824 lines
34 KiB
C
824 lines
34 KiB
C
/*
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* IWineD3DVertexBuffer Implementation
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*
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* Copyright 2002-2005 Jason Edmeades
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* Raphael Junqueira
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* Copyright 2004 Christian Costa
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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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#include "config.h"
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
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#define VB_MAXDECLCHANGES 100 /* After that number we stop converting */
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#define VB_RESETDECLCHANGE 1000 /* Reset the changecount after that number of draws */
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/* *******************************************
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IWineD3DVertexBuffer IUnknown parts follow
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******************************************* */
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static HRESULT WINAPI IWineD3DVertexBufferImpl_QueryInterface(IWineD3DVertexBuffer *iface, REFIID riid, LPVOID *ppobj)
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{
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IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
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TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
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if (IsEqualGUID(riid, &IID_IUnknown)
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|| IsEqualGUID(riid, &IID_IWineD3DBase)
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|| IsEqualGUID(riid, &IID_IWineD3DResource)
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|| IsEqualGUID(riid, &IID_IWineD3DVertexBuffer)){
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IUnknown_AddRef(iface);
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*ppobj = This;
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return S_OK;
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}
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*ppobj = NULL;
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return E_NOINTERFACE;
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}
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static ULONG WINAPI IWineD3DVertexBufferImpl_AddRef(IWineD3DVertexBuffer *iface) {
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IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
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ULONG ref = InterlockedIncrement(&This->resource.ref);
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TRACE("(%p) : AddRef increasing from %d\n", This, ref - 1);
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return ref;
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}
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static ULONG WINAPI IWineD3DVertexBufferImpl_Release(IWineD3DVertexBuffer *iface) {
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IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
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ULONG ref = InterlockedDecrement(&This->resource.ref);
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TRACE("(%p) : Releasing from %d\n", This, ref + 1);
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if (ref == 0) {
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if(This->vbo) {
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IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
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ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
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ENTER_GL();
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GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
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checkGLcall("glDeleteBuffersARB");
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LEAVE_GL();
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}
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IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
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HeapFree(GetProcessHeap(), 0, This);
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}
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return ref;
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}
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/* ****************************************************
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IWineD3DVertexBuffer IWineD3DResource parts follow
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**************************************************** */
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static HRESULT WINAPI IWineD3DVertexBufferImpl_GetDevice(IWineD3DVertexBuffer *iface, IWineD3DDevice** ppDevice) {
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return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
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}
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static HRESULT WINAPI IWineD3DVertexBufferImpl_SetPrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
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return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
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}
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static HRESULT WINAPI IWineD3DVertexBufferImpl_GetPrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
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return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
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}
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static HRESULT WINAPI IWineD3DVertexBufferImpl_FreePrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid) {
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return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
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}
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static DWORD WINAPI IWineD3DVertexBufferImpl_SetPriority(IWineD3DVertexBuffer *iface, DWORD PriorityNew) {
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return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
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}
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static DWORD WINAPI IWineD3DVertexBufferImpl_GetPriority(IWineD3DVertexBuffer *iface) {
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return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
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}
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static inline void fixup_d3dcolor(DWORD *pos) {
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DWORD srcColor = *pos;
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/* Color conversion like in drawStridedSlow. watch out for little endianity
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* If we want that stuff to work on big endian machines too we have to consider more things
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*
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* 0xff000000: Alpha mask
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* 0x00ff0000: Blue mask
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* 0x0000ff00: Green mask
