1381 lines
48 KiB
C
1381 lines
48 KiB
C
/*
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* Copyright 2002-2005 Jason Edmeades
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* Copyright 2002-2005 Raphael Junqueira
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* Copyright 2004 Christian Costa
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* Copyright 2005 Oliver Stieber
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* Copyright 2007-2010 Stefan Dösinger for CodeWeavers
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* Copyright 2009-2010 Henri Verbeet for CodeWeavers
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*
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*/
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#include "config.h"
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#include "wine/port.h"
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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#define VB_MAXDECLCHANGES 100 /* After that number of decl changes we stop converting */
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#define VB_RESETDECLCHANGE 1000 /* Reset the decl changecount after that number of draws */
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#define VB_MAXFULLCONVERSIONS 5 /* Number of full conversions before we stop converting */
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#define VB_RESETFULLCONVS 20 /* Reset full conversion counts after that number of draws */
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static inline BOOL buffer_add_dirty_area(struct wined3d_buffer *This, UINT offset, UINT size)
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{
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if (!This->buffer_object) return TRUE;
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if (This->maps_size <= This->modified_areas)
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{
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void *new = HeapReAlloc(GetProcessHeap(), 0, This->maps,
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This->maps_size * 2 * sizeof(*This->maps));
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if (!new)
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{
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ERR("Out of memory\n");
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return FALSE;
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}
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else
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{
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This->maps = new;
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This->maps_size *= 2;
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}
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}
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if(offset > This->resource.size || offset + size > This->resource.size)
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{
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WARN("Invalid range dirtified, marking entire buffer dirty\n");
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offset = 0;
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size = This->resource.size;
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}
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else if(!offset && !size)
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{
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size = This->resource.size;
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}
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This->maps[This->modified_areas].offset = offset;
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This->maps[This->modified_areas].size = size;
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This->modified_areas++;
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return TRUE;
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}
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static inline void buffer_clear_dirty_areas(struct wined3d_buffer *This)
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{
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This->modified_areas = 0;
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}
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static inline BOOL buffer_is_dirty(struct wined3d_buffer *This)
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{
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return !!This->modified_areas;
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}
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static inline BOOL buffer_is_fully_dirty(struct wined3d_buffer *This)
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{
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unsigned int i;
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for(i = 0; i < This->modified_areas; i++)
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{
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if (!This->maps[i].offset && This->maps[i].size == This->resource.size)
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{
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return TRUE;
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}
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}
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return FALSE;
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}
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/* Context activation is done by the caller */
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static void delete_gl_buffer(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info)
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{
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if(!This->buffer_object) return;
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ENTER_GL();
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GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
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checkGLcall("glDeleteBuffersARB");
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LEAVE_GL();
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This->buffer_object = 0;
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if(This->query)
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{
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wined3d_event_query_destroy(This->query);
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This->query = NULL;
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}
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This->flags &= ~WINED3D_BUFFER_APPLESYNC;
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}
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/* Context activation is done by the caller. */
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static void buffer_create_buffer_object(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info)
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{
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GLenum error, gl_usage;
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TRACE("Creating an OpenGL vertex buffer object for wined3d_buffer %p with usage %s.\n",
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This, debug_d3dusage(This->resource.usage));
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ENTER_GL();
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/* Make sure that the gl error is cleared. Do not use checkGLcall
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* here because checkGLcall just prints a fixme and continues. However,
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* if an error during VBO creation occurs we can fall back to non-vbo operation
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* with full functionality(but performance loss)
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*/
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while (glGetError() != GL_NO_ERROR);
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/* Basically the FVF parameter passed to CreateVertexBuffer is no good.
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* The vertex declaration from the device determines how the data in the
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* buffer is interpreted. This means that on each draw call the buffer has
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* to be verified to check if the rhw and color values are in the correct
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* format. */
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GL_EXTCALL(glGenBuffersARB(1, &This->buffer_object));
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error = glGetError();
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if (!This->buffer_object || error != GL_NO_ERROR)
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{
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ERR("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error);
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LEAVE_GL();
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goto fail;
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}
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if (This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
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device_invalidate_state(This->resource.device, STATE_INDEXBUFFER);
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GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
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error = glGetError();
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if (error != GL_NO_ERROR)
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{
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ERR("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error);
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LEAVE_GL();
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goto fail;
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}
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/* Don't use static, because dx apps tend to update the buffer
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* quite often even if they specify 0 usage.
