Sweden-Number/dlls/wined3d/buffer.c

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/*
* Copyright 2002-2005 Jason Edmeades
* Copyright 2002-2005 Raphael Junqueira
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
* Copyright 2007 Stefan Dösinger for CodeWeavers
* Copyright 2009 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*
*/
#include "config.h"
#include "wine/port.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
#define VB_MAXDECLCHANGES 100 /* After that number we stop converting */
#define VB_RESETDECLCHANGE 1000 /* Reset the changecount after that number of draws */
static void buffer_create_buffer_object(struct wined3d_buffer *This)
{
GLenum error, gl_usage;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n",
This, debug_d3dusage(This->resource.usage));
/* Make sure that a context is there. Needed in a multithreaded environment. Otherwise this call is a nop */
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
/* Make sure that the gl error is cleared. Do not use checkGLcall
* here because checkGLcall just prints a fixme and continues. However,
* if an error during VBO creation occurs we can fall back to non-vbo operation
* with full functionality(but performance loss)
*/
while (glGetError() != GL_NO_ERROR);
/* Basically the FVF parameter passed to CreateVertexBuffer is no good
* It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
* IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
* look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
* to check if the rhw and color values are in the correct format.
*/
GL_EXTCALL(glGenBuffersARB(1, &This->buffer_object));
error = glGetError();
if (!This->buffer_object || error != GL_NO_ERROR)
{
ERR("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error);
goto fail;
}
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->buffer_object));
error = glGetError();
if (error != GL_NO_ERROR)
{
ERR("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error);
goto fail;
}
/* Don't use static, because dx apps tend to update the buffer
* quite often even if they specify 0 usage. Because we always keep the local copy
* we never read from the vbo and can create a write only opengl buffer.
*/
switch(This->resource.usage & (WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC))
{
case WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC:
case WINED3DUSAGE_DYNAMIC:
TRACE("Gl usage = GL_STREAM_DRAW\n");
gl_usage = GL_STREAM_DRAW_ARB;
break;
case WINED3DUSAGE_WRITEONLY:
default:
TRACE("Gl usage = GL_DYNAMIC_DRAW\n");
gl_usage = GL_DYNAMIC_DRAW_ARB;
break;
}
/* Reserve memory for the buffer. The amount of data won't change
* so we are safe with calling glBufferData once with a NULL ptr and
* calling glBufferSubData on updates
*/
GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB, This->resource.size, NULL, gl_usage));
error = glGetError();
if (error != GL_NO_ERROR)
{
ERR("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error);
goto fail;
}
LEAVE_GL();
This->buffer_object_size = This->resource.size;
This->buffer_object_usage = gl_usage;
This->dirty_start = 0;
This->dirty_end = This->resource.size;
This->flags |= WINED3D_BUFFER_DIRTY;
return;
fail:
/* Clean up all vbo init, but continue because we can work without a vbo :-) */
ERR("Failed to create a vertex buffer object. Continuing, but performance issues may occur\n");
if (This->buffer_object) GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
This->buffer_object = 0;
LEAVE_GL();
return;
}
static BOOL buffer_process_converted_attribute(struct wined3d_buffer *This,
const enum wined3d_buffer_conversion_type conversion_type,
const WineDirect3DStridedData *attrib, DWORD *stride_this_run, const DWORD type)
{
DWORD attrib_size;
BOOL ret = FALSE;
unsigned int i;
DWORD offset = This->resource.wineD3DDevice->stateBlock->streamOffset[attrib->streamNo];
DWORD_PTR data;
/* Check for some valid situations which cause us pain. One is if the buffer is used for
* constant attributes(stride = 0), the other one is if the buffer is used on two streams
* with different strides. In the 2nd case we might have to drop conversion entirely,
* it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
*/
if (attrib->dwStride == 0)
{
FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n",
debug_d3ddecltype(type));
}
else if(attrib->dwStride != *stride_this_run && *stride_this_run)
{
FIXME("Got two concurrent strides, %d and %d\n", attrib->dwStride, *stride_this_run);
}
else
{
*stride_this_run = attrib->dwStride;
if (This->stride != *stride_this_run)
{
/* We rely that this happens only on the first converted attribute that is found,
* if at all. See above check
*/
TRACE("Reconverting because converted attributes occur, and the stride changed\n");
This->stride = *stride_this_run;
HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY, This->conversion_map);
This->conversion_map = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
sizeof(*This->conversion_map) * This->stride);
ret = TRUE;
}
}
data = (((DWORD_PTR) attrib->lpData) + offset) % This->stride;
attrib_size = WINED3D_ATR_SIZE(type) * WINED3D_ATR_TYPESIZE(type);
for (i = 0; i < attrib_size; ++i)
{
if (This->conversion_map[data + i] != conversion_type)
{
TRACE("Byte %ld in vertex changed\n", i + data);
TRACE("It was type %d, is %d now\n", This->conversion_map[data + i], conversion_type);
ret = TRUE;
This->conversion_map[data + i] = conversion_type;
}
}
return ret;
}
static BOOL buffer_check_attribute(struct wined3d_buffer *This,
const WineDirect3DStridedData *attrib, const BOOL check_d3dcolor, const BOOL is_ffp_position,
const BOOL is_ffp_color, DWORD *stride_this_run, BOOL *float16_used)
{
BOOL ret = FALSE;
DWORD type;
/* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
* there, on nonexistent attribs the vbo is 0.
