1555 lines
55 KiB
C
1555 lines
55 KiB
C
/*
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* Copyright 2002-2005 Jason Edmeades
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* Copyright 2002-2005 Raphael Junqueira
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* Copyright 2004 Christian Costa
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* Copyright 2005 Oliver Stieber
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* Copyright 2007-2011, 2013-2014 Stefan Dösinger for CodeWeavers
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* Copyright 2009-2010 Henri Verbeet for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*
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*/
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#include "config.h"
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#include "wine/port.h"
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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#define WINED3D_BUFFER_HASDESC 0x01 /* A vertex description has been found. */
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#define WINED3D_BUFFER_USE_BO 0x02 /* Use a buffer object for this buffer. */
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#define WINED3D_BUFFER_PIN_SYSMEM 0x04 /* Keep a system memory copy for this buffer. */
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#define WINED3D_BUFFER_DISCARD 0x08 /* A DISCARD lock has occurred since the last preload. */
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#define WINED3D_BUFFER_APPLESYNC 0x10 /* Using sync as in GL_APPLE_flush_buffer_range. */
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#define VB_MAXDECLCHANGES 100 /* After that number of decl changes we stop converting */
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#define VB_RESETDECLCHANGE 1000 /* Reset the decl changecount after that number of draws */
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#define VB_MAXFULLCONVERSIONS 5 /* Number of full conversions before we stop converting */
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#define VB_RESETFULLCONVS 20 /* Reset full conversion counts after that number of draws */
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static void wined3d_buffer_evict_sysmem(struct wined3d_buffer *buffer)
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{
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if (buffer->flags & WINED3D_BUFFER_PIN_SYSMEM)
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{
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TRACE("Not evicting system memory for buffer %p.\n", buffer);
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return;
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}
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TRACE("Evicting system memory for buffer %p.\n", buffer);
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wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_SYSMEM);
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wined3d_resource_free_sysmem(&buffer->resource);
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}
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static void buffer_invalidate_bo_range(struct wined3d_buffer *buffer, unsigned int offset, unsigned int size)
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{
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if (!offset && (!size || size == buffer->resource.size))
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goto invalidate_all;
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if (offset > buffer->resource.size || size > buffer->resource.size - offset)
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{
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WARN("Invalid range specified, invalidating entire buffer.\n");
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goto invalidate_all;
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}
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if (!wined3d_array_reserve((void **)&buffer->maps, &buffer->maps_size,
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buffer->modified_areas + 1, sizeof(*buffer->maps)))
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{
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ERR("Failed to allocate maps array, invalidating entire buffer.\n");
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goto invalidate_all;
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}
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buffer->maps[buffer->modified_areas].offset = offset;
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buffer->maps[buffer->modified_areas].size = size;
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++buffer->modified_areas;
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return;
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invalidate_all:
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buffer->modified_areas = 1;
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buffer->maps[0].offset = 0;
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buffer->maps[0].size = buffer->resource.size;
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}
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static inline void buffer_clear_dirty_areas(struct wined3d_buffer *This)
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{
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This->modified_areas = 0;
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}
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static BOOL buffer_is_dirty(const struct wined3d_buffer *buffer)
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{
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return !!buffer->modified_areas;
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}
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static BOOL buffer_is_fully_dirty(const struct wined3d_buffer *buffer)
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{
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return buffer->modified_areas == 1
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&& !buffer->maps->offset && buffer->maps->size == buffer->resource.size;
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}
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static void wined3d_buffer_validate_location(struct wined3d_buffer *buffer, DWORD location)
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{
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TRACE("buffer %p, location %s.\n", buffer, wined3d_debug_location(location));
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if (location & WINED3D_LOCATION_BUFFER)
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buffer_clear_dirty_areas(buffer);
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buffer->locations |= location;
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TRACE("New locations flags are %s.\n", wined3d_debug_location(buffer->locations));
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}
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static void wined3d_buffer_invalidate_range(struct wined3d_buffer *buffer, DWORD location,
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unsigned int offset, unsigned int size)
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{
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TRACE("buffer %p, location %s, offset %u, size %u.\n",
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buffer, wined3d_debug_location(location), offset, size);
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if (location & WINED3D_LOCATION_BUFFER)
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buffer_invalidate_bo_range(buffer, offset, size);
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buffer->locations &= ~location;
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TRACE("New locations flags are %s.\n", wined3d_debug_location(buffer->locations));
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if (!buffer->locations)
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ERR("Buffer %p does not have any up to date location.\n", buffer);
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}
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void wined3d_buffer_invalidate_location(struct wined3d_buffer *buffer, DWORD location)
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{
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wined3d_buffer_invalidate_range(buffer, location, 0, 0);
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}
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/* Context activation is done by the caller. */
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static void buffer_bind(struct wined3d_buffer *buffer, struct wined3d_context *context)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER)
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context_invalidate_state(context, STATE_INDEXBUFFER);
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GL_EXTCALL(glBindBuffer(buffer->buffer_type_hint, buffer->buffer_object));
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}
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/* Context activation is done by the caller. */
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static void buffer_destroy_buffer_object(struct wined3d_buffer *buffer, const struct wined3d_context *context)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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struct wined3d_resource *resource = &buffer->resource;
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if (!buffer->buffer_object)
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return;
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GL_EXTCALL(glDeleteBuffers(1, &buffer->buffer_object));
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checkGLcall("glDeleteBuffers");
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buffer->buffer_object = 0;
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/* The stream source state handler might have read the memory of the
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* vertex buffer already and got the memory in the vbo which is not
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* valid any longer. Dirtify the stream source to force a reload. This
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* happens only once per changed vertexbuffer and should occur rather
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* rarely. */
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if (resource->bind_count)
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{
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if (buffer->bind_flags & WINED3D_BIND_VERTEX_BUFFER)
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device_invalidate_state(resource->device, STATE_STREAMSRC);
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if (buffer->bind_flags & WINED3D_BIND_INDEX_BUFFER)
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device_invalidate_state(resource->device, STATE_INDEXBUFFER);
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if (buffer->bind_flags & WINED3D_BIND_CONSTANT_BUFFER)
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{
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device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX));
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device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL));
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device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN));
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device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY));
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device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL));
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device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE));
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}
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}
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if (buffer->query)
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{
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wined3d_event_query_destroy(buffer->query);
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buffer->query = NULL;
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}
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buffer->flags &= ~WINED3D_BUFFER_APPLESYNC;
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}
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/* Context activation is done by the caller. */
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static BOOL buffer_create_buffer_object(struct wined3d_buffer *buffer, struct wined3d_context *context)
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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GLenum gl_usage = GL_STATIC_DRAW;
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GLenum error;
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TRACE("Creating an OpenGL buffer object for wined3d_buffer %p with usage %s.\n",
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buffer, debug_d3dusage(buffer->resource.usage));
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/* Make sure that the gl error is cleared. Do not use checkGLcall
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* here because checkGLcall just prints a fixme and continues. However,
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* if an error during VBO creation occurs we can fall back to non-VBO operation
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* with full functionality(but performance loss).