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* 0x000000ff: Red mask
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*/
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*pos = 0;
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*pos |= (srcColor & 0xff00ff00) ; /* Alpha Green */
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*pos |= (srcColor & 0x00ff0000) >> 16; /* Red */
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*pos |= (srcColor & 0x000000ff) << 16; /* Blue */
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}
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static inline void fixup_transformed_pos(float *p) {
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float x, y, z, w;
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/* rhw conversion like in drawStridedSlow */
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if(p[3] == 1.0 || ((p[3] < eps) && (p[3] > -eps))) {
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x = p[0];
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y = p[1];
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z = p[2];
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w = 1.0;
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} else {
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w = 1.0 / p[3];
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x = p[0] * w;
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y = p[1] * w;
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z = p[2] * w;
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}
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p[0] = x;
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p[1] = y;
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p[2] = z;
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p[3] = w;
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}
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DWORD *find_conversion_shift(IWineD3DVertexBufferImpl *This, WineDirect3DVertexStridedData *strided, DWORD stride) {
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DWORD *ret, i, shift, j, type;
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DWORD orig_type_size;
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if(!stride) {
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TRACE("No shift\n");
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return NULL;
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}
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This->conv_stride = stride;
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ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(DWORD) * stride);
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for(i = 0; i < MAX_ATTRIBS; i++) {
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if(strided->u.input[i].VBO != This->vbo) continue;
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type = strided->u.input[i].dwType;
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if(type == WINED3DDECLTYPE_FLOAT16_2) {
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shift = 4;
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} else if(type == WINED3DDECLTYPE_FLOAT16_4) {
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shift = 8;
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/* Pre-shift the last 4 bytes in the FLOAT16_4 by 4 bytes - this makes FLOAT16_2 and FLOAT16_4 conversions
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* compatible
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*/
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for(j = 4; j < 8; j++) {
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ret[(DWORD_PTR) strided->u.input[i].lpData + j ] += 4;
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}
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} else {
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shift = 0;
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}
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This->conv_stride += shift;
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if(shift) {
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orig_type_size = WINED3D_ATR_TYPESIZE(type) * WINED3D_ATR_SIZE(type);
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for(j = (DWORD_PTR) strided->u.input[i].lpData + orig_type_size; j < stride; j++) {
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ret[j] += shift;
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}
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}
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}
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if(TRACE_ON(d3d)) {
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TRACE("Dumping conversion shift:\n");
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for(i = 0; i < stride; i++) {
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TRACE("[%d]", ret[i]);
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}
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TRACE("\n");
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}
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return ret;
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}
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static inline BOOL process_converted_attribute(IWineD3DVertexBufferImpl *This,
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const enum vbo_conversion_type conv_type,
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const WineDirect3DStridedData *attrib,
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DWORD *stride_this_run, const DWORD type) {
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DWORD attrib_size;
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BOOL ret = FALSE;
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int i;
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DWORD offset = This->resource.wineD3DDevice->stateBlock->streamOffset[attrib->streamNo];
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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->dwStride == 0) {
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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_d3ddecltype(type));
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} else if(attrib->dwStride != *stride_this_run &&
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*stride_this_run) {
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FIXME("Got two concurrent strides, %d and %d\n", attrib->dwStride, *stride_this_run);
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} else {
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*stride_this_run = attrib->dwStride;
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if(This->stride != *stride_this_run) {
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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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This->stride = *stride_this_run;
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HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY, This->conv_map);
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This->conv_map = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*This->conv_map) * This->stride);
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ret = TRUE;
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}
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}
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data = (((DWORD_PTR) attrib->lpData) + offset) % This->stride;
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attrib_size = WINED3D_ATR_SIZE(type) * WINED3D_ATR_TYPESIZE(type);
