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 2007-2010 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.device->adapter->gl_info
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42 |
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43 | #define VB_MAXDECLCHANGES 100 /* After that number of decl changes we stop converting */
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44 | #define VB_RESETDECLCHANGE 1000 /* Reset the decl changecount after that number of draws */
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45 | #define VB_MAXFULLCONVERSIONS 5 /* Number of full conversions before we stop converting */
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46 | #define VB_RESETFULLCONVS 20 /* Reset full conversion counts after that number of draws */
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47 |
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48 | static inline BOOL buffer_add_dirty_area(struct wined3d_buffer *This, UINT offset, UINT size)
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49 | {
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50 | if (!This->buffer_object) return TRUE;
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51 |
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52 | if (This->maps_size <= This->modified_areas)
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53 | {
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54 | void *new = HeapReAlloc(GetProcessHeap(), 0, This->maps,
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55 | This->maps_size * 2 * sizeof(*This->maps));
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56 | if (!new)
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57 | {
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58 | ERR("Out of memory\n");
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59 | return FALSE;
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60 | }
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61 | else
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62 | {
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63 | This->maps = new;
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64 | This->maps_size *= 2;
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65 | }
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66 | }
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67 |
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68 | if(offset > This->resource.size || offset + size > This->resource.size)
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69 | {
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70 | WARN("Invalid range dirtified, marking entire buffer dirty\n");
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71 | offset = 0;
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72 | size = This->resource.size;
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73 | }
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74 | else if(!offset && !size)
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75 | {
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76 | size = This->resource.size;
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77 | }
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78 |
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79 | This->maps[This->modified_areas].offset = offset;
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80 | This->maps[This->modified_areas].size = size;
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81 | This->modified_areas++;
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82 | return TRUE;
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83 | }
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84 |
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85 | static inline void buffer_clear_dirty_areas(struct wined3d_buffer *This)
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86 | {
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87 | This->modified_areas = 0;
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88 | }
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89 |
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90 | static inline BOOL buffer_is_dirty(struct wined3d_buffer *This)
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91 | {
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92 | return This->modified_areas != 0;
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93 | }
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94 |
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95 | static inline BOOL buffer_is_fully_dirty(struct wined3d_buffer *This)
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96 | {
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97 | unsigned int i;
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98 |
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99 | for(i = 0; i < This->modified_areas; i++)
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100 | {
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101 | if(This->maps[i].offset == 0 && This->maps[i].size == This->resource.size)
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102 | {
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103 | return TRUE;
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104 | }
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105 | }
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106 | return FALSE;
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107 | }
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108 |
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109 | /* Context activation is done by the caller */
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110 | static void delete_gl_buffer(struct wined3d_buffer *This)
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111 | {
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112 | if(!This->buffer_object) return;
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113 |
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114 | ENTER_GL();
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115 | GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
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116 | checkGLcall("glDeleteBuffersARB");
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117 | LEAVE_GL();
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118 | This->buffer_object = 0;
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119 |
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120 | if(This->query)
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121 | {
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122 | wined3d_event_query_destroy(This->query);
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123 | This->query = NULL;
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124 | }
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125 | This->flags &= ~WINED3D_BUFFER_APPLESYNC;
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126 | }
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127 |
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128 | /* Context activation is done by the caller. */
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129 | static void buffer_create_buffer_object(struct wined3d_buffer *This)
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130 | {
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131 | GLenum error, gl_usage;
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132 | const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
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133 |
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134 | TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n",
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135 | This, debug_d3dusage(This->resource.usage));
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136 |
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137 | ENTER_GL();
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138 |
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139 | /* Make sure that the gl error is cleared. Do not use checkGLcall
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140 | * here because checkGLcall just prints a fixme and continues. However,
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141 | * if an error during VBO creation occurs we can fall back to non-vbo operation
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142 | * with full functionality(but performance loss)
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143 | */
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144 | while (glGetError() != GL_NO_ERROR);
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145 |
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146 | /* Basically the FVF parameter passed to CreateVertexBuffer is no good
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147 | * It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
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148 | * IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
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149 | * look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
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150 | * to check if the rhw and color values are in the correct format.