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*/
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while (gl_info->gl_ops.gl.p_glGetError() != GL_NO_ERROR);
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/* Basically the FVF parameter passed to CreateVertexBuffer is no good.
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* The vertex declaration from the device determines how the data in the
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* buffer is interpreted. This means that on each draw call the buffer has
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* to be verified to check if the rhw and color values are in the correct
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* format. */
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GL_EXTCALL(glGenBuffers(1, &buffer->buffer_object));
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error = gl_info->gl_ops.gl.p_glGetError();
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if (!buffer->buffer_object || error != GL_NO_ERROR)
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{
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ERR("Failed to create a BO with error %s (%#x).\n", debug_glerror(error), error);
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goto fail;
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}
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buffer_bind(buffer, context);
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error = gl_info->gl_ops.gl.p_glGetError();
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if (error != GL_NO_ERROR)
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{
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ERR("Failed to bind the BO with error %s (%#x).\n", debug_glerror(error), error);
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goto fail;
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}
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if (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)
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{
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TRACE("Buffer has WINED3DUSAGE_DYNAMIC set.\n");
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gl_usage = GL_STREAM_DRAW_ARB;
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if (gl_info->supported[APPLE_FLUSH_BUFFER_RANGE])
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{
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GL_EXTCALL(glBufferParameteriAPPLE(buffer->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE));
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GL_EXTCALL(glBufferParameteriAPPLE(buffer->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE));
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checkGLcall("glBufferParameteriAPPLE");
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buffer->flags |= WINED3D_BUFFER_APPLESYNC;
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}
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/* No setup is needed here for GL_ARB_map_buffer_range. */
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}
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GL_EXTCALL(glBufferData(buffer->buffer_type_hint, buffer->resource.size, NULL, gl_usage));
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error = gl_info->gl_ops.gl.p_glGetError();
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if (error != GL_NO_ERROR)
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{
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ERR("glBufferData failed with error %s (%#x).\n", debug_glerror(error), error);
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goto fail;
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}
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buffer->buffer_object_usage = gl_usage;
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buffer_invalidate_bo_range(buffer, 0, 0);
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return TRUE;
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fail:
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/* Clean up all BO init, but continue because we can work without a BO :-) */
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ERR("Failed to create a buffer object. Continuing, but performance issues may occur.\n");
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buffer->flags &= ~WINED3D_BUFFER_USE_BO;
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buffer_destroy_buffer_object(buffer, context);
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buffer_clear_dirty_areas(buffer);
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return FALSE;
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}
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static BOOL buffer_process_converted_attribute(struct wined3d_buffer *buffer,
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const enum wined3d_buffer_conversion_type conversion_type,
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const struct wined3d_stream_info_element *attrib, DWORD *stride_this_run)
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{
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const struct wined3d_format *format = attrib->format;
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BOOL ret = FALSE;
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unsigned int i;
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DWORD_PTR data;
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/* Check for some valid situations which cause us pain. One is if the buffer is used for
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* constant attributes(stride = 0), the other one is if the buffer is used on two streams
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* with different strides. In the 2nd case we might have to drop conversion entirely,
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* it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
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*/
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if (!attrib->stride)
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{
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FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else.\n",
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debug_d3dformat(format->id));
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}
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else if (attrib->stride != *stride_this_run && *stride_this_run)
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{
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FIXME("Got two concurrent strides, %d and %d.\n", attrib->stride, *stride_this_run);
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}
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else
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{
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*stride_this_run = attrib->stride;
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if (buffer->stride != *stride_this_run)
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{
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/* We rely that this happens only on the first converted attribute that is found,
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* if at all. See above check
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*/
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TRACE("Reconverting because converted attributes occur, and the stride changed.\n");
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buffer->stride = *stride_this_run;
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HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY, buffer->conversion_map);
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buffer->conversion_map = wined3d_calloc(buffer->stride, sizeof(*buffer->conversion_map));
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ret = TRUE;
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}
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}
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data = ((DWORD_PTR)attrib->data.addr) % buffer->stride;
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for (i = 0; i < format->attribute_size; ++i)
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{
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DWORD_PTR idx = (data + i) % buffer->stride;
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if (buffer->conversion_map[idx] != conversion_type)
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{
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TRACE("Byte %lu in vertex changed:\n", idx);
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TRACE(" It was type %#x, is %#x now.\n", buffer->conversion_map[idx], conversion_type);
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ret = TRUE;
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buffer->conversion_map[idx] = conversion_type;
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}
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}
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return ret;
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}
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#define WINED3D_BUFFER_FIXUP_D3DCOLOR 0x01
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#define WINED3D_BUFFER_FIXUP_XYZRHW 0x02
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static BOOL buffer_check_attribute(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
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const struct wined3d_state *state, UINT attrib_idx, DWORD fixup_flags, DWORD *stride_this_run)
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{
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const struct wined3d_stream_info_element *attrib = &si->elements[attrib_idx];
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enum wined3d_format_id format;
|
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BOOL ret = FALSE;
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|
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/* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
|
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* there, on nonexistent attribs the vbo is 0.
