overhauled dynamic vertex rendering in DX9 based on research by mh that showed the...
authorhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 24 Aug 2010 17:26:01 +0000 (17:26 +0000)
committerhavoc <havoc@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 24 Aug 2010 17:26:01 +0000 (17:26 +0000)
applied a patch from mh to the D3D Present handling to better cope with lost devices

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@10419 d7cf8633-e32d-0410-b094-e92efae38249

gl_backend.c
vid_wgl.c

index f91b54a..6b0f256 100644 (file)
@@ -189,6 +189,9 @@ typedef struct gl_state_s
        IDirect3DSurface9 *d3drt_colorsurfaces[MAX_RENDERTARGETS];
        IDirect3DSurface9 *d3drt_backbufferdepthsurface;
        IDirect3DSurface9 *d3drt_backbuffercolorsurface;
+       void *d3dvertexbuffer;
+       void *d3dvertexdata;
+       size_t d3dvertexsize;
 #endif
 }
 gl_state_t;
@@ -265,16 +268,39 @@ static void GL_Backend_ResetState(void);
 static void R_Mesh_InitVertexDeclarations(void);
 static void R_Mesh_DestroyVertexDeclarations(void);
 
+static void R_Mesh_SetUseVBO(void)
+{
+       switch(vid.renderpath)
+       {
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL20:
+       case RENDERPATH_CGGL:
+               gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
+               gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo;
+               gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
+               gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer) || vid.forcevbo;
+               break;
+       case RENDERPATH_D3D9:
+               gl_state.usevbo_staticvertex = gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
+               gl_state.usevbo_dynamicvertex = gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer && gl_vbo_dynamicindex.integer) || vid.forcevbo;
+               break;
+       case RENDERPATH_D3D10:
+               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+               break;
+       case RENDERPATH_D3D11:
+               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+               break;
+       }
+}
+
 static void gl_backend_start(void)
 {
        memset(&gl_state, 0, sizeof(gl_state));
 
        R_Mesh_InitVertexDeclarations();
 
-       gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
-       gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo;
-       gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
-       gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer) || vid.forcevbo;
+       R_Mesh_SetUseVBO();
        Mem_ExpandableArray_NewArray(&gl_state.meshbufferarray, r_main_mempool, sizeof(r_meshbuffer_t), 128);
 
        Con_DPrintf("OpenGL backend started.\n");
@@ -350,6 +376,9 @@ static void gl_backend_devicelost(void)
 {
        int i, endindex;
        r_meshbuffer_t *buffer;
+#ifdef SUPPORTD3D
+       gl_state.d3dvertexbuffer = NULL;
+#endif
        endindex = Mem_ExpandableArray_IndexRange(&gl_state.meshbufferarray);
        for (i = 0;i < endindex;i++)
        {
@@ -2050,10 +2079,7 @@ void GL_ReadPixelsBGRA(int x, int y, int width, int height, unsigned char *outpi
 void R_Mesh_Start(void)
 {
        BACKENDACTIVECHECK
-       gl_state.usevbo_staticvertex = (vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo;
-       gl_state.usevbo_staticindex = (vid.support.arb_vertex_buffer_object && (gl_vbo.integer == 1 || gl_vbo.integer == 3)) || vid.forcevbo;
-       gl_state.usevbo_dynamicvertex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicvertex.integer) || vid.forcevbo;
-       gl_state.usevbo_dynamicindex = (vid.support.arb_vertex_buffer_object && gl_vbo_dynamicindex.integer) || vid.forcevbo;
+       R_Mesh_SetUseVBO();
        if (gl_printcheckerror.integer && !gl_paranoid.integer)
        {
                Con_Printf("WARNING: gl_printcheckerror is on but gl_paranoid is off, turning it on...\n");
@@ -2188,11 +2214,23 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
                element3s += firsttriangle * 3;
        if (element3s_indexbuffer)
                element3s_bufferoffset += firsttriangle * 3 * sizeof(*element3s);
-       // check if the user specified to ignore static index buffers
-       if (!gl_state.usevbo_staticindex || (gl_vbo.integer == 3 && !vid.forcevbo && (element3i_bufferoffset || element3s_bufferoffset)))
+       switch(vid.renderpath)
        {
-               element3i_indexbuffer = NULL;
-               element3s_indexbuffer = NULL;
+       case RENDERPATH_GL11:
+       case RENDERPATH_GL13:
+       case RENDERPATH_GL20:
+       case RENDERPATH_CGGL:
+               // check if the user specified to ignore static index buffers
+               if (!gl_state.usevbo_staticindex || (gl_vbo.integer == 3 && !vid.forcevbo && (element3i_bufferoffset || element3s_bufferoffset)))
+               {
+                       element3i_indexbuffer = NULL;
+                       element3s_indexbuffer = NULL;
+               }
+               break;
+       case RENDERPATH_D3D9:
+       case RENDERPATH_D3D10:
+       case RENDERPATH_D3D11:
+               break;
        }
        // upload a dynamic index buffer if needed
        if (element3s)
@@ -2486,6 +2524,7 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
                        break;
                case RENDERPATH_D3D9:
 #ifdef SUPPORTD3D