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151 | */
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152 |
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153 | GL_EXTCALL(glGenBuffersARB(1, &This->buffer_object));
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154 | error = glGetError();
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155 | if (!This->buffer_object || error != GL_NO_ERROR)
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156 | {
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157 | ERR("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error);
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158 | LEAVE_GL();
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159 | goto fail;
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160 | }
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161 |
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162 | if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
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163 | {
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164 | IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
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165 | }
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166 | GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
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167 | error = glGetError();
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168 | if (error != GL_NO_ERROR)
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169 | {
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170 | ERR("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error);
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171 | LEAVE_GL();
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172 | goto fail;
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173 | }
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174 |
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175 | /* Don't use static, because dx apps tend to update the buffer
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176 | * quite often even if they specify 0 usage.
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177 | */
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178 | if(This->resource.usage & WINED3DUSAGE_DYNAMIC)
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179 | {
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180 | TRACE("Gl usage = GL_STREAM_DRAW_ARB\n");
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181 | gl_usage = GL_STREAM_DRAW_ARB;
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182 |
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183 | if(gl_info->supported[APPLE_FLUSH_BUFFER_RANGE])
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184 | {
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185 | GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE));
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186 | checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE)");
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187 | This->flags |= WINED3D_BUFFER_FLUSH;
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188 |
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189 | GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE));
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190 | checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE)");
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191 | This->flags |= WINED3D_BUFFER_APPLESYNC;
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192 | }
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193 | /* No setup is needed here for GL_ARB_map_buffer_range */
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194 | }
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195 | else
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196 | {
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197 | TRACE("Gl usage = GL_DYNAMIC_DRAW_ARB\n");
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198 | gl_usage = GL_DYNAMIC_DRAW_ARB;
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199 | }
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200 |
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201 | /* Reserve memory for the buffer. The amount of data won't change
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202 | * so we are safe with calling glBufferData once and
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203 | * calling glBufferSubData on updates. Upload the actual data in case
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204 | * we're not double buffering, so we can release the heap mem afterwards
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205 | */
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206 | GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, This->resource.size, This->resource.allocatedMemory, gl_usage));
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207 | error = glGetError();
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208 | LEAVE_GL();
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209 | if (error != GL_NO_ERROR)
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210 | {
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211 | ERR("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error);
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212 | goto fail;
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213 | }
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214 |
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215 | This->buffer_object_size = This->resource.size;
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216 | This->buffer_object_usage = gl_usage;
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217 |
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218 | if(This->flags & WINED3D_BUFFER_DOUBLEBUFFER)
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219 | {
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220 | if(!buffer_add_dirty_area(This, 0, 0))
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221 | {
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222 | ERR("buffer_add_dirty_area failed, this is not expected\n");
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223 | goto fail;
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224 | }
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225 | }
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226 | else
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227 | {
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228 | HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
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229 | This->resource.allocatedMemory = NULL;
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230 | This->resource.heapMemory = NULL;
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231 | }
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232 |
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233 | return;
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234 |
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235 | fail:
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236 | /* Clean up all vbo init, but continue because we can work without a vbo :-) */
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237 | ERR("Failed to create a vertex buffer object. Continuing, but performance issues may occur\n");
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238 | delete_gl_buffer(This);
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239 | buffer_clear_dirty_areas(This);
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240 | }
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241 |
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242 | static BOOL buffer_process_converted_attribute(struct wined3d_buffer *This,
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243 | const enum wined3d_buffer_conversion_type conversion_type,
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244 | const struct wined3d_stream_info_element *attrib, DWORD *stride_this_run)
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245 | {
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246 | DWORD attrib_size;
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247 | BOOL ret = FALSE;
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248 | unsigned int i;