*/
if (attrib->VBO != This->buffer_object) return FALSE;
type = attrib->dwType;
/* Look for newly appeared conversion */
if (!GL_SUPPORT(NV_HALF_FLOAT) && (type == WINED3DDECLTYPE_FLOAT16_2 || type == WINED3DDECLTYPE_FLOAT16_4))
{
ret = buffer_process_converted_attribute(This, CONV_FLOAT16_2, attrib, stride_this_run, type);
if (is_ffp_position) FIXME("Test FLOAT16 fixed function processing positions\n");
else if (is_ffp_color) FIXME("test FLOAT16 fixed function processing colors\n");
*float16_used = TRUE;
}
else if (check_d3dcolor && type == WINED3DDECLTYPE_D3DCOLOR)
{
ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR,
attrib, stride_this_run, WINED3DDECLTYPE_D3DCOLOR);
if (!is_ffp_color) FIXME("Test for non-color fixed function D3DCOLOR type\n");
}
else if (is_ffp_position && type == WINED3DDECLTYPE_FLOAT4)
{
ret = buffer_process_converted_attribute(This, CONV_POSITIONT,
attrib, stride_this_run, WINED3DDECLTYPE_FLOAT4);
}
else if (This->conversion_map)
{
ret = buffer_process_converted_attribute(This, CONV_NONE,
attrib, stride_this_run, type);
}
return ret;
}
static UINT *find_conversion_shift(struct wined3d_buffer *This,
const WineDirect3DVertexStridedData *strided, UINT stride)
{
UINT *ret, i, j, shift, orig_type_size;
DWORD type;
if (!stride)
{
TRACE("No shift\n");
return NULL;
}
This->conversion_stride = stride;
ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(DWORD) * stride);
for (i = 0; i < MAX_ATTRIBS; ++i)
{
if (strided->u.input[i].VBO != This->buffer_object) continue;
type = strided->u.input[i].dwType;
if (type == WINED3DDECLTYPE_FLOAT16_2)
{
shift = 4;
}
else if (type == WINED3DDECLTYPE_FLOAT16_4)
{
shift = 8;
/* Pre-shift the last 4 bytes in the FLOAT16_4 by 4 bytes - this makes FLOAT16_2 and FLOAT16_4 conversions
* compatible
*/
for (j = 4; j < 8; ++j)
{
ret[(DWORD_PTR)strided->u.input[i].lpData + j] += 4;
}
}
else
{
shift = 0;
}
This->conversion_stride += shift;
if (shift)
{
orig_type_size = WINED3D_ATR_TYPESIZE(type) * WINED3D_ATR_SIZE(type);
for (j = (DWORD_PTR)strided->u.input[i].lpData + orig_type_size; j < stride; ++j)
{
ret[j] += shift;
}
}
}
if (TRACE_ON(d3d))
{
TRACE("Dumping conversion shift:\n");
for (i = 0; i < stride; ++i)
{
TRACE("[%d]", ret[i]);
}
TRACE("\n");
}
return ret;
}
static BOOL buffer_find_decl(struct wined3d_buffer *This)
{
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
UINT stride_this_run = 0;
BOOL float16_used = FALSE;
BOOL ret = FALSE;
unsigned int i;
/* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
* Once we have our declaration there is no need to look it up again.
*/
if (((IWineD3DImpl *)device->wineD3D)->dxVersion == 7 && This->flags & WINED3D_BUFFER_HASDESC) return FALSE;
TRACE("Finding vertex buffer conversion information\n");
/* Certain declaration types need some fixups before we can pass them to
* opengl. This means D3DCOLOR attributes with fixed function vertex
* processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
* GL_NV_half_float is not supported.
*
* 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.
*
* We have to distinguish between vertex shaders and fixed function to
* pick the way we access the strided vertex information.
