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

View file

@ -737,7 +737,9 @@ static HRESULT WINAPI IDirect3DDevice8Impl_CreateVertexBuffer(LPDIRECT3DDEVICE8
object->lpVtbl = &Direct3DVertexBuffer8_Vtbl;
object->ref = 1;
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);
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) {
IDirect3DDevice8Impl *This = (IDirect3DDevice8Impl *)iface;
HRESULT hr;
IDirect3DVertexBuffer8Impl *dest = (IDirect3DVertexBuffer8Impl *) pDestBuffer;
TRACE("(%p) Relay\n" , This);
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);
return hr;
}

View file

@ -1449,10 +1449,11 @@ static HRESULT WINAPI IDirect3DDevice9Impl_ProcessVertices(LPDIRECT3DDEVICE9EX
IDirect3DDevice9Impl *This = (IDirect3DDevice9Impl *)iface;
IDirect3DVertexDeclaration9Impl *Decl = (IDirect3DVertexDeclaration9Impl *) pVertexDecl;
HRESULT hr;
IDirect3DVertexBuffer9Impl *dest = (IDirect3DVertexBuffer9Impl *) pDestBuffer;
TRACE("(%p) Relay\n" , This);
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);
return hr;
}

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@ -247,7 +247,9 @@ HRESULT WINAPI IDirect3DDevice9Impl_CreateVertexBuffer(LPDIRECT3DDEVICE9EX iface
object->ref = 1;
object->fvf = FVF;
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);
if (hrc != D3D_OK) {

View file

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

View file

@ -317,11 +317,15 @@ static BOOL buffer_find_decl(struct wined3d_buffer *This)
* processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
* 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 decoded vertex declaration and pick the things that concern the
* current buffer. A problem with this is that this can change between
* draws, so we have to validate the information and reprocess the buffer
* 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
* 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->Pool = This->resource.pool;
desc->Size = This->resource.size;
desc->FVF = This->fvf;
return WINED3D_OK;
}

View file

@ -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);
*ppVertexBuffer = (IWineD3DBuffer *)object;
object->fvf = FVF;
/* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
* 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)
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;
unsigned int i;
DWORD DestFVF = dest->fvf;
WINED3DVIEWPORT vp;
WINED3DMATRIX mat, proj_mat, view_mat, world_mat;
BOOL doClip;
@ -4866,7 +4864,8 @@ static HRESULT process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIn
#undef copy_and_next
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;
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,
(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;
LONG lock_count;
/* legacy vertex buffers */
DWORD fvf;
/* conversion stuff */
UINT conversion_count;
UINT draw_count;

View file

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