| /* |
| * IWineD3DVertexBuffer Implementation |
| * |
| * Copyright 2002-2005 Jason Edmeades |
| * Raphael Junqueira |
| * Copyright 2004 Christian Costa |
| * Copyright 2007 Stefan Dösinger 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 "wined3d_private.h" |
| |
| WINE_DEFAULT_DEBUG_CHANNEL(d3d); |
| #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info |
| |
| #define VB_MAXDECLCHANGES 100 /* After that number we stop converting */ |
| #define VB_RESETDECLCHANGE 1000 /* Reset the changecount after that number of draws */ |
| |
| /* ******************************************* |
| IWineD3DVertexBuffer IUnknown parts follow |
| ******************************************* */ |
| static HRESULT WINAPI IWineD3DVertexBufferImpl_QueryInterface(IWineD3DVertexBuffer *iface, REFIID riid, LPVOID *ppobj) |
| { |
| IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface; |
| TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj); |
| if (IsEqualGUID(riid, &IID_IUnknown) |
| || IsEqualGUID(riid, &IID_IWineD3DBase) |
| || IsEqualGUID(riid, &IID_IWineD3DResource) |
| || IsEqualGUID(riid, &IID_IWineD3DVertexBuffer)){ |
| IUnknown_AddRef(iface); |
| *ppobj = This; |
| return S_OK; |
| } |
| *ppobj = NULL; |
| return E_NOINTERFACE; |
| } |
| |
| static ULONG WINAPI IWineD3DVertexBufferImpl_AddRef(IWineD3DVertexBuffer *iface) { |
| IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface; |
| ULONG ref = InterlockedIncrement(&This->resource.ref); |
| TRACE("(%p) : AddRef increasing from %d\n", This, ref - 1); |
| return ref; |
| } |
| |
| static ULONG WINAPI IWineD3DVertexBufferImpl_Release(IWineD3DVertexBuffer *iface) { |
| IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface; |
| ULONG ref = InterlockedDecrement(&This->resource.ref); |
| TRACE("(%p) : Releasing from %d\n", This, ref + 1); |
| if (ref == 0) { |
| |
| if(This->vbo) { |
| IWineD3DDeviceImpl *device = This->resource.wineD3DDevice; |
| |
| ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD); |
| ENTER_GL(); |
| GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo)); |
| checkGLcall("glDeleteBuffersARB"); |
| LEAVE_GL(); |
| } |
| |
| IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface); |
| HeapFree(GetProcessHeap(), 0, This); |
| } |
| return ref; |
| } |
| |
| /* **************************************************** |
| IWineD3DVertexBuffer IWineD3DResource parts follow |
| **************************************************** */ |
| static HRESULT WINAPI IWineD3DVertexBufferImpl_GetDevice(IWineD3DVertexBuffer *iface, IWineD3DDevice** ppDevice) { |
| return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice); |
| } |
| |
| static HRESULT WINAPI IWineD3DVertexBufferImpl_SetPrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) { |
| return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags); |
| } |
| |
| static HRESULT WINAPI IWineD3DVertexBufferImpl_GetPrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) { |
| return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData); |
| } |
| |
| static HRESULT WINAPI IWineD3DVertexBufferImpl_FreePrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid) { |
| return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid); |
| } |
| |
| static DWORD WINAPI IWineD3DVertexBufferImpl_SetPriority(IWineD3DVertexBuffer *iface, DWORD PriorityNew) { |
| return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew); |
| } |
| |
| static DWORD WINAPI IWineD3DVertexBufferImpl_GetPriority(IWineD3DVertexBuffer *iface) { |
| return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface); |
| } |
| |
| static inline void fixup_d3dcolor(DWORD *pos) { |
| DWORD srcColor = *pos; |
| |
| /* 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 |
| */ |
| *pos = 0; |
| *pos |= (srcColor & 0xff00ff00) ; /* Alpha Green */ |
| *pos |= (srcColor & 0x00ff0000) >> 16; /* Red */ |
| *pos |= (srcColor & 0x000000ff) << 16; /* Blue */ |
| } |
| |
| static inline void fixup_transformed_pos(float *p) { |
