From 98a91e84bc8191260615d8e8dd79f0984f6e64e1 Mon Sep 17 00:00:00 2001 From: Henri Verbeet Date: Mon, 20 Sep 2010 19:41:24 +0200 Subject: [PATCH] wined3d: Move base vertex state to wined3d_state. --- dlls/wined3d/device.c | 33 ++++++++++++++++++--------------- dlls/wined3d/drawprim.c | 16 ++++++++-------- dlls/wined3d/state.c | 40 ++++++++++++++++++++-------------------- dlls/wined3d/stateblock.c | 8 ++++---- dlls/wined3d/wined3d_private.h | 5 ++--- 5 files changed, 52 insertions(+), 50 deletions(-) diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c index ad54e582759..c37be1295b6 100644 --- a/dlls/wined3d/device.c +++ b/dlls/wined3d/device.c @@ -220,12 +220,13 @@ void device_stream_info_from_declaration(IWineD3DDeviceImpl *This, * sources. In most sane cases the pointer - offset will still be > 0, otherwise it will wrap * around to some big value. Hope that with the indices, the driver wraps it back internally. If * not, drawStridedSlow is needed, including a vertex buffer path. */ - if (This->stateBlock->loadBaseVertexIndex < 0) + if (This->stateBlock->state.load_base_vertex_index < 0) { - WARN("loadBaseVertexIndex is < 0 (%d), not using vbos\n", This->stateBlock->loadBaseVertexIndex); + WARN("load_base_vertex_index is < 0 (%d), not using VBOs.\n", + This->stateBlock->state.load_base_vertex_index); buffer_object = 0; data = buffer_get_sysmem(buffer, &This->adapter->gl_info); - if ((UINT_PTR)data < -This->stateBlock->loadBaseVertexIndex * stride) + if ((UINT_PTR)data < -This->stateBlock->state.load_base_vertex_index * stride) { FIXME("System memory vertex data load offset is negative!\n"); } @@ -2974,12 +2975,13 @@ static HRESULT WINAPI IWineD3DDeviceImpl_SetBaseVertexIndex(IWineD3DDevice *ifac IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; TRACE("(%p)->(%d)\n", This, BaseIndex); - if(This->updateStateBlock->baseVertexIndex == BaseIndex) { + if (This->updateStateBlock->state.base_vertex_index == BaseIndex) + { TRACE("Application is setting the old value over, nothing to do\n"); return WINED3D_OK; } - This->updateStateBlock->baseVertexIndex = BaseIndex; + This->updateStateBlock->state.base_vertex_index = BaseIndex; if (This->isRecordingState) { TRACE("Recording... not performing anything\n"); @@ -2994,7 +2996,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetBaseVertexIndex(IWineD3DDevice *ifac IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; TRACE("(%p) : base_index %p\n", This, base_index); - *base_index = This->stateBlock->baseVertexIndex; + *base_index = This->stateBlock->state.base_vertex_index; TRACE("Returning %u\n", *base_index); @@ -4687,9 +4689,9 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitive(IWineD3DDevice *iface, UI This->stateBlock->state.user_stream = FALSE; } - if (This->stateBlock->loadBaseVertexIndex) + if (This->stateBlock->state.load_base_vertex_index) { - This->stateBlock->loadBaseVertexIndex = 0; + This->stateBlock->state.load_base_vertex_index = 0; IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC); } /* Account for the loading offset due to index buffers. Instead of reloading all sources correct it with the startvertex parameter */ @@ -4735,8 +4737,9 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitive(IWineD3DDevice *if else idxStride = 4; - if(This->stateBlock->loadBaseVertexIndex != This->stateBlock->baseVertexIndex) { - This->stateBlock->loadBaseVertexIndex = This->stateBlock->baseVertexIndex; + if (This->stateBlock->state.load_base_vertex_index != This->stateBlock->state.base_vertex_index) + { + This->stateBlock->state.load_base_vertex_index = This->stateBlock->state.base_vertex_index; IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC); } @@ -4770,7 +4773,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveUP(IWineD3DDevice *iface, stream->offset = 0; stream->stride = VertexStreamZeroStride; This->stateBlock->state.user_stream = TRUE; - This->stateBlock->loadBaseVertexIndex = 0; + This->stateBlock->state.load_base_vertex_index = 0; /* TODO: Only mark dirty if drawing from a different UP address */ IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC); @@ -4821,8 +4824,8 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice * This->stateBlock->state.user_stream = TRUE; /* Set to 0 as per msdn. Do it now due to the stream source loading during drawPrimitive */ - This->stateBlock->baseVertexIndex = 0; - This->stateBlock->loadBaseVertexIndex = 0; + This->stateBlock->state.base_vertex_index = 0; + This->stateBlock->state.load_base_vertex_index = 0; /* Mark the state dirty until we have nicer tracking of the stream source pointers */ IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL); IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER); @@ -4856,7 +4859,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveStrided(IWineD3DDevice *if */ IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL); IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER); - This->stateBlock->baseVertexIndex = 0; + This->stateBlock->state.base_vertex_index = 0; This->up_strided = DrawPrimStrideData; drawPrimitive(iface, vertex_count, 0, 0, NULL); This->up_strided = NULL; @@ -4877,7 +4880,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveStrided(IWineD3DDev IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL); IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER); This->stateBlock->state.user_stream = TRUE; - This->stateBlock->baseVertexIndex = 0; + This->stateBlock->state.base_vertex_index = 0; This->up_strided = DrawPrimStrideData; drawPrimitive(iface, vertex_count, 0 /* start_idx */, idxSize, pIndexData); This->up_strided = NULL; diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c index 4149f8b9b62..80cbf30b3e2 100644 --- a/dlls/wined3d/drawprim.c +++ b/dlls/wined3d/drawprim.c @@ -70,7 +70,7 @@ static void drawStridedSlow(IWineD3DDevice *iface, const struct wined3d_context UINT vx_index; IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface; const struct wined3d_stream_state *streams = This->stateBlock->state.streams; - LONG SkipnStrides = startIdx + This->stateBlock->loadBaseVertexIndex; + LONG SkipnStrides = startIdx + This->stateBlock->state.load_base_vertex_index; BOOL pixelShader = use_ps(This->stateBlock); BOOL specular_fog = FALSE; const BYTE *texCoords[WINED3DDP_MAXTEXCOORD]; @@ -225,9 +225,9 @@ static void drawStridedSlow(IWineD3DDevice *iface, const struct wined3d_context { /* Indexed so work out the number of strides to skip */ if (idxSize == 2) - SkipnStrides = pIdxBufS[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex; + SkipnStrides = pIdxBufS[startIdx + vx_index] + This->stateBlock->state.load_base_vertex_index; else - SkipnStrides = pIdxBufL[startIdx + vx_index] + This->stateBlock->loadBaseVertexIndex; + SkipnStrides = pIdxBufL[startIdx + vx_index] + This->stateBlock->state.load_base_vertex_index; } tmp_tex_mask = tex_mask; @@ -422,9 +422,9 @@ static void drawStridedSlowVs(IWineD3DDevice *iface, const struct wined3d_stream { IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface; const struct wined3d_gl_info *gl_info = &This->adapter->gl_info; - LONG SkipnStrides = startIdx + This->stateBlock->loadBaseVertexIndex; - const WORD *pIdxBufS = NULL; - const DWORD *pIdxBufL = NULL; + LONG SkipnStrides = startIdx + This->stateBlock->state.load_base_vertex_index; + const DWORD *pIdxBufL = NULL; + const WORD *pIdxBufS = NULL; UINT vx_index; int i; IWineD3DStateBlockImpl *stateblock = This->stateBlock; @@ -455,9 +455,9 @@ static void drawStridedSlowVs(IWineD3DDevice *iface, const struct wined3d_stream { /* Indexed so work out the number of strides to skip */ if (idxSize == 2) - SkipnStrides = pIdxBufS[startIdx + vx_index] + stateblock->loadBaseVertexIndex; + SkipnStrides = pIdxBufS[startIdx + vx_index] + stateblock->state.load_base_vertex_index; else - SkipnStrides = pIdxBufL[startIdx + vx_index] + stateblock->loadBaseVertexIndex; + SkipnStrides = pIdxBufL[startIdx + vx_index] + stateblock->state.load_base_vertex_index; } for (i = MAX_ATTRIBS - 1; i >= 0; i--) diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c index a4ce867bc0a..5f732f94ea1 100644 --- a/dlls/wined3d/state.c +++ b/dlls/wined3d/state.c @@ -3350,7 +3350,7 @@ static void loadTexCoords(const struct wined3d_gl_info *gl_info, IWineD3DStateBl /* The coords to supply depend completely on the fvf / vertex shader */ glTexCoordPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride, - e->data + stateblock->loadBaseVertexIndex * e->stride + stream->offset); + e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset); glEnableClientState(GL_TEXTURE_COORD_ARRAY); } else { GL_EXTCALL(glMultiTexCoord4fARB(GL_TEXTURE0_ARB + mapped_stage, 0, 0, 0, 1)); @@ -4187,7 +4187,7 @@ static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, stream_info->elements[i].format->gl_vtx_type, stream_info->elements[i].format->gl_normalized, vb->conversion_stride, stream_info->elements[i].data + vb->conversion_shift[shift_index] - + stateblock->loadBaseVertexIndex * stream_info->elements[i].stride + + stateblock->state.load_base_vertex_index * stream_info->elements[i].stride + stream->offset)); } else { @@ -4195,7 +4195,7 @@ static inline void loadNumberedArrays(IWineD3DStateBlockImpl *stateblock, stream_info->elements[i].format->gl_vtx_type, stream_info->elements[i].format->gl_normalized, stream_info->elements[i].stride, stream_info->elements[i].data - + stateblock->loadBaseVertexIndex * stream_info->elements[i].stride + + stateblock->state.load_base_vertex_index * stream_info->elements[i].stride + stream->offset)); } @@ -4332,7 +4332,7 @@ static void loadVertexData(const struct wined3d_context *context, IWineD3DStateB if (gl_info->supported[ARB_VERTEX_BLEND]) { TRACE("Blend %u %p %u\n", e->format->component_count, - e->data + stateblock->loadBaseVertexIndex * e->stride, e->stride + stream->offset); + e->data + stateblock->state.load_base_vertex_index * e->stride, e->stride + stream->offset); glEnableClientState(GL_WEIGHT_ARRAY_ARB); checkGLcall("glEnableClientState(GL_WEIGHT_ARRAY_ARB)"); @@ -4350,9 +4350,9 @@ static void loadVertexData(const struct wined3d_context *context, IWineD3DStateB e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride, - e->data + stateblock->loadBaseVertexIndex * e->stride + stream->offset); + e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset); GL_EXTCALL(glWeightPointerARB(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride, - e->data + stateblock->loadBaseVertexIndex * e->stride + stream->offset)); + e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset)); checkGLcall("glWeightPointerARB"); @@ -4414,17 +4414,17 @@ static void loadVertexData(const struct wined3d_context *context, IWineD3DStateB if (!e->buffer_object) { TRACE("glVertexPointer(3, %#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride, - e->data + stateblock->loadBaseVertexIndex * e->stride + stream->offset); + e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset); glVertexPointer(3 /* min(e->format->gl_vtx_format, 3) */, e->format->gl_vtx_type, e->stride, - e->data + stateblock->loadBaseVertexIndex * e->stride + stream->offset); + e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset); } else { TRACE("glVertexPointer(%#x, %#x, %#x, %p);\n", e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride, - e->data + stateblock->loadBaseVertexIndex * e->stride + stream->offset); + e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset); glVertexPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride, - e->data + stateblock->loadBaseVertexIndex * e->stride + stream->offset); + e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset); } checkGLcall("glVertexPointer(...)"); glEnableClientState(GL_VERTEX_ARRAY); @@ -4445,9 +4445,9 @@ static void loadVertexData(const struct wined3d_context *context, IWineD3DStateB } TRACE("glNormalPointer(%#x, %#x, %p);\n", e->format->gl_vtx_type, e->stride, - e->data + stateblock->loadBaseVertexIndex * e->stride + stream->offset); + e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset); glNormalPointer(e->format->gl_vtx_type, e->stride, - e->data + stateblock->loadBaseVertexIndex * e->stride + stream->offset); + e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset); checkGLcall("glNormalPointer(...)"); glEnableClientState(GL_NORMAL_ARRAY); checkGLcall("glEnableClientState(GL_NORMAL_ARRAY)"); @@ -4480,9 +4480,9 @@ static void loadVertexData(const struct wined3d_context *context, IWineD3DStateB TRACE("glColorPointer(%#x, %#x %#x, %p);\n", e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride, - e->data + stateblock->loadBaseVertexIndex * e->stride + stream->offset); + e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset); glColorPointer(e->format->gl_vtx_format, e->format->gl_vtx_type, e->stride, - e->data + stateblock->loadBaseVertexIndex * e->stride + stream->offset); + e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset); checkGLcall("glColorPointer(4, GL_UNSIGNED_BYTE, ...)"); glEnableClientState(GL_COLOR_ARRAY); checkGLcall("glEnableClientState(GL_COLOR_ARRAY)"); @@ -4520,9 +4520,9 @@ static void loadVertexData(const struct wined3d_context *context, IWineD3DStateB * 4 component secondary colors use it */ TRACE("glSecondaryColorPointer(%#x, %#x, %#x, %p);\n", format, type, e->stride, - e->data + stateblock->loadBaseVertexIndex * e->stride + stream->offset); + e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset); GL_EXTCALL(glSecondaryColorPointerEXT(format, type, e->stride, - e->data + stateblock->loadBaseVertexIndex * e->stride + stream->offset)); + e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset)); checkGLcall("glSecondaryColorPointerEXT(format, type, ...)"); } else @@ -4531,9 +4531,9 @@ static void loadVertexData(const struct wined3d_context *context, IWineD3DStateB { case GL_UNSIGNED_BYTE: TRACE("glSecondaryColorPointer(3, GL_UNSIGNED_BYTE, %#x, %p);\n", e->stride, - e->data + stateblock->loadBaseVertexIndex * e->stride + stream->offset); + e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset); GL_EXTCALL(glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, e->stride, - e->data + stateblock->loadBaseVertexIndex * e->stride + stream->offset)); + e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset)); checkGLcall("glSecondaryColorPointerEXT(3, GL_UNSIGNED_BYTE, ...)"); break; @@ -4541,9 +4541,9 @@ static void loadVertexData(const struct wined3d_context *context, IWineD3DStateB FIXME("Add 4 component specular color pointers for type %x\n", type); /* Make sure that the right color component is dropped */ TRACE("glSecondaryColorPointer(3, %#x, %#x, %p);\n", type, e->stride, - e->data + stateblock->loadBaseVertexIndex * e->stride + stream->offset); + e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset); GL_EXTCALL(glSecondaryColorPointerEXT(3, type, e->stride, - e->data + stateblock->loadBaseVertexIndex * e->stride + stream->offset)); + e->data + stateblock->state.load_base_vertex_index * e->stride + stream->offset)); checkGLcall("glSecondaryColorPointerEXT(3, type, ...)"); } } diff --git a/dlls/wined3d/stateblock.c b/dlls/wined3d/stateblock.c index d9bb34cf1c4..900836dddce 100644 --- a/dlls/wined3d/stateblock.c +++ b/dlls/wined3d/stateblock.c @@ -722,18 +722,18 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Capture(IWineD3DStateBlock *iface) if (This->changed.indices && ((This->state.index_buffer != targetStateBlock->state.index_buffer) - || (This->baseVertexIndex != targetStateBlock->baseVertexIndex) + || (This->state.base_vertex_index != targetStateBlock->state.base_vertex_index) || (This->state.index_format != targetStateBlock->state.index_format))) { TRACE("Updating index buffer to %p, baseVertexIndex to %d.\n", - targetStateBlock->state.index_buffer, targetStateBlock->baseVertexIndex); + targetStateBlock->state.index_buffer, targetStateBlock->state.base_vertex_index); if (targetStateBlock->state.index_buffer) IWineD3DBuffer_AddRef((IWineD3DBuffer *)targetStateBlock->state.index_buffer); if (This->state.index_buffer) IWineD3DBuffer_Release((IWineD3DBuffer *)This->state.index_buffer); This->state.index_buffer = targetStateBlock->state.index_buffer; - This->baseVertexIndex = targetStateBlock->baseVertexIndex; + This->state.base_vertex_index = targetStateBlock->state.base_vertex_index; This->state.index_format = targetStateBlock->state.index_format; } @@ -1001,7 +1001,7 @@ static HRESULT WINAPI IWineD3DStateBlockImpl_Apply(IWineD3DStateBlock *iface) if (This->changed.indices) { IWineD3DDevice_SetIndexBuffer(device, (IWineD3DBuffer *)This->state.index_buffer, This->state.index_format); - IWineD3DDevice_SetBaseVertexIndex(device, This->baseVertexIndex); + IWineD3DDevice_SetBaseVertexIndex(device, This->state.base_vertex_index); } if (This->changed.vertexDecl && This->state.vertex_declaration) diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h index ea4f83ad911..ee3573de5a9 100644 --- a/dlls/wined3d/wined3d_private.h +++ b/dlls/wined3d/wined3d_private.h @@ -2354,6 +2354,8 @@ struct wined3d_state BOOL user_stream; struct wined3d_buffer *index_buffer; enum wined3d_format_id index_format; + INT base_vertex_index; + INT load_base_vertex_index; /* Non-indexed drawing needs 0 here, indexed needs base_vertex_index. */ struct IWineD3DVertexShaderImpl *vertex_shader; BOOL vs_consts_b[MAX_CONST_B]; @@ -2395,9 +2397,6 @@ struct IWineD3DStateBlockImpl /* primitive type */ GLenum gl_primitive_type; - INT baseVertexIndex; - INT loadBaseVertexIndex; /* non-indexed drawing needs 0 here, indexed baseVertexIndex */ - /* Light hashmap . Collisions are handled using standard wine double linked lists */ #define LIGHTMAP_SIZE 43 /* Use of a prime number recommended. Set to 1 for a linked list! */ #define LIGHTMAP_HASHFUNC(x) ((x) % LIGHTMAP_SIZE) /* Primitive and simple function */ -- 2.11.4.GIT