+                       if (gl_state.d3dvertexbuffer && ((element3s && element3s_indexbuffer) || (element3i && element3i_indexbuffer)))
                        {
                                if (element3s_indexbuffer)
                                {
@@ -2500,6 +2539,15 @@ void R_Mesh_Draw(int firstvertex, int numvertices, int firsttriangle, int numtri
                                else
                                        IDirect3DDevice9_DrawPrimitive(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices);
                        }
+                       else
+                       {
+                               if (element3s)
+                                       IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3s + firsttriangle*3, D3DFMT_INDEX16, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
+                               else if (element3i)
+                                       IDirect3DDevice9_DrawIndexedPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, firstvertex, numvertices, numtriangles, element3i + firsttriangle*3, D3DFMT_INDEX32, gl_state.d3dvertexdata, gl_state.d3dvertexsize);
+                               else
+                                       IDirect3DDevice9_DrawPrimitiveUP(vid_d3d9dev, D3DPT_TRIANGLELIST, numvertices, (void *) ((byte *) gl_state.d3dvertexdata + (numvertices * gl_state.d3dvertexsize)), gl_state.d3dvertexsize);
+                       }
 #endif
                        break;
                case RENDERPATH_D3D10:
@@ -2571,7 +2619,7 @@ void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t si
                        if (buffer->isindexbuffer)
                        {
                                IDirect3DIndexBuffer9 *d3d9indexbuffer = (IDirect3DIndexBuffer9 *)buffer->devicebuffer;
-                               if (size != buffer->size || !buffer->devicebuffer)
+                               if (size > buffer->size || !buffer->devicebuffer)
                                {
                                        if (buffer->devicebuffer)
                                                IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9*)buffer->devicebuffer);
@@ -2593,7 +2641,7 @@ void R_Mesh_UpdateMeshBuffer(r_meshbuffer_t *buffer, const void *data, size_t si
                        else
                        {
                                IDirect3DVertexBuffer9 *d3d9vertexbuffer = (IDirect3DVertexBuffer9 *)buffer->devicebuffer;
-                               if (size != buffer->size || !buffer->devicebuffer)
+                               if (size > buffer->size || !buffer->devicebuffer)
                                {
                                        if (buffer->devicebuffer)
                                                IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9*)buffer->devicebuffer);
@@ -2638,12 +2686,15 @@ void R_Mesh_DestroyMeshBuffer(r_meshbuffer_t *buffer)
                break;
        case RENDERPATH_D3D9:
 #ifdef SUPPORTD3D
+               if (gl_state.d3dvertexbuffer == (void *)buffer)
+                       gl_state.d3dvertexbuffer = NULL;
                if (buffer->devicebuffer)
                {
                        if (buffer->isindexbuffer)
                                IDirect3DIndexBuffer9_Release((IDirect3DIndexBuffer9 *)buffer->devicebuffer);
                        else
                                IDirect3DVertexBuffer9_Release((IDirect3DVertexBuffer9 *)buffer->devicebuffer);
+                       buffer->devicebuffer = NULL;
                }
 #endif
                break;
@@ -3391,8 +3442,17 @@ void R_Mesh_PrepareVertices_Position_Arrays(int numvertices, const float *vertex
                        R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
                return;
        case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+               gl_state.d3dvertexbuffer = NULL;
+               gl_state.d3dvertexdata = (void *)vertex3f;
+               gl_state.d3dvertexsize = sizeof(float[3]);
+#endif
+               return;
        case RENDERPATH_D3D10:
+               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+               break;
        case RENDERPATH_D3D11:
+               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
        }
 
@@ -3417,54 +3477,78 @@ void R_Mesh_PrepareVertices_Position(int numvertices, const r_vertexposition_t *
                        gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
                vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
        }
-       if (vertexbuffer)
+       switch(vid.renderpath)
        {
-               switch(vid.renderpath)
+       case RENDERPATH_GL20:
+       case RENDERPATH_CGGL:
+               if (vertexbuffer)
                {
-               case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
+                       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
+                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
+                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+                       R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
                        R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
                        R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
