1061 lines
38 KiB
C
1061 lines
38 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 Stefan Dösinger for CodeWeavers
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* Copyright 2009 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 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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/* Context activation is done by the caller. */
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static void buffer_create_buffer_object(struct wined3d_buffer *This)
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{
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GLenum error, gl_usage;
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TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p 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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* It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
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* IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
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* look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
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* to check if the rhw and color values are in the correct format.
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*/
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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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goto fail;
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}
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if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
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{
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IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
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}
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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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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. Because we always keep the local copy
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* we never read from the vbo and can create a write only opengl buffer.
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*/
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switch(This->resource.usage & (WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC))
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{
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case WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC:
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case WINED3DUSAGE_DYNAMIC:
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TRACE("Gl usage = GL_STREAM_DRAW\n");
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gl_usage = GL_STREAM_DRAW_ARB;
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break;
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case WINED3DUSAGE_WRITEONLY:
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default:
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TRACE("Gl usage = GL_DYNAMIC_DRAW\n");
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gl_usage = GL_DYNAMIC_DRAW_ARB;
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break;
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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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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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LEAVE_GL();
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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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This->dirty_start = 0;
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This->dirty_end = This->resource.size;
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if(This->flags & WINED3D_BUFFER_DOUBLEBUFFER)
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{
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This->flags |= WINED3D_BUFFER_DIRTY;
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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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This->flags &= ~WINED3D_BUFFER_DIRTY;
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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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if (This->buffer_object) GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
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This->buffer_object = 0;
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LEAVE_GL();
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return;
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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 attrib_size;
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BOOL ret = FALSE;
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unsigned int i;
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DWORD offset = This->resource.wineD3DDevice->stateBlock->streamOffset[attrib->stream_idx];
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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_desc->format));
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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_desc->component_count * attrib->format_desc->component_size;
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for (i = 0; i < attrib_size; ++i)
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{
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if (This->conversion_map[data + i] != conversion_type)
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{
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TRACE("Byte %ld in vertex changed\n", i + data);
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TRACE("It was type %d, is %d now\n", This->conversion_map[data + i], conversion_type);
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ret = TRUE;
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This->conversion_map[data + i] = 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, BOOL *float16_used)
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{
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const struct wined3d_stream_info_element *attrib = &si->elements[attrib_idx];
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BOOL ret = FALSE;
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WINED3DFORMAT format;
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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_desc->format;
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/* Look for newly appeared conversion */
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if (!GL_SUPPORT(ARB_HALF_FLOAT_VERTEX) && (format == WINED3DFMT_R16G16_FLOAT || format == WINED3DFMT_R16G16B16A16_FLOAT))
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{
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ret = buffer_process_converted_attribute(This, CONV_FLOAT16_2, attrib, stride_this_run);
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if (is_ffp_position) FIXME("Test FLOAT16 fixed function processing positions\n");
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else if (is_ffp_color) FIXME("test FLOAT16 fixed function processing colors\n");
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*float16_used = TRUE;
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}