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249 | DWORD offset = This->resource.device->stateBlock->streamOffset[attrib->stream_idx];
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250 | DWORD_PTR data;
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251 |
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252 | /* Check for some valid situations which cause us pain. One is if the buffer is used for
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253 | * constant attributes(stride = 0), the other one is if the buffer is used on two streams
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254 | * with different strides. In the 2nd case we might have to drop conversion entirely,
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255 | * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
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256 | */
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257 | if (!attrib->stride)
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258 | {
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259 | FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n",
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260 | debug_d3dformat(attrib->format_desc->format));
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261 | }
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262 | else if(attrib->stride != *stride_this_run && *stride_this_run)
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263 | {
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264 | FIXME("Got two concurrent strides, %d and %d\n", attrib->stride, *stride_this_run);
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265 | }
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266 | else
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267 | {
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268 | *stride_this_run = attrib->stride;
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269 | if (This->stride != *stride_this_run)
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270 | {
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271 | /* We rely that this happens only on the first converted attribute that is found,
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272 | * if at all. See above check
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273 | */
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274 | TRACE("Reconverting because converted attributes occur, and the stride changed\n");
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275 | This->stride = *stride_this_run;
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276 | HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY, This->conversion_map);
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277 | This->conversion_map = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
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278 | sizeof(*This->conversion_map) * This->stride);
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279 | ret = TRUE;
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280 | }
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281 | }
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282 |
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283 | data = (((DWORD_PTR)attrib->data) + offset) % This->stride;
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284 | attrib_size = attrib->format_desc->component_count * attrib->format_desc->component_size;
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285 | for (i = 0; i < attrib_size; ++i)
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286 | {
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287 | DWORD_PTR idx = (data + i) % This->stride;
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288 | if (This->conversion_map[idx] != conversion_type)
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289 | {
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290 | TRACE("Byte %ld in vertex changed\n", idx);
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291 | TRACE("It was type %d, is %d now\n", This->conversion_map[idx], conversion_type);
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292 | ret = TRUE;
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293 | This->conversion_map[idx] = conversion_type;
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294 | }
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295 | }
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296 |
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297 | return ret;
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298 | }
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299 |
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300 | static BOOL buffer_check_attribute(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
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301 | UINT attrib_idx, const BOOL check_d3dcolor, const BOOL is_ffp_position, const BOOL is_ffp_color,
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302 | DWORD *stride_this_run, BOOL *float16_used)
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303 | {
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304 | const struct wined3d_stream_info_element *attrib = &si->elements[attrib_idx];
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305 | IWineD3DDeviceImpl *device = This->resource.device;
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306 | const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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307 | BOOL ret = FALSE;
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308 | WINED3DFORMAT format;
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309 |
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310 | /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
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311 | * there, on nonexistent attribs the vbo is 0.
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312 | */
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313 | if (!(si->use_map & (1 << attrib_idx))
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314 | || attrib->buffer_object != This->buffer_object)
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315 | return FALSE;
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316 |
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317 | format = attrib->format_desc->format;
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318 | /* Look for newly appeared conversion */
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319 | if (!gl_info->supported[ARB_HALF_FLOAT_VERTEX]
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320 | && (format == WINED3DFMT_R16G16_FLOAT || format == WINED3DFMT_R16G16B16A16_FLOAT))
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321 | {
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322 | ret = buffer_process_converted_attribute(This, CONV_FLOAT16_2, attrib, stride_this_run);
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323 |
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324 | if (is_ffp_position) FIXME("Test FLOAT16 fixed function processing positions\n");
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325 | else if (is_ffp_color) FIXME("test FLOAT16 fixed function processing colors\n");
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326 | *float16_used = TRUE;
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327 | }
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328 | else if (check_d3dcolor && format == WINED3DFMT_B8G8R8A8_UNORM)
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329 | {
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330 | ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run);
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331 |
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332 | if (!is_ffp_color) FIXME("Test for non-color fixed function WINED3DFMT_B8G8R8A8_UNORM format\n");
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333 | }
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334 | else if (is_ffp_position && format == WINED3DFMT_R32G32B32A32_FLOAT)
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335 | {
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336 | ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run);
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337 | }
