1 | /*
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2 | * Copyright 2002-2005 Jason Edmeades
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3 | * Copyright 2002-2005 Raphael Junqueira
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4 | * Copyright 2004 Christian Costa
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5 | * Copyright 2005 Oliver Stieber
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6 | * Copyright 2007 Stefan Dösinger for CodeWeavers
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7 | * Copyright 2009 Henri Verbeet for CodeWeavers
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8 | *
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9 | * This library is free software; you can redistribute it and/or
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10 | * modify it under the terms of the GNU Lesser General Public
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11 | * License as published by the Free Software Foundation; either
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12 | * version 2.1 of the License, or (at your option) any later version.
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13 | *
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14 | * This library is distributed in the hope that it will be useful,
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15 | * but WITHOUT ANY WARRANTY; without even the implied warranty of
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16 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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17 | * Lesser General Public License for more details.
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18 | *
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19 | * You should have received a copy of the GNU Lesser General Public
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20 | * License along with this library; if not, write to the Free Software
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21 | * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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22 | *
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23 | */
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24 |
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25 | /*
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26 | * Sun LGPL Disclaimer: For the avoidance of doubt, except that if any license choice
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27 | * other than GPL or LGPL is available it will apply instead, Sun elects to use only
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28 | * the Lesser General Public License version 2.1 (LGPLv2) at this time for any software where
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29 | * a choice of LGPL license versions is made available with the language indicating
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30 | * that LGPLv2 or any later version may be used, or where a choice of which version
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31 | * of the LGPL is applied is otherwise unspecified.
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32 | */
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33 |
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34 | #include "config.h"
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35 | #include "wine/port.h"
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36 |
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37 | #include "wined3d_private.h"
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38 |
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39 | WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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40 |
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41 | #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
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42 |
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43 | #define VB_MAXDECLCHANGES 100 /* After that number we stop converting */
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44 | #define VB_RESETDECLCHANGE 1000 /* Reset the changecount after that number of draws */
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45 |
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46 | /* Context activation is done by the caller. */
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47 | static void buffer_create_buffer_object(struct wined3d_buffer *This)
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48 | {
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49 | GLenum error, gl_usage;
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50 |
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51 | TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n",
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52 | This, debug_d3dusage(This->resource.usage));
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53 |
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54 | ENTER_GL();
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55 |
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56 | /* Make sure that the gl error is cleared. Do not use checkGLcall
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57 | * here because checkGLcall just prints a fixme and continues. However,
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58 | * if an error during VBO creation occurs we can fall back to non-vbo operation
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59 | * with full functionality(but performance loss)
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60 | */
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61 | while (glGetError() != GL_NO_ERROR);
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62 |
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63 | /* Basically the FVF parameter passed to CreateVertexBuffer is no good
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64 | * It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
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65 | * IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
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66 | * look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
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67 | * to check if the rhw and color values are in the correct format.
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68 | */
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69 |
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70 | GL_EXTCALL(glGenBuffersARB(1, &This->buffer_object));
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71 | error = glGetError();
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72 | if (!This->buffer_object || error != GL_NO_ERROR)
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73 | {
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74 | ERR("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error);
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75 | goto fail;
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76 | }
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77 |
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78 | if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
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79 | {
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80 | IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
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81 | }
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82 | GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
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83 | error = glGetError();
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84 | if (error != GL_NO_ERROR)
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85 | {
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86 | ERR("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error);
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87 | goto fail;
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88 | }
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89 |
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90 | /* Don't use static, because dx apps tend to update the buffer
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91 | * quite often even if they specify 0 usage. Because we always keep the local copy
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92 | * we never read from the vbo and can create a write only opengl buffer.
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93 | */
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94 | switch(This->resource.usage & (WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC))
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95 | {
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96 | case WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC:
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97 | case WINED3DUSAGE_DYNAMIC:
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98 | TRACE("Gl usage = GL_STREAM_DRAW\n");
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99 | gl_usage = GL_STREAM_DRAW_ARB;
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100 | break;
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101 |
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102 | case WINED3DUSAGE_WRITEONLY:
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103 | default:
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104 | TRACE("Gl usage = GL_DYNAMIC_DRAW\n");
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105 | gl_usage = GL_DYNAMIC_DRAW_ARB;
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106 | break;
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107 | }
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108 |
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109 | /* Reserve memory for the buffer. The amount of data won't change
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110 | * so we are safe with calling glBufferData once and
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111 | * calling glBufferSubData on updates. Upload the actual data in case
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112 | * we're not double buffering, so we can release the heap mem afterwards
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113 | */
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114 | GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, This->resource.size, This->resource.allocatedMemory, gl_usage));
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115 | error = glGetError();
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116 | if (error != GL_NO_ERROR)
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117 | {
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118 | ERR("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error);
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119 | goto fail;
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120 | }
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121 |
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122 | LEAVE_GL();
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123 |
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124 | This->buffer_object_size = This->resource.size;
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125 | This->buffer_object_usage = gl_usage;
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126 | This->dirty_start = 0;
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127 | This->dirty_end = This->resource.size;
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128 |
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129 | if(This->flags & WINED3D_BUFFER_DOUBLEBUFFER)
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130 | {
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131 | This->flags |= WINED3D_BUFFER_DIRTY;
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132 | }
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133 | else
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134 | {
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135 | HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
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136 | This->resource.allocatedMemory = NULL;
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137 | This->resource.heapMemory = NULL;
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138 | This->flags &= ~WINED3D_BUFFER_DIRTY;
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139 | }
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140 |
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141 | return;
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142 |
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143 | fail:
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144 | /* Clean up all vbo init, but continue because we can work without a vbo :-) */
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145 | ERR("Failed to create a vertex buffer object. Continuing, but performance issues may occur\n");
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146 | if (This->buffer_object) GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
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147 | This->buffer_object = 0;
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148 | LEAVE_GL();
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149 |
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150 | return;
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151 | }
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152 |
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153 | static BOOL buffer_process_converted_attribute(struct wined3d_buffer *This,
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154 | const enum wined3d_buffer_conversion_type conversion_type,
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155 | const struct wined3d_stream_info_element *attrib, DWORD *stride_this_run)
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156 | {
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157 | DWORD attrib_size;
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158 | BOOL ret = FALSE;
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159 | unsigned int i;
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160 | DWORD offset = This->resource.wineD3DDevice->stateBlock->streamOffset[attrib->stream_idx];
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161 | DWORD_PTR data;
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162 |
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163 | /* Check for some valid situations which cause us pain. One is if the buffer is used for
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164 | * constant attributes(stride = 0), the other one is if the buffer is used on two streams
