/* * Copyright 2002-2005 Jason Edmeades * Copyright 2002-2005 Raphael Junqueira * Copyright 2004 Christian Costa * Copyright 2005 Oliver Stieber * Copyright 2007-2010 Stefan Dösinger for CodeWeavers * Copyright 2009-2010 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 VB_MAXDECLCHANGES 100 /* After that number of decl changes we stop converting */ #define VB_RESETDECLCHANGE 1000 /* Reset the decl changecount after that number of draws */ #define VB_MAXFULLCONVERSIONS 5 /* Number of full conversions before we stop converting */ #define VB_RESETFULLCONVS 20 /* Reset full conversion counts after that number of draws */ static inline BOOL buffer_add_dirty_area(struct wined3d_buffer *This, UINT offset, UINT size) { if (!This->buffer_object) return TRUE; if (This->maps_size <= This->modified_areas) { void *new = HeapReAlloc(GetProcessHeap(), 0, This->maps, This->maps_size * 2 * sizeof(*This->maps)); if (!new) { ERR("Out of memory\n"); return FALSE; } else { This->maps = new; This->maps_size *= 2; } } if(offset > This->resource.size || offset + size > This->resource.size) { WARN("Invalid range dirtified, marking entire buffer dirty\n"); offset = 0; size = This->resource.size; } else if(!offset && !size) { size = This->resource.size; } This->maps[This->modified_areas].offset = offset; This->maps[This->modified_areas].size = size; This->modified_areas++; return TRUE; } static inline void buffer_clear_dirty_areas(struct wined3d_buffer *This) { This->modified_areas = 0; } static inline BOOL buffer_is_dirty(struct wined3d_buffer *This) { return !!This->modified_areas; } static inline BOOL buffer_is_fully_dirty(struct wined3d_buffer *This) { unsigned int i; for(i = 0; i < This->modified_areas; i++) { if (!This->maps[i].offset && This->maps[i].size == This->resource.size) { return TRUE; } } return FALSE; } /* Context activation is done by the caller */ static void delete_gl_buffer(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info) { if(!This->buffer_object) return; ENTER_GL(); GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object)); checkGLcall("glDeleteBuffersARB"); LEAVE_GL(); This->buffer_object = 0; if(This->query) { wined3d_event_query_destroy(This->query); This->query = NULL; } This->flags &= ~WINED3D_BUFFER_APPLESYNC; } /* Context activation is done by the caller. */ static void buffer_create_buffer_object(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info) { GLenum error, gl_usage; TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n", This, debug_d3dusage(This->resource.usage)); 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); LEAVE_GL(); goto fail; } if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB) { IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER); } GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, 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); LEAVE_GL(); goto fail; } /* Don't use static, because dx apps tend to update the buffer * quite often even if they specify 0 usage. */ if(This->resource.usage & WINED3DUSAGE_DYNAMIC) { TRACE("Gl usage = GL_STREAM_DRAW_ARB\n"); gl_usage = GL_STREAM_DRAW_ARB; if(gl_info->supported[APPLE_FLUSH_BUFFER_RANGE]) { GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE)); checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE)"); This->flags |= WINED3D_BUFFER_FLUSH; GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE)); checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE)"); This->flags |= WINED3D_BUFFER_APPLESYNC; } /* No setup is needed here for GL_ARB_map_buffer_range */ } else { TRACE("Gl usage = GL_DYNAMIC_DRAW_ARB\n"); gl_usage = GL_DYNAMIC_DRAW_ARB; } /* Reserve memory for the buffer. The amount of data won't change * so we are safe with calling glBufferData once and * calling glBufferSubData on updates. Upload the actual data in case * we're not double buffering, so we can release the heap mem afterwards */ GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, This->resource.size, This->resource.allocatedMemory, gl_usage)); error = glGetError(); LEAVE_GL(); if (error != GL_NO_ERROR) { ERR("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error); goto fail; } This->buffer_object_size = This->resource.size; This->buffer_object_usage = gl_usage; if(This->flags & WINED3D_BUFFER_DOUBLEBUFFER) { if(!buffer_add_dirty_area(This, 0, 0)) { ERR("buffer_add_dirty_area failed, this is not expected\n"); goto fail; } } else { HeapFree(GetProcessHeap(), 0, This->resource.heapMemory); This->resource.allocatedMemory = NULL; This->resource.heapMemory = NULL; } 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"); delete_gl_buffer(This, gl_info); buffer_clear_dirty_areas(This); } static BOOL buffer_process_converted_attribute(struct wined3d_buffer *This, const enum wined3d_buffer_conversion_type conversion_type, const struct wined3d_stream_info_element *attrib, DWORD *stride_this_run) { DWORD offset = This->resource.device->stateBlock->state.streams[attrib->stream_idx].offset; DWORD attrib_size; BOOL ret = FALSE; unsigned int i; 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->stride) { FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n", debug_d3dformat(attrib->format->id)); } else if(attrib->stride != *stride_this_run && *stride_this_run) { FIXME("Got two concurrent strides, %d and %d\n", attrib->stride, *stride_this_run); } else { *stride_this_run = attrib->stride; 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->data) + offset) % This->stride; attrib_size = attrib->format->component_count * attrib->format->component_size; for (i = 0; i < attrib_size; ++i) { DWORD_PTR idx = (data + i) % This->stride; if (This->conversion_map[idx] != conversion_type) { TRACE("Byte %ld in vertex changed\n", idx); TRACE("It was type %d, is %d now\n", This->conversion_map[idx], conversion_type); ret = TRUE; This->conversion_map[idx] = conversion_type; } } return ret; } static BOOL buffer_check_attribute(struct wined3d_buffer *This, const struct wined3d_stream_info *si, UINT attrib_idx, const BOOL check_d3dcolor, const BOOL is_ffp_position, const BOOL is_ffp_color, DWORD *stride_this_run) { const struct wined3d_stream_info_element *attrib = &si->elements[attrib_idx]; enum wined3d_format_id format; BOOL ret = FALSE; /* 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 (!(si->use_map & (1 << attrib_idx)) || attrib->buffer_object != This->buffer_object) return FALSE; format = attrib->format->id; /* Look for newly appeared conversion */ if (check_d3dcolor && format == WINED3DFMT_B8G8R8A8_UNORM) { ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run); if (!is_ffp_color) FIXME("Test for non-color fixed function WINED3DFMT_B8G8R8A8_UNORM format\n"); } else if (is_ffp_position && format == WINED3DFMT_R32G32B32A32_FLOAT) { ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run); } else if (This->conversion_map) { ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run); } return ret; } static BOOL buffer_find_decl(struct wined3d_buffer *This) { IWineD3DDeviceImpl *device = This->resource.device; const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; const struct wined3d_stream_info *si = &device->strided_streams; const struct wined3d_state *state = &device->stateBlock->state; UINT stride_this_run = 0; BOOL ret = FALSE; BOOL support_d3dcolor = gl_info->supported[ARB_VERTEX_ARRAY_BGRA]; /* 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. Index buffers also never need * conversion, so once the (empty) conversion structure is created don't bother checking again */ if (This->flags & WINED3D_BUFFER_HASDESC) { if(This->resource.usage & WINED3DUSAGE_STATICDECL) return FALSE; } if (use_vs(state)) { TRACE("Vertex shaders used, no VBO conversion is needed\n"); if(This->conversion_map) { HeapFree(GetProcessHeap(), 0, This->conversion_map); This->conversion_map = NULL; This->stride = 0; return TRUE; } 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_ARB_half_float_vertex is not supported. * * Note for d3d8 and d3d9: * 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. * WineD3D doesn't even know the vertex buffer any more, it is managed * by the client libraries and passed to SetStreamSource and ProcessVertices * as needed. * * 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 */ ret = buffer_check_attribute(This, si, WINED3D_FFP_POSITION, TRUE, TRUE, FALSE, &stride_this_run) || ret; ret = buffer_check_attribute(This, si, WINED3D_FFP_NORMAL, TRUE, FALSE, FALSE, &stride_this_run) || ret; ret = buffer_check_attribute(This, si, WINED3D_FFP_DIFFUSE, !support_d3dcolor, FALSE, TRUE, &stride_this_run) || ret; ret = buffer_check_attribute(This, si, WINED3D_FFP_SPECULAR, !support_d3dcolor, FALSE, TRUE, &stride_this_run) || ret; ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD0, TRUE, FALSE, FALSE, &stride_this_run) || ret; ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD1, TRUE, FALSE, FALSE, &stride_this_run) || ret; ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD2, TRUE, FALSE, FALSE, &stride_this_run) || ret; ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD3, TRUE, FALSE, FALSE, &stride_this_run) || ret; ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD4, TRUE, FALSE, FALSE, &stride_this_run) || ret; ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD5, TRUE, FALSE, FALSE, &stride_this_run) || ret; ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD6, TRUE, FALSE, FALSE, &stride_this_run) || ret; ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD7, TRUE, FALSE, FALSE, &stride_this_run) || ret; if (!stride_this_run && 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 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) { /* rhw conversion like in position_float4(). */ if (p[3] != 1.0f && p[3] != 0.0f) { float w = 1.0f / p[3]; p[0] *= w; p[1] *= w; p[2] *= w; p[3] = w; } } /* Context activation is done by the caller. */ const BYTE *buffer_get_memory(struct wined3d_buffer *buffer, const struct wined3d_gl_info *gl_info, GLuint *buffer_object) { *buffer_object = buffer->buffer_object; if (!buffer->buffer_object) { if (buffer->flags & WINED3D_BUFFER_CREATEBO) { buffer_create_buffer_object(buffer, gl_info); buffer->flags &= ~WINED3D_BUFFER_CREATEBO; if (buffer->buffer_object) { *buffer_object = buffer->buffer_object; return NULL; } } return buffer->resource.allocatedMemory; } else { return NULL; } } ULONG CDECL wined3d_buffer_incref(struct wined3d_buffer *buffer) { ULONG refcount = InterlockedIncrement(&buffer->resource.ref); TRACE("%p increasing refcount to %u.\n", buffer, refcount); return refcount; } /* Context activation is done by the caller. */ BYTE *buffer_get_sysmem(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info) { /* AllocatedMemory exists if the buffer is double buffered or has no buffer object at all */ if(This->resource.allocatedMemory) return This->resource.allocatedMemory; This->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + RESOURCE_ALIGNMENT); This->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1)); if (This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB) { IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER); } ENTER_GL(); GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object)); GL_EXTCALL(glGetBufferSubDataARB(This->buffer_type_hint, 0, This->resource.size, This->resource.allocatedMemory)); LEAVE_GL(); This->flags |= WINED3D_BUFFER_DOUBLEBUFFER; return This->resource.allocatedMemory; } /* Do not call while under the GL lock. */ static void buffer_unload(struct wined3d_resource *resource) { struct wined3d_buffer *buffer = buffer_from_resource(resource); TRACE("buffer %p.