Sweden-Number/dlls/wined3d/vertexbuffer.c

813 lines
34 KiB
C

/*
* IWineD3DVertexBuffer Implementation
*
* Copyright 2002-2005 Jason Edmeades
* Raphael Junqueira
* Copyright 2004 Christian Costa
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
#define VB_MAXDECLCHANGES 100 /* After that number we stop converting */
#define VB_RESETDECLCHANGE 1000 /* Reset the changecount after that number of draws */
/* *******************************************
IWineD3DVertexBuffer IUnknown parts follow
******************************************* */
static HRESULT WINAPI IWineD3DVertexBufferImpl_QueryInterface(IWineD3DVertexBuffer *iface, REFIID riid, LPVOID *ppobj)
{
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_IWineD3DBase)
|| IsEqualGUID(riid, &IID_IWineD3DResource)
|| IsEqualGUID(riid, &IID_IWineD3DVertexBuffer)){
IUnknown_AddRef(iface);
*ppobj = This;
return S_OK;
}
*ppobj = NULL;
return E_NOINTERFACE;
}
static ULONG WINAPI IWineD3DVertexBufferImpl_AddRef(IWineD3DVertexBuffer *iface) {
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
ULONG ref = InterlockedIncrement(&This->resource.ref);
TRACE("(%p) : AddRef increasing from %d\n", This, ref - 1);
return ref;
}
static ULONG WINAPI IWineD3DVertexBufferImpl_Release(IWineD3DVertexBuffer *iface) {
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
ULONG ref = InterlockedDecrement(&This->resource.ref);
TRACE("(%p) : Releasing from %d\n", This, ref + 1);
if (ref == 0) {
if(This->vbo) {
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
checkGLcall("glDeleteBuffersARB");
LEAVE_GL();
}
IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
HeapFree(GetProcessHeap(), 0, This);
}
return ref;
}
/* ****************************************************
IWineD3DVertexBuffer IWineD3DResource parts follow
**************************************************** */
static HRESULT WINAPI IWineD3DVertexBufferImpl_GetDevice(IWineD3DVertexBuffer *iface, IWineD3DDevice** ppDevice) {
return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
}
static HRESULT WINAPI IWineD3DVertexBufferImpl_SetPrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
}
static HRESULT WINAPI IWineD3DVertexBufferImpl_GetPrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
}
static HRESULT WINAPI IWineD3DVertexBufferImpl_FreePrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid) {
return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
}
static DWORD WINAPI IWineD3DVertexBufferImpl_SetPriority(IWineD3DVertexBuffer *iface, DWORD PriorityNew) {
return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
}
static DWORD WINAPI IWineD3DVertexBufferImpl_GetPriority(IWineD3DVertexBuffer *iface) {
return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
}
static inline void fixup_d3dcolor(DWORD *pos) {
DWORD srcColor = *pos;
/* Color conversion like in drawStridedSlow. watch out for little endianity
* If we want that stuff to work on big endian machines too we have to consider more things
*
* 0xff000000: Alpha mask
* 0x00ff0000: Blue mask
* 0x0000ff00: Green mask
* 0x000000ff: Red mask
*/
*pos = 0;
*pos |= (srcColor & 0xff00ff00) ; /* Alpha Green */
*pos |= (srcColor & 0x00ff0000) >> 16; /* Red */
*pos |= (srcColor & 0x000000ff) << 16; /* Blue */
}
static inline void fixup_transformed_pos(float *p) {
float x, y, z, w;
/* rhw conversion like in drawStridedSlow */
if(p[3] == 1.0 || ((p[3] < eps) && (p[3] > -eps))) {
x = p[0];
y = p[1];
z = p[2];
w = 1.0;
} else {