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*/
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if (!(si->use_map & (1u << attrib_idx))
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|| state->streams[attrib->stream_idx].buffer != This)
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return FALSE;
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format = attrib->format->id;
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/* Look for newly appeared conversion */
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if (fixup_flags & WINED3D_BUFFER_FIXUP_D3DCOLOR && format == WINED3DFMT_B8G8R8A8_UNORM)
|
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{
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ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run);
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}
|
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else if (fixup_flags & WINED3D_BUFFER_FIXUP_XYZRHW && si->position_transformed)
|
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{
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if (format != WINED3DFMT_R32G32B32A32_FLOAT)
|
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{
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FIXME("Unexpected format %s for transformed position.\n", debug_d3dformat(format));
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return FALSE;
|
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}
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|
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ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run);
|
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}
|
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else if (This->conversion_map)
|
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{
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ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run);
|
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}
|
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|
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return ret;
|
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}
|
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|
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static BOOL buffer_find_decl(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
|
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const struct wined3d_state *state, DWORD fixup_flags)
|
|
{
|
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UINT stride_this_run = 0;
|
|
BOOL ret = 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. Index buffers also never need
|
|
* conversion, so once the (empty) conversion structure is created don't bother checking again
|
|
*/
|
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if (This->flags & WINED3D_BUFFER_HASDESC)
|
|
{
|
|
if(This->resource.usage & WINED3DUSAGE_STATICDECL) return FALSE;
|
|
}
|
|
|
|
if (!fixup_flags)
|
|
{
|
|
TRACE("No fixup required.\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, state, WINED3D_FFP_POSITION,
|
|
fixup_flags, &stride_this_run) || ret;
|
|
fixup_flags &= ~WINED3D_BUFFER_FIXUP_XYZRHW;
|
|
|
|
ret = buffer_check_attribute(This, si, state, WINED3D_FFP_BLENDWEIGHT,
|
|
fixup_flags, &stride_this_run) || ret;
|
|
ret = buffer_check_attribute(This, si, state, WINED3D_FFP_BLENDINDICES,
|
|
fixup_flags, &stride_this_run) || ret;
|
|
ret = buffer_check_attribute(This, si, state, WINED3D_FFP_NORMAL,
|
|
fixup_flags, &stride_this_run) || ret;
|
|
ret = buffer_check_attribute(This, si, state, WINED3D_FFP_DIFFUSE,
|
|
fixup_flags, &stride_this_run) || ret;
|
|
ret = buffer_check_attribute(This, si, state, WINED3D_FFP_SPECULAR,
|
|
fixup_flags, &stride_this_run) || ret;
|
|
ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD0,
|
|
fixup_flags, &stride_this_run) || ret;
|
|
ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD1,
|
|
fixup_flags, &stride_this_run) || ret;
|
|
ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD2,
|
|
fixup_flags, &stride_this_run) || ret;
|
|
ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD3,
|
|
fixup_flags, &stride_this_run) || ret;
|
|
ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD4,
|
|
fixup_flags, &stride_this_run) || ret;
|
|
ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD5,
|
|
fixup_flags, &stride_this_run) || ret;
|
|
ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD6,
|
|
fixup_flags, &stride_this_run) || ret;
|
|
ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD7,
|
|
fixup_flags, &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 unsigned int fixup_d3dcolor(DWORD *dst_color)
|
|
{
|
|
DWORD src_color = *dst_color;
|
|
|
|
/* Color conversion like in draw_primitive_immediate_mode(). Watch out for
|
|
* endianness. If we want this to work on big-endian machines as well 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 & 0xff00ff00u); /* Alpha Green */
|
|
*dst_color |= (src_color & 0x00ff0000u) >> 16; /* Red */
|
|
*dst_color |= (src_color & 0x000000ffu) << 16; /* Blue */
|
|
|
|
return sizeof(*dst_color);
|
|
}
|
|
|
|
static inline unsigned int fixup_transformed_pos(struct wined3d_vec4 *p)
|
|
{
|
|
/* rhw conversion like in position_float4(). */
|
|
if (p->w != 1.0f && p->w != 0.0f)
|
|
{
|
|
float w = 1.0f / p->w;
|
|
p->x *= w;
|
|
p->y *= w;
|
|
p->z *= w;
|
|
p->w = w;
|
|
}
|
|
|
|
return sizeof(*p);
|
|
}
|
|
|
|
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. */
|
|
static void wined3d_buffer_upload_ranges(struct wined3d_buffer *buffer, struct wined3d_context *context,
|
|
const void *data, unsigned int data_offset, unsigned int range_count, const struct wined3d_map_range *ranges)
|
|
{
|
|
const struct wined3d_gl_info *gl_info = context->gl_info;
|
