| /* |
| * Copyright 2002-2005 Jason Edmeades |
| * Copyright 2002-2005 Raphael Junqueira |
| * Copyright 2004 Christian Costa |
| * Copyright 2005 Oliver Stieber |
| * Copyright 2007-2010 Stefan Dösinger for CodeWeavers |
| * Copyright 2009 Henri Verbeet for CodeWeavers |
| * |
| * This library is free software; you can redistribute it and/or |
| * modify it under the terms of the GNU Lesser General Public |
| * License as published by the Free Software Foundation; either |
| * version 2.1 of the License, or (at your option) any later version. |
| * |
| * This library is distributed in the hope that it will be useful, |
| * but WITHOUT ANY WARRANTY; without even the implied warranty of |
| * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
| * Lesser General Public License for more details. |
| * |
| * You should have received a copy of the GNU Lesser General Public |
| * License along with this library; if not, write to the Free Software |
| * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA |
| * |
| */ |
| |
| #include "config.h" |
| #include "wine/port.h" |
| |
| #include "wined3d_private.h" |
| |
| WINE_DEFAULT_DEBUG_CHANNEL(d3d); |
| |
| #define VB_MAXDECLCHANGES 100 /* After that number of decl changes we stop converting */ |
| #define VB_RESETDECLCHANGE 1000 /* Reset the decl changecount after that number of draws */ |
| #define VB_MAXFULLCONVERSIONS 5 /* Number of full conversions before we stop converting */ |
| #define VB_RESETFULLCONVS 20 /* Reset full conversion counts after that number of draws */ |
| |
| static inline BOOL buffer_add_dirty_area(struct wined3d_buffer *This, UINT offset, UINT size) |
| { |
| if (!This->buffer_object) return TRUE; |
| |
| if (This->maps_size <= This->modified_areas) |
| { |
| void *new = HeapReAlloc(GetProcessHeap(), 0, This->maps, |
| This->maps_size * 2 * sizeof(*This->maps)); |
| if (!new) |
| { |
| ERR("Out of memory\n"); |
| return FALSE; |
| } |
| else |
| { |
| This->maps = new; |
| This->maps_size *= 2; |
| } |
| } |
| |
| if(offset > This->resource.size || offset + size > This->resource.size) |
| { |
| WARN("Invalid range dirtified, marking entire buffer dirty\n"); |
| offset = 0; |
| size = This->resource.size; |
| } |
| else if(!offset && !size) |
| { |
| size = This->resource.size; |
| } |
| |
| This->maps[This->modified_areas].offset = offset; |
| This->maps[This->modified_areas].size = size; |
| This->modified_areas++; |
| return TRUE; |
| } |
| |
| static inline void buffer_clear_dirty_areas(struct wined3d_buffer *This) |
| { |
| This->modified_areas = 0; |
| } |
| |
| static inline BOOL buffer_is_dirty(struct wined3d_buffer *This) |
| { |
| return This->modified_areas != 0; |
| } |
| |
| static inline BOOL buffer_is_fully_dirty(struct wined3d_buffer *This) |
| { |
| unsigned int i; |
| |
| for(i = 0; i < This->modified_areas; i++) |
| { |
| if(This->maps[i].offset == 0 && This->maps[i].size == This->resource.size) |
| { |
| return TRUE; |
| } |
| } |
| return FALSE; |
| } |
| |
| /* Context activation is done by the caller */ |
| static void delete_gl_buffer(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info) |
| { |
| if(!This->buffer_object) return; |
| |
| ENTER_GL(); |
| GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object)); |
| checkGLcall("glDeleteBuffersARB"); |
| LEAVE_GL(); |
| This->buffer_object = 0; |
| |
| if(This->query) |
| { |
| wined3d_event_query_destroy(This->query); |
| This->query = NULL; |
| } |
| This->flags &= ~WINED3D_BUFFER_APPLESYNC; |
| } |
| |
| /* Context activation is done by the caller. */ |
| static void buffer_create_buffer_object(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info) |
| { |
| GLenum error, gl_usage; |
| |
| TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n", |
| This, debug_d3dusage(This->resource.usage)); |
| |
| ENTER_GL(); |
| |
| /* Make sure that the gl error is cleared. Do not use checkGLcall |
| * here because checkGLcall just prints a fixme and continues. However, |
| * if an error during VBO creation occurs we can fall back to non-vbo operation |