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165 | * with different strides. In the 2nd case we might have to drop conversion entirely,
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166 | * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
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167 | */
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168 | if (!attrib->stride)
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169 | {
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170 | FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n",
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171 | debug_d3dformat(attrib->format_desc->format));
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172 | }
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173 | else if(attrib->stride != *stride_this_run && *stride_this_run)
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174 | {
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175 | FIXME("Got two concurrent strides, %d and %d\n", attrib->stride, *stride_this_run);
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176 | }
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177 | else
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178 | {
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179 | *stride_this_run = attrib->stride;
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180 | if (This->stride != *stride_this_run)
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181 | {
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182 | /* We rely that this happens only on the first converted attribute that is found,
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183 | * if at all. See above check
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184 | */
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185 | TRACE("Reconverting because converted attributes occur, and the stride changed\n");
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186 | This->stride = *stride_this_run;
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187 | HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY, This->conversion_map);
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188 | This->conversion_map = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
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189 | sizeof(*This->conversion_map) * This->stride);
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190 | ret = TRUE;
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191 | }
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192 | }
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193 |
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194 | data = (((DWORD_PTR)attrib->data) + offset) % This->stride;
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195 | attrib_size = attrib->format_desc->component_count * attrib->format_desc->component_size;
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196 | for (i = 0; i < attrib_size; ++i)
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197 | {
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198 | if (This->conversion_map[data + i] != conversion_type)
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199 | {
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200 | TRACE("Byte %ld in vertex changed\n", i + data);
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201 | TRACE("It was type %d, is %d now\n", This->conversion_map[data + i], conversion_type);
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202 | ret = TRUE;
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203 | This->conversion_map[data + i] = conversion_type;
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204 | }
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205 | }
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206 |
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207 | return ret;
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208 | }
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209 |
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210 | static BOOL buffer_check_attribute(struct wined3d_buffer *This,
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211 | const struct wined3d_stream_info_element *attrib, const BOOL check_d3dcolor, const BOOL is_ffp_position,
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212 | const BOOL is_ffp_color, DWORD *stride_this_run, BOOL *float16_used)
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213 | {
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214 | BOOL ret = FALSE;
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215 | WINED3DFORMAT format;
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216 |
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217 | /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
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218 | * there, on nonexistent attribs the vbo is 0.
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219 | */
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220 | if (attrib->buffer_object != This->buffer_object) return FALSE;
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221 |
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222 | format = attrib->format_desc->format;
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223 | /* Look for newly appeared conversion */
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224 | if (!GL_SUPPORT(ARB_HALF_FLOAT_VERTEX) && (format == WINED3DFMT_R16G16_FLOAT || format == WINED3DFMT_R16G16B16A16_FLOAT))
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225 | {
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226 | ret = buffer_process_converted_attribute(This, CONV_FLOAT16_2, attrib, stride_this_run);
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227 |
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228 | if (is_ffp_position) FIXME("Test FLOAT16 fixed function processing positions\n");
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229 | else if (is_ffp_color) FIXME("test FLOAT16 fixed function processing colors\n");
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230 | *float16_used = TRUE;
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231 | }
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232 | else if (check_d3dcolor && format == WINED3DFMT_A8R8G8B8)
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233 | {
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234 | ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run);
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235 |
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236 | if (!is_ffp_color) FIXME("Test for non-color fixed function WINED3DFMT_A8R8G8B8 format\n");
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237 | }
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238 | else if (is_ffp_position && format == WINED3DFMT_R32G32B32A32_FLOAT)
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239 | {
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240 | ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run);
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241 | }
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242 | else if (This->conversion_map)
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243 | {
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244 | ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run);
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245 | }
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246 |
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247 | return ret;
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248 | }
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249 |
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250 | static UINT *find_conversion_shift(struct wined3d_buffer *This,
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251 | const struct wined3d_stream_info *strided, UINT stride)
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252 | {
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253 | UINT *ret, i, j, shift, orig_type_size;
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254 |
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255 | if (!stride)
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256 | {
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257 | TRACE("No shift\n");
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258 | return NULL;
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259 | }
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260 |
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261 | This->conversion_stride = stride;
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262 | ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(DWORD) * stride);
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263 | for (i = 0; i < MAX_ATTRIBS; ++i)
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264 | {
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265 | WINED3DFORMAT format;
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266 |
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267 | if (strided->elements[i].buffer_object != This->buffer_object) continue;
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268 |
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269 | format = strided->elements[i].format_desc->format;
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270 | if (format == WINED3DFMT_R16G16_FLOAT)
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271 | {
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272 | shift = 4;
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273 | }
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274 | else if (format == WINED3DFMT_R16G16B16A16_FLOAT)
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275 | {
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276 | shift = 8;
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277 | /* Pre-shift the last 4 bytes in the FLOAT16_4 by 4 bytes - this makes FLOAT16_2 and FLOAT16_4 conversions
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278 | * compatible
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279 | */
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280 | for (j = 4; j < 8; ++j)
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281 | {
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282 | ret[(DWORD_PTR)strided->elements[i].data + j] += 4;
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283 | }
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284 | }
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285 | else
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286 | {
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287 | shift = 0;
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288 | }
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289 | This->conversion_stride += shift;
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290 |
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291 | if (shift)
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292 | {
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293 | orig_type_size = strided->elements[i].format_desc->component_count
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294 | * strided->elements[i].format_desc->component_size;
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295 | for (j = (DWORD_PTR)strided->elements[i].data + orig_type_size; j < stride; ++j)
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296 | {
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297 | ret[j] += shift;
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298 | }
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299 | }
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300 | }
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301 |
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302 | if (TRACE_ON(d3d))
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303 | {
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304 | TRACE("Dumping conversion shift:\n");
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305 | for (i = 0; i < stride; ++i)
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306 | {
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307 | TRACE("[%d]", ret[i]);
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308 | }
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309 | TRACE("\n");
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310 | }
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311 |
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312 | return ret;
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313 | }
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314 |
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315 | static BOOL buffer_find_decl(struct wined3d_buffer *This)
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316 | {
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317 | IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
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318 | UINT stride_this_run = 0;
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319 | BOOL float16_used = FALSE;
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320 | BOOL ret = FALSE;
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321 | unsigned int i;
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322 |
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323 | /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
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324 | * Once we have our declaration there is no need to look it up again. Index buffers also never need
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325 | * conversion, so once the (empty) conversion structure is created don't bother checking again
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326 | */
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327 | if (This->flags & WINED3D_BUFFER_HASDESC)
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328 | {
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329 | if(((IWineD3DImpl *)device->wineD3D)->dxVersion == 7 ||
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330 | This->resource.format_desc->format != WINED3DFMT_VERTEXDATA) return FALSE;
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331 | }
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332 |
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333 | TRACE("Finding vertex buffer conversion information\n");
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334 | /* Certain declaration types need some fixups before we can pass them to
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335 | * opengl. This means D3DCOLOR attributes with fixed function vertex
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336 | * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
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337 | * GL_ARB_half_float_vertex is not supported.