w = 1.0 / p[3];
x = p[0] * w;
y = p[1] * w;
z = p[2] * w;
}
p[0] = x;
p[1] = y;
p[2] = z;
p[3] = w;
}
DWORD *find_conversion_shift(IWineD3DVertexBufferImpl *This, WineDirect3DVertexStridedData *strided, DWORD stride) {
DWORD *ret, i, shift, j, type;
DWORD orig_type_size;
if(!stride) {
TRACE("No shift\n");
return NULL;
}
This->conv_stride = stride;
ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(DWORD) * stride);
for(i = 0; i < MAX_ATTRIBS; i++) {
if(strided->u.input[i].VBO != This->vbo) continue;
type = strided->u.input[i].dwType;
if(type == WINED3DDECLTYPE_FLOAT16_2) {
shift = 4;
} else if(type == WINED3DDECLTYPE_FLOAT16_4) {
shift = 8;
/* Pre-shift the last 4 bytes in the FLOAT16_4 by 4 bytes - this makes FLOAT16_2 and FLOAT16_4 conversions
* compatible
*/
for(j = 4; j < 8; j++) {
ret[(DWORD_PTR) strided->u.input[i].lpData + j ] += 4;
}
} else {
shift = 0;
}
This->conv_stride += shift;
if(shift) {
orig_type_size = WINED3D_ATR_TYPESIZE(type) * WINED3D_ATR_SIZE(type);
for(j = (DWORD_PTR) strided->u.input[i].lpData + orig_type_size; j < stride; j++) {
ret[j] += shift;
}
}
}
if(TRACE_ON(d3d)) {
TRACE("Dumping conversion shift:\n");
for(i = 0; i < stride; i++) {
TRACE("[%d]", ret[i]);
}
TRACE("\n");
}
return ret;
}
static inline BOOL process_converted_attribute(IWineD3DVertexBufferImpl *This,
const enum vbo_conversion_type conv_type,
const WineDirect3DStridedData *attrib,
DWORD *stride_this_run, const DWORD type) {
DWORD attrib_size;
BOOL ret = FALSE;
int i;
DWORD offset = This->resource.wineD3DDevice->stateBlock->streamOffset[attrib->streamNo];
DWORD_PTR data;
/* Check for some valid situations which cause us pain. One is if the buffer is used for
* constant attributes(stride = 0), the other one is if the buffer is used on two streams
* with different strides. In the 2nd case we might have to drop conversion entirely,
* it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
*/
if(attrib->dwStride == 0) {
FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n",
debug_d3ddecltype(type));
} else if(attrib->dwStride != *stride_this_run &&
*stride_this_run) {
FIXME("Got two concurrent strides, %d and %d\n", attrib->dwStride, *stride_this_run);
} else {
*stride_this_run = attrib->dwStride;
if(This->stride != *stride_this_run) {
/* We rely that this happens only on the first converted attribute that is found,
* if at all. See above check
*/
TRACE("Reconverting because converted attributes occur, and the stride changed\n");
This->stride = *stride_this_run;
HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY, This->conv_map);
This->conv_map = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*This->conv_map) * This->stride);
ret = TRUE;
}
}
data = (((DWORD_PTR) attrib->lpData) + offset) % This->stride;
attrib_size = WINED3D_ATR_SIZE(type) * WINED3D_ATR_TYPESIZE(type);
for(i = 0; i < attrib_size; i++) {
if(This->conv_map[data + i] != conv_type) {
TRACE("Byte %ld in vertex changed\n", i + data);
TRACE("It was type %d, is %d now\n", This->conv_map[data + i], conv_type);
ret = TRUE;
This->conv_map[data + i] = conv_type;
}
}
return ret;
}
static inline BOOL check_attribute(IWineD3DVertexBufferImpl *This, const WineDirect3DStridedData *attrib,
const BOOL check_d3dcolor, const BOOL is_ffp_position, const BOOL is_ffp_color,
DWORD *stride_this_run, BOOL *float16_used) {
BOOL ret = FALSE;
DWORD type;
/* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
* there, on nonexistent attribs the vbo is 0.