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for(i = 0; i < attrib_size; i++) {
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if(This->conv_map[data + i] != conv_type) {
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TRACE("Byte %ld in vertex changed\n", i + data);
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TRACE("It was type %d, is %d now\n", This->conv_map[data + i], conv_type);
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ret = TRUE;
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This->conv_map[data + i] = conv_type;
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}
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}
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return ret;
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}
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static inline BOOL check_attribute(IWineD3DVertexBufferImpl *This, const WineDirect3DStridedData *attrib,
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const BOOL check_d3dcolor, const BOOL is_ffp_position, const BOOL is_ffp_color,
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DWORD *stride_this_run, BOOL *float16_used) {
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BOOL ret = FALSE;
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DWORD type;
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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(attrib->VBO != This->vbo) return FALSE;
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type = attrib->dwType;
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/* Look for newly appeared conversion */
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if(!GL_SUPPORT(NV_HALF_FLOAT) && (
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type == WINED3DDECLTYPE_FLOAT16_2 ||
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type == WINED3DDECLTYPE_FLOAT16_4)) {
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ret = process_converted_attribute(This, CONV_FLOAT16_2, attrib, stride_this_run, type);
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if(is_ffp_position) {
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FIXME("Test FLOAT16 fixed function processing positions\n");
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} else if(is_ffp_color) {
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FIXME("test FLOAT16 fixed function processing colors\n");
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}
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*float16_used = TRUE;
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} else if(check_d3dcolor && type == WINED3DDECLTYPE_D3DCOLOR) {
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ret = process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run, WINED3DDECLTYPE_D3DCOLOR);
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if(!is_ffp_color) {
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FIXME("Test for non-color fixed function D3DCOLOR type\n");
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}
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} else if(is_ffp_position && type == WINED3DDECLTYPE_FLOAT4) {
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ret = process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run, WINED3DDECLTYPE_FLOAT4);
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} else if(This->conv_map) {
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ret = process_converted_attribute(This, CONV_NONE, attrib, stride_this_run, type);
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}
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return ret;
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}
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inline BOOL WINAPI IWineD3DVertexBufferImpl_FindDecl(IWineD3DVertexBufferImpl *This)
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{
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IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
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BOOL ret = FALSE;
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int i;
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DWORD stride_this_run = 0;
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BOOL float16_used = FALSE;
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/* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
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* Once we have our declaration there is no need to look it up again.
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*/
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if(((IWineD3DImpl *)device->wineD3D)->dxVersion == 7 && This->Flags & VBFLAG_HASDESC) {
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return FALSE;
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}
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TRACE("Finding vertex buffer conversion information\n");
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/* Certain declaration types need some fixups before we can pass them to opengl. This means D3DCOLOR attributes with fixed
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* function vertex processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if GL_NV_half_float is not supported.
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*
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* The vertex buffer FVF doesn't help with finding them, we have to use the decoded vertex declaration and pick the things
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* that concern the current buffer. A problem with this is that this can change between draws, so we have to validate
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* the information and reprocess the buffer if it changes, and avoid false positives for performance reasons.
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*
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* We have to distinguish between vertex shaders and fixed function to pick the way we access the
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* strided vertex information.
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*
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* This code sets up a per-byte array with the size of the detected stride of the arrays in the
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* buffer. For each byte we have a field that marks the conversion needed on this byte. For example,
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* the following declaration with fixed function vertex processing:
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*
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* POSITIONT, FLOAT4
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* NORMAL, FLOAT3
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* DIFFUSE, FLOAT16_4
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* SPECULAR, D3DCOLOR
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*
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* Will result in
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* { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
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* [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]
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*
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* Where in this example map P means 4 component position conversion, 0 means no conversion, F means FLOAT16_2 conversion
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* and C means D3DCOLOR conversion(red / blue swizzle).