                        R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-               case RENDERPATH_GL13:
+               }
+               else
+               {
+                       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
+                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
+                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
                        R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-               case RENDERPATH_GL11:
+                       R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+                       R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+                       R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+               }
+               break;
+       case RENDERPATH_GL13:
+               if (vertexbuffer)
+               {
                        R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
                        R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
                        R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-                       break;
-               case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-                       IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexposition_d3d9decl);
-                       IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
-#endif
-                       break;
-               case RENDERPATH_D3D10:
-                       Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_D3D11:
-                       Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
+                       R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
                }
-               return;
-       }
-       switch(vid.renderpath)
-       {
-       case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
-               R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-               R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-               R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-       case RENDERPATH_GL13:
-               R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+               else
+               {
+                       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
+                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
+                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+                       R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+               }
+               break;
        case RENDERPATH_GL11:
-               R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
-               R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
-               R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+               if (vertexbuffer)
+               {
+                       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
+                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
+                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+               }
+               else
+               {
+                       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
+                       R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, NULL, 0);
+                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+               }
                break;
        case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+               IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexposition_d3d9decl);
+               if (vertexbuffer)
+                       IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
+               else
+                       IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
+               gl_state.d3dvertexbuffer = (void *)vertexbuffer;
+               gl_state.d3dvertexdata = (void *)vertex;
+               gl_state.d3dvertexsize = sizeof(*vertex);
+#endif
+               break;
        case RENDERPATH_D3D10:
+               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+               break;
        case RENDERPATH_D3D11:
+               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
        }
 }
@@ -3574,54 +3658,78 @@ void R_Mesh_PrepareVertices_Generic(int numvertices, const r_vertexgeneric_t *ve
                        gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
                vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
        }
-       if (vertexbuffer)
+       switch(vid.renderpath)
        {
-               switch(vid.renderpath)
+       case RENDERPATH_GL20:
+       case RENDERPATH_CGGL:
+               if (vertexbuffer)
                {
-               case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
+                       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
+                       R_Mesh_ColorPointer(      4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub          , vertexbuffer, (int)((unsigned char *)vertex->color4ub           - (unsigned char *)vertex));
+                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f         - (unsigned char *)vertex));
+                       R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
                        R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