*/
if(attrib->VBO != This->vbo) return FALSE;
type = attrib->dwType;
/* Look for newly appeared conversion */
if(!GL_SUPPORT(NV_HALF_FLOAT) && (
type == WINED3DDECLTYPE_FLOAT16_2 ||
type == WINED3DDECLTYPE_FLOAT16_4)) {
ret = process_converted_attribute(This, CONV_FLOAT16_2, attrib, stride_this_run, type);
if(is_ffp_position) {
FIXME("Test FLOAT16 fixed function processing positions\n");
} else if(is_ffp_color) {
FIXME("test FLOAT16 fixed function processing colors\n");
}
*float16_used = TRUE;
} else if(check_d3dcolor && type == WINED3DDECLTYPE_D3DCOLOR) {
ret = process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run, WINED3DDECLTYPE_D3DCOLOR);
if(!is_ffp_color) {
FIXME("Test for non-color fixed function D3DCOLOR type\n");
}
} else if(is_ffp_position && type == WINED3DDECLTYPE_FLOAT4) {
ret = process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run, WINED3DDECLTYPE_FLOAT4);
} else if(This->conv_map) {
ret = process_converted_attribute(This, CONV_NONE, attrib, stride_this_run, type);
}
return ret;
}
inline BOOL WINAPI IWineD3DVertexBufferImpl_FindDecl(IWineD3DVertexBufferImpl *This)
{
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
BOOL ret = FALSE;
int i;
DWORD stride_this_run = 0;
BOOL float16_used = FALSE;
/* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
* Once we have our declaration there is no need to look it up again.
*/
if(((IWineD3DImpl *)device->wineD3D)->dxVersion == 7 && This->Flags & VBFLAG_HASDESC) {
return FALSE;
}
TRACE("Finding vertex buffer conversion information\n");
/* Certain declaration types need some fixups before we can pass them to opengl. This means D3DCOLOR attributes with fixed
* function vertex processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if GL_NV_half_float is not supported.
*
* The vertex buffer FVF doesn't help with finding them, we have to use the decoded vertex declaration and pick the things
* that concern the current buffer. A problem with this is that this can change between draws, so we have to validate
* the information and reprocess the buffer if it changes, and avoid false positives for performance reasons.
*
* We have to distinguish between vertex shaders and fixed function to pick the way we access the
* strided vertex information.
*
* This code sets up a per-byte array with the size of the detected stride of the arrays in the
* buffer. For each byte we have a field that marks the conversion needed on this byte. For example,
* the following declaration with fixed function vertex processing:
*
* POSITIONT, FLOAT4
* NORMAL, FLOAT3
* DIFFUSE, FLOAT16_4
* SPECULAR, D3DCOLOR
*
* Will result in
* { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
* [P][P][P][P][P][P][P][P][P][P][P][P][P][P][P][P][0][0][0][0][0][0][0][0][0][0][0][0][F][F][F][F][F][F][F][F][C][C][C][C]
*
* Where in this example map P means 4 component position conversion, 0 means no conversion, F means FLOAT16_2 conversion
* and C means D3DCOLOR conversion(red / blue swizzle).
*
* If we're doing conversion and the stride changes we have to reconvert the whole buffer. Note that we do not mind if the
* semantic changes, we only care for the conversion type. So if the NORMAL is replaced with a TEXCOORD, nothing has to be
* done, or if the DIFFUSE is replaced with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some conversion types
* depend on the semantic as well, for example a FLOAT4 texcoord needs no conversion while a FLOAT4 positiont needs one
*/
if(use_vs(device)) {
TRACE("vhsader\n");
/* If the current vertex declaration is marked for no half float conversion don't bother to
* analyse the strided streams in depth, just set them up for no conversion. Return decl changed
* if we used conversion before
*/
if(!((IWineD3DVertexDeclarationImpl *) device->stateBlock->vertexDecl)->half_float_conv_needed) {
if(This->conv_map) {
TRACE("Now using shaders without conversion, but conversion used before\n");
HeapFree(GetProcessHeap(), 0, This->conv_map);
HeapFree(GetProcessHeap(), 0, This->conv_shift);
This->conv_map = NULL;
This->stride = 0;
This->conv_shift = NULL;
This->conv_stride = 0;
return TRUE;
} else {
return FALSE;
}
}
for(i = 0; i < MAX_ATTRIBS; i++) {
ret = check_attribute(This, &device->strided_streams.u.input[i], FALSE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
}
/* Recalculate the conversion shift map if the declaration has changed,
* and we're using float16 conversion or used it on the last run
*/
if(ret && (float16_used || This->conv_map)) {
HeapFree(GetProcessHeap(), 0, This->conv_shift);
This->conv_shift = find_conversion_shift(This, &device->strided_streams, This->stride);
}
} else {
/* Fixed function is a bit trickier. We have to take care for D3DCOLOR types, FLOAT4 positions and of course
* FLOAT16s if not supported. Also, we can't iterate over the array, so use macros to generate code for all
* the attributes that our current fixed function pipeline implementation cares for.