*
* This code sets up a per-byte array with the size of the detected
* stride of the arrays in the buffer. For each byte we have a field
* that marks the conversion needed on this byte. For example, the
* following declaration with fixed function vertex processing:
*
* POSITIONT, FLOAT4
* NORMAL, FLOAT3
* DIFFUSE, FLOAT16_4
* SPECULAR, D3DCOLOR
*
* Will result in
* { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
* [P][P][P][P][P][P][P][P][P][P][P][P][P][P][P][P][0][0][0][0][0][0][0][0][0][0][0][0][F][F][F][F][F][F][F][F][C][C][C][C]
*
* Where in this example map P means 4 component position conversion, 0
* means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
* conversion (red / blue swizzle).
*
* If we're doing conversion and the stride changes we have to reconvert
* the whole buffer. Note that we do not mind if the semantic changes,
* we only care for the conversion type. So if the NORMAL is replaced
* with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
* with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
* conversion types depend on the semantic as well, for example a FLOAT4
* texcoord needs no conversion while a FLOAT4 positiont needs one
*/
if (use_vs(device->stateBlock))
{
TRACE("vshader\n");
/* If the current vertex declaration is marked for no half float conversion don't bother to
* analyse the strided streams in depth, just set them up for no conversion. Return decl changed
* if we used conversion before
*/
if (!((IWineD3DVertexDeclarationImpl *) device->stateBlock->vertexDecl)->half_float_conv_needed)
{
if (This->conversion_map)
{
TRACE("Now using shaders without conversion, but conversion used before\n");
HeapFree(GetProcessHeap(), 0, This->conversion_map);
HeapFree(GetProcessHeap(), 0, This->conversion_shift);
This->conversion_map = NULL;
This->stride = 0;
This->conversion_shift = NULL;
This->conversion_stride = 0;
return TRUE;
}
else
{
return FALSE;
}
}
for (i = 0; i < MAX_ATTRIBS; ++i)
{
ret = buffer_check_attribute(This, &device->strided_streams.u.input[i],
FALSE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
}
/* Recalculate the conversion shift map if the declaration has changed,
* and we're using float16 conversion or used it on the last run
*/
if (ret && (float16_used || This->conversion_map))
{
HeapFree(GetProcessHeap(), 0, This->conversion_shift);
This->conversion_shift = find_conversion_shift(This, &device->strided_streams, This->stride);
}
}
else
{
/* Fixed function is a bit trickier. We have to take care for D3DCOLOR types, FLOAT4 positions and of course
* FLOAT16s if not supported. Also, we can't iterate over the array, so use macros to generate code for all
* the attributes that our current fixed function pipeline implementation cares for.
*/
BOOL support_d3dcolor = GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA);
ret = buffer_check_attribute(This, &device->strided_streams.u.s.position,
TRUE, TRUE, FALSE, &stride_this_run, &float16_used) || ret;
ret = buffer_check_attribute(This, &device->strided_streams.u.s.normal,
TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
ret = buffer_check_attribute(This, &device->strided_streams.u.s.diffuse,
!support_d3dcolor, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
ret = buffer_check_attribute(This, &device->strided_streams.u.s.specular,
!support_d3dcolor, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
ret = buffer_check_attribute(This, &device->strided_streams.u.s.texCoords[0],
TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
ret = buffer_check_attribute(This, &device->strided_streams.u.s.texCoords[1],
TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
ret = buffer_check_attribute(This, &device->strided_streams.u.s.texCoords[2],
TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
ret = buffer_check_attribute(This, &device->strided_streams.u.s.texCoords[3],
TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
ret = buffer_check_attribute(This, &device->strided_streams.u.s.texCoords[4],
TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
ret = buffer_check_attribute(This, &device->strided_streams.u.s.texCoords[5],
TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
ret = buffer_check_attribute(This, &device->strided_streams.u.s.texCoords[6],
TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
ret = buffer_check_attribute(This, &device->strided_streams.u.s.texCoords[7],
TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
if (float16_used) FIXME("Float16 conversion used with fixed function vertex processing\n");
}
if (stride_this_run == 0 && This->conversion_map)
{
/* Sanity test */
if (!ret) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
HeapFree(GetProcessHeap(), 0, This->conversion_map);
This->conversion_map = NULL;
This->stride = 0;
}
if (ret) TRACE("Conversion information changed\n");
return ret;
}
static void buffer_check_buffer_object_size(struct wined3d_buffer *This)
{
UINT size = This->conversion_stride ?
