233 lines
9.4 KiB
C
233 lines
9.4 KiB
C
/*
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* IWineD3DIndexBuffer Implementation
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*
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* Copyright 2002-2004 Jason Edmeades
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* Copyright 2003-2004 Raphael Junqueira
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* Copyright 2004 Christian Costa
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* Copyright 2005 Oliver Stieber
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* Copyright 2007 Stefan Dösinger 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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#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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/* *******************************************
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IWineD3DIndexBuffer IUnknown parts follow
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******************************************* */
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static HRESULT WINAPI IWineD3DIndexBufferImpl_QueryInterface(IWineD3DIndexBuffer *iface, REFIID riid, LPVOID *ppobj)
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{
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IWineD3DIndexBufferImpl *This = (IWineD3DIndexBufferImpl *)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_IWineD3DIndexBuffer)){
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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 IWineD3DIndexBufferImpl_AddRef(IWineD3DIndexBuffer *iface) {
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IWineD3DIndexBufferImpl *This = (IWineD3DIndexBufferImpl *)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 IWineD3DIndexBufferImpl_Release(IWineD3DIndexBuffer *iface) {
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IWineD3DIndexBufferImpl *This = (IWineD3DIndexBufferImpl *)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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/* No need to manually unset the buffer. glDeleteBuffers unsets it for the current context,
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* but not for other contexts. However, because the d3d buffer is destroyed the app has to
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* unset it before doing the next draw, thus dirtifying the index buffer state and forcing
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* binding a new buffer
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*/
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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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resource_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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IWineD3DIndexBuffer IWineD3DResource parts follow
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**************************************************** */
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static HRESULT WINAPI IWineD3DIndexBufferImpl_GetDevice(IWineD3DIndexBuffer *iface, IWineD3DDevice** ppDevice) {
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return resource_get_device((IWineD3DResource *)iface, ppDevice);
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}
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static HRESULT WINAPI IWineD3DIndexBufferImpl_SetPrivateData(IWineD3DIndexBuffer *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
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return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
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}
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static HRESULT WINAPI IWineD3DIndexBufferImpl_GetPrivateData(IWineD3DIndexBuffer *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
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return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
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}
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static HRESULT WINAPI IWineD3DIndexBufferImpl_FreePrivateData(IWineD3DIndexBuffer *iface, REFGUID refguid) {
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return resource_free_private_data((IWineD3DResource *)iface, refguid);
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}
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static DWORD WINAPI IWineD3DIndexBufferImpl_SetPriority(IWineD3DIndexBuffer *iface, DWORD PriorityNew) {
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return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
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}
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static DWORD WINAPI IWineD3DIndexBufferImpl_GetPriority(IWineD3DIndexBuffer *iface) {
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return resource_get_priority((IWineD3DResource *)iface);
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}
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static void WINAPI IWineD3DIndexBufferImpl_PreLoad(IWineD3DIndexBuffer *iface) {
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FIXME("iface %p stub!\n", iface);
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}
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static void WINAPI IWineD3DIndexBufferImpl_UnLoad(IWineD3DIndexBuffer *iface) {
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IWineD3DIndexBufferImpl *This = (IWineD3DIndexBufferImpl *) iface;
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IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
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TRACE("(%p)\n", This);
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/* This is easy: The whole content is shadowed in This->resource.allocatedMemory,
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* so we only have to destroy the vbo. Only do it if we have a vbo, which implies
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* that vbos are supported.