| float x, y, z, w; |
| |
| /* rhw conversion like in drawStridedSlow */ |
| if(p[3] == 1.0 || ((p[3] < eps) && (p[3] > -eps))) { |
| x = p[0]; |
| y = p[1]; |
| z = p[2]; |
| w = 1.0; |
| } else { |
| w = 1.0 / p[3]; |
| x = p[0] * w; |
| y = p[1] * w; |
| z = p[2] * w; |
| } |
| p[0] = x; |
| p[1] = y; |
| p[2] = z; |
| p[3] = w; |
| } |
| |
| DWORD *find_conversion_shift(IWineD3DVertexBufferImpl *This, WineDirect3DVertexStridedData *strided, DWORD stride) { |
| DWORD *ret, i, shift, j, type; |
| DWORD orig_type_size; |
| |
| if(!stride) { |
| TRACE("No shift\n"); |
| return NULL; |
| } |
| |
| This->conv_stride = stride; |
| ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(DWORD) * stride); |
| for(i = 0; i < MAX_ATTRIBS; i++) { |
| if(strided->u.input[i].VBO != This->vbo) continue; |
| |
| type = strided->u.input[i].dwType; |
| if(type == WINED3DDECLTYPE_FLOAT16_2) { |
| shift = 4; |
| } else if(type == WINED3DDECLTYPE_FLOAT16_4) { |
| 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->u.input[i].lpData + j ] += 4; |
| } |
| } else { |
| shift = 0; |
| } |
| This->conv_stride += shift; |
| |
| if(shift) { |
| orig_type_size = WINED3D_ATR_TYPESIZE(type) * WINED3D_ATR_SIZE(type); |
| for(j = (DWORD_PTR) strided->u.input[i].lpData + 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 inline BOOL process_converted_attribute(IWineD3DVertexBufferImpl *This, |
| const enum vbo_conversion_type conv_type, |
| const WineDirect3DStridedData *attrib, |
| DWORD *stride_this_run, const DWORD type) { |
| DWORD attrib_size; |
| BOOL ret = FALSE; |
| int i; |
| DWORD offset = This->resource.wineD3DDevice->stateBlock->streamOffset[attrib->streamNo]; |
| 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->dwStride == 0) { |
| FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n", |
| debug_d3ddecltype(type)); |
| } else if(attrib->dwStride != *stride_this_run && |
| *stride_this_run) { |
| FIXME("Got two concurrent strides, %d and %d\n", attrib->dwStride, *stride_this_run); |
| } else { |
| *stride_this_run = attrib->dwStride; |
| 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->conv_map); |
| This->conv_map = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*This->conv_map) * This->stride); |
| ret = TRUE; |
| } |
| } |
| |
| data = (((DWORD_PTR) attrib->lpData) + offset) % This->stride; |
| attrib_size = WINED3D_ATR_SIZE(type) * WINED3D_ATR_TYPESIZE(type); |
| for(i = 0; i < attrib_size; i++) { |
| if(This->conv_map[data + i] != conv_type) { |
| TRACE("Byte %ld in vertex changed\n", i + data); |
| TRACE("It was type %d, is %d now\n", This->conv_map[data + i], conv_type); |
| ret = TRUE; |
| This->conv_map[data + i] = conv_type; |
| } |
| } |
| return ret; |
| } |
| |
| static inline BOOL check_attribute(IWineD3DVertexBufferImpl *This, const WineDirect3DStridedData *attrib, |
| const BOOL check_d3dcolor, const BOOL is_ffp_position, const BOOL is_ffp_color, |
| DWORD *stride_this_run, BOOL *float16_used) { |
| BOOL ret = FALSE; |
| DWORD type; |
| |
| /* 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(attrib->VBO != This->vbo) return FALSE; |
| |
| type = attrib->dwType; |
| /* Look for newly appeared conversion */ |
| if(!GL_SUPPORT(NV_HALF_FLOAT) && ( |
| type == WINED3DDECLTYPE_FLOAT16_2 || |
| type == WINED3DDECLTYPE_FLOAT16_4)) { |
| |
| ret = process_converted_attribute(This, CONV_FLOAT16_2, attrib, stride_this_run, type); |
| |
| 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 && type == WINED3DDECLTYPE_D3DCOLOR) { |
| |
| ret = process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run, WINED3DDECLTYPE_D3DCOLOR); |
| |
| if(!is_ffp_color) { |
| FIXME("Test for non-color fixed function D3DCOLOR type\n"); |
| } |
| } else if(is_ffp_position && type == WINED3DDECLTYPE_FLOAT4) { |
| ret = process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run, WINED3DDECLTYPE_FLOAT4); |
| } else if(This->conv_map) { |
| ret = process_converted_attribute(This, CONV_NONE, attrib, stride_this_run, type); |
| } |
