623 lines
27 KiB
C
623 lines
27 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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inline BOOL WINAPI IWineD3DVertexBufferImpl_FindDecl(IWineD3DVertexBufferImpl *This)
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{
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WineDirect3DVertexStridedData strided;
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IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
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BOOL ret = FALSE;
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DWORD type_old, type_new;
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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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/* There are certain vertex data types that need to be fixed up. The Vertex Buffers FVF doesn't
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* help finding them, only the vertex declaration or the device FVF can determine that at drawPrim
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* time. Rules are as follows:
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*
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* -> Fix up position1 and position 2 if they are XYZRHW
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* -> Fix up types that are D3DDECLTYPE_D3DCOLOR if no shader is used
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* -> TODO: Convert FLOAT16 to FLOAT32 if not supported natively by gl
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*
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* The Declaration is only known at drawing time, and it can change from draw to draw. If any converted values
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* are changed, the whole buffer has to be reconverted and reloaded. (Converting is SLOW, so if this happens too
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* often PreLoad stops converting entirely and falls back to drawStridedSlow).
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*
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* Reconvert if:
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* -> New semantics that have to be converted appear
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* -> The position of semantics that have to be converted changes
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* -> The stride of the vertex changed AND there is stuff that needs conversion
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* -> (If a vertex shader is bound and in use assume that nothing that needs conversion is there)
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*
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* Return values:
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* TRUE: Reload is needed
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* FALSE: otherwise
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*/
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if (use_vs(device)) {
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/* Assume no conversion. TODO: Deal with FLOAT16 conversion*/
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memset(&strided, 0, sizeof(strided));
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if(!This->last_was_vshader && This->last_was_converted) {
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/* Reload if we're switching from converted fixed function to vertex shaders.
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* This isn't strictly needed, e.g. a FLOAT16 attribute could stay at the same
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* place. It is always needed for the FLOAT4 and D3DCOLOR conversions however, and
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* it is unlikely that any game uses FLOAT16s with fixed function vertex processing.
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*/
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TRACE("Reconverting because switching from converted fixed function drawing to shaders\n");
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ret = TRUE;
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}
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This->last_was_vshader = TRUE;
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} else {
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/* we need a copy because we modify some params */
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memcpy(&strided, &device->strided_streams, sizeof(strided));
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/* Kill things that does not exist in our fixed function pipeline implementation */
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memset(&strided.u.s.blendWeights, 0, sizeof(strided.u.s.blendWeights));
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memset(&strided.u.s.blendMatrixIndices, 0, sizeof(strided.u.s.blendMatrixIndices));
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memset(&strided.u.s.pSize, 0, sizeof(strided.u.s.pSize));
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memset(&strided.u.s.position2, 0, sizeof(strided.u.s.position2));
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memset(&strided.u.s.normal2, 0, sizeof(strided.u.s.normal2));
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memset(&strided.u.s.tangent, 0, sizeof(strided.u.s.tangent));
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memset(&strided.u.s.binormal, 0, sizeof(strided.u.s.binormal));
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memset(&strided.u.s.tessFactor, 0, sizeof(strided.u.s.tessFactor));
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memset(&strided.u.s.fog, 0, sizeof(strided.u.s.fog));
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memset(&strided.u.s.depth, 0, sizeof(strided.u.s.depth));
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memset(&strided.u.s.sample, 0, sizeof(strided.u.s.sample));
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/* Filter out data that does not come from this VBO. No need to repeat that on
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* the attributes filtered above.