                        R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
                        R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-               case RENDERPATH_GL13:
+               }
+               else
+               {
+                       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
+                       R_Mesh_ColorPointer(      4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub          , NULL, 0);
+                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , NULL, 0);
                        R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-               case RENDERPATH_GL11:
+                       R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+                       R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+                       R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+               }
+               break;
+       case RENDERPATH_GL13:
+               if (vertexbuffer)
+               {
                        R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
                        R_Mesh_ColorPointer(      4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub          , vertexbuffer, (int)((unsigned char *)vertex->color4ub           - (unsigned char *)vertex));
                        R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f         - (unsigned char *)vertex));
-                       break;
-               case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-                       IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9decl);
-                       IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
-#endif
-                       break;
-               case RENDERPATH_D3D10:
-                       Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_D3D11:
-                       Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
+                       R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
                }
-               return;
-       }
-       switch(vid.renderpath)
-       {
-       case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
-               R_Mesh_TexCoordPointer(2, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-               R_Mesh_TexCoordPointer(3, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-               R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
-       case RENDERPATH_GL13:
-               R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+               else
+               {
+                       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
+                       R_Mesh_ColorPointer(      4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub          , NULL, 0);
+                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , NULL, 0);
+                       R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0);
+               }
+               break;
        case RENDERPATH_GL11:
-               R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
-               R_Mesh_ColorPointer(      4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub          , NULL, 0);
-               R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , NULL, 0);
+               if (vertexbuffer)
+               {
+                       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
+                       R_Mesh_ColorPointer(      4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub          , vertexbuffer, (int)((unsigned char *)vertex->color4ub           - (unsigned char *)vertex));
+                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , vertexbuffer, (int)((unsigned char *)vertex->texcoord2f         - (unsigned char *)vertex));
+               }
+               else
+               {
+                       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
+                       R_Mesh_ColorPointer(      4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub          , NULL, 0);
+                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoord2f        , NULL, 0);
+               }
                break;
        case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+               IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexgeneric_d3d9decl);
+               if (vertexbuffer)
+                       IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
+               else
+                       IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
+               gl_state.d3dvertexbuffer = (void *)vertexbuffer;
+               gl_state.d3dvertexdata = (void *)vertex;
+               gl_state.d3dvertexsize = sizeof(*vertex);
+#endif
+               break;
        case RENDERPATH_D3D10:
+               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+               break;
        case RENDERPATH_D3D11:
+               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
        }
 }
@@ -3742,12 +3850,12 @@ void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex,
                        gl_state.preparevertices_dynamicvertexbuffer = R_Mesh_CreateMeshBuffer(vertex, numvertices * sizeof(*vertex), "temporary", false, true, false);
                vertexbuffer = gl_state.preparevertices_dynamicvertexbuffer;
        }
-       if (vertexbuffer)