| * with full functionality(but performance loss) |
| */ |
| while (glGetError() != GL_NO_ERROR); |
| |
| /* Basically the FVF parameter passed to CreateVertexBuffer is no good |
| * It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with |
| * IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer |
| * look like. This means that on each DrawPrimitive call the vertex buffer has to be verified |
| * to check if the rhw and color values are in the correct format. |
| */ |
| |
| GL_EXTCALL(glGenBuffersARB(1, &This->buffer_object)); |
| error = glGetError(); |
| if (!This->buffer_object || error != GL_NO_ERROR) |
| { |
| ERR("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error); |
| LEAVE_GL(); |
| goto fail; |
| } |
| |
| if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB) |
| { |
| IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER); |
| } |
| GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object)); |
| error = glGetError(); |
| if (error != GL_NO_ERROR) |
| { |
| ERR("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error); |
| LEAVE_GL(); |
| goto fail; |
| } |
| |
| /* Don't use static, because dx apps tend to update the buffer |
| * quite often even if they specify 0 usage. |
| */ |
| if(This->resource.usage & WINED3DUSAGE_DYNAMIC) |
| { |
| TRACE("Gl usage = GL_STREAM_DRAW_ARB\n"); |
| gl_usage = GL_STREAM_DRAW_ARB; |
| |
| if(gl_info->supported[APPLE_FLUSH_BUFFER_RANGE]) |
| { |
| GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE)); |
| checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE)"); |
| This->flags |= WINED3D_BUFFER_FLUSH; |
| |
| GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE)); |
| checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE)"); |
| This->flags |= WINED3D_BUFFER_APPLESYNC; |
| } |
| /* No setup is needed here for GL_ARB_map_buffer_range */ |
| } |
| else |
| { |
| TRACE("Gl usage = GL_DYNAMIC_DRAW_ARB\n"); |
| gl_usage = GL_DYNAMIC_DRAW_ARB; |
| } |
| |
| /* Reserve memory for the buffer. The amount of data won't change |
| * so we are safe with calling glBufferData once and |
| * calling glBufferSubData on updates. Upload the actual data in case |
| * we're not double buffering, so we can release the heap mem afterwards |
| */ |
| GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, This->resource.size, This->resource.allocatedMemory, gl_usage)); |
| error = glGetError(); |
| LEAVE_GL(); |
| if (error != GL_NO_ERROR) |
| { |
| ERR("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error); |
| goto fail; |
| } |
| |
| This->buffer_object_size = This->resource.size; |
| This->buffer_object_usage = gl_usage; |
| |
| if(This->flags & WINED3D_BUFFER_DOUBLEBUFFER) |
| { |
| if(!buffer_add_dirty_area(This, 0, 0)) |
| { |
| ERR("buffer_add_dirty_area failed, this is not expected\n"); |
| goto fail; |
| } |
| } |
| else |
| { |
| HeapFree(GetProcessHeap(), 0, This->resource.heapMemory); |
| This->resource.allocatedMemory = NULL; |
| This->resource.heapMemory = NULL; |
| } |
| |
| return; |
| |
| fail: |
| /* Clean up all vbo init, but continue because we can work without a vbo :-) */ |
| ERR("Failed to create a vertex buffer object. Continuing, but performance issues may occur\n"); |
| delete_gl_buffer(This, gl_info); |
| buffer_clear_dirty_areas(This); |
| } |
| |
| static BOOL buffer_process_converted_attribute(struct wined3d_buffer *This, |
| const enum wined3d_buffer_conversion_type conversion_type, |
| const struct wined3d_stream_info_element *attrib, DWORD *stride_this_run) |
| { |
| DWORD attrib_size; |
| BOOL ret = FALSE; |
| unsigned int i; |
| DWORD offset = This->resource.device->stateBlock->streamOffset[attrib->stream_idx]; |
| DWORD_PTR data; |
| |
| /* Check for some valid situations which cause us pain. One is if the buffer is used for |
| * constant attributes(stride = 0), the other one is if the buffer is used on two streams |
| * with different strides. In the 2nd case we might have to drop conversion entirely, |
| * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N. |
| */ |
| if (!attrib->stride) |