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*/
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if(This->resource.usage & WINED3DUSAGE_DYNAMIC)
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{
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TRACE("Gl usage = GL_STREAM_DRAW_ARB\n");
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gl_usage = GL_STREAM_DRAW_ARB;
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if(gl_info->supported[APPLE_FLUSH_BUFFER_RANGE])
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{
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GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE));
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checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE)");
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This->flags |= WINED3D_BUFFER_FLUSH;
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GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE));
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checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE)");
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This->flags |= WINED3D_BUFFER_APPLESYNC;
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}
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/* No setup is needed here for GL_ARB_map_buffer_range */
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}
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else
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{
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TRACE("Gl usage = GL_DYNAMIC_DRAW_ARB\n");
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gl_usage = GL_DYNAMIC_DRAW_ARB;
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}
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/* Reserve memory for the buffer. The amount of data won't change
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* so we are safe with calling glBufferData once and
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* calling glBufferSubData on updates. Upload the actual data in case
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* we're not double buffering, so we can release the heap mem afterwards
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*/
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GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, This->resource.size, This->resource.allocatedMemory, gl_usage));
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error = glGetError();
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LEAVE_GL();
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if (error != GL_NO_ERROR)
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{
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ERR("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error);
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goto fail;
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}
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This->buffer_object_size = This->resource.size;
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This->buffer_object_usage = gl_usage;
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if(This->flags & WINED3D_BUFFER_DOUBLEBUFFER)
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{
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if(!buffer_add_dirty_area(This, 0, 0))
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{
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ERR("buffer_add_dirty_area failed, this is not expected\n");
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goto fail;
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}
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}
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else
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{
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HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
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This->resource.allocatedMemory = NULL;
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This->resource.heapMemory = NULL;
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}
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return;
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fail:
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/* Clean up all vbo init, but continue because we can work without a vbo :-) */
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ERR("Failed to create a vertex buffer object. Continuing, but performance issues may occur\n");
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delete_gl_buffer(This, gl_info);
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buffer_clear_dirty_areas(This);
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}
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static BOOL buffer_process_converted_attribute(struct wined3d_buffer *This,
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const enum wined3d_buffer_conversion_type conversion_type,
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const struct wined3d_stream_info_element *attrib, DWORD *stride_this_run)
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{
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DWORD offset = This->resource.device->stateBlock->state.streams[attrib->stream_idx].offset;
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DWORD attrib_size;
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BOOL ret = FALSE;
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unsigned int i;
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DWORD_PTR data;
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/* Check for some valid situations which cause us pain. One is if the buffer is used for
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* constant attributes(stride = 0), the other one is if the buffer is used on two streams
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* with different strides. In the 2nd case we might have to drop conversion entirely,
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* it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
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*/
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if (!attrib->stride)
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{
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FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n",
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debug_d3dformat(attrib->format->id));
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}
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else if(attrib->stride != *stride_this_run && *stride_this_run)
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{
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FIXME("Got two concurrent strides, %d and %d\n", attrib->stride, *stride_this_run);
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}
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else
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{
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*stride_this_run = attrib->stride;
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if (This->stride != *stride_this_run)
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{
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/* We rely that this happens only on the first converted attribute that is found,
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* if at all. See above check
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*/
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TRACE("Reconverting because converted attributes occur, and the stride changed\n");
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This->stride = *stride_this_run;
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HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY, This->conversion_map);
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This->conversion_map = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
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sizeof(*This->conversion_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->data) + offset) % This->stride;
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attrib_size = attrib->format->component_count * attrib->format->component_size;
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for (i = 0; i < attrib_size; ++i)
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{
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DWORD_PTR idx = (data + i) % This->stride;
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if (This->conversion_map[idx] != conversion_type)
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{
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TRACE("Byte %ld in vertex changed\n", idx);
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TRACE("It was type %d, is %d now\n", This->conversion_map[idx], conversion_type);
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ret = TRUE;
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This->conversion_map[idx] = conversion_type;
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}
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}
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return ret;
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}
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static BOOL buffer_check_attribute(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
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UINT attrib_idx, const BOOL check_d3dcolor, const BOOL is_ffp_position, const BOOL is_ffp_color,
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DWORD *stride_this_run)
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{
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const struct wined3d_stream_info_element *attrib = &si->elements[attrib_idx];
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enum wined3d_format_id format;
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BOOL ret = FALSE;
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/* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
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* there, on nonexistent attribs the vbo is 0.
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*/
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if (!(si->use_map & (1 << attrib_idx))
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|| attrib->buffer_object != This->buffer_object)
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return FALSE;
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format = attrib->format->id;
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/* Look for newly appeared conversion */
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if (check_d3dcolor && format == WINED3DFMT_B8G8R8A8_UNORM)
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{
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ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run);
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if (!is_ffp_color) FIXME("Test for non-color fixed function WINED3DFMT_B8G8R8A8_UNORM format\n");
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}
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else if (is_ffp_position && format == WINED3DFMT_R32G32B32A32_FLOAT)
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{
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ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run);
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}
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else if (This->conversion_map)
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{
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ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run);
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}
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return ret;
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}
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static BOOL buffer_find_decl(struct wined3d_buffer *This)
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{
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struct wined3d_device *device = This->resource.device;
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const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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const struct wined3d_stream_info *si = &device->strided_streams;
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const struct wined3d_state *state = &device->stateBlock->state;
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UINT stride_this_run = 0;
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BOOL ret = FALSE;
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BOOL support_d3dcolor = gl_info->supported[ARB_VERTEX_ARRAY_BGRA];
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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. Index buffers also never need
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* conversion, so once the (empty) conversion structure is created don't bother checking again
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*/
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if (This->flags & WINED3D_BUFFER_HASDESC)
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{
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if(This->resource.usage & WINED3DUSAGE_STATICDECL) return FALSE;
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}
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if (use_vs(state))
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{
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TRACE("Vertex shaders used, no VBO conversion is needed\n");
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if(This->conversion_map)
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{
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HeapFree(GetProcessHeap(), 0, This->conversion_map);
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This->conversion_map = NULL;
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This->stride = 0;
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return TRUE;
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}
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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
|
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* opengl. This means D3DCOLOR attributes with fixed function vertex
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* processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
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* GL_ARB_half_float_vertex is not supported.
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*
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* Note for d3d8 and d3d9:
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* The vertex buffer FVF doesn't help with finding them, we have to use
|
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* the decoded vertex declaration and pick the things that concern the
|
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* current buffer. A problem with this is that this can change between
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* draws, so we have to validate the information and reprocess the buffer
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* if it changes, and avoid false positives for performance reasons.
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* WineD3D doesn't even know the vertex buffer any more, it is managed
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* by the client libraries and passed to SetStreamSource and ProcessVertices
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* as needed.