This->conversion_stride * (This->resource.size / This->stride) : This->resource.size;
if (This->buffer_object_size != size)
{
TRACE("Old size %u, creating new size %u\n", This->buffer_object_size, size);
ENTER_GL();
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->buffer_object));
checkGLcall("glBindBufferARB");
GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB, size, NULL, This->buffer_object_usage));
This->buffer_object_size = size;
checkGLcall("glBufferDataARB");
LEAVE_GL();
}
}
static inline void fixup_d3dcolor(DWORD *dst_color)
{
DWORD src_color = *dst_color;
/* Color conversion like in drawStridedSlow. watch out for little endianity
* If we want that stuff to work on big endian machines too we have to consider more things
*
* 0xff000000: Alpha mask
* 0x00ff0000: Blue mask
* 0x0000ff00: Green mask
* 0x000000ff: Red mask
*/
*dst_color = 0;
*dst_color |= (src_color & 0xff00ff00); /* Alpha Green */
*dst_color |= (src_color & 0x00ff0000) >> 16; /* Red */
*dst_color |= (src_color & 0x000000ff) << 16; /* Blue */
}
static inline void fixup_transformed_pos(float *p)
{
float x, y, z, w;
/* rhw conversion like in drawStridedSlow */
if (p[3] == 1.0 || ((p[3] < eps) && (p[3] > -eps)))
{
x = p[0];
y = p[1];
z = p[2];
w = 1.0;
}
else
{
w = 1.0 / p[3];
x = p[0] * w;
y = p[1] * w;
z = p[2] * w;
}
p[0] = x;
p[1] = y;
p[2] = z;
p[3] = w;
}
const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object)
{
struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
*buffer_object = This->buffer_object;
if (!This->buffer_object)
{
if (This->flags & WINED3D_BUFFER_CREATEBO)
{
buffer_create_buffer_object(This);
This->flags &= ~WINED3D_BUFFER_CREATEBO;
if (This->buffer_object)
{
*buffer_object = This->buffer_object;
return (const BYTE *)offset;
}
}
return This->resource.allocatedMemory + offset;
}
else
{
return (const BYTE *)offset;
}
}
/* IUnknown methods */
static HRESULT STDMETHODCALLTYPE buffer_QueryInterface(IWineD3DBuffer *iface,
REFIID riid, void **object)
{
TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object);
if (IsEqualGUID(riid, &IID_IWineD3DBuffer)
|| IsEqualGUID(riid, &IID_IWineD3DResource)
|| IsEqualGUID(riid, &IID_IWineD3DBase)
|| IsEqualGUID(riid, &IID_IUnknown))
{
IUnknown_AddRef(iface);
*object = iface;
return S_OK;
}
WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
*object = NULL;
return E_NOINTERFACE;
}
static ULONG STDMETHODCALLTYPE buffer_AddRef(IWineD3DBuffer *iface)
{
struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
ULONG refcount = InterlockedIncrement(&This->resource.ref);
TRACE("%p increasing refcount to %u\n", This, refcount);
return refcount;
}
static void STDMETHODCALLTYPE buffer_UnLoad(IWineD3DBuffer *iface)
{
struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
TRACE("iface %p\n", iface);
/* This is easy: The whole content is shadowed in This->resource.allocatedMemory,
* so we only have to destroy the vbo. Only do it if we have a vbo, which implies
* that vbos are supported
*/
if (This->buffer_object)
{
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
checkGLcall("glDeleteBuffersARB");
LEAVE_GL();
This->buffer_object = 0;
This->flags |= WINED3D_BUFFER_CREATEBO; /* Recreate the buffer object next load */
}
}
static ULONG STDMETHODCALLTYPE buffer_Release(IWineD3DBuffer *iface)
{
struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
ULONG refcount = InterlockedDecrement(&This->resource.ref);
TRACE("%p decreasing refcount to %u\n", This, refcount);
if (!refcount)
{
buffer_UnLoad(iface);
resource_cleanup((IWineD3DResource *)iface);
HeapFree(GetProcessHeap(), 0, This);
}
return refcount;
}
/* IWineD3DBase methods */
static HRESULT STDMETHODCALLTYPE buffer_GetParent(IWineD3DBuffer *iface, IUnknown **parent)
{
return resource_get_parent((IWineD3DResource *)iface, parent);
}
/* IWineD3DResource methods */
static HRESULT STDMETHODCALLTYPE buffer_GetDevice(IWineD3DBuffer *iface, IWineD3DDevice **device)