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338 | *
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339 | * Note for d3d8 and d3d9:
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340 | * The vertex buffer FVF doesn't help with finding them, we have to use
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341 | * the decoded vertex declaration and pick the things that concern the
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342 | * current buffer. A problem with this is that this can change between
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343 | * draws, so we have to validate the information and reprocess the buffer
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344 | * if it changes, and avoid false positives for performance reasons.
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345 | * WineD3D doesn't even know the vertex buffer any more, it is managed
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346 | * by the client libraries and passed to SetStreamSource and ProcessVertices
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347 | * as needed.
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348 | *
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349 | * We have to distinguish between vertex shaders and fixed function to
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350 | * pick the way we access the strided vertex information.
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351 | *
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352 | * This code sets up a per-byte array with the size of the detected
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353 | * stride of the arrays in the buffer. For each byte we have a field
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354 | * that marks the conversion needed on this byte. For example, the
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355 | * following declaration with fixed function vertex processing:
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356 | *
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357 | * POSITIONT, FLOAT4
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358 | * NORMAL, FLOAT3
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359 | * DIFFUSE, FLOAT16_4
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360 | * SPECULAR, D3DCOLOR
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361 | *
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362 | * Will result in
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363 | * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
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364 | * [P][P][P][P][P][P][P][P][P][P][P][P][P][P][P][P][0][0][0][0][0][0][0][0][0][0][0][0][F][F][F][F][F][F][F][F][C][C][C][C]
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365 | *
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366 | * Where in this example map P means 4 component position conversion, 0
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367 | * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
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368 | * conversion (red / blue swizzle).
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369 | *
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370 | * If we're doing conversion and the stride changes we have to reconvert
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371 | * the whole buffer. Note that we do not mind if the semantic changes,
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372 | * we only care for the conversion type. So if the NORMAL is replaced
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373 | * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
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374 | * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
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375 | * conversion types depend on the semantic as well, for example a FLOAT4
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376 | * texcoord needs no conversion while a FLOAT4 positiont needs one
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377 | */
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378 | if (use_vs(device->stateBlock))
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379 | {
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380 | TRACE("vshader\n");
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381 | /* If the current vertex declaration is marked for no half float conversion don't bother to
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382 | * analyse the strided streams in depth, just set them up for no conversion. Return decl changed
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383 | * if we used conversion before
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384 | */
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385 | if (!((IWineD3DVertexDeclarationImpl *) device->stateBlock->vertexDecl)->half_float_conv_needed)
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386 | {
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387 | if (This->conversion_map)
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388 | {
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389 | TRACE("Now using shaders without conversion, but conversion used before\n");
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390 | HeapFree(GetProcessHeap(), 0, This->conversion_map);
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391 | HeapFree(GetProcessHeap(), 0, This->conversion_shift);
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392 | This->conversion_map = NULL;
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393 | This->stride = 0;
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394 | This->conversion_shift = NULL;
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395 | This->conversion_stride = 0;
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396 | return TRUE;
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397 | }
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398 | else
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399 | {
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400 | return FALSE;
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401 | }
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402 | }
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403 | for (i = 0; i < MAX_ATTRIBS; ++i)
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404 | {
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405 | ret = buffer_check_attribute(This, &device->strided_streams.elements[i],
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406 | FALSE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
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407 | }
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408 |
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409 | /* Recalculate the conversion shift map if the declaration has changed,
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410 | * and we're using float16 conversion or used it on the last run
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411 | */
|
---|
412 | if (ret && (float16_used || This->conversion_map))
|
---|
413 | {
|
---|
414 | HeapFree(GetProcessHeap(), 0, This->conversion_shift);
|
---|
415 | This->conversion_shift = find_conversion_shift(This, &device->strided_streams, This->stride);
|
---|
416 | }
|
---|
417 | }
|
---|
418 | else
|
---|
419 | {
|
---|
420 | /* Fixed function is a bit trickier. We have to take care for D3DCOLOR types, FLOAT4 positions and of course
|
---|
421 | * FLOAT16s if not supported. Also, we can't iterate over the array, so use macros to generate code for all
|
---|
422 | * the attributes that our current fixed function pipeline implementation cares for.
