/* * IWineD3DIndexBuffer Implementation * * Copyright 2002-2004 Jason Edmeades * Copyright 2003-2004 Raphael Junqueira * Copyright 2004 Christian Costa * Copyright 2005 Oliver Stieber * Copyright 2007 Stefan Dösinger 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 "wined3d_private.h" WINE_DEFAULT_DEBUG_CHANNEL(d3d); #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info /* ******************************************* IWineD3DIndexBuffer IUnknown parts follow ******************************************* */ static HRESULT WINAPI IWineD3DIndexBufferImpl_QueryInterface(IWineD3DIndexBuffer *iface, REFIID riid, LPVOID *ppobj) { IWineD3DIndexBufferImpl *This = (IWineD3DIndexBufferImpl *)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_IWineD3DIndexBuffer)){ IUnknown_AddRef(iface); *ppobj = This; return S_OK; } *ppobj = NULL; return E_NOINTERFACE; } static ULONG WINAPI IWineD3DIndexBufferImpl_AddRef(IWineD3DIndexBuffer *iface) { IWineD3DIndexBufferImpl *This = (IWineD3DIndexBufferImpl *)iface; ULONG ref = InterlockedIncrement(&This->resource.ref); TRACE("(%p) : AddRef increasing from %d\n", This, ref - 1); return ref; } static ULONG WINAPI IWineD3DIndexBufferImpl_Release(IWineD3DIndexBuffer *iface) { IWineD3DIndexBufferImpl *This = (IWineD3DIndexBufferImpl *)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(); /* No need to manually unset the buffer. glDeleteBuffers unsets it for the current context, * but not for other contexts. However, because the d3d buffer is destroyed the app has to * unset it before doing the next draw, thus dirtifying the index buffer state and forcing * binding a new buffer */ GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo)); checkGLcall("glDeleteBuffersARB"); LEAVE_GL(); } IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface); HeapFree(GetProcessHeap(), 0, This); } return ref; } /* **************************************************** IWineD3DIndexBuffer IWineD3DResource parts follow **************************************************** */ static HRESULT WINAPI IWineD3DIndexBufferImpl_GetDevice(IWineD3DIndexBuffer *iface, IWineD3DDevice** ppDevice) { return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice); } static HRESULT WINAPI IWineD3DIndexBufferImpl_SetPrivateData(IWineD3DIndexBuffer *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) { return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags); } static HRESULT WINAPI IWineD3DIndexBufferImpl_GetPrivateData(IWineD3DIndexBuffer *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) { return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData); } static HRESULT WINAPI IWineD3DIndexBufferImpl_FreePrivateData(IWineD3DIndexBuffer *iface, REFGUID refguid) { return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid); } static DWORD WINAPI IWineD3DIndexBufferImpl_SetPriority(IWineD3DIndexBuffer *iface, DWORD PriorityNew) { return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew); } static DWORD WINAPI IWineD3DIndexBufferImpl_GetPriority(IWineD3DIndexBuffer *iface) { return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface); } static void WINAPI IWineD3DIndexBufferImpl_PreLoad(IWineD3DIndexBuffer *iface) { FIXME("iface %p stub!\n", iface); } static void WINAPI IWineD3DIndexBufferImpl_UnLoad(IWineD3DIndexBuffer *iface) { IWineD3DIndexBufferImpl *This = (IWineD3DIndexBufferImpl *) 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. * (TODO: Make a IWineD3DBuffer base class for index and vertex buffers and share * this code. Also needed for D3D10) */ if(This->vbo) { ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD); ENTER_GL(); GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo)); checkGLcall("glDeleteBuffersARB"); LEAVE_GL(); This->vbo = 0; } } static WINED3DRESOURCETYPE WINAPI IWineD3DIndexBufferImpl_GetType(IWineD3DIndexBuffer *iface) { return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface); } static HRESULT WINAPI IWineD3DIndexBufferImpl_GetParent(IWineD3DIndexBuffer *iface, IUnknown **pParent) { return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent); } /* ****************************************************** IWineD3DIndexBuffer IWineD3DIndexBuffer parts follow ****************************************************** */ static HRESULT WINAPI IWineD3DIndexBufferImpl_Lock(IWineD3DIndexBuffer *iface, UINT OffsetToLock, UINT SizeToLock, BYTE** ppbData, DWORD Flags) { IWineD3DIndexBufferImpl *This = (IWineD3DIndexBufferImpl *)iface; TRACE("(%p) : offset %d, size %d, Flags=%x\n", This, OffsetToLock, SizeToLock, Flags); InterlockedIncrement(&This->lockcount); *ppbData = This->resource.allocatedMemory + OffsetToLock; if(Flags & (WINED3DLOCK_READONLY | WINED3DLOCK_NO_DIRTY_UPDATE) || This->vbo == 0) { return WINED3D_OK; } if(This->dirtystart != This->dirtyend) { 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; } return WINED3D_OK; } static HRESULT WINAPI IWineD3DIndexBufferImpl_Unlock(IWineD3DIndexBuffer *iface) { IWineD3DIndexBufferImpl *This = (IWineD3DIndexBufferImpl *)iface; unsigned long locks = InterlockedDecrement(&This->lockcount); TRACE("(%p)\n", This); /* For now load in unlock */ if(locks == 0 && This->vbo && (This->dirtyend - This->dirtystart) > 0) { IWineD3DDeviceImpl *device = This->resource.wineD3DDevice; ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD); ENTER_GL(); GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, This->vbo)); checkGLcall("glBindBufferARB"); GL_EXTCALL(glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, This->dirtystart, This->dirtyend - This->dirtystart, This->resource.allocatedMemory + This->dirtystart)); checkGLcall("glBufferSubDataARB"); LEAVE_GL(); This->dirtystart = 0; This->dirtyend = 0; /* TODO: Move loading into preload when the buffer is used, that avoids dirtifying the state */ IWineD3DDeviceImpl_MarkStateDirty(device, STATE_INDEXBUFFER); } return WINED3D_OK; } static HRESULT WINAPI IWineD3DIndexBufferImpl_GetDesc(IWineD3DIndexBuffer *iface, WINED3DINDEXBUFFER_DESC *pDesc) { IWineD3DIndexBufferImpl *This = (IWineD3DIndexBufferImpl *)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; return WINED3D_OK; } const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl = { /* IUnknown */ IWineD3DIndexBufferImpl_QueryInterface, IWineD3DIndexBufferImpl_AddRef, IWineD3DIndexBufferImpl_Release, /* IWineD3DResource */ IWineD3DIndexBufferImpl_GetParent, IWineD3DIndexBufferImpl_GetDevice, IWineD3DIndexBufferImpl_SetPrivateData, IWineD3DIndexBufferImpl_GetPrivateData, IWineD3DIndexBufferImpl_FreePrivateData, IWineD3DIndexBufferImpl_SetPriority, IWineD3DIndexBufferImpl_GetPriority, IWineD3DIndexBufferImpl_PreLoad, IWineD3DIndexBufferImpl_UnLoad, IWineD3DIndexBufferImpl_GetType, /* IWineD3DIndexBuffer */ IWineD3DIndexBufferImpl_Lock, IWineD3DIndexBufferImpl_Unlock, IWineD3DIndexBufferImpl_GetDesc };