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else if (check_d3dcolor && format == WINED3DFMT_A8R8G8B8)
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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_A8R8G8B8 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 UINT *find_conversion_shift(struct wined3d_buffer *This,
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const struct wined3d_stream_info *strided, UINT stride)
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{
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UINT *ret, i, j, shift, orig_type_size;
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if (!stride)
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{
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TRACE("No shift\n");
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return NULL;
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}
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This->conversion_stride = stride;
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ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(DWORD) * stride);
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for (i = 0; i < MAX_ATTRIBS; ++i)
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{
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WINED3DFORMAT format;
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if (!(strided->use_map & (1 << i)) || strided->elements[i].buffer_object != This->buffer_object) continue;
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format = strided->elements[i].format_desc->format;
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if (format == WINED3DFMT_R16G16_FLOAT)
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{
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shift = 4;
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}
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else if (format == WINED3DFMT_R16G16B16A16_FLOAT)
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{
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shift = 8;
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/* Pre-shift the last 4 bytes in the FLOAT16_4 by 4 bytes - this makes FLOAT16_2 and FLOAT16_4 conversions
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* compatible
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*/
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for (j = 4; j < 8; ++j)
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{
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ret[(DWORD_PTR)strided->elements[i].data + j] += 4;
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}
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}
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else
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{
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shift = 0;
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}
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This->conversion_stride += shift;
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if (shift)
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{
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orig_type_size = strided->elements[i].format_desc->component_count
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* strided->elements[i].format_desc->component_size;
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for (j = (DWORD_PTR)strided->elements[i].data + orig_type_size; j < stride; ++j)
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{
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ret[j] += shift;
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}
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}
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}
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if (TRACE_ON(d3d))
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{
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TRACE("Dumping conversion shift:\n");
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for (i = 0; i < stride; ++i)
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{
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TRACE("[%d]", ret[i]);
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}
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TRACE("\n");
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}
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return ret;
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}
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static BOOL buffer_find_decl(struct wined3d_buffer *This)
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{
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IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
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const struct wined3d_stream_info *si = &device->strided_streams;
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UINT stride_this_run = 0;
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BOOL float16_used = FALSE;
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BOOL ret = FALSE;
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unsigned int i;
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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(((IWineD3DImpl *)device->wineD3D)->dxVersion == 7 ||
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This->resource.format_desc->format != WINED3DFMT_VERTEXDATA) 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
|
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* with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
|
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* 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
|
|
*/
|
|
if (use_vs(device->stateBlock))
|
|
{
|
|
TRACE("vshader\n");
|
|
/* If the current vertex declaration is marked for no half float conversion don't bother to
|
|
* analyse the strided streams in depth, just set them up for no conversion. Return decl changed
|
|
* if we used conversion before
|
|
*/
|
|
if (!((IWineD3DVertexDeclarationImpl *) device->stateBlock->vertexDecl)->half_float_conv_needed)
|
|
{
|
|
if (This->conversion_map)
|
|
{
|
|
TRACE("Now using shaders without conversion, but conversion used before\n");
|
|
HeapFree(GetProcessHeap(), 0, This->conversion_map);
|
|
HeapFree(GetProcessHeap(), 0, This->conversion_shift);
|
|
This->conversion_map = NULL;
|
|
This->stride = 0;
|
|
This->conversion_shift = NULL;
|
|
This->conversion_stride = 0;
|
|
return TRUE;
|
|
}
|
|
else
|
|
{
|
|
return FALSE;
|
|
}
|
|
}
|
|
for (i = 0; i < MAX_ATTRIBS; ++i)
|
|
{
|
|
ret = buffer_check_attribute(This, si, i, FALSE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
|
|
}
|
|
|
|
/* Recalculate the conversion shift map if the declaration has changed,
|
|
* and we're using float16 conversion or used it on the last run
|
|
*/
|
|
if (ret && (float16_used || This->conversion_map))
|
|
{
|
|
HeapFree(GetProcessHeap(), 0, This->conversion_shift);
|
|
This->conversion_shift = find_conversion_shift(This, si, This->stride);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
/* Fixed function is a bit trickier. We have to take care for D3DCOLOR types, FLOAT4 positions and of course
|
|
* FLOAT16s if not supported. Also, we can't iterate over the array, so use macros to generate code for all
|
|
* the attributes that our current fixed function pipeline implementation cares for.