{
return resource_get_device((IWineD3DResource *)iface, device);
}
static HRESULT STDMETHODCALLTYPE buffer_SetPrivateData(IWineD3DBuffer *iface,
REFGUID guid, const void *data, DWORD data_size, DWORD flags)
{
return resource_set_private_data((IWineD3DResource *)iface, guid, data, data_size, flags);
}
static HRESULT STDMETHODCALLTYPE buffer_GetPrivateData(IWineD3DBuffer *iface,
REFGUID guid, void *data, DWORD *data_size)
{
return resource_get_private_data((IWineD3DResource *)iface, guid, data, data_size);
}
static HRESULT STDMETHODCALLTYPE buffer_FreePrivateData(IWineD3DBuffer *iface, REFGUID guid)
{
return resource_free_private_data((IWineD3DResource *)iface, guid);
}
static DWORD STDMETHODCALLTYPE buffer_SetPriority(IWineD3DBuffer *iface, DWORD priority)
{
return resource_set_priority((IWineD3DResource *)iface, priority);
}
static DWORD STDMETHODCALLTYPE buffer_GetPriority(IWineD3DBuffer *iface)
{
return resource_get_priority((IWineD3DResource *)iface);
}
static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
{
struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
UINT start = 0, end = 0, vertices;
BOOL decl_changed = FALSE;
unsigned int i, j;
BYTE *data;
TRACE("iface %p\n", iface);
if (!This->buffer_object)
{
/* TODO: Make converting independent from VBOs */
if (This->flags & WINED3D_BUFFER_CREATEBO)
{
buffer_create_buffer_object(This);
This->flags &= ~WINED3D_BUFFER_CREATEBO;
}
else
{
return; /* Not doing any conversion */
}
}
/* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
if (device->isInDraw && This->bind_count > 0)
{
decl_changed = buffer_find_decl(This);
This->flags |= WINED3D_BUFFER_HASDESC;
}
if (!decl_changed && !(This->flags & WINED3D_BUFFER_HASDESC && This->flags & WINED3D_BUFFER_DIRTY)) return;
/* If applications change the declaration over and over, reconverting all the time is a huge
* performance hit. So count the declaration changes and release the VBO if there are too many
* of them (and thus stop converting)
*/
if (decl_changed)
{
++This->conversion_count;
This->draw_count = 0;
if (This->conversion_count > VB_MAXDECLCHANGES)
{
FIXME("Too many declaration changes, stopping converting\n");
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
checkGLcall("glDeleteBuffersARB");
LEAVE_GL();
This->buffer_object = 0;
HeapFree(GetProcessHeap(), 0, This->conversion_shift);
/* The stream source state handler might have read the memory of the vertex buffer already
* and got the memory in the vbo which is not valid any longer. Dirtify the stream source
* to force a reload. This happens only once per changed vertexbuffer and should occur rather
* rarely
*/
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
return;
}
buffer_check_buffer_object_size(This);
}
else
{
/* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
* changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
* decl changes and reset the decl change count after a specific number of them
*/
++This->draw_count;
if (This->draw_count > VB_RESETDECLCHANGE) This->conversion_count = 0;
}
if (decl_changed)
{
/* The declaration changed, reload the whole buffer */
WARN("Reloading buffer because of decl change\n");
start = 0;
end = This->resource.size;
}
else
{
/* No decl change, but dirty data, reload the changed stuff */
if (This->conversion_shift)
{
if (This->dirty_start != 0 || This->dirty_end != 0)
{
FIXME("Implement partial buffer loading with shifted conversion\n");
}
}
start = This->dirty_start;
end = This->dirty_end;
}
/* Mark the buffer clean */
This->flags &= ~WINED3D_BUFFER_DIRTY;
This->dirty_start = 0;
This->dirty_end = 0;
if (!This->conversion_map)
{
/* That means that there is nothing to fixup. Just upload from This->resource.allocatedMemory
* directly into the vbo. Do not free the system memory copy because drawPrimitive may need it if
* the stride is 0, for instancing emulation, vertex blending emulation or shader emulation.