|
---|
423 | */
|
---|
424 | BOOL support_d3dcolor = GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA);
|
---|
425 | ret = buffer_check_attribute(This, &device->strided_streams.elements[WINED3D_FFP_POSITION],
|
---|
426 | TRUE, TRUE, FALSE, &stride_this_run, &float16_used) || ret;
|
---|
427 | ret = buffer_check_attribute(This, &device->strided_streams.elements[WINED3D_FFP_NORMAL],
|
---|
428 | TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
|
---|
429 | ret = buffer_check_attribute(This, &device->strided_streams.elements[WINED3D_FFP_DIFFUSE],
|
---|
430 | !support_d3dcolor, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
|
---|
431 | ret = buffer_check_attribute(This, &device->strided_streams.elements[WINED3D_FFP_SPECULAR],
|
---|
432 | !support_d3dcolor, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
|
---|
433 | ret = buffer_check_attribute(This, &device->strided_streams.elements[WINED3D_FFP_TEXCOORD0],
|
---|
434 | TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
|
---|
435 | ret = buffer_check_attribute(This, &device->strided_streams.elements[WINED3D_FFP_TEXCOORD1],
|
---|
436 | TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
|
---|
437 | ret = buffer_check_attribute(This, &device->strided_streams.elements[WINED3D_FFP_TEXCOORD2],
|
---|
438 | TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
|
---|
439 | ret = buffer_check_attribute(This, &device->strided_streams.elements[WINED3D_FFP_TEXCOORD3],
|
---|
440 | TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
|
---|
441 | ret = buffer_check_attribute(This, &device->strided_streams.elements[WINED3D_FFP_TEXCOORD4],
|
---|
442 | TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
|
---|
443 | ret = buffer_check_attribute(This, &device->strided_streams.elements[WINED3D_FFP_TEXCOORD5],
|
---|
444 | TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
|
---|
445 | ret = buffer_check_attribute(This, &device->strided_streams.elements[WINED3D_FFP_TEXCOORD6],
|
---|
446 | TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
|
---|
447 | ret = buffer_check_attribute(This, &device->strided_streams.elements[WINED3D_FFP_TEXCOORD7],
|
---|
448 | TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
|
---|
449 |
|
---|
450 | if (float16_used) FIXME("Float16 conversion used with fixed function vertex processing\n");
|
---|
451 | }
|
---|
452 |
|
---|
453 | if (stride_this_run == 0 && This->conversion_map)
|
---|
454 | {
|
---|
455 | /* Sanity test */
|
---|
456 | if (!ret) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
|
---|
457 | HeapFree(GetProcessHeap(), 0, This->conversion_map);
|
---|
458 | This->conversion_map = NULL;
|
---|
459 | This->stride = 0;
|
---|
460 | }
|
---|
461 |
|
---|
462 | if (ret) TRACE("Conversion information changed\n");
|
---|
463 |
|
---|
464 | return ret;
|
---|
465 | }
|
---|
466 |
|
---|
467 | /* Context activation is done by the caller. */
|
---|
468 | static void buffer_check_buffer_object_size(struct wined3d_buffer *This)
|
---|
469 | {
|
---|
470 | UINT size = This->conversion_stride ?
|
---|
471 | This->conversion_stride * (This->resource.size / This->stride) : This->resource.size;
|
---|
472 | if (This->buffer_object_size != size)
|
---|
473 | {
|
---|
474 | TRACE("Old size %u, creating new size %u\n", This->buffer_object_size, size);
|
---|
475 |
|
---|
476 | if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
|
---|
477 | {
|
---|
478 | IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
|
---|
479 | }
|
---|
480 |
|
---|
481 | /* Rescue the data before resizing the buffer object if we do not have our backup copy */
|
---|
482 | if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
|
---|
483 | {
|
---|
484 | buffer_get_sysmem(This);
|
---|
485 | }
|
---|
486 |
|
---|
487 | ENTER_GL();
|
---|
488 | GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
|
---|
489 | checkGLcall("glBindBufferARB");
|
---|
490 | GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, size, NULL, This->buffer_object_usage));
|
---|
491 | This->buffer_object_size = size;
|
---|
492 | checkGLcall("glBufferDataARB");
|
---|
493 | LEAVE_GL();
|
---|
494 | }
|
---|
495 | }
|
---|
496 |
|
---|
497 | static inline void fixup_d3dcolor(DWORD *dst_color)
|
---|
498 | {
|
---|
499 | DWORD src_color = *dst_color;
|
---|
500 |
|
---|
501 | /* Color conversion like in drawStridedSlow. watch out for little endianity
|
---|
502 | * If we want that stuff to work on big endian machines too we have to consider more things
|
---|
503 | *
|
---|
504 | * 0xff000000: Alpha mask
|
---|
505 | * 0x00ff0000: Blue mask
|
---|
506 | * 0x0000ff00: Green mask
|
---|
507 | * 0x000000ff: Red mask
|
---|
508 | */
|
---|
509 | *dst_color = 0;
|
---|
510 | *dst_color |= (src_color & 0xff00ff00); /* Alpha Green */
|
---|
511 | *dst_color |= (src_color & 0x00ff0000) >> 16; /* Red */
|
---|
512 | *dst_color |= (src_color & 0x000000ff) << 16; /* Blue */
|
---|
513 | }
|
---|
514 |
|
---|
515 | static inline void fixup_transformed_pos(float *p)
|
---|
516 | {
|
---|
517 | /* rhw conversion like in position_float4(). */
|
---|
518 | if (p[3] != 1.0f && p[3] != 0.0f)
|
---|
519 | {
|
---|
520 | float w = 1.0f / p[3];
|
---|
521 | p[0] *= w;
|
---|
522 | p[1] *= w;
|
---|
523 | p[2] *= w;
|
---|
524 | p[3] = w;
|
---|
525 | }
|
---|
526 | }
|
---|
527 |
|
---|
528 | /* Context activation is done by the caller. */
|
---|
529 | const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object)
|
---|
530 | {
|
---|
