wined3d: Use VBOs for index buffers.
diff --git a/dlls/wined3d/device.c b/dlls/wined3d/device.c
index 18f3e75..af0e96a 100644
--- a/dlls/wined3d/device.c
+++ b/dlls/wined3d/device.c
@@ -443,21 +443,67 @@
return WINED3D_OK;
}
+static void CreateIndexBufferVBO(IWineD3DDeviceImpl *This, IWineD3DIndexBufferImpl *object) {
+ GLenum error, glUsage;
+ TRACE("Creating VBO for Index Buffer %p\n", object);
+
+ ENTER_GL();
+ while(glGetError());
+
+ GL_EXTCALL(glGenBuffersARB(1, &object->vbo));
+ error = glGetError();
+ if(error != GL_NO_ERROR || object->vbo == 0) {
+ ERR("Creating a vbo failed, continueing without vbo for this buffer\n");
+ object->vbo = 0;
+ return;
+ }
+
+ GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, object->vbo));
+ error = glGetError();
+ if(error != GL_NO_ERROR) {
+ ERR("Failed to bind index buffer, continueing without vbo for this buffer\n");
+ goto out;
+ }
+
+ /* Use static write only usage for now. Dynamic index buffers stay in sysmem, and due to the sysmem
+ * copy no readback will be needed
+ */
+ glUsage = GL_STATIC_DRAW;
+ GL_EXTCALL(glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, object->resource.size, NULL, glUsage));
+ error = glGetError();
+ if(error != GL_NO_ERROR) {
+ ERR("Failed to initialize the index buffer\n");
+ goto out;
+ }
+ LEAVE_GL();
+ TRACE("Successfully created vbo %d for index buffer %p\n", object->vbo, object);
+ return;
+
+out:
+ GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
+ GL_EXTCALL(glDeleteBuffersARB(1, &object->vbo));
+ LEAVE_GL();
+ object->vbo = 0;
+}
+
static HRESULT WINAPI IWineD3DDeviceImpl_CreateIndexBuffer(IWineD3DDevice *iface, UINT Length, DWORD Usage,
WINED3DFORMAT Format, WINED3DPOOL Pool, IWineD3DIndexBuffer** ppIndexBuffer,
HANDLE *sharedHandle, IUnknown *parent) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
IWineD3DIndexBufferImpl *object;
TRACE("(%p) Creating index buffer\n", This);
-
+
/* Allocate the storage for the device */
D3DCREATERESOURCEOBJECTINSTANCE(object,IndexBuffer,WINED3DRTYPE_INDEXBUFFER, Length)
-
- /*TODO: use VBO's */
- if (Pool == WINED3DPOOL_DEFAULT ) { /* Allocate some system memory for now */
+
+ if (Pool == WINED3DPOOL_DEFAULT ) { /* We need a local copy for drawStridedSlow */
object->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,object->resource.size);
}
+ if(Pool != WINED3DPOOL_SYSTEMMEM && !(Usage & WINED3DUSAGE_DYNAMIC) && GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
+ CreateIndexBufferVBO(This, object);
+ }
+
TRACE("(%p) : Len=%d, Use=%x, Format=(%u,%s), Pool=%d - Memory@%p, Iface@%p\n", This, Length, Usage, Format,
debug_d3dformat(Format), Pool, object, object->resource.allocatedMemory);
*ppIndexBuffer = (IWineD3DIndexBuffer *) object;
@@ -2557,10 +2603,15 @@
return WINED3D_OK;
}
- /* So far only the base vertex index is tracked */
+ /* The base vertex index affects the stream sources, while
+ * The index buffer is a seperate index buffer state
+ */
if(BaseVertexIndex != oldBaseIndex) {
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_STREAMSRC);
}
+ if(oldIdxs != pIndexData) {
+ IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
+ }
return WINED3D_OK;
}
@@ -4224,9 +4275,11 @@
UINT idxStride = 2;
IWineD3DIndexBuffer *pIB;
WINED3DINDEXBUFFER_DESC IdxBufDsc;
+ GLint vbo;
pIB = This->stateBlock->pIndexData;
This->stateBlock->streamIsUP = FALSE;
+ vbo = ((IWineD3DIndexBufferImpl *) pIB)->vbo;
TRACE("(%p) : Type=(%d,%s), min=%d, CountV=%d, startIdx=%d, countP=%d\n", This,
PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
@@ -4245,7 +4298,7 @@
}
drawPrimitive(iface, PrimitiveType, primCount, 0, NumVertices, startIndex,
- idxStride, ((IWineD3DIndexBufferImpl *) pIB)->resource.allocatedMemory, minIndex);
+ idxStride, vbo ? NULL : ((IWineD3DIndexBufferImpl *) pIB)->resource.allocatedMemory, minIndex);
return WINED3D_OK;
}
@@ -4310,6 +4363,7 @@
This->stateBlock->loadBaseVertexIndex = 0;
/* Mark the state dirty until we have nicer tracking of the stream source pointers */
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
+ IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* vertexStart */, NumVertices, 0 /* indxStart */, idxStride, pIndexData, MinVertexIndex);
@@ -4332,8 +4386,10 @@
* that value.
