wined3d: Vertex fixups.
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7d31ab95e4
commit
232dfc9b3a
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@ -57,6 +57,14 @@ static ULONG WINAPI IWineD3DVertexBufferImpl_Release(IWineD3DVertexBuffer *iface
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ULONG ref = InterlockedDecrement(&This->resource.ref);
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TRACE("(%p) : Releasing from %ld\n", This, ref + 1);
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if (ref == 0) {
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if(This->vbo) {
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ENTER_GL();
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GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
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checkGLcall("glDeleteBuffersARB");
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LEAVE_GL();
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}
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IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
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HeapFree(GetProcessHeap(), 0, This);
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}
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@ -91,7 +99,223 @@ static DWORD WINAPI IWineD3DVertexBufferImpl_GetPriority(IWineD3DVertexBuffer
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}
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static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *iface) {
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return IWineD3DResourceImpl_PreLoad((IWineD3DResource *)iface);
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IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface;
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TRACE("(%p)->()\n", This);
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if(This->Flags & VBFLAG_LOAD) {
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return; /* Already doing that stuff */
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}
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if(!This->resource.allocatedMemory) {
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TRACE("Locking directly into VBO, nothing to do\n");
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return; /* Direct lock into the VBO */
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}
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if(This->vbo) {
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WineDirect3DVertexStridedData strided;
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IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
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BOOL useVertexShaderFunction = FALSE, fixup = FALSE;
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BYTE *data;
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UINT i;
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DWORD declFVF; /* Not interested */
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UINT start = 0, end = 0, stride = 0;
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if(This->Flags & VBFLAG_DIRTY) {
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/* Update the old buffer on unlock, use the old desc */
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start = This->dirtystart;
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end = This->dirtyend;
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memcpy(&strided, &This->strided, sizeof(strided));
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if (strided.u.s.position.dwStride) stride = strided.u.s.position.dwStride;
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else if(strided.u.s.specular.dwStride) stride = strided.u.s.specular.dwStride;
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else if(strided.u.s.diffuse.dwStride) stride = strided.u.s.diffuse.dwStride;
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else {
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/* That means that there is nothing to fixup, just override previously modified data */
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fixup = FALSE;
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}
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if(stride) fixup = TRUE;
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} else {
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/* Keep this in sync with drawPrimitive in drawprim.c */
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if (device->stateBlock->vertexShader != NULL && wined3d_settings.vs_mode != VS_NONE
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&&((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function != NULL
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&& GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
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/* Using shaders? No conversion needed, the shaders handle this */
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TRACE("Using vertex shaders, not doing any vertex conversion\n");
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ENTER_GL();
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GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER, This->vbo));
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checkGLcall("glBindBufferARB");
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GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER, 0, This->resource.size, This->resource.allocatedMemory));
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checkGLcall("glUnmapBuffer glBufferSubDataARB");
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LEAVE_GL();
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HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory);
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This->resource.allocatedMemory = NULL;
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This->Flags &= ~VBFLAG_DIRTY;
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return;
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}
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/* The code below reads the FVF / Vertex Declaration to find out which bits we have to convert
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* Basically I can't see any reason why it can't change from DrawPrimitive to DrawPrimitive call
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* from the DX api, but I think no sane game will do that. Reading the vertex declaration is quite
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* complex, and we should save as much CPU time as possible. So read it only once ans assume that
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* it doesn't change silently. I expect Windows D3D drivers to depend on that too
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*/
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if(This->Flags & VBFLAG_HASDESC) return;
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/* Check against updated declarations */
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memset(&strided, 0, sizeof(strided));
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if(device->stateBlock->vertexDecl != NULL) {
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/* Check against the stream offset and make sure it is 0 */
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This->Flags |= VBFLAG_LOAD;
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primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device,
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useVertexShaderFunction,
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&strided,
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0,
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&declFVF,
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&fixup);
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This->Flags &= ~VBFLAG_LOAD;
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/* Only take care for stuff that is in this buffer, well, only the stuff that is interesting */
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if(strided.u.s.position.VBO != This->vbo) memset(&strided.u.s.position, 0, sizeof(strided.u.s.position));
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if(strided.u.s.diffuse.VBO != This->vbo) memset(&strided.u.s.diffuse, 0, sizeof(strided.u.s.diffuse));
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if(strided.u.s.specular.VBO != This->vbo) memset(&strided.u.s.specular, 0, sizeof(strided.u.s.specular));
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if(strided.u.s.position2.VBO != This->vbo) memset(&strided.u.s.position2, 0, sizeof(strided.u.s.position2));
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} else {
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if(!(This->Flags & VBFLAG_STREAM) ) {