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*
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* We have to distinguish between vertex shaders and fixed function to
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* pick the way we access the 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
|
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* stride of the arrays in the buffer. For each byte we have a field
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* that marks the conversion needed on this byte. For example, the
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* 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
|
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* means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
|
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* 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
|
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* the whole buffer. Note that we do not mind if the semantic changes,
|
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* we only care for the conversion type. So if the NORMAL is replaced
|
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* with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
|
|
* with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
|
|
* conversion types depend on the semantic as well, for example a FLOAT4
|
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* texcoord needs no conversion while a FLOAT4 positiont needs one
|
|
*/
|
|
|
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ret = buffer_check_attribute(This, si, WINED3D_FFP_POSITION,
|
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TRUE, TRUE, FALSE, &stride_this_run) || ret;
|
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ret = buffer_check_attribute(This, si, WINED3D_FFP_NORMAL,
|
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TRUE, FALSE, FALSE, &stride_this_run) || ret;
|
|
ret = buffer_check_attribute(This, si, WINED3D_FFP_DIFFUSE,
|
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!support_d3dcolor, FALSE, TRUE, &stride_this_run) || ret;
|
|
ret = buffer_check_attribute(This, si, WINED3D_FFP_SPECULAR,
|
|
!support_d3dcolor, FALSE, TRUE, &stride_this_run) || ret;
|
|
ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD0,
|
|
TRUE, FALSE, FALSE, &stride_this_run) || ret;
|
|
ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD1,
|
|
TRUE, FALSE, FALSE, &stride_this_run) || ret;
|
|
ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD2,
|
|
TRUE, FALSE, FALSE, &stride_this_run) || ret;
|
|
ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD3,
|
|
TRUE, FALSE, FALSE, &stride_this_run) || ret;
|
|
ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD4,
|
|
TRUE, FALSE, FALSE, &stride_this_run) || ret;
|
|
ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD5,
|
|
TRUE, FALSE, FALSE, &stride_this_run) || ret;
|
|
ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD6,
|
|
TRUE, FALSE, FALSE, &stride_this_run) || ret;
|
|
ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD7,
|
|
TRUE, FALSE, FALSE, &stride_this_run) || ret;
|
|
|
|
if (!stride_this_run && This->conversion_map)
|
|
{
|
|
/* Sanity test */
|
|
if (!ret) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
|
|
HeapFree(GetProcessHeap(), 0, This->conversion_map);
|
|
This->conversion_map = NULL;
|
|
This->stride = 0;
|
|
}
|
|
|
|
if (ret) TRACE("Conversion information changed\n");
|
|
|
|
return ret;
|
|
}
|
|
|
|
static inline void fixup_d3dcolor(DWORD *dst_color)
|
|
{
|
|
DWORD src_color = *dst_color;
|
|
|
|
/* Color conversion like in drawStridedSlow. watch out for little endianity
|
|
* If we want that stuff to work on big endian machines too we have to consider more things
|
|
*
|
|
* 0xff000000: Alpha mask
|
|
* 0x00ff0000: Blue mask
|
|
* 0x0000ff00: Green mask
|
|
* 0x000000ff: Red mask
|
|
*/
|
|
*dst_color = 0;
|
|
*dst_color |= (src_color & 0xff00ff00); /* Alpha Green */
|
|
*dst_color |= (src_color & 0x00ff0000) >> 16; /* Red */
|
|
*dst_color |= (src_color & 0x000000ff) << 16; /* Blue */
|
|
}
|
|
|
|
static inline void fixup_transformed_pos(float *p)
|
|
{
|
|
/* rhw conversion like in position_float4(). */
|
|
if (p[3] != 1.0f && p[3] != 0.0f)
|
|
{
|
|
float w = 1.0f / p[3];
|
|
p[0] *= w;
|
|
p[1] *= w;
|
|
p[2] *= w;
|
|
p[3] = w;
|
|
}
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
const BYTE *buffer_get_memory(struct wined3d_buffer *buffer,
|
|
const struct wined3d_gl_info *gl_info, GLuint *buffer_object)
|
|
{
|
|
*buffer_object = buffer->buffer_object;
|
|
if (!buffer->buffer_object)
|
|
{
|
|
if (buffer->flags & WINED3D_BUFFER_CREATEBO)
|
|
{
|
|
buffer_create_buffer_object(buffer, gl_info);
|
|
buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
|
|
if (buffer->buffer_object)
|
|
{
|
|
*buffer_object = buffer->buffer_object;
|
|
return NULL;
|
|
}
|
|
}
|
|
return buffer->resource.allocatedMemory;
|
|
}
|
|
else
|
|
{
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
ULONG CDECL wined3d_buffer_incref(struct wined3d_buffer *buffer)
|
|
{
|
|
ULONG refcount = InterlockedIncrement(&buffer->resource.ref);
|
|
|
|
TRACE("%p increasing refcount to %u.\n", buffer, refcount);
|
|
|
|
return refcount;
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
BYTE *buffer_get_sysmem(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info)
|
|
{
|
|
/* AllocatedMemory exists if the buffer is double buffered or has no buffer object at all */
|
|