531 | struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
|
---|
532 |
|
---|
533 | *buffer_object = This->buffer_object;
|
---|
534 | if (!This->buffer_object)
|
---|
535 | {
|
---|
536 | if (This->flags & WINED3D_BUFFER_CREATEBO)
|
---|
537 | {
|
---|
538 | buffer_create_buffer_object(This);
|
---|
539 | This->flags &= ~WINED3D_BUFFER_CREATEBO;
|
---|
540 | if (This->buffer_object)
|
---|
541 | {
|
---|
542 | *buffer_object = This->buffer_object;
|
---|
543 | return (const BYTE *)offset;
|
---|
544 | }
|
---|
545 | }
|
---|
546 | return This->resource.allocatedMemory + offset;
|
---|
547 | }
|
---|
548 | else
|
---|
549 | {
|
---|
550 | return (const BYTE *)offset;
|
---|
551 | }
|
---|
552 | }
|
---|
553 |
|
---|
554 | /* IUnknown methods */
|
---|
555 |
|
---|
556 | static HRESULT STDMETHODCALLTYPE buffer_QueryInterface(IWineD3DBuffer *iface,
|
---|
557 | REFIID riid, void **object)
|
---|
558 | {
|
---|
559 | TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object);
|
---|
560 |
|
---|
561 | if (IsEqualGUID(riid, &IID_IWineD3DBuffer)
|
---|
562 | || IsEqualGUID(riid, &IID_IWineD3DResource)
|
---|
563 | || IsEqualGUID(riid, &IID_IWineD3DBase)
|
---|
564 | || IsEqualGUID(riid, &IID_IUnknown))
|
---|
565 | {
|
---|
566 | IUnknown_AddRef(iface);
|
---|
567 | *object = iface;
|
---|
568 | return S_OK;
|
---|
569 | }
|
---|
570 |
|
---|
571 | WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
|
---|
572 |
|
---|
573 | *object = NULL;
|
---|
574 |
|
---|
575 | return E_NOINTERFACE;
|
---|
576 | }
|
---|
577 |
|
---|
578 | static ULONG STDMETHODCALLTYPE buffer_AddRef(IWineD3DBuffer *iface)
|
---|
579 | {
|
---|
580 | struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
|
---|
581 | ULONG refcount = InterlockedIncrement(&This->resource.ref);
|
---|
582 |
|
---|
583 | TRACE("%p increasing refcount to %u\n", This, refcount);
|
---|
584 |
|
---|
585 | return refcount;
|
---|
586 | }
|
---|
587 |
|
---|
588 | /* Context activation is done by the caller. */
|
---|
589 | BYTE *buffer_get_sysmem(struct wined3d_buffer *This)
|
---|
590 | {
|
---|
591 | /* AllocatedMemory exists if the buffer is double buffered or has no buffer object at all */
|
---|
592 | if(This->resource.allocatedMemory) return This->resource.allocatedMemory;
|
---|
593 |
|
---|
594 | This->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + RESOURCE_ALIGNMENT);
|
---|
595 | This->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
|
---|
596 | ENTER_GL();
|
---|
597 | GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
|
---|
598 | GL_EXTCALL(glGetBufferSubDataARB(This->buffer_type_hint, 0, This->resource.size, This->resource.allocatedMemory));
|
---|
599 | LEAVE_GL();
|
---|
600 | This->flags |= WINED3D_BUFFER_DOUBLEBUFFER;
|
---|
601 |
|
---|
602 | return This->resource.allocatedMemory;
|
---|
603 | }
|
---|
604 |
|
---|
605 | static void STDMETHODCALLTYPE buffer_UnLoad(IWineD3DBuffer *iface)
|
---|
606 | {
|
---|
607 | struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
|
---|
608 |
|
---|
609 | TRACE("iface %p\n", iface);
|
---|
610 |
|
---|
611 | if (This->buffer_object)
|
---|
612 | {
|
---|
613 | IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
|
---|
614 |
|
---|
615 | ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
|
---|
616 |
|
---|
617 | /* Download the buffer, but don't permanently enable double buffering */
|
---|
618 | if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
|
---|
619 | {
|
---|
620 | buffer_get_sysmem(This);
|
---|
621 | This->flags &= ~WINED3D_BUFFER_DOUBLEBUFFER;
|
---|
622 | }
|
---|
623 |
|
---|
624 | ENTER_GL();
|
---|
625 | GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
|
---|
626 | checkGLcall("glDeleteBuffersARB");
|
---|
627 | LEAVE_GL();
|
---|
628 | This->buffer_object = 0;
|
---|
629 | This->flags |= WINED3D_BUFFER_CREATEBO; /* Recreate the buffer object next load */
|
---|
630 | }
|
---|
631 | }
|
---|
632 |
|
---|
633 | static ULONG STDMETHODCALLTYPE buffer_Release(IWineD3DBuffer *iface)
|
---|
634 | {
|
---|
635 | struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
|
---|
636 | ULONG refcount = InterlockedDecrement(&This->resource.ref);
|
---|
637 |
|
---|
638 | TRACE("%p decreasing refcount to %u\n", This, refcount);
|
---|
639 |
|
---|
640 | if (!refcount)
|
---|
641 | {
|
---|
642 | buffer_UnLoad(iface);
|
---|
643 | resource_cleanup((IWineD3DResource *)iface);
|
---|
644 | HeapFree(GetProcessHeap(), 0, This);
|
---|
645 | }
|
---|
646 |
|
---|
647 | return refcount;
|
---|
648 | }
|
---|
649 |
|
---|
650 | /* IWineD3DBase methods */
|
---|
651 |
|
---|
652 | static HRESULT STDMETHODCALLTYPE buffer_GetParent(IWineD3DBuffer *iface, IUnknown **parent)
|
---|
653 | {
|
---|
654 | return resource_get_parent((IWineD3DResource *)iface, parent);
|
---|
655 | }
|
---|
656 |
|
---|
657 | /* IWineD3DResource methods */
|
---|
658 |
|
---|
659 | static HRESULT STDMETHODCALLTYPE buffer_GetDevice(IWineD3DBuffer *iface, IWineD3DDevice **device)
|
---|
660 | {
|
---|
661 | return resource_get_device((IWineD3DResource *)iface, device);
|
---|
662 | }
|
---|
663 |
|
---|
664 | static HRESULT STDMETHODCALLTYPE buffer_SetPrivateData(IWineD3DBuffer *iface,
|
---|
665 | REFGUID guid, const void *data, DWORD data_size, DWORD flags)
|
---|
666 | {
|
---|
667 | return resource_set_private_data((IWineD3DResource *)iface, guid, data, data_size, flags);
|
---|
668 | }
|
---|
669 |
|
---|
670 | static HRESULT STDMETHODCALLTYPE buffer_GetPrivateData(IWineD3DBuffer *iface,