*/
ret = check_attribute(This, &device->strided_streams.u.s.position, TRUE, TRUE, FALSE, &stride_this_run, &float16_used) || ret;
ret = check_attribute(This, &device->strided_streams.u.s.normal, TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
ret = check_attribute(This, &device->strided_streams.u.s.diffuse, TRUE, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
ret = check_attribute(This, &device->strided_streams.u.s.specular, TRUE, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
ret = check_attribute(This, &device->strided_streams.u.s.texCoords[0], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
ret = check_attribute(This, &device->strided_streams.u.s.texCoords[1], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
ret = check_attribute(This, &device->strided_streams.u.s.texCoords[2], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
ret = check_attribute(This, &device->strided_streams.u.s.texCoords[3], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
ret = check_attribute(This, &device->strided_streams.u.s.texCoords[4], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
ret = check_attribute(This, &device->strided_streams.u.s.texCoords[5], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
ret = check_attribute(This, &device->strided_streams.u.s.texCoords[6], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
ret = check_attribute(This, &device->strided_streams.u.s.texCoords[7], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
if(float16_used) FIXME("Float16 conversion used with fixed function vertex processing\n");
}
if(stride_this_run == 0 && This->conv_map) {
/* Sanity test */
if(ret == FALSE) {
ERR("no converted attributes found, old conversion map exists, and no declaration change???\n");
}
HeapFree(GetProcessHeap(), 0, This->conv_map);
This->conv_map = NULL;
This->stride = 0;
}
This->Flags |= VBFLAG_HASDESC;
if(ret) TRACE("Conversion information changed\n");
return ret;
}
static void check_vbo_size(IWineD3DVertexBufferImpl *This) {
DWORD size = This->conv_stride ? This->conv_stride * (This->resource.size / This->stride) : This->resource.size;
if(This->vbo_size != size) {
TRACE("Old size %d, creating new size %d\n", This->vbo_size, size);
ENTER_GL();
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
checkGLcall("glBindBufferARB");
GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB, size, NULL, This->vbo_usage));
This->vbo_size = size;
checkGLcall("glBufferDataARB");
LEAVE_GL();
}
}
static void CreateVBO(IWineD3DVertexBufferImpl *This) {
GLenum error, glUsage;
DWORD vboUsage = This->resource.usage;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n", This, debug_d3dusage(vboUsage));
/* Make sure that a context is there. Needed in a multithreaded environment. Otherwise this call is a nop */
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
/* Make sure that the gl error is cleared. Do not use checkGLcall
* here because checkGLcall just prints a fixme and continues. However,
* if an error during VBO creation occurs we can fall back to non-vbo operation
* with full functionality(but performance loss)
*/
while(glGetError() != GL_NO_ERROR);
/* Basically the FVF parameter passed to CreateVertexBuffer is no good
* It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
* IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
* look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
* to check if the rhw and color values are in the correct format.
*/
GL_EXTCALL(glGenBuffersARB(1, &This->vbo));
error = glGetError();
if(This->vbo == 0 || error != GL_NO_ERROR) {
WARN("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error);
goto error;
}
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
error = glGetError();
if(error != GL_NO_ERROR) {
WARN("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error);
goto error;
}
/* Don't use static, because dx apps tend to update the buffer
* quite often even if they specify 0 usage. Because we always keep the local copy
* we never read from the vbo and can create a write only opengl buffer.