|
const struct wined3d_map_range *range;
|
|
|
|
buffer_bind(buffer, context);
|
|
|
|
while (range_count--)
|
|
{
|
|
range = &ranges[range_count];
|
|
GL_EXTCALL(glBufferSubData(buffer->buffer_type_hint,
|
|
range->offset, range->size, (BYTE *)data + range->offset - data_offset));
|
|
}
|
|
checkGLcall("glBufferSubData");
|
|
}
|
|
|
|
static void buffer_conversion_upload(struct wined3d_buffer *buffer, struct wined3d_context *context)
|
|
{
|
|
unsigned int i, j, range_idx, start, end, vertex_count;
|
|
BYTE *data;
|
|
|
|
if (!wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM))
|
|
{
|
|
ERR("Failed to load system memory.\n");
|
|
return;
|
|
}
|
|
buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
|
|
|
|
/* Now for each vertex in the buffer that needs conversion. */
|
|
vertex_count = buffer->resource.size / buffer->stride;
|
|
|
|
if (!(data = HeapAlloc(GetProcessHeap(), 0, buffer->resource.size)))
|
|
{
|
|
ERR("Out of memory.\n");
|
|
return;
|
|
}
|
|
|
|
for (range_idx = 0; range_idx < buffer->modified_areas; ++range_idx)
|
|
{
|
|
start = buffer->maps[range_idx].offset;
|
|
end = start + buffer->maps[range_idx].size;
|
|
|
|
memcpy(data + start, (BYTE *)buffer->resource.heap_memory + start, end - start);
|
|
for (i = start / buffer->stride; i < min((end / buffer->stride) + 1, vertex_count); ++i)
|
|
{
|
|
for (j = 0; j < buffer->stride;)
|
|
{
|
|
switch (buffer->conversion_map[j])
|
|
{
|
|
case CONV_NONE:
|
|
/* Done already */
|
|
j += sizeof(DWORD);
|
|
break;
|
|
case CONV_D3DCOLOR:
|
|
j += fixup_d3dcolor((DWORD *) (data + i * buffer->stride + j));
|
|
break;
|
|
case CONV_POSITIONT:
|
|
j += fixup_transformed_pos((struct wined3d_vec4 *) (data + i * buffer->stride + j));
|
|
break;
|
|
default:
|
|
FIXME("Unimplemented conversion %d in shifted conversion.\n", buffer->conversion_map[j]);
|
|
++j;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
wined3d_buffer_upload_ranges(buffer, context, data, 0, buffer->modified_areas, buffer->maps);
|
|
|
|
HeapFree(GetProcessHeap(), 0, data);
|
|
}
|
|
|
|
static BOOL wined3d_buffer_prepare_location(struct wined3d_buffer *buffer,
|
|
struct wined3d_context *context, DWORD location)
|
|
{
|
|
switch (location)
|
|
{
|
|
case WINED3D_LOCATION_SYSMEM:
|
|
if (buffer->resource.heap_memory)
|
|
return TRUE;
|
|
|
|
if (!wined3d_resource_allocate_sysmem(&buffer->resource))
|
|
{
|
|
ERR("Failed to allocate system memory.\n");
|
|
return FALSE;
|
|
}
|
|
return TRUE;
|
|
|
|
case WINED3D_LOCATION_BUFFER:
|
|
if (buffer->buffer_object)
|
|
return TRUE;
|
|
|
|
if (!(buffer->flags & WINED3D_BUFFER_USE_BO))
|
|
{
|
|
WARN("Trying to create BO for buffer %p with no WINED3D_BUFFER_USE_BO.\n", buffer);
|
|
return FALSE;
|
|
}
|
|
return buffer_create_buffer_object(buffer, context);
|
|
|
|
default:
|
|
ERR("Invalid location %s.\n", wined3d_debug_location(location));
|
|
return FALSE;
|
|
}
|
|
}
|
|
|
|
BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer,
|
|
struct wined3d_context *context, DWORD location)
|
|
{
|
|
const struct wined3d_gl_info *gl_info = context->gl_info;
|
|
|
|
TRACE("buffer %p, context %p, location %s.\n",
|
|
buffer, context, wined3d_debug_location(location));
|
|
|
|
if (buffer->locations & location)
|
|
{
|
|
TRACE("Location (%#x) is already up to date.\n", location);
|
|
return TRUE;
|
|
}
|
|
|
|
if (!buffer->locations)
|
|
{
|
|
ERR("Buffer %p does not have any up to date location.\n", buffer);
|
|
wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_DISCARDED);
|
|
return wined3d_buffer_load_location(buffer, context, location);
|
|
}
|
|
|
|
TRACE("Current buffer location %s.\n", wined3d_debug_location(buffer->locations));
|
|
|
|
if (!wined3d_buffer_prepare_location(buffer, context, location))
|
|
return FALSE;
|
|
|
|
if (buffer->locations & WINED3D_LOCATION_DISCARDED)
|
|
{
|
|
TRACE("Buffer previously discarded, nothing to do.\n");
|
|
wined3d_buffer_validate_location(buffer, location);
|
|
wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_DISCARDED);
|
|
return TRUE;
|
|
}
|
|
|
|
switch (location)
|
|
{
|
|
case WINED3D_LOCATION_SYSMEM:
|
|
buffer_bind(buffer, context);
|
|
GL_EXTCALL(glGetBufferSubData(buffer->buffer_type_hint, 0, buffer->resource.size,
|
|
buffer->resource.heap_memory));
|
|
checkGLcall("buffer download");
|
|
break;
|
|
|
|
case WINED3D_LOCATION_BUFFER:
|
|
if (!buffer->conversion_map)
|
|
wined3d_buffer_upload_ranges(buffer, context, buffer->resource.heap_memory,
|
|
0, buffer->modified_areas, buffer->maps);
|
|
else
|
|
buffer_conversion_upload(buffer, context);
|
|
break;
|
|
|
|
default:
|
|
ERR("Invalid location %s.\n", wined3d_debug_location(location));
|
|
return FALSE;
|
|
}
|
|
|
|
wined3d_buffer_validate_location(buffer, location);
|
|
if (buffer->resource.heap_memory && location == WINED3D_LOCATION_BUFFER
|
|
&& !(buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
|
|
wined3d_buffer_evict_sysmem(buffer);
|
|
|
|
return TRUE;
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
BYTE *wined3d_buffer_load_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context)
|
|
{
|
|
if (wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM))
|
|
buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
|
|
return buffer->resource.heap_memory;
|
|
}
|
|
|
|
DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer,
|
|
struct wined3d_bo_address *data, DWORD locations)
|
|
{
|
|
TRACE("buffer %p, data %p, locations %s.\n",
|
|
buffer, data, wined3d_debug_location(locations));
|
|
|
|
if (locations & WINED3D_LOCATION_BUFFER)
|
|
{
|
|
data->buffer_object = buffer->buffer_object;
|
|
data->addr = NULL;
|
|
return WINED3D_LOCATION_BUFFER;
|
|
}
|
|
if (locations & WINED3D_LOCATION_SYSMEM)
|
|
{
|
|
data->buffer_object = 0;
|
|
data->addr = buffer->resource.heap_memory;
|