*/
TRACE("No conversion needed\n");
if (!device->isInDraw)
{
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
}
ENTER_GL();
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->buffer_object));
checkGLcall("glBindBufferARB");
GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, start, end-start, This->resource.allocatedMemory + start));
checkGLcall("glBufferSubDataARB");
LEAVE_GL();
return;
}
/* Now for each vertex in the buffer that needs conversion */
vertices = This->resource.size / This->stride;
if (This->conversion_shift)
{
TRACE("Shifted conversion\n");
data = HeapAlloc(GetProcessHeap(), 0, vertices * This->conversion_stride);
for (i = start / This->stride; i < min((end / This->stride) + 1, vertices); ++i)
{
for (j = 0; j < This->stride; ++j)
{
switch(This->conversion_map[j])
{
case CONV_NONE:
data[This->conversion_stride * i + j + This->conversion_shift[j]]
= This->resource.allocatedMemory[This->stride * i + j];
break;
case CONV_FLOAT16_2:
{
float *out = (float *)(&data[This->conversion_stride * i + j + This->conversion_shift[j]]);
const WORD *in = (WORD *)(&This->resource.allocatedMemory[i * This->stride + j]);
out[1] = float_16_to_32(in + 1);
out[0] = float_16_to_32(in + 0);
j += 3; /* Skip 3 additional bytes,as a FLOAT16_2 has 4 bytes */
break;
}
default:
FIXME("Unimplemented conversion %d in shifted conversion\n", This->conversion_map[j]);
break;
}
}
}
ENTER_GL();
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->buffer_object));
checkGLcall("glBindBufferARB");
GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, vertices * This->conversion_stride, data));
checkGLcall("glBufferSubDataARB");
LEAVE_GL();
}
else
{
data = HeapAlloc(GetProcessHeap(), 0, This->resource.size);
memcpy(data + start, This->resource.allocatedMemory + start, end - start);
for (i = start / This->stride; i < min((end / This->stride) + 1, vertices); ++i)
{
for (j = 0; j < This->stride; ++j)
{
switch(This->conversion_map[j])
{
case CONV_NONE:
/* Done already */
j += 3;
break;
case CONV_D3DCOLOR:
fixup_d3dcolor((DWORD *) (data + i * This->stride + j));
j += 3;
break;
case CONV_POSITIONT:
fixup_transformed_pos((float *) (data + i * This->stride + j));
j += 15;
break;
case CONV_FLOAT16_2:
ERR("Did not expect FLOAT16 conversion in unshifted conversion\n");
default:
FIXME("Unimplemented conversion %d in shifted conversion\n", This->conversion_map[j]);
}
}
}
ENTER_GL();
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->buffer_object));
checkGLcall("glBindBufferARB");
GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, start, end - start, data + start));
checkGLcall("glBufferSubDataARB");
LEAVE_GL();
}
HeapFree(GetProcessHeap(), 0, data);
}
static WINED3DRESOURCETYPE STDMETHODCALLTYPE buffer_GetType(IWineD3DBuffer *iface)
{
return resource_get_type((IWineD3DResource *)iface);
}
/* IWineD3DBuffer methods */
static HRESULT STDMETHODCALLTYPE buffer_Map(IWineD3DBuffer *iface, UINT offset, UINT size, BYTE **data, DWORD flags)
{
struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
TRACE("iface %p, offset %u, size %u, data %p, flags %#x\n", iface, offset, size, data, flags);
InterlockedIncrement(&This->lock_count);
if (This->flags & WINED3D_BUFFER_DIRTY)
{
if (This->dirty_start > offset) This->dirty_start = offset;
if (size)
{
if (This->dirty_end < offset + size) This->dirty_end = offset + size;
}
else
{
This->dirty_end = This->resource.size;
}
}
else
{
This->dirty_start = offset;
if (size) This->dirty_end = offset + size;
else This->dirty_end = This->resource.size;
}
This->flags |= WINED3D_BUFFER_DIRTY;
*data = This->resource.allocatedMemory + offset;
TRACE("Returning memory at %p (base %p, offset %u)\n", *data, This->resource.allocatedMemory, offset);
/* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
return WINED3D_OK;
}
static HRESULT STDMETHODCALLTYPE buffer_Unmap(IWineD3DBuffer *iface)
{
struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
TRACE("(%p)\n", This);
if (InterlockedDecrement(&This->lock_count))
{
/* Delay loading the buffer until everything is unlocked */
TRACE("Ignoring unlock\n");
return WINED3D_OK;
}
if (This->flags & WINED3D_BUFFER_HASDESC)
{
buffer_PreLoad(iface);
}
return WINED3D_OK;
}
static HRESULT STDMETHODCALLTYPE buffer_GetDesc(IWineD3DBuffer *iface, WINED3DVERTEXBUFFER_DESC *desc)
{
struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
TRACE("(%p)\n", This);