|
|
*/
|
|
BOOL support_d3dcolor = GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA);
|
|
ret = buffer_check_attribute(This, si, WINED3D_FFP_POSITION,
|
|
TRUE, TRUE, FALSE, &stride_this_run, &float16_used) || ret;
|
|
ret = buffer_check_attribute(This, si, WINED3D_FFP_NORMAL,
|
|
TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
|
|
ret = buffer_check_attribute(This, si, WINED3D_FFP_DIFFUSE,
|
|
!support_d3dcolor, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
|
|
ret = buffer_check_attribute(This, si, WINED3D_FFP_SPECULAR,
|
|
!support_d3dcolor, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
|
|
ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD0,
|
|
TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
|
|
ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD1,
|
|
TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
|
|
ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD2,
|
|
TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
|
|
ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD3,
|
|
TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
|
|
ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD4,
|
|
TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
|
|
ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD5,
|
|
TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
|
|
ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD6,
|
|
TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
|
|
ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD7,
|
|
TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
|
|
|
|
if (float16_used) FIXME("Float16 conversion used with fixed function vertex processing\n");
|
|
}
|
|
|
|
if (stride_this_run == 0 && This->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;
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
static void buffer_check_buffer_object_size(struct wined3d_buffer *This)
|
|
{
|
|
UINT size = This->conversion_stride ?
|
|
This->conversion_stride * (This->resource.size / This->stride) : This->resource.size;
|
|
if (This->buffer_object_size != size)
|
|
{
|
|
TRACE("Old size %u, creating new size %u\n", This->buffer_object_size, size);
|
|
|
|
if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
|
|
{
|
|
IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
|
|
}
|
|
|
|
/* Rescue the data before resizing the buffer object if we do not have our backup copy */
|
|
if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
|
|
{
|
|
buffer_get_sysmem(This);
|
|
}
|
|
|
|
ENTER_GL();
|
|
GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
|
|
checkGLcall("glBindBufferARB");
|
|
GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, size, NULL, This->buffer_object_usage));
|
|
This->buffer_object_size = size;
|
|
checkGLcall("glBufferDataARB");
|
|
LEAVE_GL();
|
|
}
|
|
}
|
|
|
|
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(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object)
|
|
{
|
|
struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
|
|
|
|
*buffer_object = This->buffer_object;
|
|
if (!This->buffer_object)
|
|
{
|
|
if (This->flags & WINED3D_BUFFER_CREATEBO)
|
|
{
|
|
buffer_create_buffer_object(This);
|
|
This->flags &= ~WINED3D_BUFFER_CREATEBO;
|
|
if (This->buffer_object)
|
|
{
|
|
*buffer_object = This->buffer_object;
|
|
return (const BYTE *)offset;
|
|
}
|
|
}
|
|
return This->resource.allocatedMemory + offset;
|
|
}
|
|
else
|
|
{
|
|
return (const BYTE *)offset;
|
|
}
|
|
}
|
|
|
|
/* IUnknown methods */
|
|
|
|
static HRESULT STDMETHODCALLTYPE buffer_QueryInterface(IWineD3DBuffer *iface,