|
---|
671 | REFGUID guid, void *data, DWORD *data_size)
|
---|
672 | {
|
---|
673 | return resource_get_private_data((IWineD3DResource *)iface, guid, data, data_size);
|
---|
674 | }
|
---|
675 |
|
---|
676 | static HRESULT STDMETHODCALLTYPE buffer_FreePrivateData(IWineD3DBuffer *iface, REFGUID guid)
|
---|
677 | {
|
---|
678 | return resource_free_private_data((IWineD3DResource *)iface, guid);
|
---|
679 | }
|
---|
680 |
|
---|
681 | static DWORD STDMETHODCALLTYPE buffer_SetPriority(IWineD3DBuffer *iface, DWORD priority)
|
---|
682 | {
|
---|
683 | return resource_set_priority((IWineD3DResource *)iface, priority);
|
---|
684 | }
|
---|
685 |
|
---|
686 | static DWORD STDMETHODCALLTYPE buffer_GetPriority(IWineD3DBuffer *iface)
|
---|
687 | {
|
---|
688 | return resource_get_priority((IWineD3DResource *)iface);
|
---|
689 | }
|
---|
690 |
|
---|
691 | static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
|
---|
692 | {
|
---|
693 | struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
|
---|
694 | IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
|
---|
695 | UINT start = 0, end = 0, vertices;
|
---|
696 | BOOL decl_changed = FALSE;
|
---|
697 | unsigned int i, j;
|
---|
698 | BYTE *data;
|
---|
699 |
|
---|
700 | TRACE("iface %p\n", iface);
|
---|
701 |
|
---|
702 | ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
|
---|
703 |
|
---|
704 | if (!This->buffer_object)
|
---|
705 | {
|
---|
706 | /* TODO: Make converting independent from VBOs */
|
---|
707 | if (This->flags & WINED3D_BUFFER_CREATEBO)
|
---|
708 | {
|
---|
709 | buffer_create_buffer_object(This);
|
---|
710 | This->flags &= ~WINED3D_BUFFER_CREATEBO;
|
---|
711 | }
|
---|
712 | else
|
---|
713 | {
|
---|
714 | return; /* Not doing any conversion */
|
---|
715 | }
|
---|
716 | }
|
---|
717 |
|
---|
718 | /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
|
---|
719 | if (device->isInDraw && This->bind_count > 0)
|
---|
720 | {
|
---|
721 | decl_changed = buffer_find_decl(This);
|
---|
722 | This->flags |= WINED3D_BUFFER_HASDESC;
|
---|
723 | }
|
---|
724 |
|
---|
725 | if (!decl_changed && !(This->flags & WINED3D_BUFFER_HASDESC && This->flags & WINED3D_BUFFER_DIRTY)) return;
|
---|
726 |
|
---|
727 | /* If applications change the declaration over and over, reconverting all the time is a huge
|
---|
728 | * performance hit. So count the declaration changes and release the VBO if there are too many
|
---|
729 | * of them (and thus stop converting)
|
---|
730 | */
|
---|
731 | if (decl_changed)
|
---|
732 | {
|
---|
733 | ++This->conversion_count;
|
---|
734 | This->draw_count = 0;
|
---|
735 |
|
---|
736 | if (This->conversion_count > VB_MAXDECLCHANGES)
|
---|
737 | {
|
---|
738 | FIXME("Too many declaration changes, stopping converting\n");
|
---|
739 |
|
---|
740 | ENTER_GL();
|
---|
741 | GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
|
---|
742 | checkGLcall("glDeleteBuffersARB");
|
---|
743 | LEAVE_GL();
|
---|
744 | This->buffer_object = 0;
|
---|
745 | HeapFree(GetProcessHeap(), 0, This->conversion_shift);
|
---|
746 |
|
---|
747 | /* The stream source state handler might have read the memory of the vertex buffer already
|
---|
748 | * and got the memory in the vbo which is not valid any longer. Dirtify the stream source
|
---|
749 | * to force a reload. This happens only once per changed vertexbuffer and should occur rather
|
---|
750 | * rarely
|
---|
751 | */
|
---|
752 | IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
|
---|
753 |
|
---|
754 | return;
|
---|
755 | }
|
---|
756 | buffer_check_buffer_object_size(This);
|
---|
757 | }
|
---|
758 | else
|
---|
759 | {
|
---|
760 | /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
|
---|
761 | * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
|
---|
762 | * decl changes and reset the decl change count after a specific number of them
|
---|
763 | */
|
---|
764 | ++This->draw_count;
|
---|
765 | if (This->draw_count > VB_RESETDECLCHANGE) This->conversion_count = 0;
|
---|
766 | }
|
---|
767 |
|
---|
768 | if (decl_changed)
|
---|
769 | {
|
---|
770 | /* The declaration changed, reload the whole buffer */
|
---|
771 | WARN("Reloading buffer because of decl change\n");
|
---|
772 | start = 0;
|
---|
773 | end = This->resource.size;
|
---|
774 | }
|
---|
775 | else
|
---|
776 | {
|
---|
777 | /* No decl change, but dirty data, reload the changed stuff */
|
---|
778 | if (This->conversion_shift)
|
---|
779 | {
|
---|
780 | if (This->dirty_start != 0 || This->dirty_end != 0)
|
---|
781 | {
|
---|
782 | FIXME("Implement partial buffer loading with shifted conversion\n");
|
---|
783 | }
|
---|
784 | }
|
---|
785 | start = This->dirty_start;
|
---|
786 | end = This->dirty_end;
|
---|
787 | }
|
---|
788 |
|
---|
789 | /* Mark the buffer clean */
|
---|
790 | This->flags &= ~WINED3D_BUFFER_DIRTY;
|
---|
791 | This->dirty_start = 0;
|
---|
792 | This->dirty_end = 0;
|
---|
793 |
|
---|
794 | if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
|
---|
795 | {
|
---|
796 | IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
|
---|
797 | }
|
---|
798 |
|
---|
799 | if (!This->conversion_map)
|
---|
800 | {
|
---|
801 | /* That means that there is nothing to fixup. Just upload from This->resource.allocatedMemory
|
---|
802 | * directly into the vbo. Do not free the system memory copy because drawPrimitive may need it if
|
---|
803 | * the stride is 0, for instancing emulation, vertex blending emulation or shader emulation.