| return ret; |
| } |
| |
| inline BOOL WINAPI IWineD3DVertexBufferImpl_FindDecl(IWineD3DVertexBufferImpl *This) |
| { |
| IWineD3DDeviceImpl *device = This->resource.wineD3DDevice; |
| BOOL ret = FALSE; |
| int i; |
| DWORD stride_this_run = 0; |
| BOOL float16_used = FALSE; |
| |
| /* 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. |
| */ |
| if(((IWineD3DImpl *)device->wineD3D)->dxVersion == 7 && This->Flags & VBFLAG_HASDESC) { |
| 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_NV_half_float is not supported. |
| * |
| * 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. |
| * |
| * 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)) { |
| TRACE("vhsader\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->conv_map) { |
| TRACE("Now using shaders without conversion, but conversion used before\n"); |
| HeapFree(GetProcessHeap(), 0, This->conv_map); |
| HeapFree(GetProcessHeap(), 0, This->conv_shift); |
| This->conv_map = NULL; |
| This->stride = 0; |
| This->conv_shift = NULL; |
| This->conv_stride = 0; |
| return TRUE; |
| } else { |
| return FALSE; |
| } |
| } |
| for(i = 0; i < MAX_ATTRIBS; i++) { |
| ret = check_attribute(This, &device->strided_streams.u.input[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->conv_map)) { |
| HeapFree(GetProcessHeap(), 0, This->conv_shift); |
| This->conv_shift = find_conversion_shift(This, &device->strided_streams, 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. |
| */ |
| ret = check_attribute(This, &device->strided_streams.u.s.position, TRUE, TRUE, FALSE, &stride_this_run, &float16_used) || ret; |
| ret = check_attribute(This, &device->strided_streams.u.s.normal, TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret; |
| ret = check_attribute(This, &device->strided_streams.u.s.diffuse, TRUE, FALSE, TRUE, &stride_this_run, &float16_used) || ret; |
| ret = check_attribute(This, &device->strided_streams.u.s.specular, TRUE, FALSE, TRUE, &stride_this_run, &float16_used) || ret; |
| ret = check_attribute(This, &device->strided_streams.u.s.texCoords[0], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret; |
| ret = check_attribute(This, &device->strided_streams.u.s.texCoords[1], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret; |
| ret = check_attribute(This, &device->strided_streams.u.s.texCoords[2], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret; |
| ret = check_attribute(This, &device->strided_streams.u.s.texCoords[3], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret; |
| ret = check_attribute(This, &device->strided_streams.u.s.texCoords[4], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret; |
| ret = check_attribute(This, &device->strided_streams.u.s.texCoords[5], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret; |
| ret = check_attribute(This, &device->strided_streams.u.s.texCoords[6], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret; |
| ret = check_attribute(This, &device->strided_streams.u.s.texCoords[7], 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->conv_map) { |
| /* Sanity test */ |
| if(ret == FALSE) { |
| ERR("no converted attributes found, old conversion map exists, and no declaration change???\n"); |
| } |
| HeapFree(GetProcessHeap(), 0, This->conv_map); |
| This->conv_map = NULL; |
| This->stride = 0; |
| } |
| This->Flags |= VBFLAG_HASDESC; |
| |
| if(ret) TRACE("Conversion information changed\n"); |
| return ret; |
| } |
| |
| static void check_vbo_size(IWineD3DVertexBufferImpl *This) { |
| DWORD size = This->conv_stride ? This->conv_stride * (This->resource.size / This->stride) : This->resource.size; |
| if(This->vbo_size != size) { |
| TRACE("Old size %d, creating new size %d\n", This->vbo_size, size); |
| ENTER_GL(); |
| GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo)); |
| checkGLcall("glBindBufferARB"); |
| GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB, size, NULL, This->vbo_usage)); |
| This->vbo_size = size; |
| checkGLcall("glBufferDataARB"); |