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*/
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#define FILTER_OTHER_VBO(name) if(strided.u.s.name.VBO != This->vbo) {memset(&strided.u.s.name, 0, sizeof(strided.u.s.name));}
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FILTER_OTHER_VBO(position);
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/*FILTER_OTHER_VBO(blendWeights);*/
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/*FILTER_OTHER_VBO(blendMatrixIndices);*/
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FILTER_OTHER_VBO(normal);
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/*FILTER_OTHER_VBO(pSize);*/
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FILTER_OTHER_VBO(diffuse);
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FILTER_OTHER_VBO(specular);
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FILTER_OTHER_VBO(texCoords[0]);
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FILTER_OTHER_VBO(texCoords[1]);
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FILTER_OTHER_VBO(texCoords[2]);
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FILTER_OTHER_VBO(texCoords[3]);
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FILTER_OTHER_VBO(texCoords[4]);
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FILTER_OTHER_VBO(texCoords[5]);
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FILTER_OTHER_VBO(texCoords[6]);
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FILTER_OTHER_VBO(texCoords[7]);
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/*FILTER_OTHER_VBO(position2);*/
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/*FILTER_OTHER_VBO(normal2);*/
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/*FILTER_OTHER_VBO(tangent);*/
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/*FILTER_OTHER_VBO(binormal);*/
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/*FILTER_OTHER_VBO(tessFactor);*/
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/*FILTER_OTHER_VBO(fog);*/
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/*FILTER_OTHER_VBO(depth);*/
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/*FILTER_OTHER_VBO(sample);*/
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#undef FILTER_OTHER_VBO
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/* Now find out if anything has changed. compared to the last run. Keep a few things in mind:
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*
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* 1) We do not mind if types change that do not need conversion
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*
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* 2) If some data exists cannot be found out by the data field alone. Data can appear at offset 0,
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* so the main identification is the type. Note that D3DDECLTYPE_FLOAT1 is defined to 0, watch out
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* for this if any semantic needs conversion if it is declared with that
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*
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* 3) If the type is the same, and it needs conversion, make sure it stayed at the same place. Moving
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* converted bytes requires a reconversion of the whole buffer
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*
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* 4) The stride is not a reliable indicator for existance, as it can be 0 if an attribute stays static
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*
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* 5) If we used a vertex buffer before, and we aren't using one now(wouldn't be in this codepath
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* otherwise) then we cannot compare the strided structures. Vertex shaders use numbered attributes,
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* fixed function pipeline uses named once. For example, a vertex shader could have used converted
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* tessFactor data which the code below ignores entirely. So if we used a vertex shader before, and
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* used conversion before, assume a decl change
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*/
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if(This->last_was_vshader && This->last_was_converted) {
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TRACE("Reconverting because a vertex shader with conversion was used before\n");
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ret = TRUE;
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/* Still have to run through the code below to find the fixed function attribs that need
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* conversion
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*/
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}
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do {
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/* Position: We have to convert FLOAT4 data because opengl divides the vertex by 1 / w, or
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* of course if the position has type D3DCOLOR
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*/
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type_old = This->strided.u.s.position.dwType;
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type_new = strided.u.s.position.dwType;
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if(type_old != type_new) {
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if(type_old == WINED3DDECLTYPE_FLOAT4 || type_new == WINED3DDECLTYPE_FLOAT4 ||
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type_old == WINED3DDECLTYPE_D3DCOLOR || type_new == WINED3DDECLTYPE_D3DCOLOR) {
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TRACE("Reconverting buffer because POSITION type changed from %s to %s\n",
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debug_d3ddecltype(type_old), debug_d3ddecltype(type_new));
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memcpy(&This->strided, &strided, sizeof(strided));
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ret = TRUE;
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break;
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}
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} else if(type_new == WINED3DDECLTYPE_D3DCOLOR || type_new == WINED3DDECLTYPE_FLOAT4) {
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if(This->strided.u.s.position.lpData != strided.u.s.position.lpData) {
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TRACE("Reconverting buffer because POSITION has type %s and moved from offset %p to %p\n",
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debug_d3ddecltype(type_new), This->strided.u.s.position.lpData, strided.u.s.position.lpData);
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memcpy(&This->strided, &strided, sizeof(strided));
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ret = TRUE;
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break;
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}
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}
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/* Others: D3DCOLOR needs conversion */
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#define CHECK_D3DCOLOR_CONV(name) \
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type_old = This->strided.u.s.name.dwType; \
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type_new = strided.u.s.name.dwType; \
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if(type_old != type_new) { \
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if(type_old == WINED3DDECLTYPE_D3DCOLOR || type_new == WINED3DDECLTYPE_D3DCOLOR) { \
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TRACE("Reconverting buffer because %s type changed from %s to %s\n", \
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#name, debug_d3ddecltype(type_old), debug_d3ddecltype(type_new)); \
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memcpy(&This->strided, &strided, sizeof(strided)); \
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ret = TRUE; \
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break; \
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} \