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*
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* If we're doing conversion and the stride changes we have to reconvert the whole buffer. Note that we do not mind if the
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* semantic changes, we only care for the conversion type. So if the NORMAL is replaced with a TEXCOORD, nothing has to be
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* done, or if the DIFFUSE is replaced with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some conversion types
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* depend on the semantic as well, for example a FLOAT4 texcoord needs no conversion while a FLOAT4 positiont needs one
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*/
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if(use_vs(device)) {
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TRACE("vhsader\n");
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/* If the current vertex declaration is marked for no half float conversion don't bother to
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* analyse the strided streams in depth, just set them up for no conversion. Return decl changed
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* if we used conversion before
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*/
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if(!((IWineD3DVertexDeclarationImpl *) device->stateBlock->vertexDecl)->half_float_conv_needed) {
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if(This->conv_map) {
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TRACE("Now using shaders without conversion, but conversion used before\n");
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HeapFree(GetProcessHeap(), 0, This->conv_map);
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HeapFree(GetProcessHeap(), 0, This->conv_shift);
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This->conv_map = NULL;
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This->stride = 0;
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This->conv_shift = NULL;
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This->conv_stride = 0;
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return TRUE;
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} else {
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return FALSE;
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}
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}
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for(i = 0; i < MAX_ATTRIBS; i++) {
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ret = check_attribute(This, &device->strided_streams.u.input[i], FALSE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
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}
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/* Recalculate the conversion shift map if the declaration has changed,
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* and we're using float16 conversion or used it on the last run
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*/
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if(ret && (float16_used || This->conv_map)) {
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HeapFree(GetProcessHeap(), 0, This->conv_shift);
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This->conv_shift = find_conversion_shift(This, &device->strided_streams, This->stride);
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}
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} else {
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/* Fixed function is a bit trickier. We have to take care for D3DCOLOR types, FLOAT4 positions and of course
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* FLOAT16s if not supported. Also, we can't iterate over the array, so use macros to generate code for all
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* the attributes that our current fixed function pipeline implementation cares for.
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*/
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ret = check_attribute(This, &device->strided_streams.u.s.position, TRUE, TRUE, FALSE, &stride_this_run, &float16_used) || ret;
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ret = check_attribute(This, &device->strided_streams.u.s.normal, TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
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ret = check_attribute(This, &device->strided_streams.u.s.diffuse, TRUE, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
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ret = check_attribute(This, &device->strided_streams.u.s.specular, TRUE, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
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ret = check_attribute(This, &device->strided_streams.u.s.texCoords[0], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
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ret = check_attribute(This, &device->strided_streams.u.s.texCoords[1], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
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ret = check_attribute(This, &device->strided_streams.u.s.texCoords[2], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
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ret = check_attribute(This, &device->strided_streams.u.s.texCoords[3], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
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ret = check_attribute(This, &device->strided_streams.u.s.texCoords[4], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
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ret = check_attribute(This, &device->strided_streams.u.s.texCoords[5], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
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ret = check_attribute(This, &device->strided_streams.u.s.texCoords[6], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
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ret = check_attribute(This, &device->strided_streams.u.s.texCoords[7], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
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if(float16_used) FIXME("Float16 conversion used with fixed function vertex processing\n");
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}
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if(stride_this_run == 0 && This->conv_map) {
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/* Sanity test */
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if(ret == FALSE) {
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ERR("no converted attributes found, old conversion map exists, and no declaration change???\n");
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}
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HeapFree(GetProcessHeap(), 0, This->conv_map);
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This->conv_map = NULL;
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This->stride = 0;
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}
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This->Flags |= VBFLAG_HASDESC;
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if(ret) TRACE("Conversion information changed\n");
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return ret;
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}
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static void check_vbo_size(IWineD3DVertexBufferImpl *This) {
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DWORD size = This->conv_stride ? This->conv_stride * (This->resource.size / This->stride) : This->resource.size;
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if(This->vbo_size != size) {
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TRACE("Old size %d, creating new size %d\n", This->vbo_size, size);
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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;
|
|
This->dirtystart = 0;
|
|
This->dirtyend = This->resource.size;
|
|
This->Flags |= VBFLAG_DIRTY;
|
|
|
|
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) {
|
|
if(This->Flags & VBFLAG_CREATEVBO) {
|
|
CreateVBO(This);
|
|
This->Flags &= ~VBFLAG_CREATEVBO;
|
|
if(This->vbo) {
|
|
*vbo = This->vbo;
|
|
return (BYTE *) iOffset;
|
|
}
|
|
}
|
|
return This->resource.allocatedMemory + iOffset;
|
|
} else {
|
|
return (BYTE *) iOffset;
|
|
}
|
|
}
|
|
|
|
HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface) {
|
|
return WINED3D_OK;
|
|
}
|