| { |
| FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n", |
| debug_d3dformat(attrib->format_desc->format)); |
| } |
| else if(attrib->stride != *stride_this_run && *stride_this_run) |
| { |
| FIXME("Got two concurrent strides, %d and %d\n", attrib->stride, *stride_this_run); |
| } |
| else |
| { |
| *stride_this_run = attrib->stride; |
| if (This->stride != *stride_this_run) |
| { |
| /* We rely that this happens only on the first converted attribute that is found, |
| * if at all. See above check |
| */ |
| TRACE("Reconverting because converted attributes occur, and the stride changed\n"); |
| This->stride = *stride_this_run; |
| HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY, This->conversion_map); |
| This->conversion_map = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, |
| sizeof(*This->conversion_map) * This->stride); |
| ret = TRUE; |
| } |
| } |
| |
| data = (((DWORD_PTR)attrib->data) + offset) % This->stride; |
| attrib_size = attrib->format_desc->component_count * attrib->format_desc->component_size; |
| for (i = 0; i < attrib_size; ++i) |
| { |
| DWORD_PTR idx = (data + i) % This->stride; |
| if (This->conversion_map[idx] != conversion_type) |
| { |
| TRACE("Byte %ld in vertex changed\n", idx); |
| TRACE("It was type %d, is %d now\n", This->conversion_map[idx], conversion_type); |
| ret = TRUE; |
| This->conversion_map[idx] = conversion_type; |
| } |
| } |
| |
| return ret; |
| } |
| |
| static BOOL buffer_check_attribute(struct wined3d_buffer *This, const struct wined3d_stream_info *si, |
| UINT attrib_idx, const BOOL check_d3dcolor, const BOOL is_ffp_position, const BOOL is_ffp_color, |
| DWORD *stride_this_run, BOOL *float16_used) |
| { |
| const struct wined3d_stream_info_element *attrib = &si->elements[attrib_idx]; |
| IWineD3DDeviceImpl *device = This->resource.device; |
| const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; |
| BOOL ret = FALSE; |
| WINED3DFORMAT format; |
| |
| /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is |
| * there, on nonexistent attribs the vbo is 0. |
| */ |
| if (!(si->use_map & (1 << attrib_idx)) |
| || attrib->buffer_object != This->buffer_object) |
| return FALSE; |
| |
| format = attrib->format_desc->format; |
| /* Look for newly appeared conversion */ |
| if (!gl_info->supported[ARB_HALF_FLOAT_VERTEX] |
| && (format == WINED3DFMT_R16G16_FLOAT || format == WINED3DFMT_R16G16B16A16_FLOAT)) |
| { |
| ret = buffer_process_converted_attribute(This, CONV_FLOAT16_2, attrib, stride_this_run); |
| |
| if (is_ffp_position) FIXME("Test FLOAT16 fixed function processing positions\n"); |
| else if (is_ffp_color) FIXME("test FLOAT16 fixed function processing colors\n"); |
| *float16_used = TRUE; |
| } |
| else if (check_d3dcolor && format == WINED3DFMT_B8G8R8A8_UNORM) |
| { |
| ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run); |
| |
| if (!is_ffp_color) FIXME("Test for non-color fixed function WINED3DFMT_B8G8R8A8_UNORM format\n"); |
| } |
| else if (is_ffp_position && format == WINED3DFMT_R32G32B32A32_FLOAT) |
| { |
| ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run); |
| } |
| else if (This->conversion_map) |
| { |
| ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run); |
| } |
| |
| return ret; |
| } |
| |
| static UINT *find_conversion_shift(struct wined3d_buffer *This, |
| const struct wined3d_stream_info *strided, UINT stride) |
| { |
| UINT *ret, i, j, shift, orig_type_size; |
| |
| if (!stride) |
| { |
| TRACE("No shift\n"); |
| return NULL; |
| } |
| |
| This->conversion_stride = stride; |
| ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(DWORD) * stride); |
| for (i = 0; i < MAX_ATTRIBS; ++i) |
| { |
| WINED3DFORMAT format; |
| |
| if (!(strided->use_map & (1 << i)) || strided->elements[i].buffer_object != This->buffer_object) continue; |
| |
| format = strided->elements[i].format_desc->format; |
| if (format == WINED3DFMT_R16G16_FLOAT) |
| { |
| shift = 4; |
| } |
| else if (format == WINED3DFMT_R16G16B16A16_FLOAT) |
| { |
| shift = 8; |