|
|
REFIID riid, void **object)
|
|
{
|
|
TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object);
|
|
|
|
if (IsEqualGUID(riid, &IID_IWineD3DBuffer)
|
|
|| IsEqualGUID(riid, &IID_IWineD3DResource)
|
|
|| IsEqualGUID(riid, &IID_IWineD3DBase)
|
|
|| IsEqualGUID(riid, &IID_IUnknown))
|
|
{
|
|
IUnknown_AddRef(iface);
|
|
*object = iface;
|
|
return S_OK;
|
|
}
|
|
|
|
WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
|
|
|
|
*object = NULL;
|
|
|
|
return E_NOINTERFACE;
|
|
}
|
|
|
|
static ULONG STDMETHODCALLTYPE buffer_AddRef(IWineD3DBuffer *iface)
|
|
{
|
|
struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
|
|
ULONG refcount = InterlockedIncrement(&This->resource.ref);
|
|
|
|
TRACE("%p increasing refcount to %u\n", This, refcount);
|
|
|
|
return refcount;
|
|
}
|
|
|
|
/* Context activation is done by the caller. */
|
|
BYTE *buffer_get_sysmem(struct wined3d_buffer *This)
|
|
{
|
|
/* 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));
|
|
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;
|
|
}
|
|
|
|
static void STDMETHODCALLTYPE buffer_UnLoad(IWineD3DBuffer *iface)
|
|
{
|
|
struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
|
|
|
|
TRACE("iface %p\n", iface);
|
|
|
|
if (This->buffer_object)
|
|
{
|
|
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
|
|
|
|
ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
|
|
|
|
/* Download the buffer, but don't permanently enable double buffering */
|
|
if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
|
|
{
|
|
buffer_get_sysmem(This);
|
|
This->flags &= ~WINED3D_BUFFER_DOUBLEBUFFER;
|
|
}
|
|
|
|
ENTER_GL();
|
|
GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
|
|
checkGLcall("glDeleteBuffersARB");
|
|
LEAVE_GL();
|
|
This->buffer_object = 0;
|
|
This->flags |= WINED3D_BUFFER_CREATEBO; /* Recreate the buffer object next load */
|
|
}
|
|
}
|
|
|
|
static ULONG STDMETHODCALLTYPE buffer_Release(IWineD3DBuffer *iface)
|
|
{
|
|
struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
|
|
ULONG refcount = InterlockedDecrement(&This->resource.ref);
|
|
|
|
TRACE("%p decreasing refcount to %u\n", This, refcount);
|
|
|
|
if (!refcount)
|
|
{
|
|
buffer_UnLoad(iface);
|
|
resource_cleanup((IWineD3DResource *)iface);
|
|
HeapFree(GetProcessHeap(), 0, This);
|
|
}
|
|
|
|
return refcount;
|
|
}
|
|
|
|
/* IWineD3DBase methods */
|
|
|
|
static HRESULT STDMETHODCALLTYPE buffer_GetParent(IWineD3DBuffer *iface, IUnknown **parent)
|
|
{
|
|
return resource_get_parent((IWineD3DResource *)iface, parent);
|
|
}
|
|
|
|
/* IWineD3DResource methods */
|
|
|
|
static HRESULT STDMETHODCALLTYPE buffer_GetDevice(IWineD3DBuffer *iface, IWineD3DDevice **device)
|
|
{
|
|
return resource_get_device((IWineD3DResource *)iface, device);
|
|
}
|
|
|
|
static HRESULT STDMETHODCALLTYPE buffer_SetPrivateData(IWineD3DBuffer *iface,
|
|
REFGUID guid, const void *data, DWORD data_size, DWORD flags)
|
|
{
|
|
return resource_set_private_data((IWineD3DResource *)iface, guid, data, data_size, flags);
|
|
}
|
|
|
|
static HRESULT STDMETHODCALLTYPE buffer_GetPrivateData(IWineD3DBuffer *iface,
|
|
REFGUID guid, void *data, DWORD *data_size)
|
|
{
|
|
return resource_get_private_data((IWineD3DResource *)iface, guid, data, data_size);
|
|
}
|
|
|
|
static HRESULT STDMETHODCALLTYPE buffer_FreePrivateData(IWineD3DBuffer *iface, REFGUID guid)
|
|
{
|
|
return resource_free_private_data((IWineD3DResource *)iface, guid);
|
|
}
|
|
|
|
static DWORD STDMETHODCALLTYPE buffer_SetPriority(IWineD3DBuffer *iface, DWORD priority)
|
|
{
|
|
