/* * Copyright 2002-2005 Jason Edmeades * Copyright 2002-2005 Raphael Junqueira * Copyright 2004 Christian Costa * Copyright 2005 Oliver Stieber * Copyright 2007 Stefan Dösinger for CodeWeavers * Copyright 2009 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 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 */ static void buffer_create_buffer_object(struct wined3d_buffer *This) { GLenum error, gl_usage; IWineD3DDeviceImpl *device = This->resource.wineD3DDevice; TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n", This, debug_d3dusage(This->resource.usage)); /* 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->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); goto fail; } GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, 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); goto fail; } /* 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(This->resource.usage & (WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC)) { case WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC: case WINED3DUSAGE_DYNAMIC: TRACE("Gl usage = GL_STREAM_DRAW\n"); gl_usage = GL_STREAM_DRAW_ARB; break; case WINED3DUSAGE_WRITEONLY: default: TRACE("Gl usage = GL_DYNAMIC_DRAW\n"); gl_usage = 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, gl_usage)); error = glGetError(); if (error != GL_NO_ERROR) { ERR("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error); goto fail; } LEAVE_GL(); This->buffer_object_size = This->resource.size; This->buffer_object_usage = gl_usage; This->dirty_start = 0; This->dirty_end = This->resource.size; This->flags |= WINED3D_BUFFER_DIRTY; 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"); if (This->buffer_object) GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object)); This->buffer_object = 0; LEAVE_GL(); return; } static BOOL buffer_process_converted_attribute(struct wined3d_buffer *This, const enum wined3d_buffer_conversion_type conversion_type, const WineDirect3DStridedData *attrib, DWORD *stride_this_run, const DWORD type) { DWORD attrib_size; BOOL ret = FALSE; unsigned 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->conversion_map); This->conversion_map = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*This->conversion_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->conversion_map[data + i] != conversion_type) { TRACE("Byte %ld in vertex changed\n", i + data); TRACE("It was type %d, is %d now\n", This->conversion_map[data + i], conversion_type); ret = TRUE; This->conversion_map[data + i] = conversion_type; } } return ret; } static BOOL buffer_check_attribute(struct wined3d_buffer *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->buffer_object) 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 = buffer_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 = buffer_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 = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run, WINED3DDECLTYPE_FLOAT4); } else if (This->conversion_map) { ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run, type); } return ret; } static UINT *find_conversion_shift(struct wined3d_buffer *This, const WineDirect3DVertexStridedData *strided, UINT stride) { UINT *ret, i, j, shift, orig_type_size; DWORD type; if (!stride) { TRACE("No shift\n"); return NULL; } This->conversion_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->buffer_object) 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->conversion_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 BOOL buffer_find_decl(struct wined3d_buffer *This) { IWineD3DDeviceImpl *device = This->resource.wineD3DDevice; UINT stride_this_run = 0; BOOL float16_used = FALSE; BOOL ret = FALSE; unsigned int i; /* 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 & WINED3D_BUFFER_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->stateBlock)) { TRACE("vshader\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->conversion_map) { TRACE("Now using shaders without conversion, but conversion used before\n"); HeapFree(GetProcessHeap(), 0, This->conversion_map); HeapFree(GetProcessHeap(), 0, This->conversion_shift); This->conversion_map = NULL; This->stride = 0; This->conversion_shift = NULL; This->conversion_stride = 0; return TRUE; } else { return FALSE; } } for (i = 0; i < MAX_ATTRIBS; ++i) { ret = buffer_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->conversion_map)) { HeapFree(GetProcessHeap(), 0, This->conversion_shift); This->conversion_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. */ BOOL support_d3dcolor = GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA); ret = buffer_check_attribute(This, &device->strided_streams.u.s.position, TRUE, TRUE, FALSE, &stride_this_run, &float16_used) || ret; ret = buffer_check_attribute(This, &device->strided_streams.u.s.normal, TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret; ret = buffer_check_attribute(This, &device->strided_streams.u.s.diffuse, !support_d3dcolor, FALSE, TRUE, &stride_this_run, &float16_used) || ret; ret = buffer_check_attribute(This, &device->strided_streams.u.s.specular, !support_d3dcolor, FALSE, TRUE, &stride_this_run, &float16_used) || ret; ret = buffer_check_attribute(This, &device->strided_streams.u.s.texCoords[0], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret; ret = buffer_check_attribute(This, &device->strided_streams.u.s.texCoords[1], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret; ret = buffer_check_attribute(This, &device->strided_streams.u.s.texCoords[2], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret; ret = buffer_check_attribute(This, &device->strided_streams.u.s.texCoords[3], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret; ret = buffer_check_attribute(This, &device->strided_streams.u.s.texCoords[4], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret; ret = buffer_check_attribute(This, &device->strided_streams.u.s.texCoords[5], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret; ret = buffer_check_attribute(This, &device->strided_streams.u.s.texCoords[6], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret; ret = buffer_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->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 void buffer_check_buffer_object_size(struct wined3d_buffer *This) { UINT size = This->conversion_stride ? This->conversion_stride * (This->resource.size / This->stride) : This->resource.size; if (This->buffer_object_size != size) { TRACE("Old size %u, creating new size %u\n", This->buffer_object_size, size); ENTER_GL(); GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->buffer_object)); checkGLcall("glBindBufferARB"); GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB, size, NULL, This->buffer_object_usage)); This->buffer_object_size = size; checkGLcall("glBufferDataARB"); LEAVE_GL(); } } 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) { 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; } const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object) { struct wined3d_buffer *This = (struct wined3d_buffer *)iface; *buffer_object = This->buffer_object; if (!This->buffer_object) { if (This->flags & WINED3D_BUFFER_CREATEBO) { buffer_create_buffer_object(This); This->flags &= ~WINED3D_BUFFER_CREATEBO; if (This->buffer_object) { *buffer_object = This->buffer_object; return (const BYTE *)offset; } } return This->resource.allocatedMemory + offset; } else { return (const BYTE *)offset; } } /* IUnknown methods */ static HRESULT STDMETHODCALLTYPE buffer_QueryInterface(IWineD3DBuffer *iface, REFIID riid, void **object) { TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object); if (IsEqualGUID(riid, &IID_IWineD3DBuffer) || IsEqualGUID(riid, &IID_IWineD3DResource) || IsEqualGUID(riid, &IID_IWineD3DBase) || IsEqualGUID(riid, &IID_IUnknown)) { IUnknown_AddRef(iface); *object = iface; return S_OK; } WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid)); *object = NULL; return E_NOINTERFACE; } static ULONG STDMETHODCALLTYPE buffer_AddRef(IWineD3DBuffer *iface) { struct wined3d_buffer *This = (struct wined3d_buffer *)iface; ULONG refcount = InterlockedIncrement(&This->resource.ref); TRACE("%p increasing refcount to %u\n", This, refcount); return refcount; } static void STDMETHODCALLTYPE