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wine
wine-winehq
Commits
b310e986
Commit
b310e986
authored
Jan 06, 2007
by
Stefan Dösinger
Committed by
Alexandre Julliard
Jan 08, 2007
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Plain Diff
wined3d: Clean up drawprim a bit.
parent
4e8e47fc
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1 changed file
with
6 additions
and
38 deletions
+6
-38
drawprim.c
dlls/wined3d/drawprim.c
+6
-38
No files found.
dlls/wined3d/drawprim.c
View file @
b310e986
...
...
@@ -1092,29 +1092,6 @@ void drawStridedSoftwareVS(IWineD3DDevice *iface, WineDirect3DVertexStridedData
#endif
inline
static
void
drawPrimitiveDrawStrided
(
IWineD3DDevice
*
iface
,
BOOL
useVertexShaderFunction
,
BOOL
usePixelShaderFunction
,
WineDirect3DVertexStridedData
*
dataLocations
,
ULONG
baseVIndex
,
UINT
numberOfvertices
,
UINT
numberOfIndicies
,
GLenum
glPrimType
,
const
void
*
idxData
,
short
idxSize
,
int
minIndex
,
long
StartIdx
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
/* Draw vertex-by-vertex */
if
(
This
->
useDrawStridedSlow
)
drawStridedSlow
(
iface
,
dataLocations
,
numberOfIndicies
,
glPrimType
,
idxData
,
idxSize
,
minIndex
,
StartIdx
,
baseVIndex
);
else
drawStridedFast
(
iface
,
numberOfIndicies
,
glPrimType
,
idxData
,
idxSize
,
minIndex
,
StartIdx
,
baseVIndex
);
}
static
void
check_fbo_status
(
IWineD3DDevice
*
iface
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
...
...
@@ -1230,23 +1207,11 @@ void drawPrimitive(IWineD3DDevice *iface,
int
minIndex
)
{
IWineD3DDeviceImpl
*
This
=
(
IWineD3DDeviceImpl
*
)
iface
;
BOOL
useVertexShaderFunction
=
FALSE
;
BOOL
usePixelShaderFunction
=
FALSE
;
IWineD3DSwapChainImpl
*
swapchain
;
int
i
;
DWORD
dirtyState
,
idx
;
BYTE
shift
;
/* Shaders can be implemented using ARB_PROGRAM, GLSL, or software -
* here simply check whether a shader was set, or the user disabled shaders */
if
(
This
->
vs_selected_mode
!=
SHADER_NONE
&&
This
->
stateBlock
->
vertexShader
&&
((
IWineD3DVertexShaderImpl
*
)
This
->
stateBlock
->
vertexShader
)
->
baseShader
.
function
!=
NULL
)
useVertexShaderFunction
=
TRUE
;
if
(
This
->
ps_selected_mode
!=
SHADER_NONE
&&
This
->
stateBlock
->
pixelShader
&&
((
IWineD3DPixelShaderImpl
*
)
This
->
stateBlock
->
pixelShader
)
->
baseShader
.
function
)
usePixelShaderFunction
=
TRUE
;
/* Invalidate the back buffer memory so LockRect will read it the next time */
for
(
i
=
0
;
i
<
IWineD3DDevice_GetNumberOfSwapChains
(
iface
);
i
++
)
{
IWineD3DDevice_GetSwapChain
(
iface
,
i
,
(
IWineD3DSwapChain
**
)
&
swapchain
);
...
...
@@ -1289,9 +1254,12 @@ void drawPrimitive(IWineD3DDevice *iface,
if
(
numberOfVertices
==
0
)
numberOfVertices
=
calculatedNumberOfindices
;
drawPrimitiveDrawStrided
(
iface
,
useVertexShaderFunction
,
usePixelShaderFunction
,
&
This
->
strided_streams
,
StartVertexIndex
,
numberOfVertices
,
calculatedNumberOfindices
,
glPrimType
,
idxData
,
idxSize
,
minIndex
,
StartIdx
);
if
(
This
->
useDrawStridedSlow
)
drawStridedSlow
(
iface
,
&
This
->
strided_streams
,
calculatedNumberOfindices
,
glPrimType
,
idxData
,
idxSize
,
minIndex
,
StartIdx
,
StartVertexIndex
);
else
drawStridedFast
(
iface
,
calculatedNumberOfindices
,
glPrimType
,
idxData
,
idxSize
,
minIndex
,
StartIdx
,
StartVertexIndex
);
}
/* Finshed updating the screen, restore lock */
...
...
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