\n", buffer); if (buffer->buffer_object) { IWineD3DDeviceImpl *device = resource->device; struct wined3d_context *context; context = context_acquire(device, NULL); /* Download the buffer, but don't permanently enable double buffering */ if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER)) { buffer_get_sysmem(buffer, context->gl_info); buffer->flags &= ~WINED3D_BUFFER_DOUBLEBUFFER; } delete_gl_buffer(buffer, context->gl_info); buffer->flags |= WINED3D_BUFFER_CREATEBO; /* Recreate the buffer object next load */ buffer_clear_dirty_areas(buffer); context_release(context); HeapFree(GetProcessHeap(), 0, buffer->conversion_map); buffer->conversion_map = NULL; buffer->stride = 0; buffer->conversion_stride = 0; buffer->flags &= ~WINED3D_BUFFER_HASDESC; } resource_unload(resource); } /* Do not call while under the GL lock. */ ULONG CDECL wined3d_buffer_decref(struct wined3d_buffer *buffer) { ULONG refcount = InterlockedDecrement(&buffer->resource.ref); TRACE("%p decreasing refcount to %u.\n", buffer, refcount); if (!refcount) { buffer_unload(&buffer->resource); resource_cleanup(&buffer->resource); buffer->resource.parent_ops->wined3d_object_destroyed(buffer->resource.parent); HeapFree(GetProcessHeap(), 0, buffer->maps); HeapFree(GetProcessHeap(), 0, buffer); } return refcount; } void * CDECL wined3d_buffer_get_parent(const struct wined3d_buffer *buffer) { TRACE("buffer %p.\n", buffer); return buffer->resource.parent; } HRESULT CDECL wined3d_buffer_set_private_data(struct wined3d_buffer *buffer, REFGUID guid, const void *data, DWORD data_size, DWORD flags) { return resource_set_private_data(&buffer->resource, guid, data, data_size, flags); } HRESULT CDECL wined3d_buffer_get_private_data(const struct wined3d_buffer *buffer, REFGUID guid, void *data, DWORD *data_size) { return resource_get_private_data(&buffer->resource, guid, data, data_size); } HRESULT CDECL wined3d_buffer_free_private_data(struct wined3d_buffer *buffer, REFGUID guid) { return resource_free_private_data(&buffer->resource, guid); } DWORD CDECL wined3d_buffer_set_priority(struct wined3d_buffer *buffer, DWORD priority) { return resource_set_priority(&buffer->resource, priority); } DWORD CDECL wined3d_buffer_get_priority(const struct wined3d_buffer *buffer) { return resource_get_priority(&buffer->resource); } /* The caller provides a context and binds the buffer */ static void buffer_sync_apple(struct wined3d_buffer *This, DWORD flags, const struct wined3d_gl_info *gl_info) { enum wined3d_event_query_result ret; /* No fencing needs to be done if the app promises not to overwrite * existing data */ if(flags & WINED3DLOCK_NOOVERWRITE) return; if(flags & WINED3DLOCK_DISCARD) { ENTER_GL(); GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, This->resource.size, NULL, This->buffer_object_usage)); checkGLcall("glBufferDataARB\n"); LEAVE_GL(); return; } if(!This->query) { TRACE("Creating event query for buffer %p\n", This); if (!wined3d_event_query_supported(gl_info)) { FIXME("Event queries not supported, dropping async buffer locks.\n"); goto drop_query; } This->query = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*This->query)); if (!This->query) { ERR("Failed to allocate event query memory, dropping async buffer locks.\n"); goto drop_query; } /* Since we don't know about old draws a glFinish is needed once */ wglFinish(); return; } TRACE("Synchronizing buffer %p\n", This); ret = wined3d_event_query_finish(This->query, This->resource.device); switch(ret) { case WINED3D_EVENT_QUERY_NOT_STARTED: case WINED3D_EVENT_QUERY_OK: /* All done */ return; case WINED3D_EVENT_QUERY_WRONG_THREAD: WARN("Cannot synchronize buffer lock due to a thread conflict\n"); goto drop_query; default: ERR("wined3d_event_query_finish returned %u, dropping async buffer locks\n", ret); goto drop_query; } drop_query: if(This->query) { wined3d_event_query_destroy(This->query); This->query = NULL; } wglFinish(); ENTER_GL(); GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)); checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)"); LEAVE_GL(); This->flags &= ~WINED3D_BUFFER_APPLESYNC; } /* The caller provides a GL context */ static void buffer_direct_upload(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info, DWORD flags) { BYTE *map; UINT start = 0, len = 0; ENTER_GL(); /* This potentially invalidates the element array buffer binding, but the * caller always takes care of this. */ GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object)); checkGLcall("glBindBufferARB"); if (gl_info->supported[ARB_MAP_BUFFER_RANGE]) { GLbitfield mapflags; mapflags = GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT; if (flags & WINED3D_BUFFER_DISCARD) { mapflags |= GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_BUFFER_BIT; } else if (flags & WINED3D_BUFFER_NOSYNC) { mapflags |= GL_MAP_UNSYNCHRONIZED_BIT; } map = GL_EXTCALL(glMapBufferRange(This->buffer_type_hint, 0, This->resource.size, mapflags)); checkGLcall("glMapBufferRange"); } else { if (This->flags & WINED3D_BUFFER_APPLESYNC) { DWORD syncflags = 0; if (flags & WINED3D_BUFFER_DISCARD) syncflags |= WINED3DLOCK_DISCARD; if (flags & WINED3D_BUFFER_NOSYNC) syncflags |= WINED3DLOCK_NOOVERWRITE; LEAVE_GL(); buffer_sync_apple(This, syncflags, gl_info); ENTER_GL(); } map = GL_EXTCALL(glMapBufferARB(This->buffer_type_hint, GL_WRITE_ONLY_ARB)); checkGLcall("glMapBufferARB"); } if (!map) { LEAVE_GL(); ERR("Failed to map opengl buffer\n"); return; } while (This->modified_areas) { This->modified_areas--; start = This->maps[This->modified_areas].offset; len = This->maps[This->modified_areas].size; memcpy(map + start, This->resource.allocatedMemory + start, len); if (gl_info->supported[ARB_MAP_BUFFER_RANGE]) { GL_EXTCALL(glFlushMappedBufferRange(This->buffer_type_hint, start, len)); checkGLcall("glFlushMappedBufferRange"); } else if (This->flags & WINED3D_BUFFER_FLUSH) { GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This->buffer_type_hint, start, len)); checkGLcall("glFlushMappedBufferRangeAPPLE"); } } GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint)); checkGLcall("glUnmapBufferARB"); LEAVE_GL(); } /* Do not call while under the GL lock. */ void CDECL wined3d_buffer_preload(struct wined3d_buffer *buffer) { DWORD flags = buffer->flags & (WINED3D_BUFFER_NOSYNC | WINED3D_BUFFER_DISCARD); IWineD3DDeviceImpl *device = buffer->resource.device; UINT start = 0, end = 0, len = 0, vertices; const struct wined3d_gl_info *gl_info; struct wined3d_context *context; BOOL decl_changed = FALSE; unsigned int i, j; BYTE *data; TRACE("buffer %p.\n", buffer); buffer->flags &= ~(WINED3D_BUFFER_NOSYNC | WINED3D_BUFFER_DISCARD); context = context_acquire(device, NULL); gl_info = context->gl_info; if (!buffer->buffer_object) { /* TODO: Make converting independent from VBOs */ if (buffer->flags & WINED3D_BUFFER_CREATEBO) { buffer_create_buffer_object(buffer, gl_info); buffer->flags &= ~WINED3D_BUFFER_CREATEBO; } else { /* Not doing any conversion */ goto end; } } /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */ if (device->isInDraw && buffer->bind_count > 0) { decl_changed = buffer_find_decl(buffer); buffer->flags |= WINED3D_BUFFER_HASDESC; } if (!decl_changed && !(buffer->flags & WINED3D_BUFFER_HASDESC && buffer_is_dirty(buffer))) { context_release(context); ++buffer->draw_count; if (buffer->draw_count > VB_RESETDECLCHANGE) buffer->decl_change_count = 0; if (buffer->draw_count > VB_RESETFULLCONVS) buffer->full_conversion_count = 0; 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) { ++buffer->decl_change_count; buffer->draw_count = 0; if (buffer->decl_change_count > VB_MAXDECLCHANGES || (buffer->conversion_map && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC))) { FIXME("Too many declaration changes or converting dynamic buffer, stopping converting\n"); buffer_unload(&buffer->resource); buffer->flags &= ~WINED3D_BUFFER_CREATEBO; /* 