wined3d: Introduce buffer_conversion_upload() helper function.
Signed-off-by: Józef Kucia <jkucia@codeweavers.com> Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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6454242009
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@ -852,6 +852,69 @@ static void buffer_direct_upload(struct wined3d_buffer *This, struct wined3d_con
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wined3d_buffer_validate_location(This, WINED3D_LOCATION_BUFFER);
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}
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static void buffer_conversion_upload(struct wined3d_buffer *buffer, struct wined3d_context *context)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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unsigned int i, j, start, end, len, vertex_count;
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BYTE *data;
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/* This would potentially invalidate the element array buffer binding. */
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if (buffer->buffer_type_hint != GL_ARRAY_BUFFER)
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ERR("Converting data in non-vertex buffer.\n");
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wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
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/* Now for each vertex in the buffer that needs conversion. */
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vertex_count = buffer->resource.size / buffer->stride;
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if (!(data = HeapAlloc(GetProcessHeap(), 0, buffer->resource.size)))
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{
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ERR("Out of memory.\n");
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return;
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}
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while (buffer->modified_areas)
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{
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buffer->modified_areas--;
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start = buffer->maps[buffer->modified_areas].offset;
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len = buffer->maps[buffer->modified_areas].size;
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end = start + len;
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memcpy(data + start, (BYTE *)buffer->resource.heap_memory + start, end - start);
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for (i = start / buffer->stride; i < min((end / buffer->stride) + 1, vertex_count); ++i)
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{
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for (j = 0; j < buffer->stride;)
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{
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switch (buffer->conversion_map[j])
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{
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case CONV_NONE:
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/* Done already */
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j += sizeof(DWORD);
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break;
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case CONV_D3DCOLOR:
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j += fixup_d3dcolor((DWORD *) (data + i * buffer->stride + j));
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break;
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case CONV_POSITIONT:
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j += fixup_transformed_pos((float *) (data + i * buffer->stride + j));
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break;
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default:
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FIXME("Unimplemented conversion %d in shifted conversion.\n", buffer->conversion_map[j]);
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++j;
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}
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}
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}
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GL_EXTCALL(glBindBuffer(buffer->buffer_type_hint, buffer->buffer_object));
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checkGLcall("glBindBuffer");
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GL_EXTCALL(glBufferSubData(buffer->buffer_type_hint, start, len, data + start));
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checkGLcall("glBufferSubData");
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}
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HeapFree(GetProcessHeap(), 0, data);
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wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_BUFFER);
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}
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void buffer_mark_used(struct wined3d_buffer *buffer)
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{
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buffer->flags &= ~(WINED3D_BUFFER_SYNC | WINED3D_BUFFER_DISCARD);
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@ -863,9 +926,7 @@ void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *
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{
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DWORD flags = buffer->flags & (WINED3D_BUFFER_SYNC | WINED3D_BUFFER_DISCARD);
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const struct wined3d_gl_info *gl_info = context->gl_info;
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unsigned int i, j, start, end, len, vertex_count;
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BOOL decl_changed = FALSE;
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BYTE *data;
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TRACE("buffer %p.\n", buffer);
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@ -980,64 +1041,11 @@ void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *
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return;
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buffer_direct_upload(buffer, context, flags);
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return;
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}
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/* This would potentially invalidate the element array buffer binding. */
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if (buffer->buffer_type_hint != GL_ARRAY_BUFFER)
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ERR("Converting data in non-vertex buffer.\n");
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wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
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/* Now for each vertex in the buffer that needs conversion */
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vertex_count = buffer->resource.size / buffer->stride;
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if (!(data = HeapAlloc(GetProcessHeap(), 0, buffer->resource.size)))
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else
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{
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ERR("Out of memory.\n");
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return;
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buffer_conversion_upload(buffer, context);
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}
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while (buffer->modified_areas)
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{
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buffer->modified_areas--;
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start = buffer->maps[buffer->modified_areas].offset;
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len = buffer->maps[buffer->modified_areas].size;
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end = start + len;
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memcpy(data + start, (BYTE *)buffer->resource.heap_memory + start, end - start);
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for (i = start / buffer->stride; i < min((end / buffer->stride) + 1, vertex_count); ++i)
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{
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for (j = 0; j < buffer->stride;)
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{
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switch (buffer->conversion_map[j])
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{
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case CONV_NONE:
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/* Done already */
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j += sizeof(DWORD);
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break;
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case CONV_D3DCOLOR:
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j += fixup_d3dcolor((DWORD *) (data + i * buffer->stride + j));
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break;
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case CONV_POSITIONT:
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j += fixup_transformed_pos((float *) (data + i * buffer->stride + j));
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break;
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default:
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FIXME("Unimplemented conversion %d in shifted conversion.\n", buffer->conversion_map[j]);
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++j;
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}
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}
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}
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GL_EXTCALL(glBindBuffer(buffer->buffer_type_hint, buffer->buffer_object));
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checkGLcall("glBindBuffer");
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GL_EXTCALL(glBufferSubData(buffer->buffer_type_hint, start, len, data + start));
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checkGLcall("glBufferSubData");
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}
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HeapFree(GetProcessHeap(), 0, data);
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wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_BUFFER);
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}
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struct wined3d_resource * CDECL wined3d_buffer_get_resource(struct wined3d_buffer *buffer)
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