+       switch(vid.renderpath)
        {
-               switch(vid.renderpath)
+       case RENDERPATH_GL20:
+       case RENDERPATH_CGGL:
+               if (vertexbuffer)
                {
-               case RENDERPATH_GL20:
-               case RENDERPATH_CGGL:
                        R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
                        R_Mesh_ColorPointer(      4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub          , vertexbuffer, (int)((unsigned char *)vertex->color4ub           - (unsigned char *)vertex));
                        R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f  - (unsigned char *)vertex));
@@ -3755,51 +3863,65 @@ void R_Mesh_PrepareVertices_Mesh(int numvertices, const r_vertexmesh_t *vertex,
                        R_Mesh_TexCoordPointer(2, 3, GL_FLOAT        , sizeof(*vertex), vertex->tvector3f         , vertexbuffer, (int)((unsigned char *)vertex->tvector3f          - (unsigned char *)vertex));
                        R_Mesh_TexCoordPointer(3, 4, GL_FLOAT        , sizeof(*vertex), vertex->normal3f          , vertexbuffer, (int)((unsigned char *)vertex->normal3f           - (unsigned char *)vertex));
                        R_Mesh_TexCoordPointer(4, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
-                       break;
-               case RENDERPATH_GL13:
-                       R_Mesh_TexCoordPointer(1, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
-               case RENDERPATH_GL11:
+               }
+               else
+               {
+                       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
+                       R_Mesh_ColorPointer(      4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub          , NULL, 0);
+                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
+                       R_Mesh_TexCoordPointer(1, 3, GL_FLOAT        , sizeof(*vertex), vertex->svector3f         , NULL, 0);
+                       R_Mesh_TexCoordPointer(2, 3, GL_FLOAT        , sizeof(*vertex), vertex->tvector3f         , NULL, 0);
+                       R_Mesh_TexCoordPointer(3, 4, GL_FLOAT        , sizeof(*vertex), vertex->normal3f          , NULL, 0);
+                       R_Mesh_TexCoordPointer(4, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
+               }
+               break;
+       case RENDERPATH_GL13:
+               if (vertexbuffer)
+               {
                        R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
                        R_Mesh_ColorPointer(      4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub          , vertexbuffer, (int)((unsigned char *)vertex->color4ub           - (unsigned char *)vertex));
                        R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f  - (unsigned char *)vertex));
-                       break;
-               case RENDERPATH_D3D9:
-#ifdef SUPPORTD3D
-                       IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9decl);
-                       IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
-#endif
-                       break;
-               case RENDERPATH_D3D10:
-                       Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
-               case RENDERPATH_D3D11:
-                       Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
-                       break;
+                       R_Mesh_TexCoordPointer(1, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordlightmap2f, vertexbuffer, (int)((unsigned char *)vertex->texcoordlightmap2f - (unsigned char *)vertex));
+               }
+               else
+               {
+                       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
+                       R_Mesh_ColorPointer(      4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub          , NULL, 0);
+                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
+                       R_Mesh_TexCoordPointer(1, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
                }
-               return;
-       }
-       switch(vid.renderpath)
-       {
-       case RENDERPATH_GL20:
-       case RENDERPATH_CGGL:
-               R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
-               R_Mesh_ColorPointer(      4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub          , NULL, 0);
-               R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
-               R_Mesh_TexCoordPointer(1, 3, GL_FLOAT        , sizeof(*vertex), vertex->svector3f         , NULL, 0);
-               R_Mesh_TexCoordPointer(2, 3, GL_FLOAT        , sizeof(*vertex), vertex->tvector3f         , NULL, 0);
-               R_Mesh_TexCoordPointer(3, 4, GL_FLOAT        , sizeof(*vertex), vertex->normal3f          , NULL, 0);
-               R_Mesh_TexCoordPointer(4, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
                break;
-       case RENDERPATH_GL13:
-               R_Mesh_TexCoordPointer(1, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordlightmap2f, NULL, 0);
        case RENDERPATH_GL11:
-               R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
-               R_Mesh_ColorPointer(      4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub          , NULL, 0);