return resource_set_priority((IWineD3DResource *)iface, priority);
|
|
}
|
|
|
|
static DWORD STDMETHODCALLTYPE buffer_GetPriority(IWineD3DBuffer *iface)
|
|
{
|
|
return resource_get_priority((IWineD3DResource *)iface);
|
|
}
|
|
|
|
static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
|
|
{
|
|
struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
|
|
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
|
|
UINT start = 0, end = 0, vertices;
|
|
BOOL decl_changed = FALSE;
|
|
unsigned int i, j;
|
|
BYTE *data;
|
|
|
|
TRACE("iface %p\n", iface);
|
|
|
|
ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
|
|
|
|
if (!This->buffer_object)
|
|
{
|
|
/* TODO: Make converting independent from VBOs */
|
|
if (This->flags & WINED3D_BUFFER_CREATEBO)
|
|
{
|
|
buffer_create_buffer_object(This);
|
|
This->flags &= ~WINED3D_BUFFER_CREATEBO;
|
|
}
|
|
else
|
|
{
|
|
return; /* Not doing any conversion */
|
|
}
|
|
}
|
|
|
|
/* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
|
|
if (device->isInDraw && This->bind_count > 0)
|
|
{
|
|
decl_changed = buffer_find_decl(This);
|
|
This->flags |= WINED3D_BUFFER_HASDESC;
|
|
}
|
|
|
|
if (!decl_changed && !(This->flags & WINED3D_BUFFER_HASDESC && This->flags & WINED3D_BUFFER_DIRTY)) 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)
|
|
{
|
|
++This->conversion_count;
|
|
This->draw_count = 0;
|
|
|
|
if (This->conversion_count > VB_MAXDECLCHANGES)
|
|
{
|
|
FIXME("Too many declaration changes, stopping converting\n");
|
|
|
|
ENTER_GL();
|
|
GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
|
|
checkGLcall("glDeleteBuffersARB");
|
|
LEAVE_GL();
|
|
This->buffer_object = 0;
|
|
HeapFree(GetProcessHeap(), 0, This->conversion_shift);
|
|
|
|
/* The stream source state handler might have read the memory of the vertex buffer already
|
|
* and got the memory in the vbo which is not valid any longer. Dirtify the stream source
|
|
* to force a reload. This happens only once per changed vertexbuffer and should occur rather
|
|
* rarely
|
|
*/
|
|
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
|
|
|
|
return;
|
|
}
|
|
buffer_check_buffer_object_size(This);
|
|
}
|
|
else
|
|
{
|
|
/* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
|
|
* changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
|
|
* decl changes and reset the decl change count after a specific number of them
|
|
*/
|
|
++This->draw_count;
|
|
if (This->draw_count > VB_RESETDECLCHANGE) This->conversion_count = 0;
|
|
}
|
|
|
|
if (decl_changed)
|
|
{
|
|
/* The declaration changed, reload the whole buffer */
|
|
WARN("Reloading buffer because of decl change\n");
|
|
start = 0;
|
|
end = This->resource.size;
|
|
}
|
|
else
|
|
{
|
|
/* No decl change, but dirty data, reload the changed stuff */
|
|
if (This->conversion_shift)
|
|
{
|
|
if (This->dirty_start != 0 || This->dirty_end != 0)
|
|
{
|
|
FIXME("Implement partial buffer loading with shifted conversion\n");
|
|
}
|
|
}
|
|
start = This->dirty_start;
|
|
end = This->dirty_end;
|
|
}
|
|
|
|
/* Mark the buffer clean */
|
|
This->flags &= ~WINED3D_BUFFER_DIRTY;
|
|
This->dirty_start = 0;
|
|
This->dirty_end = 0;
|
|
|
|
if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
|
|
{
|
|
IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
|
|
}
|
|
|
|
if (!This->conversion_map)
|
|
{
|
|
/* That means that there is nothing to fixup. Just upload from This->resource.allocatedMemory
|
|
* directly into the vbo. Do not free the system memory copy because drawPrimitive may need it if
|
|
* the stride is 0, for instancing emulation, vertex blending emulation or shader emulation.