| LEAVE_GL(); |
| } |
| } |
| |
| static void CreateVBO(IWineD3DVertexBufferImpl *This) { |
| GLenum error, glUsage; |
| DWORD vboUsage = This->resource.usage; |
| IWineD3DDeviceImpl *device = This->resource.wineD3DDevice; |
| |
| TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n", This, debug_d3dusage(vboUsage)); |
| |
| /* Make sure that a context is there. Needed in a multithreaded environment. Otherwise this call is a nop */ |
| ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD); |
| 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->vbo)); |
| error = glGetError(); |
| if(This->vbo == 0 || error != GL_NO_ERROR) { |
| WARN("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error); |
| goto error; |
| } |
| |
| GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo)); |
| error = glGetError(); |
| if(error != GL_NO_ERROR) { |
| WARN("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error); |
| goto error; |
| } |
| |
| /* Don't use static, because dx apps tend to update the buffer |
| * quite often even if they specify 0 usage. Because we always keep the local copy |
| * we never read from the vbo and can create a write only opengl buffer. |
| */ |
| switch(vboUsage & (WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC) ) { |
| case WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC: |
| case WINED3DUSAGE_DYNAMIC: |
| TRACE("Gl usage = GL_STREAM_DRAW\n"); |
| glUsage = GL_STREAM_DRAW_ARB; |
| break; |
| case WINED3DUSAGE_WRITEONLY: |
| default: |
| TRACE("Gl usage = GL_DYNAMIC_DRAW\n"); |
| glUsage = GL_DYNAMIC_DRAW_ARB; |
| break; |
| } |
| |
| /* Reserve memory for the buffer. The amount of data won't change |
| * so we are safe with calling glBufferData once with a NULL ptr and |
| * calling glBufferSubData on updates |
| */ |
| GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB, This->resource.size, NULL, glUsage)); |
| error = glGetError(); |
| if(error != GL_NO_ERROR) { |
| WARN("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error); |
| goto error; |
| } |
| This->vbo_size = This->resource.size; |
| This->vbo_usage = glUsage; |
| This->dirtystart = 0; |
| This->dirtyend = This->resource.size; |
| This->Flags |= VBFLAG_DIRTY; |
| |
| LEAVE_GL(); |
| |
| return; |
| error: |
| /* Clean up all vbo init, but continue because we can work without a vbo :-) */ |
| FIXME("Failed to create a vertex buffer object. Continuing, but performance issues can occur\n"); |
| if(This->vbo) GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo)); |
| This->vbo = 0; |
| LEAVE_GL(); |
| return; |
| } |
| |
| static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *iface) { |
| IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface; |
| IWineD3DDeviceImpl *device = This->resource.wineD3DDevice; |
| BYTE *data; |
| UINT start = 0, end = 0, vertices; |
| BOOL declChanged = FALSE; |
| int i, j; |
| TRACE("(%p)->()\n", This); |
| |
| if(!This->vbo) { |
| /* TODO: Make converting independent from VBOs */ |
| if(This->Flags & VBFLAG_CREATEVBO) { |
| CreateVBO(This); |
| This->Flags &= ~VBFLAG_CREATEVBO; |
| } 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->bindCount > 0) { |
| declChanged = IWineD3DVertexBufferImpl_FindDecl(This); |
| } else if(This->Flags & VBFLAG_HASDESC) { |
| /* Reuse the declaration stored in the buffer. It will most likely not change, and if it does |
| * the stream source state handler will call PreLoad again and the change will be caught |
| */ |
| } else { |
| /* Cannot get a declaration, and no declaration is stored in the buffer. It is pointless to preload |
| * now. When the buffer is used, PreLoad will be called by the stream source state handler and a valid |
| * declaration for the buffer can be found |
| */ |
| 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(declChanged) { |
| This->declChanges++; |
| This->draws = 0; |
| |
| if(This->declChanges > VB_MAXDECLCHANGES) { |
| FIXME("Too many declaration changes, stopping converting\n"); |
| ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD); |
| ENTER_GL(); |
| GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo)); |
| checkGLcall("glDeleteBuffersARB"); |
| LEAVE_GL(); |
| This->vbo = 0; |
| HeapFree(GetProcessHeap(), 0, This->conv_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; |
| } |
| check_vbo_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->draws++; |
| if(This->draws > VB_RESETDECLCHANGE) This->declChanges = 0; |
| } |
| |
| if(declChanged) { |
| /* The declaration changed, reload the whole buffer */ |
| WARN("Reloading buffer because of decl change\n"); |
| start = 0; |
| end = This->resource.size; |
| } else if(This->Flags & VBFLAG_DIRTY) { |
| /* No decl change, but dirty data, reload the changed stuff */ |
| if(This->conv_shift) { |
| if(This->dirtystart != 0 || This->dirtyend != 0) { |
| FIXME("Implement partial buffer loading with shifted conversion\n"); |
| } |
| } |
| start = This->dirtystart; |
| end = This->dirtyend; |
| } else { |
| /* Desc not changed, buffer not dirty, nothing to do :-) */ |
| return; |
| } |
| |
| /* Mark the buffer clean */ |
| This->Flags &= ~VBFLAG_DIRTY; |
| This->dirtystart = 0; |
| This->dirtyend = 0; |
| |
| if(!This->conv_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"); |
| |
| if(!device->isInDraw) { |
| ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD); |
| } |
| ENTER_GL(); |
| GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo)); |
| checkGLcall("glBindBufferARB"); |
| GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, start, end-start, This->resource.allocatedMemory + start)); |
| checkGLcall("glBufferSubDataARB"); |
| LEAVE_GL(); |
| return; |
| } |
| |
| /* Now for each vertex in the buffer that needs conversion */ |
| vertices = This->resource.size / This->stride; |
| |
| if(This->conv_shift) { |
| TRACE("Shifted conversion\n"); |
| data = HeapAlloc(GetProcessHeap(), 0, vertices * This->conv_stride); |
| |
| for(i = start / This->stride; i < min((end / This->stride) + 1, vertices); i++) { |
| for(j = 0; j < This->stride; j++) { |
| switch(This->conv_map[j]) { |
| case CONV_NONE: |
| data[This->conv_stride * i + j + This->conv_shift[j]] = This->resource.allocatedMemory[This->stride * i + j]; |
| break; |
| |
| case CONV_FLOAT16_2: |
| { |
| float *out = (float *) (&data[This->conv_stride * i + j + This->conv_shift[j]]); |
| 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->conv_map[j]); |
| } |
| } |
| } |
| |
| ENTER_GL(); |
| GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo)); |
| checkGLcall("glBindBufferARB"); |
| GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, vertices * This->conv_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->conv_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->conv_map[j]); |
| } |
| } |
| } |
| |
| ENTER_GL(); |
| GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo)); |
| checkGLcall("glBindBufferARB"); |
| GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, start, end - start, data + start)); |
| checkGLcall("glBufferSubDataARB"); |
| LEAVE_GL(); |
| } |
| |
| HeapFree(GetProcessHeap(), 0, data); |
| } |
| |
| static void WINAPI IWineD3DVertexBufferImpl_UnLoad(IWineD3DVertexBuffer *iface) { |
| IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface; |
| IWineD3DDeviceImpl *device = This->resource.wineD3DDevice; |
| TRACE("(%p)\n", This); |
| |
| /* This is easy: The whole content is shadowed in This->resource.allocatedMemory, |
| * so we only have to destroy the vbo. Only do it if we have a vbo, which implies |
| * that vbos are supported |
| */ |
| if(This->vbo) { |
| ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD); |
| ENTER_GL(); |
| GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo)); |
| checkGLcall("glDeleteBuffersARB"); |
| LEAVE_GL(); |
| This->vbo = 0; |
| This->Flags |= VBFLAG_CREATEVBO; /* Recreate the VBO next load */ |
| } |
| } |
| |
| static WINED3DRESOURCETYPE WINAPI IWineD3DVertexBufferImpl_GetType(IWineD3DVertexBuffer *iface) { |