desc->Format = This->resource.format;
desc->Type = This->resource.resourceType;
desc->Usage = This->resource.usage;
desc->Pool = This->resource.pool;
desc->Size = This->resource.size;
desc->FVF = This->fvf;
return WINED3D_OK;
}
const struct IWineD3DBufferVtbl wined3d_buffer_vtbl =
{
/* IUnknown methods */
buffer_QueryInterface,
buffer_AddRef,
buffer_Release,
/* IWineD3DBase methods */
buffer_GetParent,
/* IWineD3DResource methods */
buffer_GetDevice,
buffer_SetPrivateData,
buffer_GetPrivateData,
buffer_FreePrivateData,
buffer_SetPriority,
buffer_GetPriority,
buffer_PreLoad,
buffer_UnLoad,
buffer_GetType,
/* IWineD3DBuffer methods */
buffer_Map,
buffer_Unmap,
buffer_GetDesc,
};
/* IUnknown methods */
static HRESULT STDMETHODCALLTYPE IWineD3DIndexBufferImpl_QueryInterface(IWineD3DIndexBuffer *iface,
REFIID riid, void **object)
{
TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object);
if (IsEqualGUID(riid, &IID_IWineD3DIndexBuffer)
|| IsEqualGUID(riid, &IID_IWineD3DResource)
|| IsEqualGUID(riid, &IID_IWineD3DBase)
|| IsEqualGUID(riid, &IID_IUnknown))
{
IUnknown_AddRef(iface);
*object = iface;
return S_OK;
}
WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
*object = NULL;
return E_NOINTERFACE;
}
static ULONG STDMETHODCALLTYPE IWineD3DIndexBufferImpl_AddRef(IWineD3DIndexBuffer *iface)
{
IWineD3DIndexBufferImpl *This = (IWineD3DIndexBufferImpl *)iface;
ULONG refcount = InterlockedIncrement(&This->resource.ref);
TRACE("%p increasing refcount to %u\n", This, refcount);
return refcount;
}
static ULONG STDMETHODCALLTYPE IWineD3DIndexBufferImpl_Release(IWineD3DIndexBuffer *iface)
{
IWineD3DIndexBufferImpl *This = (IWineD3DIndexBufferImpl *)iface;
ULONG refcount = InterlockedDecrement(&This->resource.ref);
TRACE("%p decreasing refcount to %u\n", This, refcount);
if (!refcount)
{
if (This->vbo)
{
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
/* No need to manually unset the buffer. glDeleteBuffers unsets it for the current context,
* but not for other contexts. However, because the d3d buffer is destroyed the app has to
* unset it before doing the next draw, thus dirtifying the index buffer state and forcing
* binding a new buffer
*/
GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
checkGLcall("glDeleteBuffersARB");
LEAVE_GL();
}
resource_cleanup((IWineD3DResource *)iface);
HeapFree(GetProcessHeap(), 0, This);
}
return refcount;
}
/* IWineD3DBase methods */
static HRESULT STDMETHODCALLTYPE IWineD3DIndexBufferImpl_GetParent(IWineD3DIndexBuffer *iface, IUnknown **parent)
{
return resource_get_parent((IWineD3DResource *)iface, parent);
}
/* IWineD3DResource methods */
static HRESULT STDMETHODCALLTYPE IWineD3DIndexBufferImpl_GetDevice(IWineD3DIndexBuffer *iface, IWineD3DDevice **device)
{
return resource_get_device((IWineD3DResource *)iface, device);
}
static HRESULT STDMETHODCALLTYPE IWineD3DIndexBufferImpl_SetPrivateData(IWineD3DIndexBuffer *iface,
REFGUID guid, const void *data, DWORD data_size, DWORD flags)
{
return resource_set_private_data((IWineD3DResource *)iface, guid, data, data_size, flags);
}
static HRESULT STDMETHODCALLTYPE IWineD3DIndexBufferImpl_GetPrivateData(IWineD3DIndexBuffer *iface,
REFGUID guid, void *data, DWORD *data_size)
{
return resource_get_private_data((IWineD3DResource *)iface, guid, data, data_size);
}
static HRESULT STDMETHODCALLTYPE IWineD3DIndexBufferImpl_FreePrivateData(IWineD3DIndexBuffer *iface, REFGUID guid)
{
return resource_free_private_data((IWineD3DResource *)iface, guid);
}
static DWORD STDMETHODCALLTYPE IWineD3DIndexBufferImpl_SetPriority(IWineD3DIndexBuffer *iface, DWORD priority)
{
return resource_set_priority((IWineD3DResource *)iface, priority);
}
static DWORD STDMETHODCALLTYPE IWineD3DIndexBufferImpl_GetPriority(IWineD3DIndexBuffer *iface)
{
return resource_get_priority((IWineD3DResource *)iface);
}
static void STDMETHODCALLTYPE IWineD3DIndexBufferImpl_PreLoad(IWineD3DIndexBuffer *iface)
{
TRACE("iface %p\n", iface);
}
static void STDMETHODCALLTYPE IWineD3DIndexBufferImpl_UnLoad(IWineD3DIndexBuffer *iface)
{
IWineD3DIndexBufferImpl *This = (IWineD3DIndexBufferImpl *) iface;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
TRACE("(%p)\n", This);
/* This is easy: The whole content is shadowed in This->resource.allocatedMemory,
* so we only have to destroy the vbo. Only do it if we have a vbo, which implies
* that vbos are supported.