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); goto end; } /* The declaration changed, reload the whole buffer */ WARN("Reloading buffer because of decl change\n"); buffer_clear_dirty_areas(buffer); if (!buffer_add_dirty_area(buffer, 0, 0)) { ERR("buffer_add_dirty_area failed, this is not expected\n"); goto end; } /* Avoid unfenced updates, we might overwrite more areas of the buffer than the application * cleared for unsynchronized updates */ flags = 0; } 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 */ if (buffer->conversion_map && buffer_is_fully_dirty(buffer)) { ++buffer->full_conversion_count; if (buffer->full_conversion_count > VB_MAXFULLCONVERSIONS) { FIXME("Too many full buffer conversions, stopping converting.\n"); buffer_unload(&buffer->resource); buffer->flags &= ~WINED3D_BUFFER_CREATEBO; IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC); goto end; } } else { ++buffer->draw_count; if (buffer->draw_count > VB_RESETDECLCHANGE) buffer->decl_change_count = 0; if (buffer->draw_count > VB_RESETFULLCONVS) buffer->full_conversion_count = 0; } } if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB) IWineD3DDeviceImpl_MarkStateDirty(device, STATE_INDEXBUFFER); if (!buffer->conversion_map) { /* That means that there is nothing to fixup. Just upload from * buffer->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"); /* Nothing to do because we locked directly into the vbo */ if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER)) { context_release(context); return; } buffer_direct_upload(buffer, context->gl_info, flags); context_release(context); return; } if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER)) { buffer_get_sysmem(buffer, gl_info); } /* Now for each vertex in the buffer that needs conversion */ vertices = buffer->resource.size / buffer->stride; data = HeapAlloc(GetProcessHeap(), 0, buffer->resource.size); while(buffer->modified_areas) { buffer->modified_areas--; start = buffer->maps[buffer->modified_areas].offset; len = buffer->maps[buffer->modified_areas].size; end = start + len; memcpy(data + start, buffer->resource.allocatedMemory + start, end - start); for (i = start / buffer->stride; i < min((end / buffer->stride) + 1, vertices); ++i) { for (j = 0; j < buffer->stride; ++j) { switch (buffer->conversion_map[j]) { case CONV_NONE: /* Done already */ j += 3; break; case CONV_D3DCOLOR: fixup_d3dcolor((DWORD *) (data + i * buffer->stride + j)); j += 3; break; case CONV_POSITIONT: fixup_transformed_pos((float *) (data + i * buffer->stride + j)); j += 15; break; default: FIXME("Unimplemented conversion %d in shifted conversion\n", buffer->conversion_map[j]); } } } ENTER_GL(); GL_EXTCALL(glBindBufferARB(buffer->buffer_type_hint, buffer->buffer_object)); checkGLcall("glBindBufferARB"); GL_EXTCALL(glBufferSubDataARB(buffer->buffer_type_hint, start, len, data + start)); checkGLcall("glBufferSubDataARB"); LEAVE_GL(); } HeapFree(GetProcessHeap(), 0, data); end: context_release(context); } WINED3DRESOURCETYPE CDECL wined3d_buffer_get_type(const struct wined3d_buffer *buffer) { return resource_get_type(&buffer->resource); } static DWORD buffer_sanitize_flags(struct wined3d_buffer *buffer, DWORD flags) { /* Not all flags make sense together, but Windows never returns an error. Catch the * cases that could cause issues */ if(flags & WINED3DLOCK_READONLY) { if(flags & WINED3DLOCK_DISCARD) { WARN("WINED3DLOCK_READONLY combined with WINED3DLOCK_DISCARD, ignoring flags\n"); return 0; } if(flags & WINED3DLOCK_NOOVERWRITE) { WARN("WINED3DLOCK_READONLY combined with WINED3DLOCK_NOOVERWRITE, ignoring flags\n"); return 0; } } else if((flags & (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE)) == (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE)) { WARN("WINED3DLOCK_DISCARD and WINED3DLOCK_NOOVERWRITE used together, ignoring\n"); return 0; } else if (flags & (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE) && !