|
return WINED3D_LOCATION_SYSMEM;
|
|
}
|
|
|
|
ERR("Unexpected locations %s.\n", wined3d_debug_location(locations));
|
|
data->buffer_object = 0;
|
|
data->addr = NULL;
|
|
return 0;
|
|
}
|
|
|
|
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)
|
|
{
|
|
struct wined3d_context *context;
|
|
|
|
context = context_acquire(resource->device, NULL, 0);
|
|
|
|
wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
|
|
wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_BUFFER);
|
|
buffer_destroy_buffer_object(buffer, context);
|
|
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);
|
|
}
|
|
|
|
static void wined3d_buffer_drop_bo(struct wined3d_buffer *buffer)
|
|
{
|
|
buffer->flags &= ~WINED3D_BUFFER_USE_BO;
|
|
buffer_unload(&buffer->resource);
|
|
}
|
|
|
|
static void wined3d_buffer_destroy_object(void *object)
|
|
{
|
|
struct wined3d_buffer *buffer = object;
|
|
struct wined3d_context *context;
|
|
|
|
if (buffer->buffer_object)
|
|
{
|
|
context = context_acquire(buffer->resource.device, NULL, 0);
|
|
buffer_destroy_buffer_object(buffer, context);
|
|
context_release(context);
|
|
|
|
HeapFree(GetProcessHeap(), 0, buffer->conversion_map);
|
|
}
|
|
|
|
HeapFree(GetProcessHeap(), 0, buffer->maps);
|
|
HeapFree(GetProcessHeap(), 0, buffer);
|
|
}
|
|
|
|
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->resource.parent_ops->wined3d_object_destroyed(buffer->resource.parent);
|
|
resource_cleanup(&buffer->resource);
|
|
wined3d_cs_destroy_object(buffer->resource.device->cs, wined3d_buffer_destroy_object, buffer);
|
|
}
|
|
|
|
return refcount;
|
|
}
|
|
|
|
void * CDECL wined3d_buffer_get_parent(const struct wined3d_buffer *buffer)
|
|
{
|
|
TRACE("buffer %p.\n", buffer);
|
|
|
|
return buffer->resource.parent;
|
|
}
|
|
|
|
/* 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 & WINED3D_MAP_NOOVERWRITE)
|
|
return;
|
|
|
|
if (flags & WINED3D_MAP_DISCARD)
|
|
{
|
|
GL_EXTCALL(glBufferData(This->buffer_type_hint, This->resource.size, NULL, This->buffer_object_usage));
|
|
checkGLcall("glBufferData");
|
|
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 */
|
|
gl_info->gl_ops.gl.p_glFinish();
|
|
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;
|
|
}
|
|
|
|
gl_info->gl_ops.gl.p_glFinish();
|
|
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)");
|
|
This->flags &= ~WINED3D_BUFFER_APPLESYNC;
|
|
}
|
|
|
|
static void buffer_mark_used(struct wined3d_buffer *buffer)
|
|
{
|
|
buffer->flags &= ~WINED3D_BUFFER_DISCARD;
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *context,
|
|
const struct wined3d_state *state)
|
|
{
|
|
const struct wined3d_gl_info *gl_info = context->gl_info;
|
|
BOOL decl_changed = FALSE;
|
|
|
|
TRACE("buffer %p.\n", buffer);
|
|
|
|
if (buffer->resource.map_count)
|
|
{
|
|
WARN("Buffer is mapped, skipping preload.\n");
|
|
return;
|
|
}
|
|
|
|
buffer_mark_used(buffer);
|
|
|
|
/* TODO: Make converting independent from VBOs */
|
|
if (!(buffer->flags & WINED3D_BUFFER_USE_BO))
|
|
{
|
|
/* Not doing any conversion */
|
|
return;
|
|
}
|
|
|
|
if (!wined3d_buffer_prepare_location(buffer, context, WINED3D_LOCATION_BUFFER))
|
|
{
|
|
ERR("Failed to prepare buffer location.\n");
|
|
return;
|
|
}
|
|
|
|
/* Reading the declaration makes only sense if we have valid state information
|
|
* (i.e., if this function is called during draws). */
|
|
if (state)
|
|
{
|
|
DWORD fixup_flags = 0;
|
|
|
|
if (!use_vs(state))
|
|
{
|
|
if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && !context->d3d_info->ffp_generic_attributes)
|
|
fixup_flags |= WINED3D_BUFFER_FIXUP_D3DCOLOR;
|
|
if (!context->d3d_info->xyzrhw)
|
|
fixup_flags |= WINED3D_BUFFER_FIXUP_XYZRHW;
|
|
}
|
|
|
|
decl_changed = buffer_find_decl(buffer, &context->stream_info, state, fixup_flags);
|
|
buffer->flags |= WINED3D_BUFFER_HASDESC;
|
|
}
|
|
|
|
if (!decl_changed && !(buffer->flags & WINED3D_BUFFER_HASDESC && buffer_is_dirty(buffer)))
|
|
{
|
|
++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");
|
|
wined3d_buffer_drop_bo(buffer);
|
|
return;
|
|
}
|
|
|
|
/* The declaration changed, reload the whole buffer. */
|
|
WARN("Reloading buffer because of a vertex declaration change.\n");
|
|
buffer_invalidate_bo_range(buffer, 0, 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");
|
|
wined3d_buffer_drop_bo(buffer);
|
|
return;
|
|
}
|
|
}
|
|
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 (!wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER))
|
|
ERR("Failed to load buffer location.\n");
|
|
}
|
|
|
|
struct wined3d_resource * CDECL wined3d_buffer_get_resource(struct wined3d_buffer *buffer)
|
|
{
|
|
TRACE("buffer %p.\n", buffer);
|
|
|
|
return &buffer->resource;
|
|
}
|
|
|
|
static HRESULT wined3d_buffer_map(struct wined3d_buffer *buffer, UINT offset, UINT size, BYTE **data, DWORD flags)
|
|
{
|
|
struct wined3d_device *device = buffer->resource.device;
|
|
struct wined3d_context *context;
|
|
LONG count;
|
|
BYTE *base;
|
|
|
|
TRACE("buffer %p, offset %u, size %u, data %p, flags %#x.\n", buffer, offset, size, data, flags);
|
|
|
|
/* Filter redundant WINED3D_MAP_DISCARD maps. The 3DMark2001 multitexture
|
|
* fill rate test seems to depend on this. When we map a buffer with
|
|
* GL_MAP_INVALIDATE_BUFFER_BIT, the driver is free to discard the
|
|
* previous contents of the buffer. The r600g driver only does this when
|
|
* the buffer is currently in use, while the proprietary NVIDIA driver
|
|
* appears to do this unconditionally. */
|
|
if (buffer->flags & WINED3D_BUFFER_DISCARD)
|
|
flags &= ~WINED3D_MAP_DISCARD;
|
|
count = ++buffer->resource.map_count;
|
|
|
|
if (buffer->buffer_object)
|
|
{
|
|
unsigned int dirty_offset = offset, dirty_size = size;
|
|
|
|
/* DISCARD invalidates the entire buffer, regardless of the specified
|
|