| /* Pre-shift the last 4 bytes in the FLOAT16_4 by 4 bytes - this makes FLOAT16_2 and FLOAT16_4 conversions |
| * compatible |
| */ |
| for (j = 4; j < 8; ++j) |
| { |
| ret[(DWORD_PTR)strided->elements[i].data + j] += 4; |
| } |
| } |
| else |
| { |
| shift = 0; |
| } |
| This->conversion_stride += shift; |
| |
| if (shift) |
| { |
| orig_type_size = strided->elements[i].format_desc->component_count |
| * strided->elements[i].format_desc->component_size; |
| for (j = (DWORD_PTR)strided->elements[i].data + orig_type_size; j < stride; ++j) |
| { |
| ret[j] += shift; |
| } |
| } |
| } |
| |
| if (TRACE_ON(d3d)) |
| { |
| TRACE("Dumping conversion shift:\n"); |
| for (i = 0; i < stride; ++i) |
| { |
| TRACE("[%d]", ret[i]); |
| } |
| TRACE("\n"); |
| } |
| |
| return ret; |
| } |
| |
| static BOOL buffer_find_decl(struct wined3d_buffer *This) |
| { |
| IWineD3DDeviceImpl *device = This->resource.device; |
| const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; |
| const struct wined3d_stream_info *si = &device->strided_streams; |
| UINT stride_this_run = 0; |
| BOOL float16_used = FALSE; |
| BOOL ret = FALSE; |
| unsigned int i; |
| |
| /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer. |
| * Once we have our declaration there is no need to look it up again. Index buffers also never need |
| * conversion, so once the (empty) conversion structure is created don't bother checking again |
| */ |
| if (This->flags & WINED3D_BUFFER_HASDESC) |
| { |
| if(This->resource.usage & WINED3DUSAGE_STATICDECL) return FALSE; |
| } |
| |
| TRACE("Finding vertex buffer conversion information\n"); |
| /* Certain declaration types need some fixups before we can pass them to |
| * opengl. This means D3DCOLOR attributes with fixed function vertex |
| * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if |
| * GL_ARB_half_float_vertex is not supported. |
| * |
| * Note for d3d8 and d3d9: |
| * The vertex buffer FVF doesn't help with finding them, we have to use |
| * the decoded vertex declaration and pick the things that concern the |
| * current buffer. A problem with this is that this can change between |
| * draws, so we have to validate the information and reprocess the buffer |
| * if it changes, and avoid false positives for performance reasons. |
| * WineD3D doesn't even know the vertex buffer any more, it is managed |
| * by the client libraries and passed to SetStreamSource and ProcessVertices |
| * as needed. |
| * |
| * We have to distinguish between vertex shaders and fixed function to |
| * pick the way we access the strided vertex information. |
| * |
| * This code sets up a per-byte array with the size of the detected |
| * stride of the arrays in the buffer. For each byte we have a field |
| * that marks the conversion needed on this byte. For example, the |
| * following declaration with fixed function vertex processing: |
| * |
| * POSITIONT, FLOAT4 |
| * NORMAL, FLOAT3 |
| * DIFFUSE, FLOAT16_4 |
| * SPECULAR, D3DCOLOR |
| * |
| * Will result in |
| * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR } |
| * [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] |
| * |
| * Where in this example map P means 4 component position conversion, 0 |
| * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR |
| * conversion (red / blue swizzle). |
| * |
| * If we're doing conversion and the stride changes we have to reconvert |
| * the whole buffer. Note that we do not mind if the semantic changes, |
| * we only care for the conversion type. So if the NORMAL is replaced |
| * 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 |
| * 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_info->supported[ARB_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, const struct wined3d_gl_info *gl_info) |
| { |
| 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.device, 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, gl_info); |
| } |
| |
| 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, const struct wined3d_gl_info *gl_info, 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, gl_info); |
| This->flags &= ~WINED3D_BUFFER_CREATEBO; |