|
---|
804 | */
|
---|
805 | TRACE("No conversion needed\n");
|
---|
806 |
|
---|
807 | /* Nothing to do because we locked directly into the vbo */
|
---|
808 | if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER)) return;
|
---|
809 |
|
---|
810 | if (!device->isInDraw)
|
---|
811 | {
|
---|
812 | ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
|
---|
813 | }
|
---|
814 | ENTER_GL();
|
---|
815 | GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
|
---|
816 | checkGLcall("glBindBufferARB");
|
---|
817 | GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, start, end-start, This->resource.allocatedMemory + start));
|
---|
818 | checkGLcall("glBufferSubDataARB");
|
---|
819 | LEAVE_GL();
|
---|
820 | return;
|
---|
821 | }
|
---|
822 |
|
---|
823 | if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
|
---|
824 | {
|
---|
825 | buffer_get_sysmem(This);
|
---|
826 | }
|
---|
827 |
|
---|
828 | /* Now for each vertex in the buffer that needs conversion */
|
---|
829 | vertices = This->resource.size / This->stride;
|
---|
830 |
|
---|
831 | if (This->conversion_shift)
|
---|
832 | {
|
---|
833 | TRACE("Shifted conversion\n");
|
---|
834 | data = HeapAlloc(GetProcessHeap(), 0, vertices * This->conversion_stride);
|
---|
835 |
|
---|
836 | for (i = start / This->stride; i < min((end / This->stride) + 1, vertices); ++i)
|
---|
837 | {
|
---|
838 | for (j = 0; j < This->stride; ++j)
|
---|
839 | {
|
---|
840 | switch(This->conversion_map[j])
|
---|
841 | {
|
---|
842 | case CONV_NONE:
|
---|
843 | data[This->conversion_stride * i + j + This->conversion_shift[j]]
|
---|
844 | = This->resource.allocatedMemory[This->stride * i + j];
|
---|
845 | break;
|
---|
846 |
|
---|
847 | case CONV_FLOAT16_2:
|
---|
848 | {
|
---|
849 | float *out = (float *)(&data[This->conversion_stride * i + j + This->conversion_shift[j]]);
|
---|
850 | const WORD *in = (WORD *)(&This->resource.allocatedMemory[i * This->stride + j]);
|
---|
851 |
|
---|
852 | out[1] = float_16_to_32(in + 1);
|
---|
853 | out[0] = float_16_to_32(in + 0);
|
---|
854 | j += 3; /* Skip 3 additional bytes,as a FLOAT16_2 has 4 bytes */
|
---|
855 | break;
|
---|
856 | }
|
---|
857 |
|
---|
858 | default:
|
---|
859 | FIXME("Unimplemented conversion %d in shifted conversion\n", This->conversion_map[j]);
|
---|
860 | break;
|
---|
861 | }
|
---|
862 | }
|
---|
863 | }
|
---|
864 |
|
---|
865 | ENTER_GL();
|
---|
866 | GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
|
---|
867 | checkGLcall("glBindBufferARB");
|
---|
868 | GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, 0, vertices * This->conversion_stride, data));
|
---|
869 | checkGLcall("glBufferSubDataARB");
|
---|
870 | LEAVE_GL();
|
---|
871 | }
|
---|
872 | else
|
---|
873 | {
|
---|
874 | data = HeapAlloc(GetProcessHeap(), 0, This->resource.size);
|
---|
875 | memcpy(data + start, This->resource.allocatedMemory + start, end - start);
|
---|
876 | for (i = start / This->stride; i < min((end / This->stride) + 1, vertices); ++i)
|
---|
877 | {
|
---|
878 | for (j = 0; j < This->stride; ++j)
|
---|
879 | {
|
---|
880 | switch(This->conversion_map[j])
|
---|
881 | {
|
---|
882 | case CONV_NONE:
|
---|
883 | /* Done already */
|
---|
884 | j += 3;
|
---|
885 | break;
|
---|
886 | case CONV_D3DCOLOR:
|
---|
887 | fixup_d3dcolor((DWORD *) (data + i * This->stride + j));
|
---|
888 | j += 3;
|
---|
889 | break;
|
---|
890 |
|
---|
891 | case CONV_POSITIONT:
|
---|
892 | fixup_transformed_pos((float *) (data + i * This->stride + j));
|
---|
893 | j += 15;
|
---|
894 | break;
|
---|
895 |
|
---|
896 | case CONV_FLOAT16_2:
|
---|
897 | ERR("Did not expect FLOAT16 conversion in unshifted conversion\n");
|
---|
898 | default:
|
---|
899 | FIXME("Unimplemented conversion %d in shifted conversion\n", This->conversion_map[j]);
|
---|
900 | }
|
---|
901 | }
|
---|
902 | }
|
---|
903 |
|
---|
904 | ENTER_GL();
|
---|
905 | GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
|
---|
906 | checkGLcall("glBindBufferARB");
|
---|
907 | GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, start, end - start, data + start));
|
---|
908 | checkGLcall("glBufferSubDataARB");
|
---|
909 | LEAVE_GL();
|
---|
910 | }
|
---|
911 |
|
---|
912 | HeapFree(GetProcessHeap(), 0, data);
|
---|
913 | }
|
---|
914 |
|
---|
915 | static WINED3DRESOURCETYPE STDMETHODCALLTYPE buffer_GetType(IWineD3DBuffer *iface)
|
---|
916 | {
|
---|
917 | return resource_get_type((IWineD3DResource *)iface);
|
---|
918 | }
|
---|
919 |
|
---|
920 | /* IWineD3DBuffer methods */
|
---|
921 |
|
---|
922 | static HRESULT STDMETHODCALLTYPE buffer_Map(IWineD3DBuffer *iface, UINT offset, UINT size, BYTE **data, DWORD flags)
|
---|
923 | {
|
---|
924 | struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
|
---|
925 | LONG count;
|
---|
926 |
|
---|
927 | TRACE("iface %p, offset %u, size %u, data %p, flags %#x\n", iface, offset, size, data, flags);
|
---|
928 |
|
---|
929 | count = InterlockedIncrement(&This->lock_count);
|
---|
930 |
|