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TRACE("No vertex decl used and buffer is not bound to a stream, nothing to do\n");
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return;
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}
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This->Flags |= VBFLAG_LOAD;
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primitiveConvertFVFtoOffset(device->stateBlock->fvf,
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device->stateBlock->streamStride[This->stream],
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NULL,
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&strided,
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This->vbo);
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This->Flags &= ~VBFLAG_LOAD;
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}
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/* If any data that needs conversion has changed we have to reload the whole buffer */
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if( ( (This->strided.u.s.position.dwType != WINED3DDECLTYPE_FLOAT4 || strided.u.s.position.dwType != WINED3DDECLTYPE_FLOAT4) &&
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This->strided.u.s.position.lpData != strided.u.s.position.lpData) ||
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!(This->strided.u.s.diffuse.lpData == strided.u.s.diffuse.lpData || strided.u.s.diffuse.VBO != This->vbo) ||
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!(This->strided.u.s.specular.lpData == strided.u.s.specular.lpData || strided.u.s.specular.VBO != This->vbo) ) {
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start = 0;
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end = This->resource.size;
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fixup = TRUE;
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if (strided.u.s.position.dwStride) stride = strided.u.s.position.dwStride;
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else if(strided.u.s.specular.dwStride) stride = strided.u.s.specular.dwStride;
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else if(strided.u.s.diffuse.dwStride) stride = strided.u.s.diffuse.dwStride;
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else {
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/* That means that there is nothing to fixup, just override previously modified data */
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fixup = FALSE;
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}
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memcpy(&This->strided, &strided, sizeof(strided));
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} else {
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TRACE("No declaration change\n");
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/* nothing to do - the old data is correct*/
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return;
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}
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This->Flags |= VBFLAG_HASDESC;
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}
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if(end == 0) {
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TRACE("Buffer not dirty, nothing to do\n");
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This->Flags &= ~VBFLAG_DIRTY;
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return;
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}
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TRACE("Loading buffer\n");
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if(fixup) {
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data = HeapAlloc(GetProcessHeap(), 0, end-start);
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if(!data) {
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ERR("Out of memory\n");
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return;
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}
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memcpy(data, This->resource.allocatedMemory + start, end - start);
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for(i = 0; i < ( end - start) / stride; i++) {
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if(strided.u.s.position.dwType == WINED3DDECLTYPE_FLOAT4 ) {
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float *p = (float *) (((int) This->resource.allocatedMemory + (int) strided.u.s.position.lpData) + start + i * stride);
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float x, y, z, w;
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/* rhw conversion like in drawStridedSlow */
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if(p[3] == 1.0 || ((p[3] < eps) && (p[3] > -eps))) {
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x = p[0];
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y = p[1];
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z = p[2];
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w = 1.0;
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} else {
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w = 1.0 / p[3];
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x = p[0] * w;
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y = p[1] * w;
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z = p[2] * w;
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}
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p = (float *) ((int) data + i * stride + (int) strided.u.s.position.lpData);
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p[0] = x;
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p[1] = y;
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p[2] = z;
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p[3] = w;
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}
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if(strided.u.s.diffuse.dwType == WINED3DDECLTYPE_SHORT4 || strided.u.s.diffuse.dwType == WINED3DDECLTYPE_D3DCOLOR) {
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DWORD srcColor, *dstColor = (DWORD *) (data + i * stride + (int) strided.u.s.diffuse.lpData);
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srcColor = * (DWORD *) ( ((int) This->resource.allocatedMemory + (int) strided.u.s.diffuse.lpData) + start + i * stride);
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/* Color conversion like in drawStridedSlow. watch out for little endianity
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* If we want that stuff to work on big endian machines too we have to consider more things
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*
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* 0xff000000: Alpha mask
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* 0x00ff0000: Blue mask
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* 0x0000ff00: Green mask
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* 0x000000ff: Red mask
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*/
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*dstColor = 0;
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*dstColor |= (srcColor & 0xff00ff00) ; /* Alpha Green */
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*dstColor |= (srcColor & 0x00ff0000) >> 16; /* Red */
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*dstColor |= (srcColor & 0x000000ff) << 16; /* Blue */
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} else if (strided.u.s.diffuse.lpData != NULL) {
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FIXME("Type is %ld\n", strided.u.s.diffuse.dwType);
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}
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if(strided.u.s.specular.dwType == WINED3DDECLTYPE_SHORT4 || strided.u.s.specular.dwType == WINED3DDECLTYPE_D3DCOLOR) {
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DWORD srcColor, *dstColor = (DWORD *) (data + i * stride + (int) strided.u.s.specular.lpData);
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srcColor = * (DWORD *) ( ((int) This->resource.allocatedMemory + (int) strided.u.s.specular.lpData) + start + i * stride);
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/* Color conversion like in drawStridedSlow. watch out for little endianity
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* If we want that stuff to work on big endian machines too we have to consider more things
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*/
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*dstColor = 0;
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*dstColor |= (srcColor & 0xff00ff00) ; /* Alpha Green */
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*dstColor |= (srcColor & 0x00ff0000) >> 16; /* Red */
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*dstColor |= (srcColor & 0x000000ff) << 16; /* Blue */
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}