* offset and size. Some applications also depend on the entire buffer
|
|
* being uploaded in that case. Two such applications are Port Royale
|
|
* and Darkstar One. */
|
|
if (flags & WINED3D_MAP_DISCARD)
|
|
{
|
|
dirty_offset = 0;
|
|
dirty_size = 0;
|
|
}
|
|
|
|
if (!(flags & (WINED3D_MAP_NOOVERWRITE | WINED3D_MAP_DISCARD | WINED3D_MAP_READONLY))
|
|
|| ((flags & WINED3D_MAP_READONLY) && (buffer->locations & WINED3D_LOCATION_SYSMEM))
|
|
|| buffer->flags & WINED3D_BUFFER_PIN_SYSMEM)
|
|
{
|
|
if (!(buffer->locations & WINED3D_LOCATION_SYSMEM))
|
|
{
|
|
context = context_acquire(device, NULL, 0);
|
|
wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
|
|
context_release(context);
|
|
}
|
|
|
|
if (!(flags & WINED3D_MAP_READONLY))
|
|
wined3d_buffer_invalidate_range(buffer, WINED3D_LOCATION_BUFFER, dirty_offset, dirty_size);
|
|
}
|
|
else
|
|
{
|
|
const struct wined3d_gl_info *gl_info;
|
|
|
|
context = context_acquire(device, NULL, 0);
|
|
gl_info = context->gl_info;
|
|
|
|
if (flags & WINED3D_MAP_DISCARD)
|
|
wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_BUFFER);
|
|
else
|
|
wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER);
|
|
|
|
if (!(flags & WINED3D_MAP_READONLY))
|
|
buffer_invalidate_bo_range(buffer, dirty_offset, dirty_size);
|
|
|
|
if ((flags & WINED3D_MAP_DISCARD) && buffer->resource.heap_memory)
|
|
wined3d_buffer_evict_sysmem(buffer);
|
|
|
|
if (count == 1)
|
|
{
|
|
buffer_bind(buffer, context);
|
|
|
|
if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
|
|
{
|
|
GLbitfield mapflags = wined3d_resource_gl_map_flags(flags);
|
|
buffer->map_ptr = GL_EXTCALL(glMapBufferRange(buffer->buffer_type_hint,
|
|
0, buffer->resource.size, mapflags));
|
|
checkGLcall("glMapBufferRange");
|
|
}
|
|
else
|
|
{
|
|
if (buffer->flags & WINED3D_BUFFER_APPLESYNC)
|
|
buffer_sync_apple(buffer, flags, gl_info);
|
|
buffer->map_ptr = GL_EXTCALL(glMapBuffer(buffer->buffer_type_hint,
|
|
GL_READ_WRITE));
|
|
checkGLcall("glMapBuffer");
|
|
}
|
|
|
|
if (((DWORD_PTR)buffer->map_ptr) & (RESOURCE_ALIGNMENT - 1))
|
|
{
|
|
WARN("Pointer %p is not %u byte aligned.\n", buffer->map_ptr, RESOURCE_ALIGNMENT);
|
|
|
|
GL_EXTCALL(glUnmapBuffer(buffer->buffer_type_hint));
|
|
checkGLcall("glUnmapBuffer");
|
|
buffer->map_ptr = NULL;
|
|
|
|
if (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)
|
|
{
|
|
/* The extra copy is more expensive than not using VBOs at
|
|
* all on the Nvidia Linux driver, which is the only driver
|
|
* that returns unaligned pointers.
|
|
*/
|
|
TRACE("Dynamic buffer, dropping VBO.\n");
|
|
wined3d_buffer_drop_bo(buffer);
|
|
}
|
|
else
|
|
{
|
|
TRACE("Falling back to doublebuffered operation.\n");
|
|
wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
|
|
buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
|
|
}
|
|
TRACE("New pointer is %p.\n", buffer->resource.heap_memory);
|
|
}
|
|
}
|
|
|
|
context_release(context);
|
|
}
|
|
|
|
if (flags & WINED3D_MAP_DISCARD)
|
|
buffer->flags |= WINED3D_BUFFER_DISCARD;
|
|
}
|
|
|
|
base = buffer->map_ptr ? buffer->map_ptr : buffer->resource.heap_memory;
|
|
*data = base + offset;
|
|
|
|
TRACE("Returning memory at %p (base %p, offset %u).\n", *data, base, offset);
|
|
/* TODO: check Flags compatibility with buffer->currentDesc.Usage (see MSDN) */
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static void 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->resource.map_count)
|
|
{
|
|
WARN("Unmap called without a previous map call.\n");
|
|
return;
|
|
}
|
|
|
|
if (--buffer->resource.map_count)
|
|
{
|
|
/* Delay loading the buffer until everything is unlocked */
|
|
TRACE("Ignoring unmap.\n");
|
|
return;
|
|
}
|
|
|
|
if (buffer->map_ptr)
|
|
{
|
|
struct wined3d_device *device = buffer->resource.device;
|
|
const struct wined3d_gl_info *gl_info;
|
|
struct wined3d_context *context;
|
|
|
|
context = context_acquire(device, NULL, 0);
|
|
gl_info = context->gl_info;
|
|
|
|
buffer_bind(buffer, context);
|
|
|
|
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_APPLESYNC)
|
|
{
|
|
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(glUnmapBuffer(buffer->buffer_type_hint));
|
|
if (wined3d_settings.strict_draw_ordering)
|
|
gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
|
|
context_release(context);
|
|
|
|
buffer_clear_dirty_areas(buffer);
|
|
buffer->map_ptr = NULL;
|
|
}
|
|
}
|
|
|
|
HRESULT wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset,
|
|
struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size)
|
|
{
|
|
const struct wined3d_gl_info *gl_info;
|
|
struct wined3d_bo_address dst, src;
|
|
struct wined3d_context *context;
|
|
struct wined3d_device *device;
|
|
BYTE *dst_ptr, *src_ptr;
|
|
DWORD dst_location;
|
|
HRESULT hr;
|
|
|
|
buffer_mark_used(dst_buffer);
|
|
buffer_mark_used(src_buffer);
|
|
|
|
device = dst_buffer->resource.device;
|
|
|
|
context = context_acquire(device, NULL, 0);
|
|
gl_info = context->gl_info;
|
|
|
|
dst_location = wined3d_buffer_get_memory(dst_buffer, &dst, dst_buffer->locations);
|
|
wined3d_buffer_get_memory(src_buffer, &src, src_buffer->locations);
|
|
|
|
if (dst.buffer_object && src.buffer_object)
|
|
{
|
|
if (gl_info->supported[ARB_COPY_BUFFER])
|
|
{
|
|
GL_EXTCALL(glBindBuffer(GL_COPY_READ_BUFFER, src.buffer_object));
|
|
GL_EXTCALL(glBindBuffer(GL_COPY_WRITE_BUFFER, dst.buffer_object));
|
|
GL_EXTCALL(glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER,
|
|
src_offset, dst_offset, size));
|
|
checkGLcall("direct buffer copy");
|
|
}
|
|
else
|
|
{
|
|
if (FAILED(hr = wined3d_buffer_map(dst_buffer, dst_offset, size, &dst_ptr, 0)))
|
|
{
|
|
WARN("Failed to map dst_buffer, hr %#x.\n", hr);
|
|
context_release(context);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
if (FAILED(hr = wined3d_buffer_map(src_buffer, src_offset, size, &src_ptr, WINED3D_MAP_READONLY)))