if(This->resource.allocatedMemory) return This->resource.allocatedMemory;
|
|
|
|
This->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + RESOURCE_ALIGNMENT);
|
|
This->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
|
|
|
|
if (This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
|
|
device_invalidate_state(This->resource.device, STATE_INDEXBUFFER);
|
|
|
|
ENTER_GL();
|
|
GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
|
|
GL_EXTCALL(glGetBufferSubDataARB(This->buffer_type_hint, 0, This->resource.size, This->resource.allocatedMemory));
|
|
LEAVE_GL();
|
|
This->flags |= WINED3D_BUFFER_DOUBLEBUFFER;
|
|
|
|
return This->resource.allocatedMemory;
|
|
}
|
|
|
|
/* Do not call while under the GL lock. */
|
|
static void buffer_unload(struct wined3d_resource *resource)
|
|
{
|
|
struct wined3d_buffer *buffer = buffer_from_resource(resource);
|
|
|
|
TRACE("buffer %p.\n", buffer);
|
|
|
|
if (buffer->buffer_object)
|
|
{
|
|
struct wined3d_device *device = resource->device;
|
|
struct wined3d_context *context;
|
|
|
|
context = context_acquire(device, NULL);
|
|
|
|
/* Download the buffer, but don't permanently enable double buffering */
|
|
if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
|
|
{
|
|
buffer_get_sysmem(buffer, context->gl_info);
|
|
buffer->flags &= ~WINED3D_BUFFER_DOUBLEBUFFER;
|
|
}
|
|
|
|
delete_gl_buffer(buffer, context->gl_info);
|
|
buffer->flags |= WINED3D_BUFFER_CREATEBO; /* Recreate the buffer object next load */
|
|
buffer_clear_dirty_areas(buffer);
|
|
|
|
context_release(context);
|
|
|
|
HeapFree(GetProcessHeap(), 0, buffer->conversion_map);
|
|
buffer->conversion_map = NULL;
|
|
buffer->stride = 0;
|
|
buffer->conversion_stride = 0;
|
|
buffer->flags &= ~WINED3D_BUFFER_HASDESC;
|
|
}
|
|
|
|
resource_unload(resource);
|
|
}
|
|
|
|
/* Do not call while under the GL lock. */
|
|
ULONG CDECL wined3d_buffer_decref(struct wined3d_buffer *buffer)
|
|
{
|
|
ULONG refcount = InterlockedDecrement(&buffer->resource.ref);
|
|
|
|
TRACE("%p decreasing refcount to %u.\n", buffer, refcount);
|
|
|
|
if (!refcount)
|
|
{
|
|
buffer_unload(&buffer->resource);
|
|
resource_cleanup(&buffer->resource);
|
|
buffer->resource.parent_ops->wined3d_object_destroyed(buffer->resource.parent);
|
|
HeapFree(GetProcessHeap(), 0, buffer->maps);
|
|
HeapFree(GetProcessHeap(), 0, buffer);
|
|
}
|
|
|
|
return refcount;
|
|
}
|
|
|
|
void * CDECL wined3d_buffer_get_parent(const struct wined3d_buffer *buffer)
|
|
{
|
|
TRACE("buffer %p.\n", buffer);
|
|
|
|
return buffer->resource.parent;
|
|
}
|
|
|
|
DWORD CDECL wined3d_buffer_set_priority(struct wined3d_buffer *buffer, DWORD priority)
|
|
{
|
|
return resource_set_priority(&buffer->resource, priority);
|
|
}
|
|
|
|
DWORD CDECL wined3d_buffer_get_priority(const struct wined3d_buffer *buffer)
|
|
{
|
|
return resource_get_priority(&buffer->resource);
|
|
}
|
|
|
|
/* The caller provides a context and binds the buffer */
|
|
static void buffer_sync_apple(struct wined3d_buffer *This, DWORD flags, const struct wined3d_gl_info *gl_info)
|
|
{
|
|
enum wined3d_event_query_result ret;
|
|
|
|
/* No fencing needs to be done if the app promises not to overwrite
|
|
* existing data */
|
|
if(flags & WINED3DLOCK_NOOVERWRITE) return;
|
|
if(flags & WINED3DLOCK_DISCARD)
|
|
{
|
|
ENTER_GL();
|
|
GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, This->resource.size, NULL, This->buffer_object_usage));
|
|
checkGLcall("glBufferDataARB\n");
|
|
LEAVE_GL();
|
|
return;
|
|
}
|
|
|
|
if(!This->query)
|
|
{
|
|
TRACE("Creating event query for buffer %p\n", This);
|
|
|
|
if (!wined3d_event_query_supported(gl_info))
|
|
{
|
|
FIXME("Event queries not supported, dropping async buffer locks.\n");
|
|
goto drop_query;
|
|
}
|
|
|
|
This->query = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*This->query));
|
|
if (!This->query)
|
|
{
|
|
ERR("Failed to allocate event query memory, dropping async buffer locks.\n");
|
|
goto drop_query;
|
|
}
|
|
|
|
/* Since we don't know about old draws a glFinish is needed once */
|
|
wglFinish();
|
|
return;
|
|
}
|
|
TRACE("Synchronizing buffer %p\n", This);
|
|
ret = wined3d_event_query_finish(This->query, This->resource.device);
|
|
switch(ret)
|
|
{
|
|
case WINED3D_EVENT_QUERY_NOT_STARTED:
|
|
case WINED3D_EVENT_QUERY_OK:
|
|
/* All done */
|
|
return;
|
|
|
|
case WINED3D_EVENT_QUERY_WRONG_THREAD:
|
|
WARN("Cannot synchronize buffer lock due to a thread conflict\n");
|
|
goto drop_query;
|
|
|
|
default:
|
|
ERR("wined3d_event_query_finish returned %u, dropping async buffer locks\n", ret);
|
|
goto drop_query;
|
|
}
|
|
|
|
drop_query:
|
|
if(This->query)
|
|
{
|
|
wined3d_event_query_destroy(This->query);
|
|
This->query = NULL;
|
|
}
|
|
|
|
wglFinish();
|
|
ENTER_GL();
|
|
GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE));
|
|
checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
|
|
LEAVE_GL();
|
|
This->flags &= ~WINED3D_BUFFER_APPLESYNC;
|
|
}
|
|
|
|
/* The caller provides a GL context */
|
|
static void buffer_direct_upload(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info, DWORD flags)
|
|
{
|
|
BYTE *map;
|
|
UINT start = 0, len = 0;
|
|
|
|
ENTER_GL();
|
|
|
|
/* This potentially invalidates the element array buffer binding, but the
|
|
* caller always takes care of this. */
|
|
GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
|
|
checkGLcall("glBindBufferARB");
|
|
if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
|
|
{
|
|
GLbitfield mapflags;
|
|
mapflags = GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