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} else if(type_new == WINED3DDECLTYPE_D3DCOLOR) { \
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if(This->strided.u.s.name.lpData != strided.u.s.name.lpData) { \
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TRACE("Reconverting buffer because DIFFUSE has type %s and moved from offset %p to %p\n", \
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debug_d3ddecltype(type_new), This->strided.u.s.name.lpData, strided.u.s.name.lpData); \
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memcpy(&This->strided, &strided, sizeof(strided)); \
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ret = TRUE; \
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break; \
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} \
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}
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CHECK_D3DCOLOR_CONV(normal);
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CHECK_D3DCOLOR_CONV(diffuse);
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CHECK_D3DCOLOR_CONV(specular);
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CHECK_D3DCOLOR_CONV(texCoords[0]);
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CHECK_D3DCOLOR_CONV(texCoords[1]);
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CHECK_D3DCOLOR_CONV(texCoords[2]);
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CHECK_D3DCOLOR_CONV(texCoords[3]);
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CHECK_D3DCOLOR_CONV(texCoords[4]);
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CHECK_D3DCOLOR_CONV(texCoords[5]);
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CHECK_D3DCOLOR_CONV(texCoords[6]);
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CHECK_D3DCOLOR_CONV(texCoords[7]);
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#undef CHECK_D3DCOLOR_CONV
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/* No conversion */
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} while(0);
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This->last_was_vshader = FALSE;
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}
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/* We have a declaration now in the buffer */
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This->Flags |= VBFLAG_HASDESC;
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return ret;
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}
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static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *iface) {
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IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface;
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IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
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BYTE *data;
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UINT start = 0, end = 0, stride = 0;
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BOOL declChanged = FALSE;
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int i;
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TRACE("(%p)->()\n", This);
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if(This->Flags & VBFLAG_LOAD) {
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return; /* Already doing that stuff */
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}
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if(!This->vbo) {
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/* TODO: Make converting independent from VBOs */
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return; /* Not doing any conversion */
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}
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/* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
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if(device->isInDraw && This->bindCount > 0) {
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declChanged = IWineD3DVertexBufferImpl_FindDecl(This);
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} else if(This->Flags & VBFLAG_HASDESC) {
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/* Reuse the declaration stored in the buffer. It will most likely not change, and if it does
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* the stream source state handler will call PreLoad again and the change will be cought
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*/
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} else {
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/* Cannot get a declaration, and no declaration is stored in the buffer. It is pointless to preload
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* now. When the buffer is used, PreLoad will be called by the stream source state handler and a valid
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* declaration for the buffer can be found
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*/
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return;
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}
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/* If applications change the declaration over and over, reconverting all the time is a huge
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* performance hit. So count the declaration changes and release the VBO if there are too much
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* of them(and thus stop converting)
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*/
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if(declChanged) {
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WineDirect3DVertexStridedData zero;
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This->declChanges++;
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This->draws = 0;
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memset(&zero, 0, sizeof(zero));
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zero.u.s.position_transformed = This->strided.u.s.position_transformed;
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if(memcmp(&zero, &This->strided, sizeof(zero)) == 0) {
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This->last_was_converted = FALSE;
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} else {
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This->last_was_converted = TRUE;
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}
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if(This->declChanges > VB_MAXDECLCHANGES) {
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FIXME("Too much declaration changes, stopping converting\n");
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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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This->vbo = 0;
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/* The stream source state handler might have read the memory of the vertex buffer already
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* and got the memory in the vbo which is not valid any longer. Dirtify the stream source
|
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* to force a reload. This happens only once per changed vertexbuffer and should occur rather
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* rarely
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*/
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IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
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return;
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}
|
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} else {
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/* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
|
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* changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
|
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* decl changes and reset the decl change count after a specific number of them
|
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*/
|
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This->draws++;
|
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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 */
|
|
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->last_was_converted) {
|
|
/* 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;
|
|
}
|
|
|
|
/* OK, we have the original data from the app, the description of the buffer and the dirty area.