* (TODO: Make a IWineD3DBuffer base class for index and vertex buffers and share
* this code. Also needed for D3D10)
*/
if (This->vbo)
{
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
checkGLcall("glDeleteBuffersARB");
LEAVE_GL();
This->vbo = 0;
}
}
static WINED3DRESOURCETYPE STDMETHODCALLTYPE IWineD3DIndexBufferImpl_GetType(IWineD3DIndexBuffer *iface)
{
return resource_get_type((IWineD3DResource *)iface);
}
/* IWineD3DIndexBuffer methods */
static HRESULT STDMETHODCALLTYPE IWineD3DIndexBufferImpl_Lock(IWineD3DIndexBuffer *iface,
UINT OffsetToLock, UINT SizeToLock, BYTE **ppbData, DWORD Flags)
{
IWineD3DIndexBufferImpl *This = (IWineD3DIndexBufferImpl *)iface;
TRACE("(%p) : offset %d, size %d, Flags=%x\n", This, OffsetToLock, SizeToLock, Flags);
InterlockedIncrement(&This->lockcount);
*ppbData = This->resource.allocatedMemory + OffsetToLock;
if (Flags & (WINED3DLOCK_READONLY | WINED3DLOCK_NO_DIRTY_UPDATE) || !This->vbo)
{
return WINED3D_OK;
}
if (This->dirtystart != This->dirtyend)
{
if (This->dirtystart > OffsetToLock) This->dirtystart = OffsetToLock;
if (SizeToLock)
{
if (This->dirtyend < OffsetToLock + SizeToLock) This->dirtyend = OffsetToLock + SizeToLock;
}
else
{
This->dirtyend = This->resource.size;
}
}
else
{
This->dirtystart = OffsetToLock;
if (SizeToLock) This->dirtyend = OffsetToLock + SizeToLock;
else This->dirtyend = This->resource.size;
}
return WINED3D_OK;
}
static HRESULT STDMETHODCALLTYPE IWineD3DIndexBufferImpl_Unlock(IWineD3DIndexBuffer *iface)
{
IWineD3DIndexBufferImpl *This = (IWineD3DIndexBufferImpl *)iface;
ULONG locks = InterlockedDecrement(&This->lockcount);
TRACE("(%p)\n", This);
/* For now load in unlock */
if (!locks && This->vbo && (This->dirtyend - This->dirtystart) > 0)
{
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, This->vbo));
checkGLcall("glBindBufferARB");
GL_EXTCALL(glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, This->dirtystart,
This->dirtyend - This->dirtystart, This->resource.allocatedMemory + This->dirtystart));
checkGLcall("glBufferSubDataARB");
LEAVE_GL();
This->dirtystart = 0;
This->dirtyend = 0;
/* TODO: Move loading into preload when the buffer is used, that avoids dirtifying the state */
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_INDEXBUFFER);
}
return WINED3D_OK;
}
static HRESULT STDMETHODCALLTYPE IWineD3DIndexBufferImpl_GetDesc(IWineD3DIndexBuffer *iface,
WINED3DINDEXBUFFER_DESC *pDesc)
{
IWineD3DIndexBufferImpl *This = (IWineD3DIndexBufferImpl *)iface;
TRACE("(%p)\n", This);
pDesc->Format = This->resource.format;
pDesc->Type = This->resource.resourceType;
pDesc->Usage = This->resource.usage;
pDesc->Pool = This->resource.pool;
pDesc->Size = This->resource.size;
return WINED3D_OK;
}
const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl =
{
/* IUnknown methods */
IWineD3DIndexBufferImpl_QueryInterface,
IWineD3DIndexBufferImpl_AddRef,
IWineD3DIndexBufferImpl_Release,
/* IWineD3DBase methods */
IWineD3DIndexBufferImpl_GetParent,
/* IWineD3DResource methods */
IWineD3DIndexBufferImpl_GetDevice,
IWineD3DIndexBufferImpl_SetPrivateData,
IWineD3DIndexBufferImpl_GetPrivateData,
IWineD3DIndexBufferImpl_FreePrivateData,
IWineD3DIndexBufferImpl_SetPriority,
IWineD3DIndexBufferImpl_GetPriority,
IWineD3DIndexBufferImpl_PreLoad,
IWineD3DIndexBufferImpl_UnLoad,
IWineD3DIndexBufferImpl_GetType,
/* IWineD3DIndexBuffer methods */
IWineD3DIndexBufferImpl_Lock,
IWineD3DIndexBufferImpl_Unlock,
IWineD3DIndexBufferImpl_GetDesc,
};