*/
IWineD3DDeviceImpl_MarkStateDirty(This, STATE_VDECL);
+ IWineD3DDeviceImpl_MarkStateDirty(This, STATE_INDEXBUFFER);
This->stateBlock->baseVertexIndex = 0;
This->up_strided = DrawPrimStrideData;
+ This->stateBlock->streamIsUP = TRUE;
drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0, 0, 0, 0, NULL, 0);
This->up_strided = NULL;
return WINED3D_OK;
diff --git a/dlls/wined3d/drawprim.c b/dlls/wined3d/drawprim.c
index 2cc3a15..7cf6877 100644
--- a/dlls/wined3d/drawprim.c
+++ b/dlls/wined3d/drawprim.c
@@ -571,7 +571,7 @@
const void *idxData, short idxSize, ULONG minIndex, ULONG startIdx, ULONG startVertex) {
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
- if (idxData != NULL /* This crashes sometimes!*/) {
+ if (idxSize != 0 /* This crashes sometimes!*/) {
TRACE("(%p) : glElements(%x, %d, %d, ...)\n", This, glPrimitiveType, numberOfVertices, minIndex);
idxData = idxData == (void *)-1 ? NULL : idxData;
#if 1
@@ -629,7 +629,15 @@
TRACE("Using slow vertex array code\n");
/* Variable Initialization */
- if (idxData != NULL) {
+ if (idxSize != 0) {
+ /* Immediate mode drawing can't make use of indices in a vbo - get the data from the index buffer.
+ * If the index buffer has no vbo(not supported or other reason), or with user pointer drawing
+ * idxData will be != NULL
+ */
+ if(idxData == NULL) {
+ idxData = ((IWineD3DIndexBufferImpl *) This->stateBlock->pIndexData)->resource.allocatedMemory;
+ }
+
if (idxSize == 2) pIdxBufS = (const short *) idxData;
else pIdxBufL = (const long *) idxData;
}
@@ -1165,7 +1173,7 @@
IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
IWineD3DStateBlockImpl *stateblock = This->stateBlock;
- if (idxData == NULL) {
+ if (idxSize == 0) {
/* This is a nasty thing. MSDN says no hardware supports that and apps have to use software vertex processing.