|
|
* so convert the stuff
|
|
*/
|
|
data = HeapAlloc(GetProcessHeap(), 0, end-start);
|
|
if(!data) {
|
|
ERR("Out of memory\n");
|
|
return;
|
|
}
|
|
memcpy(data, This->resource.allocatedMemory + start, end - start);
|
|
|
|
if(This->last_was_vshader) {
|
|
/* TODO: Implement conversion for FLOAT16_2 and FLOAT16_4 */
|
|
} else {
|
|
if (This->strided.u.s.position.dwStride) stride = This->strided.u.s.position.dwStride;
|
|
else if(This->strided.u.s.specular.dwStride) stride = This->strided.u.s.specular.dwStride;
|
|
else if(This->strided.u.s.diffuse.dwStride) stride = This->strided.u.s.diffuse.dwStride;
|
|
else if(This->strided.u.s.normal.dwStride) stride = This->strided.u.s.normal.dwStride;
|
|
else if(This->strided.u.s.texCoords[0].dwStride) stride = This->strided.u.s.texCoords[0].dwStride;
|
|
else if(This->strided.u.s.texCoords[1].dwStride) stride = This->strided.u.s.texCoords[1].dwStride;
|
|
else if(This->strided.u.s.texCoords[2].dwStride) stride = This->strided.u.s.texCoords[2].dwStride;
|
|
else if(This->strided.u.s.texCoords[3].dwStride) stride = This->strided.u.s.texCoords[3].dwStride;
|
|
else if(This->strided.u.s.texCoords[4].dwStride) stride = This->strided.u.s.texCoords[4].dwStride;
|
|
else if(This->strided.u.s.texCoords[5].dwStride) stride = This->strided.u.s.texCoords[5].dwStride;
|
|
else if(This->strided.u.s.texCoords[6].dwStride) stride = This->strided.u.s.texCoords[6].dwStride;
|
|
else if(This->strided.u.s.texCoords[7].dwStride) stride = This->strided.u.s.texCoords[7].dwStride;
|
|
|
|
for(i = (( end - start) / stride) - 1; i >= 0; i--) {
|
|
if(This->strided.u.s.position.dwType == WINED3DDECLTYPE_FLOAT4) {
|
|
fixup_transformed_pos((float *)((DWORD_PTR) data + ((DWORD_PTR) This->strided.u.s.position.lpData) + i * stride));
|
|
} else if(This->strided.u.s.position.dwType == WINED3DDECLTYPE_D3DCOLOR) {
|
|
FIXME("Write a test for D3DCOLOR position\n");
|
|
}
|
|
#define CONVERT_D3DCOLOR_ATTRIB(name) \
|
|
if(This->strided.u.s.name.dwType == WINED3DDECLTYPE_D3DCOLOR) { \
|
|
fixup_d3dcolor((DWORD *)((DWORD_PTR) data + ((DWORD_PTR) This->strided.u.s.name.lpData) + i * stride)); \
|
|
}
|
|
CONVERT_D3DCOLOR_ATTRIB(position);
|
|
CONVERT_D3DCOLOR_ATTRIB(specular);
|
|
CONVERT_D3DCOLOR_ATTRIB(diffuse);
|
|
CONVERT_D3DCOLOR_ATTRIB(normal);
|
|
CONVERT_D3DCOLOR_ATTRIB(texCoords[0]);
|
|
CONVERT_D3DCOLOR_ATTRIB(texCoords[1]);
|
|
CONVERT_D3DCOLOR_ATTRIB(texCoords[2]);
|
|
CONVERT_D3DCOLOR_ATTRIB(texCoords[3]);
|
|
CONVERT_D3DCOLOR_ATTRIB(texCoords[4]);
|
|
CONVERT_D3DCOLOR_ATTRIB(texCoords[5]);
|
|
CONVERT_D3DCOLOR_ATTRIB(texCoords[6]);
|
|
CONVERT_D3DCOLOR_ATTRIB(texCoords[7]);
|
|
#undef CONVERT_D3DCOLOR_ATTRIB
|
|
}
|
|
}
|
|
|
|
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, data));
|
|
checkGLcall("glBufferSubDataARB");
|
|
LEAVE_GL();
|
|
|
|
HeapFree(GetProcessHeap(), 0, data);
|
|
}
|
|
|
|
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_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;
|
|
}
|