|
|
if (flags & WINED3D_BUFFER_DISCARD)
|
|
{
|
|
mapflags |= GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_BUFFER_BIT;
|
|
}
|
|
else if (flags & WINED3D_BUFFER_NOSYNC)
|
|
{
|
|
mapflags |= GL_MAP_UNSYNCHRONIZED_BIT;
|
|
}
|
|
map = GL_EXTCALL(glMapBufferRange(This->buffer_type_hint, 0,
|
|
This->resource.size, mapflags));
|
|
checkGLcall("glMapBufferRange");
|
|
}
|
|
else
|
|
{
|
|
if (This->flags & WINED3D_BUFFER_APPLESYNC)
|
|
{
|
|
DWORD syncflags = 0;
|
|
if (flags & WINED3D_BUFFER_DISCARD) syncflags |= WINED3DLOCK_DISCARD;
|
|
if (flags & WINED3D_BUFFER_NOSYNC) syncflags |= WINED3DLOCK_NOOVERWRITE;
|
|
LEAVE_GL();
|
|
buffer_sync_apple(This, syncflags, gl_info);
|
|
ENTER_GL();
|
|
}
|
|
map = GL_EXTCALL(glMapBufferARB(This->buffer_type_hint, GL_WRITE_ONLY_ARB));
|
|
checkGLcall("glMapBufferARB");
|
|
}
|
|
if (!map)
|
|
{
|
|
LEAVE_GL();
|
|
ERR("Failed to map opengl buffer\n");
|
|
return;
|
|
}
|
|
|
|
while (This->modified_areas)
|
|
{
|
|
This->modified_areas--;
|
|
start = This->maps[This->modified_areas].offset;
|
|
len = This->maps[This->modified_areas].size;
|
|
|
|
memcpy(map + start, This->resource.allocatedMemory + start, len);
|
|
|
|
if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
|
|
{
|
|
GL_EXTCALL(glFlushMappedBufferRange(This->buffer_type_hint, start, len));
|
|
checkGLcall("glFlushMappedBufferRange");
|
|
}
|
|
else if (This->flags & WINED3D_BUFFER_FLUSH)
|
|
{
|
|
GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This->buffer_type_hint, start, len));
|
|
checkGLcall("glFlushMappedBufferRangeAPPLE");
|
|
}
|
|
}
|
|
GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
|
|
checkGLcall("glUnmapBufferARB");
|
|
|
|
LEAVE_GL();
|
|
}
|
|
|
|
/* Do not call while under the GL lock. */
|
|
void CDECL wined3d_buffer_preload(struct wined3d_buffer *buffer)
|
|
{
|
|
DWORD flags = buffer->flags & (WINED3D_BUFFER_NOSYNC | WINED3D_BUFFER_DISCARD);
|
|
struct wined3d_device *device = buffer->resource.device;
|
|
UINT start = 0, end = 0, len = 0, vertices;
|
|
const struct wined3d_gl_info *gl_info;
|
|
struct wined3d_context *context;
|
|
BOOL decl_changed = FALSE;
|
|
unsigned int i, j;
|
|
BYTE *data;
|
|
|
|
TRACE("buffer %p.\n", buffer);
|
|
|
|
buffer->flags &= ~(WINED3D_BUFFER_NOSYNC | WINED3D_BUFFER_DISCARD);
|
|
|
|
if (!buffer->buffer_object)
|
|
{
|
|
/* TODO: Make converting independent from VBOs */
|
|
if (buffer->flags & WINED3D_BUFFER_CREATEBO)
|
|
{
|
|
context = context_acquire(device, NULL);
|
|
buffer_create_buffer_object(buffer, context->gl_info);
|
|
context_release(context);
|
|
buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
|
|
}
|
|
else
|
|
{
|
|
/* Not doing any conversion */
|
|
return;
|
|
}
|
|
}
|
|
|
|
/* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
|
|
if (device->isInDraw && buffer->bind_count > 0)
|
|
{
|
|
decl_changed = buffer_find_decl(buffer);
|
|
buffer->flags |= WINED3D_BUFFER_HASDESC;
|
|
}
|
|
|
|
if (!decl_changed && !(buffer->flags & WINED3D_BUFFER_HASDESC && buffer_is_dirty(buffer)))
|
|
{
|
|
++buffer->draw_count;
|
|
if (buffer->draw_count > VB_RESETDECLCHANGE)
|
|
buffer->decl_change_count = 0;
|
|
if (buffer->draw_count > VB_RESETFULLCONVS)
|
|
buffer->full_conversion_count = 0;
|
|
return;
|
|
}
|
|
|
|
/* If applications change the declaration over and over, reconverting all the time is a huge
|
|
* performance hit. So count the declaration changes and release the VBO if there are too many
|
|
* of them (and thus stop converting)
|
|
*/
|
|
if (decl_changed)
|
|
{
|
|
++buffer->decl_change_count;
|
|
buffer->draw_count = 0;
|
|
|
|
if (buffer->decl_change_count > VB_MAXDECLCHANGES
|
|
|| (buffer->conversion_map && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)))
|
|
{
|
|
FIXME("Too many declaration changes or converting dynamic buffer, stopping converting\n");
|
|
|
|
buffer_unload(&buffer->resource);
|
|
buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
|
|
|
|
/* 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. */
|
|
device_invalidate_state(device, STATE_STREAMSRC);
|
|
return;
|
|
}
|
|
|
|
/* The declaration changed, reload the whole buffer */
|
|
WARN("Reloading buffer because of decl change\n");
|
|
buffer_clear_dirty_areas(buffer);
|
|
if (!buffer_add_dirty_area(buffer, 0, 0))
|
|
{
|
|
ERR("buffer_add_dirty_area failed, this is not expected\n");
|
|
return;
|
|
}
|
|
/* Avoid unfenced updates, we might overwrite more areas of the buffer than the application
|
|
* cleared for unsynchronized updates
|
|
*/
|
|
flags = 0;
|
|
}
|
|
else
|
|
{
|
|
/* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
|
|
* changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
|
|
* decl changes and reset the decl change count after a specific number of them
|
|
*/
|
|
if (buffer->conversion_map && buffer_is_fully_dirty(buffer))
|
|
{
|
|
++buffer->full_conversion_count;
|
|
if (buffer->full_conversion_count > VB_MAXFULLCONVERSIONS)
|
|
{
|
|
FIXME("Too many full buffer conversions, stopping converting.\n");
|
|
buffer_unload(&buffer->resource);
|
|
buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
|
|
if (buffer->bind_count)
|
|
device_invalidate_state(device, STATE_STREAMSRC);
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
++buffer->draw_count;
|
|
if (buffer->draw_count > VB_RESETDECLCHANGE)
|
|
buffer->decl_change_count = 0;
|
|
if (buffer->draw_count > VB_RESETFULLCONVS)
|
|
buffer->full_conversion_count = 0;
|
|
}
|
|
}
|
|
|
|
if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