| if (This->buffer_object) |
| { |
| *buffer_object = This->buffer_object; |
| return NULL; |
| } |
| } |
| return This->resource.allocatedMemory; |
| } |
| else |
| { |
| return NULL; |
| } |
| } |
| |
| /* 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, 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)); |
| 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.device; |
| struct wined3d_context *context; |
| |
| context = context_acquire(device, NULL); |
| |
| /* Download the buffer, but don't permanently enable double buffering */ |
| if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER)) |
| { |
| buffer_get_sysmem(This, context->gl_info); |
| This->flags &= ~WINED3D_BUFFER_DOUBLEBUFFER; |
| } |
| |
| delete_gl_buffer(This, context->gl_info); |
| This->flags |= WINED3D_BUFFER_CREATEBO; /* Recreate the buffer object next load */ |
| buffer_clear_dirty_areas(This); |
| |
| context_release(context); |
| |
| HeapFree(GetProcessHeap(), 0, This->conversion_shift); |
| This->conversion_shift = NULL; |
| HeapFree(GetProcessHeap(), 0, This->conversion_map); |
| This->conversion_map = NULL; |
| This->stride = 0; |
| This->conversion_stride = 0; |
| This->flags &= ~WINED3D_BUFFER_HASDESC; |
| } |
| } |
| |
| 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); |
| This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent); |
| HeapFree(GetProcessHeap(), 0, This->maps); |
| 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_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); |
| } |
| |
| /* 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(); |
| 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(); |
| } |
| |
| static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface) |
| { |
| struct wined3d_buffer *This = (struct wined3d_buffer *)iface; |
| IWineD3DDeviceImpl *device = This->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; |
| DWORD flags = This->flags & (WINED3D_BUFFER_NOSYNC | WINED3D_BUFFER_DISCARD); |
| |
| TRACE("iface %p\n", iface); |
| This->flags &= ~(WINED3D_BUFFER_NOSYNC | WINED3D_BUFFER_DISCARD); |
| |
| context = context_acquire(device, NULL); |
| gl_info = context->gl_info; |
| |
| if (!This->buffer_object) |
| { |
| /* TODO: Make converting independent from VBOs */ |
| if (This->flags & WINED3D_BUFFER_CREATEBO) |
| { |
| buffer_create_buffer_object(This, gl_info); |
| This->flags &= ~WINED3D_BUFFER_CREATEBO; |
| } |
| else |
| { |
| /* Not doing any conversion */ |
| goto end; |
| } |
| } |
| |
| /* 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 && buffer_is_dirty(This))) |
| { |
| context_release(context); |
| ++This->draw_count; |
| if (This->draw_count > VB_RESETDECLCHANGE) This->decl_change_count = 0; |
| if (This->draw_count > VB_RESETFULLCONVS) This->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) |
| { |
| ++This->decl_change_count; |
| This->draw_count = 0; |
| |
| if (This->decl_change_count > VB_MAXDECLCHANGES || |
| (This->conversion_map && (This->resource.usage & WINED3DUSAGE_DYNAMIC))) |
| { |
| FIXME("Too many declaration changes or converting dynamic buffer, stopping converting\n"); |
| |
| IWineD3DBuffer_UnLoad(iface); |
| This->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 |
| */ |
| IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC); |
| goto end; |
| } |
| buffer_check_buffer_object_size(This, gl_info); |
| |
| /* The declaration changed, reload the whole buffer */ |
| WARN("Reloading buffer because of decl change\n"); |
| buffer_clear_dirty_areas(This); |
| if(!buffer_add_dirty_area(This, 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_is_fully_dirty(This)) |
| { |
| ++This->full_conversion_count; |
| if(This->full_conversion_count > VB_MAXFULLCONVERSIONS) |
| { |
| FIXME("Too many full buffer conversions, stopping converting\n"); |
| IWineD3DBuffer_UnLoad(iface); |
| This->flags &= ~WINED3D_BUFFER_CREATEBO; |
| IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC); |
| goto end; |
| } |
| } |
| else |
| { |
| ++This->draw_count; |