*/
switch(vboUsage & (WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC) ) {
case WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC:
case WINED3DUSAGE_DYNAMIC:
TRACE("Gl usage = GL_STREAM_DRAW\n");
glUsage = GL_STREAM_DRAW_ARB;
break;
case WINED3DUSAGE_WRITEONLY:
default:
TRACE("Gl usage = GL_DYNAMIC_DRAW\n");
glUsage = GL_DYNAMIC_DRAW_ARB;
break;
}
/* Reserve memory for the buffer. The amount of data won't change
* so we are safe with calling glBufferData once with a NULL ptr and
* calling glBufferSubData on updates
*/
GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB, This->resource.size, NULL, glUsage));
error = glGetError();
if(error != GL_NO_ERROR) {
WARN("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error);
goto error;
}
This->vbo_size = This->resource.size;
This->vbo_usage = glUsage;
LEAVE_GL();
return;
error:
/* Clean up all vbo init, but continue because we can work without a vbo :-) */
FIXME("Failed to create a vertex buffer object. Continuing, but performance issues can occur\n");
if(This->vbo) GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
This->vbo = 0;
LEAVE_GL();
return;
}
static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *iface) {
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
BYTE *data;
UINT start = 0, end = 0, vertices;
BOOL declChanged = FALSE;
int i, j;
TRACE("(%p)->()\n", This);
if(This->Flags & VBFLAG_LOAD) {
return; /* Already doing that stuff */
}
if(!This->vbo) {
/* TODO: Make converting independent from VBOs */
if(This->Flags & VBFLAG_CREATEVBO) {
CreateVBO(This);
This->Flags &= ~VBFLAG_CREATEVBO;
} else {
return; /* Not doing any conversion */
}
}
/* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
if(device->isInDraw && This->bindCount > 0) {
declChanged = IWineD3DVertexBufferImpl_FindDecl(This);
} else if(This->Flags & VBFLAG_HASDESC) {
/* Reuse the declaration stored in the buffer. It will most likely not change, and if it does
* the stream source state handler will call PreLoad again and the change will be caught
*/
} else {
/* Cannot get a declaration, and no declaration is stored in the buffer. It is pointless to preload
* now. When the buffer is used, PreLoad will be called by the stream source state handler and a valid
* declaration for the buffer can be found
*/
return;
}
/* If applications change the declaration over and over, reconverting all the time is a huge
* performance hit. So count the declaration changes and release the VBO if there are too many
* of them (and thus stop converting)
*/
if(declChanged) {
This->declChanges++;
This->draws = 0;
if(This->declChanges > VB_MAXDECLCHANGES) {
FIXME("Too many declaration changes, stopping converting\n");
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
checkGLcall("glDeleteBuffersARB");
LEAVE_GL();
This->vbo = 0;
HeapFree(GetProcessHeap(), 0, This->conv_shift);
/* The stream source state handler might have read the memory of the vertex buffer already
* and got the memory in the vbo which is not valid any longer. Dirtify the stream source
* to force a reload. This happens only once per changed vertexbuffer and should occur rather
* rarely
*/
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
return;
}
check_vbo_size(This);
} else {
/* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
* changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
* decl changes and reset the decl change count after a specific number of them
*/
This->draws++;
if(This->draws > VB_RESETDECLCHANGE) This->declChanges = 0;
}
if(declChanged) {
/* The declaration changed, reload the whole buffer */
WARN("Reloading buffer because of decl change\n");
start = 0;
end = This->resource.size;
} else if(This->Flags & VBFLAG_DIRTY) {
/* No decl change, but dirty data, reload the changed stuff */
if(This->conv_shift) {
if(This->dirtystart != 0 || This->dirtyend != 0) {
FIXME("Implement partial buffer loading with shifted conversion\n");
}
}
start = This->dirtystart;
end = This->dirtyend;
} else {
/* Desc not changed, buffer not dirty, nothing to do :-) */
return;
}
/* Mark the buffer clean */
This->Flags &= ~VBFLAG_DIRTY;
This->dirtystart = 0;
This->dirtyend = 0;
if(!This->conv_map) {
/* That means that there is nothing to fixup. Just upload from This->resource.allocatedMemory
* directly into the vbo. Do not free the system memory copy because drawPrimitive may need it if
* the stride is 0, for instancing emulation, vertex blending emulation or shader emulation.