| return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface); |
| } |
| |
| static HRESULT WINAPI IWineD3DVertexBufferImpl_GetParent(IWineD3DVertexBuffer *iface, IUnknown **pParent) { |
| return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent); |
| } |
| |
| /* ****************************************************** |
| IWineD3DVertexBuffer IWineD3DVertexBuffer parts follow |
| ****************************************************** */ |
| static HRESULT WINAPI IWineD3DVertexBufferImpl_Lock(IWineD3DVertexBuffer *iface, UINT OffsetToLock, UINT SizeToLock, BYTE** ppbData, DWORD Flags) { |
| IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface; |
| BYTE *data; |
| TRACE("(%p)->%d, %d, %p, %08x\n", This, OffsetToLock, SizeToLock, ppbData, Flags); |
| |
| InterlockedIncrement(&This->lockcount); |
| |
| if(This->Flags & VBFLAG_DIRTY) { |
| if(This->dirtystart > OffsetToLock) This->dirtystart = OffsetToLock; |
| if(SizeToLock) { |
| if(This->dirtyend < OffsetToLock + SizeToLock) This->dirtyend = OffsetToLock + SizeToLock; |
| } else { |
| This->dirtyend = This->resource.size; |
| } |
| } else { |
| This->dirtystart = OffsetToLock; |
| if(SizeToLock) |
| This->dirtyend = OffsetToLock + SizeToLock; |
| else |
| This->dirtyend = This->resource.size; |
| } |
| |
| data = This->resource.allocatedMemory; |
| This->Flags |= VBFLAG_DIRTY; |
| *ppbData = data + OffsetToLock; |
| |
| TRACE("(%p) : returning memory of %p (base:%p,offset:%u)\n", This, data + OffsetToLock, data, OffsetToLock); |
| /* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */ |
| return WINED3D_OK; |
| } |
| HRESULT WINAPI IWineD3DVertexBufferImpl_Unlock(IWineD3DVertexBuffer *iface) { |
| IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface; |
| LONG lockcount; |
| TRACE("(%p)\n", This); |
| |
| lockcount = InterlockedDecrement(&This->lockcount); |
| if(lockcount > 0) { |
| /* Delay loading the buffer until everything is unlocked */ |
| TRACE("Ignoring the unlock\n"); |
| return WINED3D_OK; |
| } |
| |
| if(This->Flags & VBFLAG_HASDESC) { |
| IWineD3DVertexBufferImpl_PreLoad(iface); |
| } |
| return WINED3D_OK; |
| } |
| static HRESULT WINAPI IWineD3DVertexBufferImpl_GetDesc(IWineD3DVertexBuffer *iface, WINED3DVERTEXBUFFER_DESC *pDesc) { |
| IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface; |
| |
| TRACE("(%p)\n", This); |
| pDesc->Format = This->resource.format; |
| pDesc->Type = This->resource.resourceType; |
| pDesc->Usage = This->resource.usage; |
| pDesc->Pool = This->resource.pool; |
| pDesc->Size = This->resource.size; |
| pDesc->FVF = This->fvf; |
| return WINED3D_OK; |
| } |
| |
| const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl = |
| { |
| /* IUnknown */ |
| IWineD3DVertexBufferImpl_QueryInterface, |
| IWineD3DVertexBufferImpl_AddRef, |
| IWineD3DVertexBufferImpl_Release, |
| /* IWineD3DResource */ |
| IWineD3DVertexBufferImpl_GetParent, |
| IWineD3DVertexBufferImpl_GetDevice, |
| IWineD3DVertexBufferImpl_SetPrivateData, |
| IWineD3DVertexBufferImpl_GetPrivateData, |
| IWineD3DVertexBufferImpl_FreePrivateData, |
| IWineD3DVertexBufferImpl_SetPriority, |
| IWineD3DVertexBufferImpl_GetPriority, |
| IWineD3DVertexBufferImpl_PreLoad, |
| IWineD3DVertexBufferImpl_UnLoad, |
| IWineD3DVertexBufferImpl_GetType, |
| /* IWineD3DVertexBuffer */ |
| IWineD3DVertexBufferImpl_Lock, |
| IWineD3DVertexBufferImpl_Unlock, |
| IWineD3DVertexBufferImpl_GetDesc |
| }; |
| |
| BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo) { |
| IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface; |
| |
| *vbo = This->vbo; |
| if(This->vbo == 0) { |
| if(This->Flags & VBFLAG_CREATEVBO) { |
| CreateVBO(This); |
| This->Flags &= ~VBFLAG_CREATEVBO; |
| if(This->vbo) { |
| *vbo = This->vbo; |
| return (BYTE *) iOffset; |
| } |
| } |
| return This->resource.allocatedMemory + iOffset; |
| } else { |
| return (BYTE *) iOffset; |
| } |
| } |
| |
| HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface) { |
| return WINED3D_OK; |
| } |