|
|
device_invalidate_state(device, STATE_INDEXBUFFER);
|
|
|
|
if (!buffer->conversion_map)
|
|
{
|
|
/* That means that there is nothing to fixup. Just upload from
|
|
* buffer->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");
|
|
|
|
/* Nothing to do because we locked directly into the vbo */
|
|
if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
|
|
{
|
|
return;
|
|
}
|
|
|
|
context = context_acquire(device, NULL);
|
|
buffer_direct_upload(buffer, context->gl_info, flags);
|
|
|
|
context_release(context);
|
|
return;
|
|
}
|
|
|
|
context = context_acquire(device, NULL);
|
|
gl_info = context->gl_info;
|
|
|
|
if(!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
|
|
{
|
|
buffer_get_sysmem(buffer, gl_info);
|
|
}
|
|
|
|
/* Now for each vertex in the buffer that needs conversion */
|
|
vertices = buffer->resource.size / buffer->stride;
|
|
|
|
data = HeapAlloc(GetProcessHeap(), 0, buffer->resource.size);
|
|
|
|
while(buffer->modified_areas)
|
|
{
|
|
buffer->modified_areas--;
|
|
start = buffer->maps[buffer->modified_areas].offset;
|
|
len = buffer->maps[buffer->modified_areas].size;
|
|
end = start + len;
|
|
|
|
memcpy(data + start, buffer->resource.allocatedMemory + start, end - start);
|
|
for (i = start / buffer->stride; i < min((end / buffer->stride) + 1, vertices); ++i)
|
|
{
|
|
for (j = 0; j < buffer->stride; ++j)
|
|
{
|
|
switch (buffer->conversion_map[j])
|
|
{
|
|
case CONV_NONE:
|
|
/* Done already */
|
|
j += 3;
|
|
break;
|
|
case CONV_D3DCOLOR:
|
|
fixup_d3dcolor((DWORD *) (data + i * buffer->stride + j));
|
|
j += 3;
|
|
break;
|
|
|
|
case CONV_POSITIONT:
|
|
fixup_transformed_pos((float *) (data + i * buffer->stride + j));
|
|
j += 15;
|
|
break;
|
|
default:
|
|
FIXME("Unimplemented conversion %d in shifted conversion\n", buffer->conversion_map[j]);
|
|
}
|
|
}
|
|
}
|
|
|
|
ENTER_GL();
|
|
GL_EXTCALL(glBindBufferARB(buffer->buffer_type_hint, buffer->buffer_object));
|
|
checkGLcall("glBindBufferARB");
|
|
GL_EXTCALL(glBufferSubDataARB(buffer->buffer_type_hint, start, len, data + start));
|
|
checkGLcall("glBufferSubDataARB");
|
|
LEAVE_GL();
|
|
}
|
|
|
|
HeapFree(GetProcessHeap(), 0, data);
|
|
context_release(context);
|
|
}
|
|
|
|
static DWORD buffer_sanitize_flags(struct wined3d_buffer *buffer, DWORD flags)
|
|
{
|
|
/* Not all flags make sense together, but Windows never returns an error. Catch the
|
|
* cases that could cause issues */
|
|
if(flags & WINED3DLOCK_READONLY)
|
|
{
|
|
if(flags & WINED3DLOCK_DISCARD)
|
|
{
|
|
WARN("WINED3DLOCK_READONLY combined with WINED3DLOCK_DISCARD, ignoring flags\n");
|
|
return 0;
|
|
}
|
|
if(flags & WINED3DLOCK_NOOVERWRITE)
|
|
{
|
|
WARN("WINED3DLOCK_READONLY combined with WINED3DLOCK_NOOVERWRITE, ignoring flags\n");
|
|
return 0;
|
|
}
|
|
}
|
|
else if((flags & (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE)) == (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE))
|
|
{
|
|
WARN("WINED3DLOCK_DISCARD and WINED3DLOCK_NOOVERWRITE used together, ignoring\n");
|
|
return 0;
|
|
}
|
|
else if (flags & (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE) && !(buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
|
|
{
|
|
WARN("DISCARD or NOOVERWRITE lock on non-dynamic buffer, ignoring\n");
|
|
return 0;
|
|
}
|
|
|
|
return flags;
|
|
}
|
|
|
|
static GLbitfield buffer_gl_map_flags(DWORD d3d_flags)
|
|
{
|
|
GLbitfield ret = 0;
|
|
|
|
if (!(d3d_flags & WINED3DLOCK_READONLY)) ret = GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
|
|
|
|
if (d3d_flags & (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE))
|
|
{
|
|
if(d3d_flags & WINED3DLOCK_DISCARD) ret |= GL_MAP_INVALIDATE_BUFFER_BIT;
|
|
ret |= GL_MAP_UNSYNCHRONIZED_BIT;
|
|
}
|
|
else
|
|
{
|
|
ret |= GL_MAP_READ_BIT;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
struct wined3d_resource * CDECL wined3d_buffer_get_resource(struct wined3d_buffer *buffer)
|
|
{
|
|
TRACE("buffer %p.\n", buffer);
|
|
|
|
return &buffer->resource;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_buffer_map(struct wined3d_buffer *buffer, UINT offset, UINT size, BYTE **data, DWORD flags)
|
|
{
|
|
BOOL dirty = buffer_is_dirty(buffer);
|
|
LONG count;
|
|
|
|
TRACE("buffer %p, offset %u, size %u, data %p, flags %#x\n", buffer, offset, size, data, flags);
|
|
|
|
flags = buffer_sanitize_flags(buffer, flags);
|
|
if (!(flags & WINED3DLOCK_READONLY))
|
|
{
|
|
if (!buffer_add_dirty_area(buffer, offset, size)) return E_OUTOFMEMORY;
|
|
}
|
|
|
|
count = InterlockedIncrement(&buffer->lock_count);
|
|
|
|
if (buffer->buffer_object)
|
|
{
|
|
if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
|
|
{
|
|
if (count == 1)
|
|
{
|
|
struct wined3d_device *device = buffer->resource.device;
|
|
struct wined3d_context *context;
|
|
const struct wined3d_gl_info *gl_info;
|
|
|
|
if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
|
|
device_invalidate_state(device, STATE_INDEXBUFFER);
|
|
|
|
context = context_acquire(device, NULL);
|
|
gl_info = context->gl_info;
|
|
ENTER_GL();
|
|
GL_EXTCALL(glBindBufferARB(buffer->buffer_type_hint, buffer->buffer_object));
|
|
|
|
if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
|
|
{
|
|
GLbitfield mapflags = buffer_gl_map_flags(flags);
|
|
buffer->resource.allocatedMemory = GL_EXTCALL(glMapBufferRange(buffer->buffer_type_hint,
|
|
0, buffer->resource.size, mapflags));
|
|
checkGLcall("glMapBufferRange");
|
|
}
|
|
else
|
|
{
|
|
if (buffer->flags & WINED3D_BUFFER_APPLESYNC)
|
|
{
|
|
LEAVE_GL();
|
|