|
|
*/
|
|
TRACE("No conversion needed\n");
|
|
|
|
/* Nothing to do because we locked directly into the vbo */
|
|
if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER)) return;
|
|
|
|
if (!device->isInDraw)
|
|
{
|
|
ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
|
|
}
|
|
ENTER_GL();
|
|
GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
|
|
checkGLcall("glBindBufferARB");
|
|
GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, start, end-start, This->resource.allocatedMemory + start));
|
|
checkGLcall("glBufferSubDataARB");
|
|
LEAVE_GL();
|
|
return;
|
|
}
|
|
|
|
if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
|
|
{
|
|
buffer_get_sysmem(This);
|
|
}
|
|
|
|
/* Now for each vertex in the buffer that needs conversion */
|
|
vertices = This->resource.size / This->stride;
|
|
|
|
if (This->conversion_shift)
|
|
{
|
|
TRACE("Shifted conversion\n");
|
|
data = HeapAlloc(GetProcessHeap(), 0, vertices * This->conversion_stride);
|
|
|
|
for (i = start / This->stride; i < min((end / This->stride) + 1, vertices); ++i)
|
|
{
|
|
for (j = 0; j < This->stride; ++j)
|
|
{
|
|
switch(This->conversion_map[j])
|
|
{
|
|
case CONV_NONE:
|
|
data[This->conversion_stride * i + j + This->conversion_shift[j]]
|
|
= This->resource.allocatedMemory[This->stride * i + j];
|
|
break;
|
|
|
|
case CONV_FLOAT16_2:
|
|
{
|
|
float *out = (float *)(&data[This->conversion_stride * i + j + This->conversion_shift[j]]);
|
|
const WORD *in = (WORD *)(&This->resource.allocatedMemory[i * This->stride + j]);
|
|
|
|
out[1] = float_16_to_32(in + 1);
|
|
out[0] = float_16_to_32(in + 0);
|
|
j += 3; /* Skip 3 additional bytes,as a FLOAT16_2 has 4 bytes */
|
|
break;
|
|
}
|
|
|
|
default:
|
|
FIXME("Unimplemented conversion %d in shifted conversion\n", This->conversion_map[j]);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
ENTER_GL();
|
|
GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
|
|
checkGLcall("glBindBufferARB");
|
|
GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, 0, vertices * This->conversion_stride, data));
|
|
checkGLcall("glBufferSubDataARB");
|
|
LEAVE_GL();
|
|
}
|
|
else
|
|
{
|
|
data = HeapAlloc(GetProcessHeap(), 0, This->resource.size);
|
|
memcpy(data + start, This->resource.allocatedMemory + start, end - start);
|
|
for (i = start / This->stride; i < min((end / This->stride) + 1, vertices); ++i)
|
|
{
|
|
for (j = 0; j < This->stride; ++j)
|
|
{
|
|
switch(This->conversion_map[j])
|
|
{
|
|
case CONV_NONE:
|
|
/* Done already */
|
|
j += 3;
|
|
break;
|
|
case CONV_D3DCOLOR:
|
|
fixup_d3dcolor((DWORD *) (data + i * This->stride + j));
|
|
j += 3;
|
|
break;
|
|
|
|
case CONV_POSITIONT:
|
|
fixup_transformed_pos((float *) (data + i * This->stride + j));
|
|
j += 15;
|
|
break;
|
|
|
|
case CONV_FLOAT16_2:
|
|
ERR("Did not expect FLOAT16 conversion in unshifted conversion\n");
|
|
default:
|
|
FIXME("Unimplemented conversion %d in shifted conversion\n", This->conversion_map[j]);
|
|
}
|
|
}
|
|
}
|
|
|
|
ENTER_GL();
|
|
GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
|
|
checkGLcall("glBindBufferARB");
|
|
GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, start, end - start, data + start));
|
|
checkGLcall("glBufferSubDataARB");
|
|
LEAVE_GL();
|
|
}
|
|
|
|
HeapFree(GetProcessHeap(), 0, data);
|
|
}
|
|
|
|
static WINED3DRESOURCETYPE STDMETHODCALLTYPE buffer_GetType(IWineD3DBuffer *iface)
|
|
{
|
|
return resource_get_type((IWineD3DResource *)iface);
|
|
}
|
|
|
|
/* IWineD3DBuffer methods */
|
|
|
|
static HRESULT STDMETHODCALLTYPE buffer_Map(IWineD3DBuffer *iface, UINT offset, UINT size, BYTE **data, DWORD flags)
|
|
{
|
|
struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