(buffer->resource.usage & WINED3DUSAGE_DYNAMIC)) { WARN("DISCARD or NOOVERWRITE lock on non-dynamic buffer, ignoring\n"); return 0; } return flags; } static GLbitfield buffer_gl_map_flags(DWORD d3d_flags) { GLbitfield ret = 0; if (!(d3d_flags & WINED3DLOCK_READONLY)) ret = GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT; if (d3d_flags & (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE)) { if(d3d_flags & WINED3DLOCK_DISCARD) ret |= GL_MAP_INVALIDATE_BUFFER_BIT; ret |= GL_MAP_UNSYNCHRONIZED_BIT; } else { ret |= GL_MAP_READ_BIT; } return ret; } struct wined3d_resource * CDECL wined3d_buffer_get_resource(struct wined3d_buffer *buffer) { TRACE("buffer %p.\n", buffer); return &buffer->resource; } HRESULT CDECL wined3d_buffer_map(struct wined3d_buffer *buffer, UINT offset, UINT size, BYTE **data, DWORD flags) { BOOL dirty = buffer_is_dirty(buffer); LONG count; TRACE("buffer %p, offset %u, size %u, data %p, flags %#x\n", buffer, offset, size, data, flags); flags = buffer_sanitize_flags(buffer, flags); if (!(flags & WINED3DLOCK_READONLY)) { if (!buffer_add_dirty_area(buffer, offset, size)) return E_OUTOFMEMORY; } count = InterlockedIncrement(&buffer->lock_count); if (buffer->buffer_object) { if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER)) { if (count == 1) { IWineD3DDeviceImpl *device = buffer->resource.device; struct wined3d_context *context; const struct wined3d_gl_info *gl_info; if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB) IWineD3DDeviceImpl_MarkStateDirty(device, STATE_INDEXBUFFER); context = context_acquire(device, NULL); gl_info = context->gl_info; ENTER_GL(); GL_EXTCALL(glBindBufferARB(buffer->buffer_type_hint, buffer->buffer_object)); if (gl_info->supported[ARB_MAP_BUFFER_RANGE]) { GLbitfield mapflags = buffer_gl_map_flags(flags); buffer->resource.allocatedMemory = GL_EXTCALL(glMapBufferRange(buffer->buffer_type_hint, 0, buffer->resource.size, mapflags)); checkGLcall("glMapBufferRange"); } else { if (buffer->flags & WINED3D_BUFFER_APPLESYNC) { LEAVE_GL(); buffer_sync_apple(buffer, flags, gl_info); ENTER_GL(); } buffer->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(buffer->buffer_type_hint, GL_READ_WRITE_ARB)); checkGLcall("glMapBufferARB"); } LEAVE_GL(); if (((DWORD_PTR)buffer->resource.allocatedMemory) & (RESOURCE_ALIGNMENT - 1)) { WARN("Pointer %p is not %u byte aligned, falling back to double buffered operation.\n", buffer->resource.allocatedMemory, RESOURCE_ALIGNMENT); ENTER_GL(); GL_EXTCALL(glUnmapBufferARB(buffer->buffer_type_hint)); checkGLcall("glUnmapBufferARB"); LEAVE_GL(); buffer->resource.allocatedMemory = NULL; buffer_get_sysmem(buffer, gl_info); TRACE("New pointer is %p.\n", buffer->resource.allocatedMemory); } context_release(context); } } else { if (dirty) { if (buffer->flags & WINED3D_BUFFER_NOSYNC && !(flags & WINED3DLOCK_NOOVERWRITE)) { buffer->flags &= ~WINED3D_BUFFER_NOSYNC; } } else if(flags & WINED3DLOCK_NOOVERWRITE) { buffer->flags |= WINED3D_BUFFER_NOSYNC; } if (flags & WINED3DLOCK_DISCARD) { buffer->flags |= WINED3D_BUFFER_DISCARD; } } } *data = buffer->resource.allocatedMemory + offset; TRACE("Returning memory at %p (base %p, offset %u).\n", *data, buffer->resource.allocatedMemory, offset); /* TODO: check Flags compatibility with buffer->currentDesc.Usage (see MSDN) */ return WINED3D_OK; } void CDECL wined3d_buffer_unmap(struct wined3d_buffer *buffer) { ULONG i; TRACE("buffer %p.\n", buffer); /* In the case that the number of Unmap calls > the * number of Map calls, d3d returns always D3D_OK. * This is also needed to prevent Map from returning garbage on * the next call (this will happen if the lock_count is < 0). */ if (!buffer->lock_count) { WARN("Unmap called without a previous map call.\n"); return; } if (InterlockedDecrement(&buffer->lock_count)) { /* Delay loading the buffer until everything is unlocked */ TRACE("Ignoring unmap.