex_count);
device->state.primitive_type = primitive_type;
device->state.gl_patch_vertices = patch_vertex_count;
device->state.patch_vertex_count = patch_vertex_count;
}
void CDECL wined3d_device_get_primitive_type(const struct wined3d_device *device,
@ -3988,7 +3988,7 @@ void CDECL wined3d_device_get_primitive_type(const struct wined3d_device *device
*primitive_type = device->state.primitive_type;
if (patch_vertex_count)
*patch_vertex_count = device->state.gl_patch_vertices;
*patch_vertex_count = device->state.patch_vertex_count;
TRACE("Returning %s.\n", debug_d3dprimitivetype(*primitive_type));
}
@ -3998,7 +3998,7 @@ HRESULT CDECL wined3d_device_draw_primitive(struct wined3d_device *device, UINT
TRACE("device %p, start_vertex %u, vertex_count %u.\n", device, start_vertex, vertex_count);
wined3d_cs_emit_draw(device->cs, device->state.primitive_type,
device->state.gl_patch_vertices, 0, start_vertex, vertex_count, 0, 0, false);
device->state.patch_vertex_count, 0, start_vertex, vertex_count, 0, 0, false);
return WINED3D_OK;
}
@ -4009,7 +4009,7 @@ void CDECL wined3d_device_draw_primitive_instanced(struct wined3d_device *device
TRACE("device %p, start_vertex %u, vertex_count %u, start_instance %u, instance_count %u.\n",
device, start_vertex, vertex_count, start_instance, instance_count);
wined3d_cs_emit_draw(device->cs, device->state.primitive_type, device->state.gl_patch_vertices,
wined3d_cs_emit_draw(device->cs, device->state.primitive_type, device->state.patch_vertex_count,
0, start_vertex, vertex_count, start_instance, instance_count, false);
}
@ -4019,7 +4019,7 @@ void CDECL wined3d_device_draw_primitive_instanced_indirect(struct wined3d_devic
TRACE("device %p, buffer %p, offset %u.\n", device, buffer, offset);
wined3d_cs_emit_draw_indirect(device->cs, device->state.primitive_type,
device->state.gl_patch_vertices, buffer, offset, false);
device->state.patch_vertex_count, buffer, offset, false);
}
HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *device, UINT start_idx, UINT index_count)
@ -4036,7 +4036,7 @@ HRESULT CDECL wined3d_device_draw_indexed_primitive(struct wined3d_device *devic
return WINED3DERR_INVALIDCALL;
}
wined3d_cs_emit_draw(device->cs, device->state.primitive_type, device->state.gl_patch_vertices,
wined3d_cs_emit_draw(device->cs, device->state.primitive_type, device->state.patch_vertex_count,
device->state.base_vertex_index, start_idx, index_count, 0, 0, true);
return WINED3D_OK;
@ -4048,7 +4048,7 @@ void CDECL wined3d_device_draw_indexed_primitive_instanced(struct wined3d_device
TRACE("device %p, start_idx %u, index_count %u, start_instance %u, instance_count %u.\n",
device, start_idx, index_count, start_instance, instance_count);
wined3d_cs_emit_draw(device->cs, device->state.primitive_type, device->state.gl_patch_vertices,
wined3d_cs_emit_draw(device->cs, device->state.primitive_type, device->state.patch_vertex_count,
device->state.base_vertex_index, start_idx, index_count, start_instance, instance_count, true);
}
@ -4058,7 +4058,7 @@ void CDECL wined3d_device_draw_indexed_primitive_instanced_indirect(struct wined
TRACE("device %p, buffer %p, offset %u.\n", device, buffer, offset);
wined3d_cs_emit_draw_indirect(device->cs, device->state.primitive_type,
device->state.gl_patch_vertices, buffer, offset, true);
device->state.patch_vertex_count, buffer, offset, true);
}
HRESULT CDECL wined3d_device_update_texture(struct wined3d_device *device,

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@ -1819,7 +1819,7 @@ static void state_init_default(struct wined3d_state *state, const struct wined3d
get_identity_matrix(&identity);
state->primitive_type = WINED3D_PT_UNDEFINED;
state->gl_patch_vertices = 0;
state->patch_vertex_count = 0;
/* Set some of the defaults for lights, transforms etc */
state->transforms[WINED3D_TS_PROJECTION] = identity;

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@ -3489,7 +3489,7 @@ struct wined3d_state
int base_vertex_index;
int load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */
enum wined3d_primitive_type primitive_type;
GLint gl_patch_vertices;
unsigned int patch_vertex_count;
struct wined3d_query *predicate;
BOOL predicate_value;