*/
TRACE("No conversion needed\n");
if(!device->isInDraw) {
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
}
ENTER_GL();
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
checkGLcall("glBindBufferARB");
GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, start, end-start, This->resource.allocatedMemory + start));
checkGLcall("glBufferSubDataARB");
LEAVE_GL();
return;
}
/* Now for each vertex in the buffer that needs conversion */
vertices = This->resource.size / This->stride;
if(This->conv_shift) {
TRACE("Shifted conversion\n");
data = HeapAlloc(GetProcessHeap(), 0, vertices * This->conv_stride);
for(i = start / This->stride; i < min((end / This->stride) + 1, vertices); i++) {
for(j = 0; j < This->stride; j++) {
switch(This->conv_map[j]) {
case CONV_NONE:
data[This->conv_stride * i + j + This->conv_shift[j]] = This->resource.allocatedMemory[This->stride * i + j];
break;
case CONV_FLOAT16_2:
{
float *out = (float *) (&data[This->conv_stride * i + j + This->conv_shift[j]]);
WORD *in = (WORD *) (&This->resource.allocatedMemory[i * This->stride + j]);
out[1] = float_16_to_32(in + 1);
out[0] = float_16_to_32(in + 0);
j += 3; /* Skip 3 additional bytes,as a FLOAT16_2 has 4 bytes */
break;
}
default:
FIXME("Unimplemented conversion %d in shifted conversion\n", This->conv_map[j]);
}
}
}
ENTER_GL();
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
checkGLcall("glBindBufferARB");
GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, vertices * This->conv_stride, data));
checkGLcall("glBufferSubDataARB");
LEAVE_GL();
} else {
data = HeapAlloc(GetProcessHeap(), 0, This->resource.size);
memcpy(data + start, This->resource.allocatedMemory + start, end - start);
for(i = start / This->stride; i < min((end / This->stride) + 1, vertices); i++) {
for(j = 0; j < This->stride; j++) {
switch(This->conv_map[j]) {
case CONV_NONE:
/* Done already */
j += 3;
break;
case CONV_D3DCOLOR:
fixup_d3dcolor((DWORD *) (data + i * This->stride + j));
j += 3;
break;
case CONV_POSITIONT:
fixup_transformed_pos((float *) (data + i * This->stride + j));
j += 15;
break;
case CONV_FLOAT16_2:
ERR("Did not expect FLOAT16 conversion in unshifted conversion\n");
default:
FIXME("Unimplemented conversion %d in shifted conversion\n", This->conv_map[j]);
}
}
}
ENTER_GL();
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
checkGLcall("glBindBufferARB");
GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, start, end - start, data + start));
checkGLcall("glBufferSubDataARB");
LEAVE_GL();
}
HeapFree(GetProcessHeap(), 0, data);
}
static void WINAPI IWineD3DVertexBufferImpl_UnLoad(IWineD3DVertexBuffer *iface) {
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
TRACE("(%p)\n", This);
/* This is easy: The whole content is shadowed in This->resource.allocatedMemory,
* so we only have to destroy the vbo. Only do it if we have a vbo, which implies
* that vbos are supported
*/
if(This->vbo) {
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
checkGLcall("glDeleteBuffersARB");
LEAVE_GL();
This->vbo = 0;
This->Flags |= VBFLAG_CREATEVBO; /* Recreate the VBO next load */
}
}
static WINED3DRESOURCETYPE WINAPI IWineD3DVertexBufferImpl_GetType(IWineD3DVertexBuffer *iface) {
return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
}