\n"); return; } if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER) && buffer->buffer_object) { IWineD3DDeviceImpl *device = buffer->resource.device; const struct wined3d_gl_info *gl_info; struct wined3d_context *context; if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB) { IWineD3DDeviceImpl_MarkStateDirty(device, STATE_INDEXBUFFER); } context = context_acquire(device, NULL); gl_info = context->gl_info; ENTER_GL(); GL_EXTCALL(glBindBufferARB(buffer->buffer_type_hint, buffer->buffer_object)); if (gl_info->supported[ARB_MAP_BUFFER_RANGE]) { for (i = 0; i < buffer->modified_areas; ++i) { GL_EXTCALL(glFlushMappedBufferRange(buffer->buffer_type_hint, buffer->maps[i].offset, buffer->maps[i].size)); checkGLcall("glFlushMappedBufferRange"); } } else if (buffer->flags & WINED3D_BUFFER_FLUSH) { for (i = 0; i < buffer->modified_areas; ++i) { GL_EXTCALL(glFlushMappedBufferRangeAPPLE(buffer->buffer_type_hint, buffer->maps[i].offset, buffer->maps[i].size)); checkGLcall("glFlushMappedBufferRangeAPPLE"); } } GL_EXTCALL(glUnmapBufferARB(buffer->buffer_type_hint)); LEAVE_GL(); context_release(context); buffer->resource.allocatedMemory = NULL; buffer_clear_dirty_areas(buffer); } else if (buffer->flags & WINED3D_BUFFER_HASDESC) { wined3d_buffer_preload(buffer); } } static const struct wined3d_resource_ops buffer_resource_ops = { buffer_unload, }; HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device, UINT size, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool, GLenum bind_hint, const char *data, void *parent, const struct wined3d_parent_ops *parent_ops) { const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; const struct wined3d_format *format = wined3d_get_format(gl_info, format_id); HRESULT hr; BOOL dynamic_buffer_ok; if (!size) { WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n"); return WINED3DERR_INVALIDCALL; } hr = resource_init(&buffer->resource, device, WINED3DRTYPE_BUFFER, format, WINED3DMULTISAMPLE_NONE, 0, usage, pool, size, 1, 1, size, parent, parent_ops, &buffer_resource_ops); if (FAILED(hr)) { WARN("Failed to initialize resource, hr %#x\n", hr); return hr; } buffer->buffer_type_hint = bind_hint; TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer->resource.size, buffer->resource.usage, debug_d3dformat(buffer->resource.format->id), buffer->resource.allocatedMemory, buffer); /* GL_ARB_map_buffer_range is disabled for now due to numerous bugs and no gains */ dynamic_buffer_ok = gl_info->supported[APPLE_FLUSH_BUFFER_RANGE]; /* Observations show that drawStridedSlow is faster on dynamic VBs than converting + * drawStridedFast (half-life 2 and others). * * Basically converting the vertices in the buffer is quite expensive, and observations * show that drawStridedSlow is faster than converting + uploading + drawStridedFast. * Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers. */ if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT]) { TRACE("Not creating a vbo because GL_ARB_vertex_buffer is not supported\n"); } else if(buffer->resource.pool == WINED3DPOOL_SYSTEMMEM) { TRACE("Not creating a vbo because the vertex buffer is in system memory\n"); } else if(!dynamic_buffer_ok && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)) { TRACE("Not creating a vbo because the buffer has dynamic usage and no GL support\n"); } else { buffer->flags |= WINED3D_BUFFER_CREATEBO; } if (data) { BYTE *ptr; hr = wined3d_buffer_map(buffer, 0, size, &ptr, 0); if (FAILED(hr)) { ERR("Failed to map buffer, hr %#x\n", hr); buffer_unload(&buffer->resource); resource_cleanup(&buffer->resource); return hr; } memcpy(ptr, data, size); wined3d_buffer_unmap(buffer); } buffer->maps = HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer->maps)); if (!buffer->maps) { ERR("Out of memory\n"); buffer_unload(&buffer->resource); resource_cleanup(&buffer->resource); return E_OUTOFMEMORY; } buffer->maps_size = 1; return WINED3D_OK; }