|
|
{
|
|
WARN("Failed to map src_buffer, hr %#x.\n", hr);
|
|
wined3d_buffer_unmap(dst_buffer);
|
|
context_release(context);
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
memcpy(dst_ptr, src_ptr, size);
|
|
|
|
wined3d_buffer_unmap(src_buffer);
|
|
wined3d_buffer_unmap(dst_buffer);
|
|
}
|
|
}
|
|
else if (!dst.buffer_object && src.buffer_object)
|
|
{
|
|
buffer_bind(src_buffer, context);
|
|
GL_EXTCALL(glGetBufferSubData(src_buffer->buffer_type_hint, src_offset, size, dst.addr + dst_offset));
|
|
checkGLcall("buffer download");
|
|
}
|
|
else if (dst.buffer_object && !src.buffer_object)
|
|
{
|
|
buffer_bind(dst_buffer, context);
|
|
GL_EXTCALL(glBufferSubData(dst_buffer->buffer_type_hint, dst_offset, size, src.addr + src_offset));
|
|
checkGLcall("buffer upload");
|
|
}
|
|
else
|
|
{
|
|
memcpy(dst.addr + dst_offset, src.addr + src_offset, size);
|
|
}
|
|
|
|
wined3d_buffer_invalidate_range(dst_buffer, ~dst_location, dst_offset, size);
|
|
|
|
context_release(context);
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
void wined3d_buffer_upload_data(struct wined3d_buffer *buffer, struct wined3d_context *context,
|
|
const struct wined3d_box *box, const void *data)
|
|
{
|
|
struct wined3d_map_range range;
|
|
|
|
if (box)
|
|
{
|
|
range.offset = box->left;
|
|
range.size = box->right - box->left;
|
|
}
|
|
else
|
|
{
|
|
range.offset = 0;
|
|
range.size = buffer->resource.size;
|
|
}
|
|
|
|
wined3d_buffer_upload_ranges(buffer, context, data, range.offset, 1, &range);
|
|
}
|
|
|
|
static ULONG buffer_resource_incref(struct wined3d_resource *resource)
|
|
{
|
|
return wined3d_buffer_incref(buffer_from_resource(resource));
|
|
}
|
|
|
|
static ULONG buffer_resource_decref(struct wined3d_resource *resource)
|
|
{
|
|
return wined3d_buffer_decref(buffer_from_resource(resource));
|
|
}
|
|
|
|
static void buffer_resource_preload(struct wined3d_resource *resource)
|
|
{
|
|
struct wined3d_context *context;
|
|
|
|
context = context_acquire(resource->device, NULL, 0);
|
|
wined3d_buffer_load(buffer_from_resource(resource), context, NULL);
|
|
context_release(context);
|
|
}
|
|
|
|
static HRESULT buffer_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx,
|
|
struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags)
|
|
{
|
|
struct wined3d_buffer *buffer = buffer_from_resource(resource);
|
|
UINT offset, size;
|
|
|
|
if (sub_resource_idx)
|
|
{
|
|
WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
|
|
return E_INVALIDARG;
|
|
}
|
|
|
|
if (box)
|
|
{
|
|
offset = box->left;
|
|
size = box->right - box->left;
|
|
}
|
|
else
|
|
{
|
|
offset = size = 0;
|
|
}
|
|
|
|
map_desc->row_pitch = map_desc->slice_pitch = buffer->desc.byte_width;
|
|
return wined3d_buffer_map(buffer, offset, size, (BYTE **)&map_desc->data, flags);
|
|
}
|
|
|
|
static HRESULT buffer_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
|
|
{
|
|
if (sub_resource_idx)
|
|
{
|
|
WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
|
|
return E_INVALIDARG;
|
|
}
|
|
|
|
wined3d_buffer_unmap(buffer_from_resource(resource));
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static const struct wined3d_resource_ops buffer_resource_ops =
|
|
{
|
|
buffer_resource_incref,
|
|
buffer_resource_decref,
|
|
buffer_resource_preload,
|
|
buffer_unload,
|
|
buffer_resource_sub_resource_map,
|
|
buffer_resource_sub_resource_unmap,
|
|
};
|
|
|
|
static GLenum buffer_type_hint_from_bind_flags(const struct wined3d_gl_info *gl_info,
|
|
unsigned int bind_flags)
|
|
{
|
|
if (bind_flags == WINED3D_BIND_INDEX_BUFFER)
|
|
return GL_ELEMENT_ARRAY_BUFFER;
|
|
|
|
if (bind_flags & (WINED3D_BIND_SHADER_RESOURCE | WINED3D_BIND_UNORDERED_ACCESS)
|
|
&& gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
|
|
return GL_TEXTURE_BUFFER;
|
|
|
|
if (bind_flags & WINED3D_BIND_CONSTANT_BUFFER)
|
|
return GL_UNIFORM_BUFFER;
|
|
|
|
if (bind_flags & ~(WINED3D_BIND_VERTEX_BUFFER | WINED3D_BIND_INDEX_BUFFER))
|
|
FIXME("Unhandled bind flags %#x.\n", bind_flags);
|
|
|
|
return GL_ARRAY_BUFFER;
|
|
}
|
|
|
|
static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device *device,
|
|
UINT size, DWORD usage, enum wined3d_format_id format_id, enum wined3d_pool pool, unsigned int bind_flags,
|
|
const struct wined3d_sub_resource_data *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, usage);
|
|
BOOL dynamic_buffer_ok;
|
|
HRESULT hr;
|
|
|
|
if (!size)
|
|
{
|
|
WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL.\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
if (data && !data->data)
|
|
{
|
|
WARN("Invalid sub-resource data specified.\n");
|
|
return E_INVALIDARG;
|
|
}
|
|
|
|
hr = resource_init(&buffer->resource, device, WINED3D_RTYPE_BUFFER, format,
|
|
WINED3D_MULTISAMPLE_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 = buffer_type_hint_from_bind_flags(gl_info, bind_flags);
|
|
buffer->bind_flags = bind_flags;
|
|
buffer->locations = WINED3D_LOCATION_SYSMEM;
|
|
|
|
TRACE("buffer %p, size %#x, usage %#x, format %s, memory @ %p.\n",
|
|
buffer, buffer->resource.size, buffer->resource.usage,
|
|
debug_d3dformat(buffer->resource.format->id), buffer->resource.heap_memory);
|
|
|
|
if (device->create_parms.flags & WINED3DCREATE_SOFTWARE_VERTEXPROCESSING || pool == WINED3D_POOL_MANAGED)
|
|
{
|
|
/* SWvp and managed buffers always return the same pointer in buffer
|
|
* maps and retain data in DISCARD maps. Keep a system memory copy of
|
|
* the buffer to provide the same behavior to the application. */
|
|
TRACE("Using doublebuffer mode.\n");
|
|
buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
|
|
}
|
|
|
|
/* Observations show that draw_primitive_immediate_mode() is faster on
|
|
* dynamic vertex buffers than converting + draw_primitive_arrays().