static HRESULT WINAPI IWineD3DVertexBufferImpl_GetParent(IWineD3DVertexBuffer *iface, IUnknown **pParent) {
return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
}
/* ******************************************************
IWineD3DVertexBuffer IWineD3DVertexBuffer parts follow
****************************************************** */
static HRESULT WINAPI IWineD3DVertexBufferImpl_Lock(IWineD3DVertexBuffer *iface, UINT OffsetToLock, UINT SizeToLock, BYTE** ppbData, DWORD Flags) {
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
BYTE *data;
TRACE("(%p)->%d, %d, %p, %08x\n", This, OffsetToLock, SizeToLock, ppbData, Flags);
InterlockedIncrement(&This->lockcount);
if(This->Flags & VBFLAG_DIRTY) {
if(This->dirtystart > OffsetToLock) This->dirtystart = OffsetToLock;
if(SizeToLock) {
if(This->dirtyend < OffsetToLock + SizeToLock) This->dirtyend = OffsetToLock + SizeToLock;
} else {
This->dirtyend = This->resource.size;
}
} else {
This->dirtystart = OffsetToLock;
if(SizeToLock)
This->dirtyend = OffsetToLock + SizeToLock;
else
This->dirtyend = This->resource.size;
}
data = This->resource.allocatedMemory;
This->Flags |= VBFLAG_DIRTY;
*ppbData = data + OffsetToLock;
TRACE("(%p) : returning memory of %p (base:%p,offset:%u)\n", This, data + OffsetToLock, data, OffsetToLock);
/* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
return WINED3D_OK;
}
HRESULT WINAPI IWineD3DVertexBufferImpl_Unlock(IWineD3DVertexBuffer *iface) {
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface;
LONG lockcount;
TRACE("(%p)\n", This);
lockcount = InterlockedDecrement(&This->lockcount);
if(lockcount > 0) {
/* Delay loading the buffer until everything is unlocked */
TRACE("Ignoring the unlock\n");
return WINED3D_OK;
}
if(This->Flags & VBFLAG_HASDESC) {
IWineD3DVertexBufferImpl_PreLoad(iface);
}
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DVertexBufferImpl_GetDesc(IWineD3DVertexBuffer *iface, WINED3DVERTEXBUFFER_DESC *pDesc) {
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
TRACE("(%p)\n", This);
pDesc->Format = This->resource.format;
pDesc->Type = This->resource.resourceType;
pDesc->Usage = This->resource.usage;
pDesc->Pool = This->resource.pool;
pDesc->Size = This->resource.size;
pDesc->FVF = This->fvf;
return WINED3D_OK;
}
const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl =
{
/* IUnknown */
IWineD3DVertexBufferImpl_QueryInterface,
IWineD3DVertexBufferImpl_AddRef,
IWineD3DVertexBufferImpl_Release,
/* IWineD3DResource */
IWineD3DVertexBufferImpl_GetParent,
IWineD3DVertexBufferImpl_GetDevice,
IWineD3DVertexBufferImpl_SetPrivateData,
IWineD3DVertexBufferImpl_GetPrivateData,
IWineD3DVertexBufferImpl_FreePrivateData,
IWineD3DVertexBufferImpl_SetPriority,
IWineD3DVertexBufferImpl_GetPriority,
IWineD3DVertexBufferImpl_PreLoad,
IWineD3DVertexBufferImpl_UnLoad,
IWineD3DVertexBufferImpl_GetType,
/* IWineD3DVertexBuffer */
IWineD3DVertexBufferImpl_Lock,
IWineD3DVertexBufferImpl_Unlock,
IWineD3DVertexBufferImpl_GetDesc
};
BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo) {
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
*vbo = This->vbo;
if(This->vbo == 0) {
return This->resource.allocatedMemory + iOffset;
} else {
return (BYTE *) iOffset;
}
}
HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface) {
return WINED3D_OK;
}