/* * IWineD3DVertexBuffer Implementation * * Copyright 2002-2005 Jason Edmeades * Raphael Junqueira * Copyright 2004 Christian Costa * * 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 "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 */ /* ******************************************* IWineD3DVertexBuffer IUnknown parts follow ******************************************* */ static HRESULT WINAPI IWineD3DVertexBufferImpl_QueryInterface(IWineD3DVertexBuffer *iface, REFIID riid, LPVOID *ppobj) { IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface; TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj); if (IsEqualGUID(riid, &IID_IUnknown) || IsEqualGUID(riid, &IID_IWineD3DBase) || IsEqualGUID(riid, &IID_IWineD3DResource) || IsEqualGUID(riid, &IID_IWineD3DVertexBuffer)){ IUnknown_AddRef(iface); *ppobj = This; return S_OK; } *ppobj = NULL; return E_NOINTERFACE; } static ULONG WINAPI IWineD3DVertexBufferImpl_AddRef(IWineD3DVertexBuffer *iface) { IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface; ULONG ref = InterlockedIncrement(&This->resource.ref); TRACE("(%p) : AddRef increasing from %d\n", This, ref - 1); return ref; } static ULONG WINAPI IWineD3DVertexBufferImpl_Release(IWineD3DVertexBuffer *iface) { IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface; ULONG ref = InterlockedDecrement(&This->resource.ref); TRACE("(%p) : Releasing from %d\n", This, ref + 1); if (ref == 0) { if(This->vbo) { IWineD3DDeviceImpl *device = This->resource.wineD3DDevice; ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD); ENTER_GL(); GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo)); checkGLcall("glDeleteBuffersARB"); LEAVE_GL(); } IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface); HeapFree(GetProcessHeap(), 0, This); } return ref; } /* **************************************************** IWineD3DVertexBuffer IWineD3DResource parts follow **************************************************** */ static HRESULT WINAPI IWineD3DVertexBufferImpl_GetDevice(IWineD3DVertexBuffer *iface, IWineD3DDevice** ppDevice) { return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice); } static HRESULT WINAPI IWineD3DVertexBufferImpl_SetPrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) { return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags); } static HRESULT WINAPI IWineD3DVertexBufferImpl_GetPrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) { return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData); } static HRESULT WINAPI IWineD3DVertexBufferImpl_FreePrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid) { return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid); } static DWORD WINAPI IWineD3DVertexBufferImpl_SetPriority(IWineD3DVertexBuffer *iface, DWORD PriorityNew) { return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew); } static DWORD WINAPI IWineD3DVertexBufferImpl_GetPriority(IWineD3DVertexBuffer *iface) { return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface); } static inline void fixup_d3dcolor(DWORD *pos) { DWORD srcColor = *pos; /* 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 */ *pos = 0; *pos |= (srcColor & 0xff00ff00) ; /* Alpha Green */ *pos |= (srcColor & 0x00ff0000) >> 16; /* Red */ *pos |= (srcColor & 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; } DWORD *find_conversion_shift(IWineD3DVertexBufferImpl *This, WineDirect3DVertexStridedData *strided, DWORD stride) { DWORD *ret, i, shift, j, type; DWORD orig_type_size; if(!stride) { TRACE("No shift\n"); return NULL; } This->conv_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->vbo) 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->conv_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 inline BOOL process_converted_attribute(IWineD3DVertexBufferImpl *This, const enum vbo_conversion_type conv_type, const WineDirect3DStridedData *attrib, DWORD *stride_this_run, const DWORD type) { DWORD attrib_size; BOOL ret = FALSE; 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->conv_map); This->conv_map = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*This->conv_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->conv_map[data + i] != conv_type) { TRACE("Byte %ld in vertex changed\n", i + data); TRACE("It was type %d, is %d now\n", This->conv_map[data + i], conv_type); ret = TRUE; This->conv_map[data + i] = conv_type; } } return ret; } static inline BOOL check_attribute(IWineD3DVertexBufferImpl *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->vbo) 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 = 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 = 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 = process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run, WINED3DDECLTYPE_FLOAT4); } else if(This->conv_map) { ret = process_converted_attribute(This, CONV_NONE, attrib, stride_this_run, type); } return ret; } inline BOOL WINAPI IWineD3DVertexBufferImpl_FindDecl(IWineD3DVertexBufferImpl *This) { IWineD3DDeviceImpl *device = This->resource.wineD3DDevice; BOOL ret = FALSE; int i; DWORD stride_this_run = 0; BOOL float16_used = FALSE; /* 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 & VBFLAG_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)) { TRACE("vhsader\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->conv_map) { TRACE("Now using shaders without conversion, but conversion used before\n"); HeapFree(GetProcessHeap(), 0, This->conv_map); HeapFree(GetProcessHeap(), 0, This->conv_shift); This->conv_map = NULL; This->stride = 0; This->conv_shift = NULL; This->conv_stride = 0; return TRUE; } else { return