|
|
LONG count;
|
|
|
|
TRACE("iface %p, offset %u, size %u, data %p, flags %#x\n", iface, offset, size, data, flags);
|
|
|
|
count = InterlockedIncrement(&This->lock_count);
|
|
|
|
if (This->flags & WINED3D_BUFFER_DIRTY)
|
|
{
|
|
if (This->dirty_start > offset) This->dirty_start = offset;
|
|
|
|
if (size)
|
|
{
|
|
if (This->dirty_end < offset + size) This->dirty_end = offset + size;
|
|
}
|
|
else
|
|
{
|
|
This->dirty_end = This->resource.size;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
This->dirty_start = offset;
|
|
if (size) This->dirty_end = offset + size;
|
|
else This->dirty_end = This->resource.size;
|
|
}
|
|
|
|
if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER) && This->buffer_object)
|
|
{
|
|
if(count == 1)
|
|
{
|
|
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
|
|
|
|
if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
|
|
{
|
|
IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
|
|
}
|
|
|
|
ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
|
|
ENTER_GL();
|
|
GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
|
|
This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(This->buffer_type_hint, GL_READ_WRITE_ARB));
|
|
LEAVE_GL();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
This->flags |= WINED3D_BUFFER_DIRTY;
|
|
}
|
|
|
|
*data = This->resource.allocatedMemory + offset;
|
|
|
|
TRACE("Returning memory at %p (base %p, offset %u)\n", *data, This->resource.allocatedMemory, offset);
|
|
/* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT STDMETHODCALLTYPE buffer_Unmap(IWineD3DBuffer *iface)
|
|
{
|
|
struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
|
|
|
|
TRACE("(%p)\n", This);
|
|
|
|
/* 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(This->lock_count == 0)
|
|
{
|
|
TRACE("Unmap called without a previous Map call!\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
if (InterlockedDecrement(&This->lock_count))
|
|
{
|
|
/* Delay loading the buffer until everything is unlocked */
|
|
TRACE("Ignoring unlock\n");
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER) && This->buffer_object)
|
|
{
|
|
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
|
|
|
|
if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
|
|
{
|
|
IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
|
|
}
|
|
|
|
ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
|
|
ENTER_GL();
|
|
GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
|
|
GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
|
|
LEAVE_GL();
|
|
|
|
This->resource.allocatedMemory = NULL;
|
|
}
|
|
else if (This->flags & WINED3D_BUFFER_HASDESC)
|
|
{
|
|
buffer_PreLoad(iface);
|
|
}
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
static HRESULT STDMETHODCALLTYPE buffer_GetDesc(IWineD3DBuffer *iface, WINED3DBUFFER_DESC *desc)
|
|
{
|
|
struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
|
|
|
|
TRACE("(%p)\n", This);
|
|
|
|
desc->Type = This->resource.resourceType;
|
|
desc->Usage = This->resource.usage;
|
|
desc->Pool = This->resource.pool;
|
|
desc->Size = This->resource.size;
|
|
|
|
return WINED3D_OK;
|
|
}
|
|
|
|
const struct IWineD3DBufferVtbl wined3d_buffer_vtbl =
|
|
{
|
|
/* IUnknown methods */
|
|
buffer_QueryInterface,
|
|
buffer_AddRef,
|
|
buffer_Release,
|
|
/* IWineD3DBase methods */
|
|
buffer_GetParent,
|
|
/* IWineD3DResource methods */
|
|
buffer_GetDevice,
|
|
buffer_SetPrivateData,
|
|
buffer_GetPrivateData,
|
|
buffer_FreePrivateData,
|
|
buffer_SetPriority,
|
|
buffer_GetPriority,
|
|
buffer_PreLoad,
|
|
buffer_UnLoad,
|
|
buffer_GetType,
|
|
/* IWineD3DBuffer methods */
|
|
buffer_Map,
|
|
buffer_Unmap,
|
|
buffer_GetDesc,
|
|
};
|