buffer_UnLoad(IWineD3DBuffer *iface) { struct wined3d_buffer *This = (struct wined3d_buffer *)iface; TRACE("iface %p\n", iface); /* 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->buffer_object) { IWineD3DDeviceImpl *device = This->resource.wineD3DDevice; ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD); ENTER_GL(); GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object)); checkGLcall("glDeleteBuffersARB"); LEAVE_GL(); This->buffer_object = 0; This->flags |= WINED3D_BUFFER_CREATEBO; /* Recreate the buffer object next load */ } } static ULONG STDMETHODCALLTYPE buffer_Release(IWineD3DBuffer *iface) { struct wined3d_buffer *This = (struct wined3d_buffer *)iface; ULONG refcount = InterlockedDecrement(&This->resource.ref); TRACE("%p decreasing refcount to %u\n", This, refcount); if (!refcount) { buffer_UnLoad(iface); resource_cleanup((IWineD3DResource *)iface); HeapFree(GetProcessHeap(), 0, This); } return refcount; } /* IWineD3DBase methods */ static HRESULT STDMETHODCALLTYPE buffer_GetParent(IWineD3DBuffer *iface, IUnknown **parent) { return resource_get_parent((IWineD3DResource *)iface, parent); } /* IWineD3DResource methods */ static HRESULT STDMETHODCALLTYPE buffer_GetDevice(IWineD3DBuffer *iface, IWineD3DDevice **device) { return resource_get_device((IWineD3DResource *)iface, device); } static HRESULT STDMETHODCALLTYPE buffer_SetPrivateData(IWineD3DBuffer *iface, REFGUID guid, const void *data, DWORD data_size, DWORD flags) { return resource_set_private_data((IWineD3DResource *)iface, guid, data, data_size, flags); } static HRESULT STDMETHODCALLTYPE buffer_GetPrivateData(IWineD3DBuffer *iface, REFGUID guid, void *data, DWORD *data_size) { return resource_get_private_data((IWineD3DResource *)iface, guid, data, data_size); } static HRESULT STDMETHODCALLTYPE buffer_FreePrivateData(IWineD3DBuffer *iface, REFGUID guid) { return resource_free_private_data((IWineD3DResource *)iface, guid); } static DWORD STDMETHODCALLTYPE buffer_SetPriority(IWineD3DBuffer *iface, DWORD priority) { return resource_set_priority((IWineD3DResource *)iface, priority); } static DWORD STDMETHODCALLTYPE buffer_GetPriority(IWineD3DBuffer *iface) { return resource_get_priority((IWineD3DResource *)iface); } static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface) { struct wined3d_buffer *This = (struct wined3d_buffer *)iface; IWineD3DDeviceImpl *device = This->resource.wineD3DDevice; UINT start = 0, end = 0, vertices; BOOL decl_changed = FALSE; unsigned int i, j; BYTE *data; TRACE("iface %p\n", iface); if (!This->buffer_object) { /* TODO: Make converting independent from VBOs */ if (This->flags & WINED3D_BUFFER_CREATEBO) { buffer_create_buffer_object(This); This->flags &= ~WINED3D_BUFFER_CREATEBO; } 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->bind_count > 0) { decl_changed = buffer_find_decl(This); This->flags |= WINED3D_BUFFER_HASDESC; } if (!decl_changed && !(This->flags & WINED3D_BUFFER_HASDESC && This->flags & WINED3D_BUFFER_DIRTY)) 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) { ++This->conversion_count; This->draw_count = 0; if (This->conversion_count > VB_MAXDECLCHANGES) { FIXME("Too many declaration changes, stopping converting\n"); ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD); ENTER_GL(); GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object)); checkGLcall("glDeleteBuffersARB"); LEAVE_GL(); This->buffer_object = 0; HeapFree(GetProcessHeap(), 0, This->conversion_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; } buffer_check_buffer_object_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->draw_count; if (This->draw_count > VB_RESETDECLCHANGE) This->conversion_count = 0; } if (decl_changed) { /* The declaration changed, reload the whole buffer */ WARN("Reloading buffer because of decl change\n"); start = 0; end = This->resource.size; } else { /* No decl change, but dirty data, reload the changed stuff */ if (This->conversion_shift) { if (This->dirty_start != 0 || This->dirty_end != 0) { FIXME("Implement partial buffer loading with shifted conversion\n"); } } start = This->dirty_start; end = This->dirty_end; } /* Mark the buffer clean */ This->flags &= ~WINED3D_BUFFER_DIRTY; This->dirty_start = 0; This->dirty_end = 0; if (!This->conversion_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->buffer_object)); 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->conversion_shift) { TRACE("Shifted conversion\n"); data = HeapAlloc(GetProcessHeap(), 0, vertices * This->conversion_stride); for (i = start / This->stride; i < min((end / This->stride) + 1, vertices); ++i) { for (j = 0; j < This->stride; ++j) { switch(This->conversion_map[j]) { case CONV_NONE: data[This->conversion_stride * i + j + This->conversion_shift[j]] = This->resource.allocatedMemory[This->stride * i + j]; break; case CONV_FLOAT16_2: { float *out = (float *)(&data[This->conversion_stride * i + j + This->conversion_shift[j]]); const 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->conversion_map[j]); break; } } } ENTER_GL(); GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->buffer_object)); checkGLcall("glBindBufferARB"); GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, vertices * This->conversion_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->conversion_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->conversion_map[j]); } } } ENTER_GL(); GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->buffer_object)); checkGLcall("glBindBufferARB"); GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, start, end - start, data + start)); checkGLcall("glBufferSubDataARB"); LEAVE_GL(); } HeapFree(GetProcessHeap(), 0, data); } static WINED3DRESOURCETYPE STDMETHODCALLTYPE buffer_GetType(IWineD3DBuffer *iface) { return resource_get_type((IWineD3DResource *)iface); } /* IWineD3DBuffer methods */ static HRESULT STDMETHODCALLTYPE buffer_Map(IWineD3DBuffer *iface, UINT offset, UINT size, BYTE **data, DWORD flags) { struct wined3d_buffer *This = (struct wined3d_buffer *)iface; TRACE("iface %p, offset %u, size %u, data %p, flags %#x\n", iface, offset, size, data, flags); InterlockedIncrement(&This->lock_count); if (This->flags & WINED3D_BUFFER_DIRTY) { if (This->dirty_start > offset) This->dirty_start = offset; if (size) { if (This->dirty_end < offset + size) This->dirty_end = offset + size; } else { This->dirty_end = This->resource.size; } } else { This->dirty_start = offset; if (size) This->dirty_end = offset + size; else This->dirty_end = This->resource.size; } This->flags |= WINED3D_BUFFER_DIRTY; *data = This->resource.allocatedMemory + offset; TRACE("Returning memory at %p (base %p, offset %u)\n", *data, This->resource.allocatedMemory, offset); /* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */ return WINED3D_OK; } static HRESULT STDMETHODCALLTYPE buffer_Unmap(IWineD3DBuffer *iface) { struct wined3d_buffer *This = (struct wined3d_buffer *)iface; TRACE("(%p)\n", This); if (InterlockedDecrement(&This->lock_count)) { /* Delay loading the buffer until everything is unlocked */ TRACE("Ignoring unlock\n"); return WINED3D_OK; } if (This->flags & WINED3D_BUFFER_HASDESC) { buffer_PreLoad(iface); } return WINED3D_OK; } static HRESULT STDMETHODCALLTYPE buffer_GetDesc(IWineD3DBuffer *iface, WINED3DVERTEXBUFFER_DESC *desc) { struct wined3d_buffer *This = (struct wined3d_buffer *)iface; TRACE("(%p)\n", This); desc->Format = This->resource.format; desc->Type = This->resource.resourceType; desc->Usage = This->resource.usage; desc->Pool = This->resource.pool; desc->Size = This->resource.size; desc->FVF = This->fvf; return WINED3D_OK; } const struct IWineD3DBufferVtbl wined3d_buffer_vtbl = { /* IUnknown methods */ buffer_QueryInterface, buffer_AddRef, buffer_Release, /* IWineD3DBase methods */ buffer_GetParent, /* IWineD3DResource methods */ buffer_GetDevice, buffer_SetPrivateData, buffer_GetPrivateData, buffer_FreePrivateData, buffer_SetPriority, buffer_GetPriority, buffer_PreLoad, buffer_UnLoad, buffer_GetType, /* IWineD3DBuffer methods */ buffer_Map, buffer_Unmap, buffer_GetDesc, }; /* IUnknown methods */ static HRESULT STDMETHODCALLTYPE IWineD3DIndexBufferImpl_QueryInterface(IWineD3DIndexBuffer *iface, REFIID riid, void **object) { TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object); if (IsEqualGUID(riid, &IID_IWineD3DIndexBuffer) || IsEqualGUID(riid, &IID_IWineD3DResource) || IsEqualGUID(riid, &IID_IWineD3DBase) || IsEqualGUID(riid, &IID_IUnknown)) { IUnknown_AddRef(iface); *object = iface; return S_OK; } WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid)); *object = NULL; return E_NOINTERFACE; } static ULONG STDMETHODCALLTYPE IWineD3DIndexBufferImpl_AddRef(IWineD3DIndexBuffer *iface) { IWineD3DIndexBufferImpl *This = (IWineD3DIndexBufferImpl *)iface; ULONG refcount = InterlockedIncrement(&This->resource.ref); TRACE("%p increasing refcount to %u\n", This, refcount); return refcount; } static ULONG STDMETHODCALLTYPE IWineD3DIndexBufferImpl_Release(IWineD3DIndexBuffer *iface) { IWineD3DIndexBufferImpl *This = (IWineD3DIndexBufferImpl *)iface; ULONG refcount = InterlockedDecrement(&This->resource.ref); TRACE("%p decreasing refcount to %u\n", This, refcount); if (!refcount) { 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(); } resource_cleanup((IWineD3DResource *)iface); HeapFree(GetProcessHeap(), 0, This); } return refcount; } /* IWineD3DBase methods */ static HRESULT STDMETHODCALLTYPE IWineD3DIndexBufferImpl_GetParent(IWineD3DIndexBuffer *iface, IUnknown **parent) { return resource_get_parent((IWineD3DResource *)iface, parent); } /* IWineD3DResource methods */ static HRESULT STDMETHODCALLTYPE IWineD3DIndexBufferImpl_GetDevice(IWineD3DIndexBuffer *iface, IWineD3DDevice **device) { return resource_get_device((IWineD3DResource *)iface, device); } static HRESULT STDMETHODCALLTYPE IWineD3DIndexBufferImpl_SetPrivateData(IWineD3DIndexBuffer *iface, REFGUID guid, const void *data, DWORD data_size, DWORD flags) { return resource_set_private_data((IWineD3DResource *)iface, guid, data, data_size, flags); } static HRESULT STDMETHODCALLTYPE IWineD3DIndexBufferImpl_GetPrivateData(IWineD3DIndexBuffer *iface, REFGUID guid, void *data, DWORD *data_size) { return resource_get_private_data((IWineD3DResource *)iface, guid, data, data_size); } static HRESULT STDMETHODCALLTYPE IWineD3DIndexBufferImpl_FreePrivateData(IWineD3DIndexBuffer *iface, REFGUID guid) { return resource_free_private_data((IWineD3DResource *)iface, guid); } static DWORD STDMETHODCALLTYPE IWineD3DIndexBufferImpl_SetPriority(IWineD3DIndexBuffer *iface, DWORD priority) { return resource_set_priority((IWineD3DResource *)iface, priority); } static DWORD STDMETHODCALLTYPE IWineD3DIndexBufferImpl_GetPriority(IWineD3DIndexBuffer *iface) { return resource_get_priority((IWineD3DResource *)iface); } static void STDMETHODCALLTYPE IWineD3DIndexBufferImpl_PreLoad(IWineD3DIndexBuffer *iface) { TRACE("iface %p\n", iface); } static void STDMETHODCALLTYPE 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 STDMETHODCALLTYPE IWineD3DIndexBufferImpl_GetType(IWineD3DIndexBuffer *iface) { return resource_get_type((IWineD3DResource *)iface); } /* IWineD3DIndexBuffer methods */ static HRESULT STDMETHODCALLTYPE 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) { 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 STDMETHODCALLTYPE IWineD3DIndexBufferImpl_Unlock(IWineD3DIndexBuffer *iface) { IWineD3DIndexBufferImpl *This = (IWineD3DIndexBufferImpl *)iface; ULONG locks = InterlockedDecrement(&This->lockcount); TRACE("(%p)\n", This); /* For now load in unlock */ if (!locks && 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 STDMETHODCALLTYPE 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 methods */ IWineD3DIndexBufferImpl_QueryInterface, IWineD3DIndexBufferImpl_AddRef, IWineD3DIndexBufferImpl_Release, /* IWineD3DBase methods */ IWineD3DIndexBufferImpl_GetParent, /* IWineD3DResource methods */ IWineD3DIndexBufferImpl_GetDevice, IWineD3DIndexBufferImpl_SetPrivateData, IWineD3DIndexBufferImpl_GetPrivateData, IWineD3DIndexBufferImpl_FreePrivateData, IWineD3DIndexBufferImpl_SetPriority, IWineD3DIndexBufferImpl_GetPriority, IWineD3DIndexBufferImpl_PreLoad, IWineD3DIndexBufferImpl_UnLoad, IWineD3DIndexBufferImpl_GetType, /* IWineD3DIndexBuffer methods */ IWineD3DIndexBufferImpl_Lock, IWineD3DIndexBufferImpl_Unlock, IWineD3DIndexBufferImpl_GetDesc, };