---|
931 | if (This->flags & WINED3D_BUFFER_DIRTY)
|
---|
932 | {
|
---|
933 | if (This->dirty_start > offset) This->dirty_start = offset;
|
---|
934 |
|
---|
935 | if (size)
|
---|
936 | {
|
---|
937 | if (This->dirty_end < offset + size) This->dirty_end = offset + size;
|
---|
938 | }
|
---|
939 | else
|
---|
940 | {
|
---|
941 | This->dirty_end = This->resource.size;
|
---|
942 | }
|
---|
943 | }
|
---|
944 | else
|
---|
945 | {
|
---|
946 | This->dirty_start = offset;
|
---|
947 | if (size) This->dirty_end = offset + size;
|
---|
948 | else This->dirty_end = This->resource.size;
|
---|
949 | }
|
---|
950 |
|
---|
951 | if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER) && This->buffer_object)
|
---|
952 | {
|
---|
953 | if(count == 1)
|
---|
954 | {
|
---|
955 | IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
|
---|
956 |
|
---|
957 | if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
|
---|
958 | {
|
---|
959 | IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
|
---|
960 | }
|
---|
961 |
|
---|
962 | ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
|
---|
963 | ENTER_GL();
|
---|
964 | GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
|
---|
965 | This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(This->buffer_type_hint, GL_READ_WRITE_ARB));
|
---|
966 | LEAVE_GL();
|
---|
967 | }
|
---|
968 | }
|
---|
969 | else
|
---|
970 | {
|
---|
971 | This->flags |= WINED3D_BUFFER_DIRTY;
|
---|
972 | }
|
---|
973 |
|
---|
974 | *data = This->resource.allocatedMemory + offset;
|
---|
975 |
|
---|
976 | TRACE("Returning memory at %p (base %p, offset %u)\n", *data, This->resource.allocatedMemory, offset);
|
---|
977 | /* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
|
---|
978 |
|
---|
979 | return WINED3D_OK;
|
---|
980 | }
|
---|
981 |
|
---|
982 | static HRESULT STDMETHODCALLTYPE buffer_Unmap(IWineD3DBuffer *iface)
|
---|
983 | {
|
---|
984 | struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
|
---|
985 |
|
---|
986 | TRACE("(%p)\n", This);
|
---|
987 |
|
---|
988 | /* In the case that the number of Unmap calls > the
|
---|
989 | * number of Map calls, d3d returns always D3D_OK.
|
---|
990 | * This is also needed to prevent Map from returning garbage on
|
---|
991 | * the next call (this will happen if the lock_count is < 0). */
|
---|
992 | if(This->lock_count == 0)
|
---|
993 | {
|
---|
994 | TRACE("Unmap called without a previous Map call!\n");
|
---|
995 | return WINED3D_OK;
|
---|
996 | }
|
---|
997 |
|
---|
998 | if (InterlockedDecrement(&This->lock_count))
|
---|
999 | {
|
---|
1000 | /* Delay loading the buffer until everything is unlocked */
|
---|
1001 | TRACE("Ignoring unlock\n");
|
---|
1002 | return WINED3D_OK;
|
---|
1003 | }
|
---|
1004 |
|
---|
1005 | if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER) && This->buffer_object)
|
---|
1006 | {
|
---|
1007 | IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
|
---|
1008 |
|
---|
1009 | if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
|
---|
1010 | {
|
---|
1011 | IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
|
---|
1012 | }
|
---|
1013 |
|
---|
1014 | ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
|
---|
1015 | ENTER_GL();
|
---|
1016 | GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
|
---|
1017 | GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
|
---|
1018 | LEAVE_GL();
|
---|
1019 |
|
---|
1020 | This->resource.allocatedMemory = NULL;
|
---|
1021 | }
|
---|
1022 | else if (This->flags & WINED3D_BUFFER_HASDESC)
|
---|
1023 | {
|
---|
1024 | buffer_PreLoad(iface);
|
---|
1025 | }
|
---|
1026 |
|
---|
1027 | return WINED3D_OK;
|
---|
1028 | }
|
---|
1029 |
|
---|
1030 | static HRESULT STDMETHODCALLTYPE buffer_GetDesc(IWineD3DBuffer *iface, WINED3DBUFFER_DESC *desc)
|
---|
1031 | {
|
---|
1032 | struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
|
---|
1033 |
|
---|
1034 | TRACE("(%p)\n", This);
|
---|
1035 |
|
---|
1036 | desc->Type = This->resource.resourceType;
|
---|
1037 | desc->Usage = This->resource.usage;
|
---|
1038 | desc->Pool = This->resource.pool;
|
---|
1039 | desc->Size = This->resource.size;
|
---|
1040 |
|
---|
1041 | return WINED3D_OK;
|
---|
1042 | }
|
---|
1043 |
|
---|
1044 | const struct IWineD3DBufferVtbl wined3d_buffer_vtbl =
|
---|
1045 | {
|
---|
1046 | /* IUnknown methods */
|
---|
1047 | buffer_QueryInterface,
|
---|
1048 | buffer_AddRef,
|
---|
1049 | buffer_Release,
|
---|
1050 | /* IWineD3DBase methods */
|
---|
1051 | buffer_GetParent,
|
---|
1052 | /* IWineD3DResource methods */
|
---|
1053 | buffer_GetDevice,
|
---|
1054 | buffer_SetPrivateData,
|
---|
1055 | buffer_GetPrivateData,
|
---|
1056 | buffer_FreePrivateData,
|
---|
1057 | buffer_SetPriority,
|
---|
1058 | buffer_GetPriority,
|
---|
1059 | buffer_PreLoad,
|
---|
1060 | buffer_UnLoad,
|
---|
1061 | buffer_GetType,
|
---|
1062 | /* IWineD3DBuffer methods */
|
---|
1063 | buffer_Map,
|
---|
1064 | buffer_Unmap,
|
---|
1065 | buffer_GetDesc,
|
---|
1066 | };
|
---|