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}
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} else {
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data = This->resource.allocatedMemory + start;
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}
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ENTER_GL();
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GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER, This->vbo));
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checkGLcall("glBindBufferARB");
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GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER, start, end - start, data));
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checkGLcall("glBufferSubDataARB");
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LEAVE_GL();
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if(fixup) {
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HeapFree(GetProcessHeap(), 0, data);
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} else if(This->Flags & VBFLAG_HASDESC) {
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/* Free the allocated memory, then Lock will directly lock into the
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* VBO the next time :-)
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*/
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HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory);
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This->resource.allocatedMemory = NULL;
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}
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}
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This->Flags &= ~VBFLAG_DIRTY;
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}
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static WINED3DRESOURCETYPE WINAPI IWineD3DVertexBufferImpl_GetType(IWineD3DVertexBuffer *iface) {
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@ -107,14 +331,61 @@ static HRESULT WINAPI IWineD3DVertexBufferImpl_GetParent(IWineD3DVertexBuffer *i
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****************************************************** */
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static HRESULT WINAPI IWineD3DVertexBufferImpl_Lock(IWineD3DVertexBuffer *iface, UINT OffsetToLock, UINT SizeToLock, BYTE** ppbData, DWORD Flags) {
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IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
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TRACE("(%p) : returning memory of %p (base:%p,offset:%u)\n", This, This->resource.allocatedMemory + OffsetToLock, This->resource.allocatedMemory, OffsetToLock);
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BYTE *data;
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TRACE("(%p)->%d, %d, %p, %08lx\n", This, OffsetToLock, SizeToLock, ppbData, Flags);
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if(This->Flags & VBFLAG_DIRTY) {
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if(This->dirtystart > OffsetToLock) This->dirtystart = OffsetToLock;
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if(This->dirtyend < OffsetToLock + SizeToLock) This->dirtyend = OffsetToLock + SizeToLock;
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} else {
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This->dirtystart = OffsetToLock;
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This->dirtyend = OffsetToLock + SizeToLock;
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}
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if(This->resource.allocatedMemory) {
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data = This->resource.allocatedMemory;
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This->Flags |= VBFLAG_DIRTY;
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} else {
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GLenum mode = GL_READ_WRITE;
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/* Return data to the VBO */
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TRACE("Locking directly into the buffer\n");
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if((This->resource.usage & WINED3DUSAGE_WRITEONLY) || ( Flags & D3DLOCK_DISCARD) ) {
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mode = GL_WRITE_ONLY;
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} else if( Flags & (D3DLOCK_READONLY | D3DLOCK_NO_DIRTY_UPDATE) ) {
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mode = GL_READ_ONLY;
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}
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ENTER_GL();
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GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER, This->vbo));
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checkGLcall("glBindBufferARB");
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data = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER, mode));
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LEAVE_GL();
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if(!data) {
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ERR("glMapBuffer failed\n");
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return WINED3DERR_INVALIDCALL;
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}
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}
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*ppbData = data + OffsetToLock;
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TRACE("(%p) : returning memory of %p (base:%p,offset:%u)\n", This, data + OffsetToLock, data, OffsetToLock);
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/* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
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*ppbData = This->resource.allocatedMemory + OffsetToLock;
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return WINED3D_OK;
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}
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static HRESULT WINAPI IWineD3DVertexBufferImpl_Unlock(IWineD3DVertexBuffer *iface) {
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IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
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TRACE("(%p) : stub\n", This);
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HRESULT WINAPI IWineD3DVertexBufferImpl_Unlock(IWineD3DVertexBuffer *iface) {
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IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface;
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TRACE("(%p)\n", This);
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if(!This->resource.allocatedMemory) {
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ENTER_GL();
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GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER, This->vbo));
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checkGLcall("glBindBufferARB");
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GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER));
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checkGLcall("glUnmapBufferARB");
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LEAVE_GL();
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} else {
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IWineD3DVertexBufferImpl_PreLoad(iface);
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}
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return WINED3D_OK;
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}
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static HRESULT WINAPI IWineD3DVertexBufferImpl_GetDesc(IWineD3DVertexBuffer *iface, WINED3DVERTEXBUFFER_DESC *pDesc) {
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@ -154,9 +425,13 @@ const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl =
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BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo) {
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IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
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*vbo = 0;
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return This->resource.allocatedMemory + iOffset;
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*vbo = This->vbo;
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if(This->vbo == 0) {
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return This->resource.allocatedMemory + iOffset;
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} else {
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return (BYTE *) iOffset;
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}
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}
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HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface) {
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