-               R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
+               if (vertexbuffer)
+               {
+                       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , vertexbuffer, (int)((unsigned char *)vertex->vertex3f           - (unsigned char *)vertex));
+                       R_Mesh_ColorPointer(      4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub          , vertexbuffer, (int)((unsigned char *)vertex->color4ub           - (unsigned char *)vertex));
+                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , vertexbuffer, (int)((unsigned char *)vertex->texcoordtexture2f  - (unsigned char *)vertex));
+               }
+               else
+               {
+                       R_Mesh_VertexPointer(     3, GL_FLOAT        , sizeof(*vertex), vertex->vertex3f          , NULL, 0);
+                       R_Mesh_ColorPointer(      4, GL_UNSIGNED_BYTE, sizeof(*vertex), vertex->color4ub          , NULL, 0);
+                       R_Mesh_TexCoordPointer(0, 2, GL_FLOAT        , sizeof(*vertex), vertex->texcoordtexture2f , NULL, 0);
+               }
                break;
        case RENDERPATH_D3D9:
+#ifdef SUPPORTD3D
+               IDirect3DDevice9_SetVertexDeclaration(vid_d3d9dev, r_vertexmesh_d3d9decl);
+               if (vertexbuffer)
+                       IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, (IDirect3DVertexBuffer9*)vertexbuffer->devicebuffer, 0, sizeof(*vertex));
+               else
+                       IDirect3DDevice9_SetStreamSource(vid_d3d9dev, 0, NULL, 0, 0);
+               gl_state.d3dvertexbuffer = (void *)vertexbuffer;
+               gl_state.d3dvertexdata = (void *)vertex;
+               gl_state.d3dvertexsize = sizeof(*vertex);
+#endif
+               break;
        case RENDERPATH_D3D10:
+               Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+               break;
        case RENDERPATH_D3D11:
+               Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
                break;
        }
 }
index 832ceb0..dbdf832 100644 (file)
--- a/vid_wgl.c
+++ b/vid_wgl.c
@@ -284,7 +284,7 @@ void VID_Finish (void)
 #ifdef SUPPORTD3D
        if (vid_d3d9dev)
        {
-               DWORD d;
+               HRESULT hr;
                if (vid_begunscene)
                {
                        IDirect3DDevice9_EndScene(vid_d3d9dev);
@@ -292,25 +292,39 @@ void VID_Finish (void)
                }
                if (vid_reallyhidden)
                        return;
-               d = IDirect3DDevice9_TestCooperativeLevel(vid_d3d9dev);
-               switch(d)
+               if (!vid_d3ddevicelost)
                {
-               case D3DERR_DEVICELOST:
-                       vid_d3ddevicelost = true;
-                       vid_hidden = true;
-                       Sleep(100);
-                       break;
-               case D3DERR_DEVICENOTRESET:
-                       vid_d3ddevicelost = false;
-                       vid_hidden = vid_reallyhidden;
-                       R_Modules_DeviceLost();
-                       IDirect3DDevice9_Reset(vid_d3d9dev, &vid_d3dpresentparameters);
-                       R_Modules_DeviceRestored();
-                       break;
-               case D3D_OK:
                        vid_hidden = vid_reallyhidden;
-                       IDirect3DDevice9_Present(vid_d3d9dev, NULL, NULL, NULL, NULL);
-                       break;
+                       hr = IDirect3DDevice9_Present(vid_d3d9dev, NULL, NULL, NULL, NULL);
+                       if (hr == D3DERR_DEVICELOST)
+                       {
+                               vid_d3ddevicelost = true;
+                               vid_hidden = true;
+                               Sleep(100);
+                       }
+               }
+               else
+               {
+                       hr = IDirect3DDevice9_TestCooperativeLevel(vid_d3d9dev);
+                       switch(hr)
+                       {
+                       case D3DERR_DEVICELOST:
+                               vid_d3ddevicelost = true;
+                               vid_hidden = true;
+                               Sleep(100);
+                               break;
+                       case D3DERR_DEVICENOTRESET:
+                               vid_d3ddevicelost = false;
+                               vid_hidden = vid_reallyhidden;
+                               R_Modules_DeviceLost();
+                               IDirect3DDevice9_Reset(vid_d3d9dev, &vid_d3dpresentparameters);
+                               R_Modules_DeviceRestored();
+                               break;
+                       case D3D_OK:
+                               vid_hidden = vid_reallyhidden;
+                               IDirect3DDevice9_Present(vid_d3d9dev, NULL, NULL, NULL, NULL);
+                               break;
+                       }
                }
                if (!vid_begunscene && !vid_hidden)
                {
@@ -1523,7 +1537,7 @@ qboolean VID_InitModeDX(viddef_mode_t *mode, int version)
 
        CHECKGLERROR
 
-       vid.forcevbo = true;
+       vid.forcevbo = false;
        vid.support.arb_depth_texture = true;
        vid.support.arb_draw_buffers = vid_d3d9caps.NumSimultaneousRTs > 1;
        vid.support.arb_occlusion_query = true; // can't find a cap for this