| if (This->draw_count > VB_RESETDECLCHANGE) This->decl_change_count = 0; |
| if (This->draw_count > VB_RESETFULLCONVS) This->full_conversion_count = 0; |
| } |
| } |
| |
| if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB) |
| { |
| IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, 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)) |
| { |
| context_release(context); |
| return; |
| } |
| |
| buffer_direct_upload(This, context->gl_info, flags); |
| |
| context_release(context); |
| return; |
| } |
| |
| if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER)) |
| { |
| buffer_get_sysmem(This, gl_info); |
| } |
| |
| /* 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); |
| |
| start = 0; |
| len = This->resource.size; |
| end = start + len; |
| |
| if (This->maps[0].offset || This->maps[0].size != This->resource.size) |
| { |
| FIXME("Implement partial buffer load with shifted conversion\n"); |
| } |
| |
| 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); |
| |
| while(This->modified_areas) |
| { |
| This->modified_areas--; |
| start = This->maps[This->modified_areas].offset; |
| len = This->maps[This->modified_areas].size; |
| end = start + len; |
| |
| 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, len, data + start)); |
| checkGLcall("glBufferSubDataARB"); |
| LEAVE_GL(); |
| } |
| } |
| |
| HeapFree(GetProcessHeap(), 0, data); |
| |
| end: |
| context_release(context); |
| } |
| |
| static WINED3DRESOURCETYPE STDMETHODCALLTYPE buffer_GetType(IWineD3DBuffer *iface) |
| { |
| return resource_get_type((IWineD3DResource *)iface); |
| } |
| |
| /* IWineD3DBuffer methods */ |
| |
| 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; |
| } |
| |
| 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; |
| BOOL dirty = buffer_is_dirty(This); |
| |
| TRACE("iface %p, offset %u, size %u, data %p, flags %#x\n", iface, offset, size, data, flags); |
| |
| flags = buffer_sanitize_flags(This, flags); |
| if (!(flags & WINED3DLOCK_READONLY)) |
| { |
| if (!buffer_add_dirty_area(This, offset, size)) return E_OUTOFMEMORY; |
| } |
| |
| count = InterlockedIncrement(&This->lock_count); |
| |
| if (This->buffer_object) |
| { |
| if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER)) |
| { |
| if(count == 1) |
| { |
| IWineD3DDeviceImpl *device = This->resource.device; |
| struct wined3d_context *context; |
| const struct wined3d_gl_info *gl_info; |
| |
| if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB) |
| { |
| IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER); |
| } |
| |
| context = context_acquire(device, NULL); |
| gl_info = context->gl_info; |
| ENTER_GL(); |
| GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object)); |
| |
| if (gl_info->supported[ARB_MAP_BUFFER_RANGE]) |
| { |
| GLbitfield mapflags = buffer_gl_map_flags(flags); |
| This->resource.allocatedMemory = GL_EXTCALL(glMapBufferRange(This->buffer_type_hint, 0, |
| This->resource.size, mapflags)); |
| checkGLcall("glMapBufferRange"); |
| } |
| else |
| { |
| if(This->flags & WINED3D_BUFFER_APPLESYNC) |
| { |
| LEAVE_GL(); |
| buffer_sync_apple(This, flags, gl_info); |
| ENTER_GL(); |
| } |
| This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(This->buffer_type_hint, GL_READ_WRITE_ARB)); |
| checkGLcall("glMapBufferARB"); |
| } |
| LEAVE_GL(); |
| |
| if (((DWORD_PTR) This->resource.allocatedMemory) & (RESOURCE_ALIGNMENT - 1)) |
| { |
| WARN("Pointer %p is not %u byte aligned, falling back to double buffered operation\n", |
| This->resource.allocatedMemory, RESOURCE_ALIGNMENT); |
| |
| ENTER_GL(); |
| GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint)); |
| checkGLcall("glUnmapBufferARB"); |
| LEAVE_GL(); |
| This->resource.allocatedMemory = NULL; |
| |
| buffer_get_sysmem(This, gl_info); |
| TRACE("New pointer is %p\n", This->resource.allocatedMemory); |
| } |
| context_release(context); |
| } |
| } |
| else |
| { |
| if (dirty) |
| { |
| if (This->flags & WINED3D_BUFFER_NOSYNC && !(flags & WINED3DLOCK_NOOVERWRITE)) |
| { |
| This->flags &= ~WINED3D_BUFFER_NOSYNC; |
| } |
| } |