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* (TODO: Make a IWineD3DBuffer base class for index and vertex buffers and share
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* this code. Also needed for D3D10)
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*/
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if(This->vbo) {
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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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}
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}
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static WINED3DRESOURCETYPE WINAPI IWineD3DIndexBufferImpl_GetType(IWineD3DIndexBuffer *iface) {
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return resource_get_type((IWineD3DResource *)iface);
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}
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static HRESULT WINAPI IWineD3DIndexBufferImpl_GetParent(IWineD3DIndexBuffer *iface, IUnknown **pParent) {
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return resource_get_parent((IWineD3DResource *)iface, pParent);
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}
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/* ******************************************************
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IWineD3DIndexBuffer IWineD3DIndexBuffer parts follow
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****************************************************** */
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static HRESULT WINAPI IWineD3DIndexBufferImpl_Lock(IWineD3DIndexBuffer *iface, UINT OffsetToLock, UINT SizeToLock, BYTE** ppbData, DWORD Flags) {
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IWineD3DIndexBufferImpl *This = (IWineD3DIndexBufferImpl *)iface;
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TRACE("(%p) : offset %d, size %d, Flags=%x\n", This, OffsetToLock, SizeToLock, Flags);
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InterlockedIncrement(&This->lockcount);
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*ppbData = This->resource.allocatedMemory + OffsetToLock;
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if(Flags & (WINED3DLOCK_READONLY | WINED3DLOCK_NO_DIRTY_UPDATE) || This->vbo == 0) {
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return WINED3D_OK;
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}
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if(This->dirtystart != This->dirtyend) {
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if(This->dirtystart > OffsetToLock) This->dirtystart = OffsetToLock;
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if(SizeToLock) {
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if(This->dirtyend < OffsetToLock + SizeToLock) This->dirtyend = OffsetToLock + SizeToLock;
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} else {
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This->dirtyend = This->resource.size;
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}
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} else {
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This->dirtystart = OffsetToLock;
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if(SizeToLock)
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This->dirtyend = OffsetToLock + SizeToLock;
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else
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This->dirtyend = This->resource.size;
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}
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return WINED3D_OK;
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}
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static HRESULT WINAPI IWineD3DIndexBufferImpl_Unlock(IWineD3DIndexBuffer *iface) {
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IWineD3DIndexBufferImpl *This = (IWineD3DIndexBufferImpl *)iface;
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unsigned long locks = InterlockedDecrement(&This->lockcount);
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TRACE("(%p)\n", This);
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/* For now load in unlock */
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if(locks == 0 && This->vbo && (This->dirtyend - This->dirtystart) > 0) {
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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(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, This->vbo));
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checkGLcall("glBindBufferARB");
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GL_EXTCALL(glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB,
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This->dirtystart, This->dirtyend - This->dirtystart, This->resource.allocatedMemory + This->dirtystart));
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checkGLcall("glBufferSubDataARB");
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LEAVE_GL();
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This->dirtystart = 0;
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This->dirtyend = 0;
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/* TODO: Move loading into preload when the buffer is used, that avoids dirtifying the state */
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IWineD3DDeviceImpl_MarkStateDirty(device, STATE_INDEXBUFFER);
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}
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return WINED3D_OK;
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}
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static HRESULT WINAPI IWineD3DIndexBufferImpl_GetDesc(IWineD3DIndexBuffer *iface, WINED3DINDEXBUFFER_DESC *pDesc) {
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IWineD3DIndexBufferImpl *This = (IWineD3DIndexBufferImpl *)iface;
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TRACE("(%p)\n", This);
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pDesc->Format = This->resource.format;
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pDesc->Type = This->resource.resourceType;
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pDesc->Usage = This->resource.usage;
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pDesc->Pool = This->resource.pool;
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pDesc->Size = This->resource.size;
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return WINED3D_OK;
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}
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const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl =
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{
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/* IUnknown */
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IWineD3DIndexBufferImpl_QueryInterface,
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IWineD3DIndexBufferImpl_AddRef,
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IWineD3DIndexBufferImpl_Release,
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/* IWineD3DResource */
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IWineD3DIndexBufferImpl_GetParent,
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IWineD3DIndexBufferImpl_GetDevice,
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IWineD3DIndexBufferImpl_SetPrivateData,
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IWineD3DIndexBufferImpl_GetPrivateData,
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IWineD3DIndexBufferImpl_FreePrivateData,
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IWineD3DIndexBufferImpl_SetPriority,
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IWineD3DIndexBufferImpl_GetPriority,
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IWineD3DIndexBufferImpl_PreLoad,
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IWineD3DIndexBufferImpl_UnLoad,
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IWineD3DIndexBufferImpl_GetType,
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/* IWineD3DIndexBuffer */
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IWineD3DIndexBufferImpl_Lock,
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IWineD3DIndexBufferImpl_Unlock,
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IWineD3DIndexBufferImpl_GetDesc
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};
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