|
|
* (Half-Life 2 and others.) */
|
|
dynamic_buffer_ok = gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] || gl_info->supported[ARB_MAP_BUFFER_RANGE];
|
|
|
|
if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
|
|
{
|
|
TRACE("Not creating a BO because GL_ARB_vertex_buffer is not supported.\n");
|
|
}
|
|
else if (buffer->resource.pool == WINED3D_POOL_SYSTEM_MEM)
|
|
{
|
|
TRACE("Not creating a BO because the buffer is in system memory.\n");
|
|
}
|
|
else if (!dynamic_buffer_ok && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
|
|
{
|
|
TRACE("Not creating a BO because the buffer has dynamic usage and no GL support.\n");
|
|
}
|
|
else
|
|
{
|
|
buffer->flags |= WINED3D_BUFFER_USE_BO;
|
|
}
|
|
|
|
if (!(buffer->maps = HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer->maps))))
|
|
{
|
|
ERR("Out of memory.\n");
|
|
buffer_unload(&buffer->resource);
|
|
resource_cleanup(&buffer->resource);
|
|
wined3d_resource_wait_idle(&buffer->resource);
|
|
return E_OUTOFMEMORY;
|
|
}
|
|
buffer->maps_size = 1;
|
|
|
|
if (data)
|
|
wined3d_device_update_sub_resource(device, &buffer->resource,
|
|
0, NULL, data->data, data->row_pitch, data->slice_pitch);
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_buffer_create(struct wined3d_device *device, const struct wined3d_buffer_desc *desc,
|
|
const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops,
|
|
struct wined3d_buffer **buffer)
|
|
{
|
|
struct wined3d_buffer *object;
|
|
HRESULT hr;
|
|
|
|
TRACE("device %p, desc %p, data %p, parent %p, parent_ops %p, buffer %p.\n",
|
|
device, desc, data, parent, parent_ops, buffer);
|
|
|
|
if (!(object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object))))
|
|
return E_OUTOFMEMORY;
|
|
|
|
FIXME("Ignoring access flags (pool).\n");
|
|
|
|
if (FAILED(hr = buffer_init(object, device, desc->byte_width, desc->usage, WINED3DFMT_UNKNOWN,
|
|
WINED3D_POOL_MANAGED, desc->bind_flags, data, parent, parent_ops)))
|
|
{
|
|
WARN("Failed to initialize buffer, hr %#x.\n", hr);
|
|
HeapFree(GetProcessHeap(), 0, object);
|
|
return hr;
|
|
}
|
|
object->desc = *desc;
|
|
|
|
TRACE("Created buffer %p.\n", object);
|
|
|
|
*buffer = object;
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_buffer_create_vb(struct wined3d_device *device, UINT size, DWORD usage, enum wined3d_pool pool,
|
|
void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer)
|
|
{
|
|
struct wined3d_buffer *object;
|
|
HRESULT hr;
|
|
|
|
TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
|
|
device, size, usage, pool, parent, parent_ops, buffer);
|
|
|
|
if (pool == WINED3D_POOL_SCRATCH)
|
|
{
|
|
/* The d3d9 tests shows that this is not allowed. It doesn't make much
|
|
* sense anyway, SCRATCH buffers wouldn't be usable anywhere. */
|
|
WARN("Vertex buffer in WINED3D_POOL_SCRATCH requested, returning WINED3DERR_INVALIDCALL.\n");
|
|
*buffer = NULL;
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
|
if (!object)
|
|
{
|
|
*buffer = NULL;
|
|
return WINED3DERR_OUTOFVIDEOMEMORY;
|
|
}
|
|
|
|
hr = buffer_init(object, device, size, usage, WINED3DFMT_UNKNOWN,
|
|
pool, WINED3D_BIND_VERTEX_BUFFER, NULL, parent, parent_ops);
|
|
if (FAILED(hr))
|
|
{
|
|
WARN("Failed to initialize buffer, hr %#x.\n", hr);
|
|
HeapFree(GetProcessHeap(), 0, object);
|
|
return hr;
|
|
}
|
|
|
|
TRACE("Created buffer %p.\n", object);
|
|
*buffer = object;
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_buffer_create_ib(struct wined3d_device *device, UINT size, DWORD usage, enum wined3d_pool pool,
|
|
void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer)
|
|
{
|
|
struct wined3d_buffer *object;
|
|
HRESULT hr;
|
|
|
|
TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
|
|
device, size, usage, pool, parent, parent_ops, buffer);
|
|
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
|
if (!object)
|
|
{
|
|
*buffer = NULL;
|
|
return WINED3DERR_OUTOFVIDEOMEMORY;
|
|
}
|
|
|
|
hr = buffer_init(object, device, size, usage | WINED3DUSAGE_STATICDECL,
|
|
WINED3DFMT_UNKNOWN, pool, WINED3D_BIND_INDEX_BUFFER, NULL,
|
|
parent, parent_ops);
|
|
if (FAILED(hr))
|
|
{
|
|
WARN("Failed to initialize buffer, hr %#x\n", hr);
|
|
HeapFree(GetProcessHeap(), 0, object);
|
|
return hr;
|
|
}
|
|
|
|
TRACE("Created buffer %p.\n", object);
|
|
*buffer = object;
|
|
|
|
return WINED3D_OK;
|
|
}
|