| else if(flags & WINED3DLOCK_NOOVERWRITE) |
| { |
| This->flags |= WINED3D_BUFFER_NOSYNC; |
| } |
| |
| if (flags & WINED3DLOCK_DISCARD) |
| { |
| This->flags |= WINED3D_BUFFER_DISCARD; |
| } |
| } |
| } |
| |
| *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; |
| ULONG i; |
| |
| 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.device; |
| const struct wined3d_gl_info *gl_info; |
| struct wined3d_context *context; |
| |
| if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB) |
| { |
| IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER); |
| } |
| |
| context = context_acquire(device, NULL); |
| gl_info = context->gl_info; |
| ENTER_GL(); |
| GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object)); |
| |
| if (gl_info->supported[ARB_MAP_BUFFER_RANGE]) |
| { |
| for(i = 0; i < This->modified_areas; i++) |
| { |
| GL_EXTCALL(glFlushMappedBufferRange(This->buffer_type_hint, |
| This->maps[i].offset, |
| This->maps[i].size)); |
| checkGLcall("glFlushMappedBufferRange"); |
| } |
| } |
| else if (This->flags & WINED3D_BUFFER_FLUSH) |
| { |
| for(i = 0; i < This->modified_areas; i++) |
| { |
| GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This->buffer_type_hint, |
| This->maps[i].offset, |
| This->maps[i].size)); |
| checkGLcall("glFlushMappedBufferRangeAPPLE"); |
| } |
| } |
| |
| GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint)); |
| LEAVE_GL(); |
| context_release(context); |
| |
| This->resource.allocatedMemory = NULL; |
| buffer_clear_dirty_areas(This); |
| } |
| 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; |
| } |
| |
| static const struct IWineD3DBufferVtbl wined3d_buffer_vtbl = |
| { |
| /* IUnknown methods */ |
| buffer_QueryInterface, |
| buffer_AddRef, |
| buffer_Release, |
| /* IWineD3DBase methods */ |
| buffer_GetParent, |
| /* IWineD3DResource methods */ |
| buffer_SetPrivateData, |
| buffer_GetPrivateData, |
| buffer_FreePrivateData, |
| buffer_SetPriority, |
| buffer_GetPriority, |
| buffer_PreLoad, |
| buffer_UnLoad, |
| buffer_GetType, |
| /* IWineD3DBuffer methods */ |
| buffer_Map, |
| buffer_Unmap, |
| buffer_GetDesc, |
| }; |
| |
| HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device, |
| UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, GLenum bind_hint, |
| const char *data, IUnknown *parent, const struct wined3d_parent_ops *parent_ops) |
| { |
| const struct wined3d_format_desc *format_desc = getFormatDescEntry(format, &device->adapter->gl_info); |
| HRESULT hr; |
| const struct wined3d_gl_info *gl_info = &device->adapter->gl_info; |
| BOOL dynamic_buffer_ok; |
| |
| if (!size) |
| { |
| WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n"); |
| return WINED3DERR_INVALIDCALL; |
| } |
| |
| buffer->vtbl = &wined3d_buffer_vtbl; |
| |
| hr = resource_init((IWineD3DResource *)buffer, WINED3DRTYPE_BUFFER, |
| device, size, usage, format_desc, pool, parent, parent_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_desc->format), buffer->resource.allocatedMemory, buffer); |
| |
| /* GL_ARB_map_buffer_range is disabled for now due to numerous bugs and no gains */ |
| dynamic_buffer_ok = gl_info->supported[APPLE_FLUSH_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 = IWineD3DBuffer_Map((IWineD3DBuffer *)buffer, 0, size, &ptr, 0); |
| if (FAILED(hr)) |
| { |
| ERR("Failed to map buffer, hr %#x\n", hr); |
| buffer_UnLoad((IWineD3DBuffer *)buffer); |
| resource_cleanup((IWineD3DResource *)buffer); |
| return hr; |
| } |
| |
| memcpy(ptr, data, size); |
| |
| hr = IWineD3DBuffer_Unmap((IWineD3DBuffer *)buffer); |
| if (FAILED(hr)) |
| { |
| ERR("Failed to unmap buffer, hr %#x\n", hr); |
| buffer_UnLoad((IWineD3DBuffer *)buffer); |
| resource_cleanup((IWineD3DResource *)buffer); |
| return hr; |
| } |
| } |
| |
| buffer->maps = HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer->maps)); |
| if (!buffer->maps) |
| { |
| ERR("Out of memory\n"); |
| buffer_UnLoad((IWineD3DBuffer *)buffer); |
| resource_cleanup((IWineD3DResource *)buffer); |
| return E_OUTOFMEMORY; |
| } |
| buffer->maps_size = 1; |
| |
| return WINED3D_OK; |
| } |