buffer_sync_apple(buffer, flags, gl_info);
|
|
ENTER_GL();
|
|
}
|
|
buffer->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(buffer->buffer_type_hint,
|
|
GL_READ_WRITE_ARB));
|
|
checkGLcall("glMapBufferARB");
|
|
}
|
|
LEAVE_GL();
|
|
|
|
if (((DWORD_PTR)buffer->resource.allocatedMemory) & (RESOURCE_ALIGNMENT - 1))
|
|
{
|
|
WARN("Pointer %p is not %u byte aligned.\n", buffer->resource.allocatedMemory, RESOURCE_ALIGNMENT);
|
|
|
|
ENTER_GL();
|
|
GL_EXTCALL(glUnmapBufferARB(buffer->buffer_type_hint));
|
|
checkGLcall("glUnmapBufferARB");
|
|
LEAVE_GL();
|
|
buffer->resource.allocatedMemory = NULL;
|
|
|
|
if (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)
|
|
{
|
|
/* The extra copy is more expensive than not using VBOs at
|
|
* all on the Nvidia Linux driver, which is the only driver
|
|
* that returns unaligned pointers
|
|
*/
|
|
TRACE("Dynamic buffer, dropping VBO\n");
|
|
buffer_unload(&buffer->resource);
|
|
buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
|
|
if (buffer->bind_count)
|
|
device_invalidate_state(device, STATE_STREAMSRC);
|
|
}
|
|
else
|
|
{
|
|
TRACE("Falling back to doublebuffered operation\n");
|
|
buffer_get_sysmem(buffer, gl_info);
|
|
}
|
|
TRACE("New pointer is %p.\n", buffer->resource.allocatedMemory);
|
|
}
|
|
context_release(context);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (dirty)
|
|
{
|
|
if (buffer->flags & WINED3D_BUFFER_NOSYNC && !(flags & WINED3DLOCK_NOOVERWRITE))
|
|
{
|
|
buffer->flags &= ~WINED3D_BUFFER_NOSYNC;
|
|
}
|
|
}
|
|
else if(flags & WINED3DLOCK_NOOVERWRITE)
|
|
{
|
|
buffer->flags |= WINED3D_BUFFER_NOSYNC;
|
|
}
|
|
|
|
if (flags & WINED3DLOCK_DISCARD)
|
|
{
|
|
buffer->flags |= WINED3D_BUFFER_DISCARD;
|
|
}
|
|
}
|
|
}
|
|
|
|
*data = buffer->resource.allocatedMemory + offset;
|
|
|
|
TRACE("Returning memory at %p (base %p, offset %u).\n", *data, buffer->resource.allocatedMemory, offset);
|
|
/* TODO: check Flags compatibility with buffer->currentDesc.Usage (see MSDN) */
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
void CDECL wined3d_buffer_unmap(struct wined3d_buffer *buffer)
|
|
{
|
|
ULONG i;
|
|
|
|
TRACE("buffer %p.\n", buffer);
|
|
|
|
/* In the case that the number of Unmap calls > the
|
|
* number of Map calls, d3d returns always D3D_OK.
|
|
* This is also needed to prevent Map from returning garbage on
|
|
* the next call (this will happen if the lock_count is < 0). */
|
|
if (!buffer->lock_count)
|
|
{
|
|
WARN("Unmap called without a previous map call.\n");
|
|
return;
|
|
}
|
|
|
|
if (InterlockedDecrement(&buffer->lock_count))
|
|
{
|
|
/* Delay loading the buffer until everything is unlocked */
|
|
TRACE("Ignoring unmap.\n");
|
|
return;
|
|
}
|
|
|
|
if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER) && buffer->buffer_object)
|
|
{
|
|
struct wined3d_device *device = buffer->resource.device;
|
|
const struct wined3d_gl_info *gl_info;
|
|
struct wined3d_context *context;
|
|
|
|
if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
|
|
device_invalidate_state(device, STATE_INDEXBUFFER);
|
|
|
|
context = context_acquire(device, NULL);
|
|
gl_info = context->gl_info;
|
|
ENTER_GL();
|
|
GL_EXTCALL(glBindBufferARB(buffer->buffer_type_hint, buffer->buffer_object));
|
|
|
|
if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
|
|
{
|
|
for (i = 0; i < buffer->modified_areas; ++i)
|
|
{
|
|
GL_EXTCALL(glFlushMappedBufferRange(buffer->buffer_type_hint,
|
|
buffer->maps[i].offset, buffer->maps[i].size));
|
|
checkGLcall("glFlushMappedBufferRange");
|
|
}
|
|
}
|
|
else if (buffer->flags & WINED3D_BUFFER_FLUSH)
|
|
{
|
|
for (i = 0; i < buffer->modified_areas; ++i)
|
|
{
|
|
GL_EXTCALL(glFlushMappedBufferRangeAPPLE(buffer->buffer_type_hint,
|
|
buffer->maps[i].offset, buffer->maps[i].size));
|
|
checkGLcall("glFlushMappedBufferRangeAPPLE");
|
|
}
|
|
}
|
|
|
|
GL_EXTCALL(glUnmapBufferARB(buffer->buffer_type_hint));
|
|
LEAVE_GL();
|
|
context_release(context);
|
|
|
|
buffer->resource.allocatedMemory = NULL;
|
|
buffer_clear_dirty_areas(buffer);
|
|
}
|
|
else if (buffer->flags & WINED3D_BUFFER_HASDESC)
|
|
{
|
|
wined3d_buffer_preload(buffer);
|
|
}
|
|
}
|
|
|
|
static const struct wined3d_resource_ops buffer_resource_ops =
|
|
{
|
|
buffer_unload,
|
|
};
|
|
|
|
static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device *device,
|
|
UINT size, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool, GLenum bind_hint,
|
|
const char *data, void *parent, const struct wined3d_parent_ops *parent_ops)
|
|
{
|
|
const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
|
|
const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
|
|
HRESULT hr;
|
|
BOOL dynamic_buffer_ok;
|
|
|
|
if (!size)
|
|
{
|
|
WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
hr = resource_init(&buffer->resource, device, WINED3DRTYPE_BUFFER, format,
|
|
WINED3DMULTISAMPLE_NONE, 0, usage, pool, size, 1, 1, size,
|
|
parent, parent_ops, &buffer_resource_ops);
|
|
if (FAILED(hr))
|
|
{
|
|
WARN("Failed to initialize resource, hr %#x\n", hr);
|
|
return hr;
|
|
}
|
|
buffer->buffer_type_hint = bind_hint;
|
|
|
|
TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer->resource.size, buffer->resource.usage,
|
|
debug_d3dformat(buffer->resource.format->id), buffer->resource.allocatedMemory, buffer);
|
|
|
|
dynamic_buffer_ok = gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] || gl_info->supported[ARB_MAP_BUFFER_RANGE];
|
|
|
|
/* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
|
|
* drawStridedFast (half-life 2 and others).
