wined3d: Vertex fixups.

This commit is contained in:
Stefan Dösinger 2006-06-21 15:04:19 +02:00 committed by Alexandre Julliard
parent 7d31ab95e4
commit 232dfc9b3a
1 changed files with 283 additions and 8 deletions

View File

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