* We don't support this for now
*
diff --git a/dlls/wined3d/indexbuffer.c b/dlls/wined3d/indexbuffer.c
index 39a270d..b16ddd0 100644
--- a/dlls/wined3d/indexbuffer.c
+++ b/dlls/wined3d/indexbuffer.c
@@ -58,6 +58,15 @@
ULONG ref = InterlockedDecrement(&This->resource.ref);
TRACE("(%p) : Releasing from %d\n", This, ref + 1);
if (ref == 0) {
+ if(This->vbo) {
+ ENTER_GL();
+ GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
+ checkGLcall("glBindBufferARB");
+ GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
+ checkGLcall("glDeleteBuffersARB");
+ LEAVE_GL();
+ }
+
IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
HeapFree(GetProcessHeap(), 0, This);
}
@@ -108,13 +117,49 @@
****************************************************** */
static HRESULT WINAPI IWineD3DIndexBufferImpl_Lock(IWineD3DIndexBuffer *iface, UINT OffsetToLock, UINT SizeToLock, BYTE** ppbData, DWORD Flags) {
IWineD3DIndexBufferImpl *This = (IWineD3DIndexBufferImpl *)iface;
- TRACE("(%p) : no real locking yet, offset %d, size %d, Flags=%x\n", This, OffsetToLock, SizeToLock, Flags);
+ TRACE("(%p) : offset %d, size %d, Flags=%x\n", This, OffsetToLock, SizeToLock, Flags);
+
+ InterlockedIncrement(&This->lockcount);
*ppbData = (BYTE *)This->resource.allocatedMemory + OffsetToLock;
+
+ if(Flags & (WINED3DLOCK_READONLY | WINED3DLOCK_NO_DIRTY_UPDATE) || This->vbo == 0) {
+ return WINED3D_OK;
+ }
+
+ if(This->dirtystart != This->dirtyend) {
+ 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;
+ }
+
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DIndexBufferImpl_Unlock(IWineD3DIndexBuffer *iface) {
IWineD3DIndexBufferImpl *This = (IWineD3DIndexBufferImpl *)iface;
- TRACE("(%p) : stub\n", This);
+ unsigned long locks = InterlockedDecrement(&This->lockcount);
+ TRACE("(%p)\n", This);
+
+ /* For now load in unlock */
+ if(locks == 0 && This->vbo) {
+ ENTER_GL();
+ GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, This->vbo));
+ checkGLcall("glBindBufferARB");
+ GL_EXTCALL(glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB,
+ This->dirtystart, This->dirtyend - This->dirtystart, This->resource.allocatedMemory + This->dirtystart));
+ checkGLcall("glBufferSubDataARB");
+ LEAVE_GL();
+ This->dirtystart = 0;
+ This->dirtyend = 0;
+ }
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DIndexBufferImpl_GetDesc(IWineD3DIndexBuffer *iface, WINED3DINDEXBUFFER_DESC *pDesc) {
diff --git a/dlls/wined3d/state.c b/dlls/wined3d/state.c
index 0b96e54..f78720a 100644
--- a/dlls/wined3d/state.c
+++ b/dlls/wined3d/state.c
@@ -3062,6 +3062,17 @@
checkGLcall("glScissor");
}
+static void indexbuffer(DWORD state, IWineD3DStateBlockImpl *stateblock, WineD3DContext *context) {
+ if(GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
+ if(stateblock->streamIsUP || stateblock->pIndexData == NULL ) {
+ GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0));
+ } else {
+ IWineD3DIndexBufferImpl *ib = (IWineD3DIndexBufferImpl *) stateblock->pIndexData;
+ GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, ib->vbo));
+ }
+ }
+}
+
const struct StateEntry StateTable[] =
{
/* State name representative, apply function */
@@ -4077,6 +4088,7 @@
{ /*511, WINED3DTS_WORLDMATRIX(255) */ STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)), transform_worldex },
/* Various Vertex states follow */
{ /* , STATE_STREAMSRC */ STATE_VDECL, vertexdeclaration },
+ { /* , STATE_INDEXBUFFER */ STATE_INDEXBUFFER, indexbuffer },
{ /* , STATE_VDECL */ STATE_VDECL, vertexdeclaration },
{ /* , STATE_VSHADER */ STATE_VDECL, vertexdeclaration },
{ /* , STATE_VIEWPORT */ STATE_VIEWPORT, viewport },
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 3bf0c8e..be8cd6e 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -426,8 +426,10 @@
#define STATE_STREAMSRC (STATE_TRANSFORM(WINED3DTS_WORLDMATRIX(255)) + 1)
#define STATE_IS_STREAMSRC(a) ((a) == STATE_STREAMSRC)
+#define STATE_INDEXBUFFER (STATE_STREAMSRC + 1)
+#define STATE_IS_INDEXBUFFER(a) ((a) == STATE_INDEXBUFFER)
-#define STATE_VDECL (STATE_STREAMSRC + 1)
+#define STATE_VDECL (STATE_INDEXBUFFER + 1)
#define STATE_IS_VDECL(a) ((a) == STATE_VDECL)
#define STATE_VSHADER (STATE_VDECL + 1)
@@ -793,6 +795,10 @@
const IWineD3DIndexBufferVtbl *lpVtbl;
IWineD3DResourceClass resource;
+ GLuint vbo;
+ UINT dirtystart, dirtyend;
+ LONG lockcount;
+
/* WineD3DVertexBuffer specifics */
} IWineD3DIndexBufferImpl;