|
|
*
|
|
* Basically converting the vertices in the buffer is quite expensive, and observations
|
|
* show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
|
|
* Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
|
|
*/
|
|
if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
|
|
{
|
|
TRACE("Not creating a vbo because GL_ARB_vertex_buffer is not supported\n");
|
|
}
|
|
else if(buffer->resource.pool == WINED3DPOOL_SYSTEMMEM)
|
|
{
|
|
TRACE("Not creating a vbo because the vertex buffer is in system memory\n");
|
|
}
|
|
else if(!dynamic_buffer_ok && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
|
|
{
|
|
TRACE("Not creating a vbo because the buffer has dynamic usage and no GL support\n");
|
|
}
|
|
else
|
|
{
|
|
buffer->flags |= WINED3D_BUFFER_CREATEBO;
|
|
}
|
|
|
|
if (data)
|
|
{
|
|
BYTE *ptr;
|
|
|
|
hr = wined3d_buffer_map(buffer, 0, size, &ptr, 0);
|
|
if (FAILED(hr))
|
|
{
|
|
ERR("Failed to map buffer, hr %#x\n", hr);
|
|
buffer_unload(&buffer->resource);
|
|
resource_cleanup(&buffer->resource);
|
|
return hr;
|
|
}
|
|
|
|
memcpy(ptr, data, size);
|
|
|
|
wined3d_buffer_unmap(buffer);
|
|
}
|
|
|
|
buffer->maps = HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer->maps));
|
|
if (!buffer->maps)
|
|
{
|
|
ERR("Out of memory\n");
|
|
buffer_unload(&buffer->resource);
|
|
resource_cleanup(&buffer->resource);
|
|
return E_OUTOFMEMORY;
|
|
}
|
|
buffer->maps_size = 1;
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_buffer_create(struct wined3d_device *device, struct wined3d_buffer_desc *desc, const void *data,
|
|
void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer)
|
|
{
|
|
struct wined3d_buffer *object;
|
|
HRESULT hr;
|
|
|
|
TRACE("device %p, desc %p, data %p, parent %p, buffer %p\n", device, desc, data, parent, buffer);
|
|
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
|
if (!object)
|
|
{
|
|
ERR("Failed to allocate memory\n");
|
|
return E_OUTOFMEMORY;
|
|
}
|
|
|
|
FIXME("Ignoring access flags (pool)\n");
|
|
|
|
hr = buffer_init(object, device, desc->byte_width, desc->usage, WINED3DFMT_UNKNOWN,
|
|
WINED3DPOOL_MANAGED, GL_ARRAY_BUFFER_ARB, data, parent, parent_ops);
|
|
if (FAILED(hr))
|
|
{
|
|
WARN("Failed to initialize buffer, hr %#x.\n", hr);
|
|
HeapFree(GetProcessHeap(), 0, object);
|
|
return hr;
|
|
}
|
|
object->desc = *desc;
|
|
|
|
TRACE("Created buffer %p.\n", object);
|
|
|
|
*buffer = object;
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_buffer_create_vb(struct wined3d_device *device, UINT size, DWORD usage, WINED3DPOOL pool,
|
|
void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer)
|
|
{
|
|
struct wined3d_buffer *object;
|
|
HRESULT hr;
|
|
|
|
TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
|
|
device, size, usage, pool, parent, parent_ops, buffer);
|
|
|
|
if (pool == WINED3DPOOL_SCRATCH)
|
|
{
|
|
/* The d3d9 tests shows that this is not allowed. It doesn't make much
|
|
* sense anyway, SCRATCH buffers wouldn't be usable anywhere. */
|
|
WARN("Vertex buffer in WINED3DPOOL_SCRATCH requested, returning WINED3DERR_INVALIDCALL.\n");
|
|
*buffer = NULL;
|
|
return WINED3DERR_INVALIDCALL;
|
|
}
|
|
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
|
if (!object)
|
|
{
|
|
ERR("Out of memory\n");
|
|
*buffer = NULL;
|
|
return WINED3DERR_OUTOFVIDEOMEMORY;
|
|
}
|
|
|
|
hr = buffer_init(object, device, size, usage, WINED3DFMT_VERTEXDATA,
|
|
pool, GL_ARRAY_BUFFER_ARB, NULL, parent, parent_ops);
|
|
if (FAILED(hr))
|
|
{
|
|
WARN("Failed to initialize buffer, hr %#x.\n", hr);
|
|
HeapFree(GetProcessHeap(), 0, object);
|
|
return hr;
|
|
}
|
|
|
|
TRACE("Created buffer %p.\n", object);
|
|
*buffer = object;
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
HRESULT CDECL wined3d_buffer_create_ib(struct wined3d_device *device, UINT size, DWORD usage, WINED3DPOOL pool,
|
|
void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer)
|
|
{
|
|
struct wined3d_buffer *object;
|
|
HRESULT hr;
|
|
|
|
TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
|
|
device, size, usage, pool, parent, parent_ops, buffer);
|
|
|
|
object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
|
if (!object)
|
|
{
|
|
ERR("Out of memory\n");
|
|
*buffer = NULL;
|
|
return WINED3DERR_OUTOFVIDEOMEMORY;
|
|
}
|
|
|
|
hr = buffer_init(object, device, size, usage | WINED3DUSAGE_STATICDECL,
|
|
WINED3DFMT_UNKNOWN, pool, GL_ELEMENT_ARRAY_BUFFER_ARB, NULL,
|
|
parent, parent_ops);
|
|
if (FAILED(hr))
|
|
{
|
|
WARN("Failed to initialize buffer, hr %#x\n", hr);
|
|
HeapFree(GetProcessHeap(), 0, object);
|
|
return hr;
|
|
}
|
|
|
|
TRACE("Created buffer %p.\n", object);
|
|
*buffer = object;
|
|
|
|
return WINED3D_OK;
|
|
}
|