FALSE; } } for(i = 0; i < MAX_ATTRIBS; i++) { ret = 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->conv_map)) { HeapFree(GetProcessHeap(), 0, This->conv_shift); This->conv_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. */ ret = check_attribute(This, &device->strided_streams.u.s.position, TRUE, TRUE, FALSE, &stride_this_run, &float16_used) || ret; ret = check_attribute(This, &device->strided_streams.u.s.normal, TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret; ret = check_attribute(This, &device->strided_streams.u.s.diffuse, TRUE, FALSE, TRUE, &stride_this_run, &float16_used) || ret; ret = check_attribute(This, &device->strided_streams.u.s.specular, TRUE, FALSE, TRUE, &stride_this_run, &float16_used) || ret; ret = check_attribute(This, &device->strided_streams.u.s.texCoords[0], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret; ret = check_attribute(This, &device->strided_streams.u.s.texCoords[1], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret; ret = check_attribute(This, &device->strided_streams.u.s.texCoords[2], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret; ret = check_attribute(This, &device->strided_streams.u.s.texCoords[3], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret; ret = check_attribute(This, &device->strided_streams.u.s.texCoords[4], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret; ret = check_attribute(This, &device->strided_streams.u.s.texCoords[5], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret; ret = check_attribute(This, &device->strided_streams.u.s.texCoords[6], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret; ret = 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->conv_map) { /* Sanity test */ if(ret == FALSE) { ERR("no converted attributes found, old conversion map exists, and no declaration change???\n"); } HeapFree(GetProcessHeap(), 0, This->conv_map); This->conv_map = NULL; This->stride = 0; } This->Flags |= VBFLAG_HASDESC; if(ret) TRACE("Conversion information changed\n"); return ret; } static void check_vbo_size(IWineD3DVertexBufferImpl *This) { DWORD size = This->conv_stride ? This->conv_stride * (This->resource.size / This->stride) : This->resource.size; if(This->vbo_size != size) { TRACE("Old size %d, creating new size %d\n", This->vbo_size, size); ENTER_GL(); GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo)); checkGLcall("glBindBufferARB"); GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB, size, NULL, This->vbo_usage)); This->vbo_size = size; checkGLcall("glBufferDataARB"); LEAVE_GL(); } } static void CreateVBO(IWineD3DVertexBufferImpl *This) { GLenum error, glUsage; DWORD vboUsage = This->resource.usage; IWineD3DDeviceImpl *device = This->resource.wineD3DDevice; TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n", This, debug_d3dusage(vboUsage)); /* 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->vbo)); error = glGetError(); if(This->vbo == 0 || error != GL_NO_ERROR) { WARN("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error); goto error; } GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo)); error = glGetError(); if(error != GL_NO_ERROR) { WARN("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error); goto error; } /* 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(vboUsage & (WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC) ) { case WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC: case WINED3DUSAGE_DYNAMIC: TRACE("Gl usage = GL_STREAM_DRAW\n"); glUsage = GL_STREAM_DRAW_ARB; break; case WINED3DUSAGE_WRITEONLY: default: TRACE("Gl usage = GL_DYNAMIC_DRAW\n"); glUsage = 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, glUsage)); error = glGetError(); if(error != GL_NO_ERROR) { WARN("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error); goto error; } This->vbo_size = This->resource.size; This->vbo_usage = glUsage; LEAVE_GL(); return; error: /* Clean up all vbo init, but continue because we can work without a vbo :-) */ FIXME("Failed to create a vertex buffer object. Continuing, but performance issues can occur\n"); if(This->vbo) GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo)); This->vbo = 0; LEAVE_GL(); return; } static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *iface) { IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface; IWineD3DDeviceImpl *device = This->resource.wineD3DDevice; BYTE *data; UINT start = 0, end = 0, vertices; BOOL declChanged = FALSE; int i, j; TRACE("(%p)->()\n", This); if(This->Flags & VBFLAG_LOAD) { return; /* Already doing that stuff */ } if(!This->vbo) { /* TODO: Make converting independent from VBOs */ if(This->Flags & VBFLAG_CREATEVBO) { CreateVBO(This); This->Flags &= ~VBFLAG_CREATEVBO; } 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->bindCount > 0) { declChanged = IWineD3DVertexBufferImpl_FindDecl(This); } else if(This->Flags & VBFLAG_HASDESC) { /* Reuse the declaration stored in the buffer. It will most likely not change, and if it does * the stream source state handler will call PreLoad again and the change will be caught */ } else { /* Cannot get a declaration, and no declaration is stored in the buffer. It is pointless to preload * now. When the buffer is used, PreLoad will be called by the stream source state handler and a valid * declaration for the buffer can be found */ 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(declChanged) { This->declChanges++; This->draws = 0; if(This->declChanges > VB_MAXDECLCHANGES) { FIXME("Too many declaration changes, stopping converting\n"); ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD); ENTER_GL(); GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo)); checkGLcall("glDeleteBuffersARB"); LEAVE_GL(); This->vbo = 0; HeapFree(GetProcessHeap(), 0, This->conv_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; } check_vbo_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->draws++; if(This->draws > VB_RESETDECLCHANGE) This->declChanges = 0; } if(declChanged) { /* The declaration changed, reload the whole buffer */ WARN("Reloading buffer because of decl change\n"); start = 0; end = This->resource.size; } else if(This->Flags & VBFLAG_DIRTY) { /* No decl change, but dirty data, reload the changed stuff */ if(This->conv_shift) { if(This->dirtystart != 0 || This->dirtyend != 0) { FIXME("Implement partial buffer loading with shifted conversion\n"); } } start = This->dirtystart; end = This->dirtyend; } else { /* Desc not changed, buffer not dirty, nothing to do :-) */ return; } /* Mark the buffer clean */ This->Flags &= ~VBFLAG_DIRTY; This->dirtystart = 0; This->dirtyend = 0; if(!This->conv_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->vbo)); 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->conv_shift) { TRACE("Shifted conversion\n"); data = HeapAlloc(GetProcessHeap(), 0, vertices * This->conv_stride); for(i = start / This->stride; i < min((end / This->stride) + 1, vertices); i++) { for(j = 0; j < This->stride; j++) { switch(This->conv_map[j]) { case CONV_NONE: data[This->conv_stride * i + j + This->conv_shift[j]] = This->resource.allocatedMemory[This->stride * i + j]; break; case CONV_FLOAT16_2: { float *out = (float *) (&data[This->conv_stride * i + j + This->conv_shift[j]]); 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->conv_map[j]); } } } ENTER_GL(); GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo)); checkGLcall("glBindBufferARB"); GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, vertices * This->conv_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->conv_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->conv_map[j]); } } } ENTER_GL(); GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo)); checkGLcall("glBindBufferARB"); GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, start, end - start, data + start)); checkGLcall("glBufferSubDataARB"); LEAVE_GL(); } HeapFree(GetProcessHeap(), 0, data); } static void WINAPI IWineD3DVertexBufferImpl_UnLoad(IWineD3DVertexBuffer *iface) { IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) 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 */ if(This->vbo) { ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD); ENTER_GL(); GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo)); checkGLcall("glDeleteBuffersARB"); LEAVE_GL(); This->vbo = 0; This->Flags |= VBFLAG_CREATEVBO; /* Recreate the VBO next load */ } } static WINED3DRESOURCETYPE WINAPI IWineD3DVertexBufferImpl_GetType(IWineD3DVertexBuffer *iface) { return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface); } static HRESULT WINAPI IWineD3DVertexBufferImpl_GetParent(IWineD3DVertexBuffer *iface, IUnknown **pParent) { return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent); } /* ****************************************************** IWineD3DVertexBuffer IWineD3DVertexBuffer parts follow ****************************************************** */ static HRESULT WINAPI IWineD3DVertexBufferImpl_Lock(IWineD3DVertexBuffer *iface, UINT OffsetToLock, UINT SizeToLock, BYTE** ppbData, DWORD Flags) { IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface; BYTE *data; TRACE("(%p)->%d, %d, %p, %08x\n", This, OffsetToLock, SizeToLock, ppbData, Flags); InterlockedIncrement(&This->lockcount); if(This->Flags & VBFLAG_DIRTY) { 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; } data = This->resource.allocatedMemory; This->Flags |= VBFLAG_DIRTY; *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) */ return WINED3D_OK; } HRESULT WINAPI IWineD3DVertexBufferImpl_Unlock(IWineD3DVertexBuffer *iface) { IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface; LONG lockcount; TRACE("(%p)\n", This); lockcount = InterlockedDecrement(&This->lockcount); if(lockcount > 0) { /* Delay loading the buffer until everything is unlocked */ TRACE("Ignoring the unlock\n"); return WINED3D_OK; } if(This->Flags & VBFLAG_HASDESC) { IWineD3DVertexBufferImpl_PreLoad(iface); } return WINED3D_OK; } static HRESULT WINAPI IWineD3DVertexBufferImpl_GetDesc(IWineD3DVertexBuffer *iface, WINED3DVERTEXBUFFER_DESC *pDesc) { IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)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; pDesc->FVF = This->fvf; return WINED3D_OK; } const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl = { /* IUnknown */ IWineD3DVertexBufferImpl_QueryInterface, IWineD3DVertexBufferImpl_AddRef, IWineD3DVertexBufferImpl_Release, /* IWineD3DResource */ IWineD3DVertexBufferImpl_GetParent, IWineD3DVertexBufferImpl_GetDevice, IWineD3DVertexBufferImpl_SetPrivateData, IWineD3DVertexBufferImpl_GetPrivateData, IWineD3DVertexBufferImpl_FreePrivateData, IWineD3DVertexBufferImpl_SetPriority, IWineD3DVertexBufferImpl_GetPriority, IWineD3DVertexBufferImpl_PreLoad, IWineD3DVertexBufferImpl_UnLoad, IWineD3DVertexBufferImpl_GetType, /* IWineD3DVertexBuffer */ IWineD3DVertexBufferImpl_Lock, IWineD3DVertexBufferImpl_Unlock, IWineD3DVertexBufferImpl_GetDesc }; BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo) { IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface; *vbo = This->vbo; if(This->vbo == 0) { return This->resource.allocatedMemory + iOffset; } else { return (BYTE *) iOffset; } } HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface) { return WINED3D_OK; }