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338 | else if (This->conversion_map)
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339 | {
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340 | ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run);
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341 | }
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342 |
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343 | return ret;
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344 | }
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345 |
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346 | static UINT *find_conversion_shift(struct wined3d_buffer *This,
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347 | const struct wined3d_stream_info *strided, UINT stride)
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348 | {
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349 | UINT *ret, i, j, shift, orig_type_size;
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350 |
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351 | if (!stride)
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352 | {
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353 | TRACE("No shift\n");
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354 | return NULL;
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355 | }
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356 |
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357 | This->conversion_stride = stride;
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358 | ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(DWORD) * stride);
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359 | for (i = 0; i < MAX_ATTRIBS; ++i)
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360 | {
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361 | WINED3DFORMAT format;
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362 |
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363 | if (!(strided->use_map & (1 << i)) || strided->elements[i].buffer_object != This->buffer_object) continue;
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364 |
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365 | format = strided->elements[i].format_desc->format;
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366 | if (format == WINED3DFMT_R16G16_FLOAT)
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367 | {
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368 | shift = 4;
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369 | }
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370 | else if (format == WINED3DFMT_R16G16B16A16_FLOAT)
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371 | {
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372 | shift = 8;
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373 | /* 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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374 | * compatible
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375 | */
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376 | for (j = 4; j < 8; ++j)
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377 | {
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378 | ret[(DWORD_PTR)strided->elements[i].data + j] += 4;
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379 | }
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380 | }
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381 | else
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382 | {
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383 | shift = 0;
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384 | }
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385 | This->conversion_stride += shift;
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386 |
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387 | if (shift)
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388 | {
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389 | orig_type_size = strided->elements[i].format_desc->component_count
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390 | * strided->elements[i].format_desc->component_size;
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391 | for (j = (DWORD_PTR)strided->elements[i].data + orig_type_size; j < stride; ++j)
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392 | {
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393 | ret[j] += shift;
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394 | }
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395 | }
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396 | }
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397 |
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398 | if (TRACE_ON(d3d))
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399 | {
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400 | TRACE("Dumping conversion shift:\n");
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401 | for (i = 0; i < stride; ++i)
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402 | {
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403 | TRACE("[%d]", ret[i]);
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404 | }
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405 | TRACE("\n");
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406 | }
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407 |
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408 | return ret;
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409 | }
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410 |
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411 | static BOOL buffer_find_decl(struct wined3d_buffer *This)
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412 | {
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413 | IWineD3DDeviceImpl *device = This->resource.device;
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414 | const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
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415 | const struct wined3d_stream_info *si = &device->strided_streams;
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416 | UINT stride_this_run = 0;
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417 | BOOL float16_used = FALSE;
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418 | BOOL ret = FALSE;
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419 | unsigned int i;
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420 |
|
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421 | /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
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422 | * Once we have our declaration there is no need to look it up again. Index buffers also never need
|
---|
423 | * conversion, so once the (empty) conversion structure is created don't bother checking again
|
---|
424 | */
|
---|
425 | if (This->flags & WINED3D_BUFFER_HASDESC)
|
---|
426 | {
|
---|
427 | if(This->resource.usage & WINED3DUSAGE_STATICDECL) return FALSE;
|
---|
428 | }
|
---|
429 |
|
---|
430 | TRACE("Finding vertex buffer conversion information\n");
|
---|
431 | /* Certain declaration types need some fixups before we can pass them to
|
---|
432 | * opengl. This means D3DCOLOR attributes with fixed function vertex
|
---|
433 | * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
|
---|
434 | * GL_ARB_half_float_vertex is not supported.
|
---|
435 | *
|
---|
436 | * Note for d3d8 and d3d9:
|
---|
437 | * The vertex buffer FVF doesn't help with finding them, we have to use
|
---|
438 | * the decoded vertex declaration and pick the things that concern the
|
---|
439 | * current buffer. A problem with this is that this can change between
|
---|
440 | * draws, so we have to validate the information and reprocess the buffer
|
---|
441 | * if it changes, and avoid false positives for performance reasons.
|
---|
442 | * WineD3D doesn't even know the vertex buffer any more, it is managed
|
---|
443 | * by the client libraries and passed to SetStreamSource and ProcessVertices
|
---|
444 | * as needed.
|
---|
445 | *
|
---|
446 | * We have to distinguish between vertex shaders and fixed function to
|
---|
447 | * pick the way we access the strided vertex information.
|
---|
448 | *
|
---|
449 | * This code sets up a per-byte array with the size of the detected
|
---|
450 | * stride of the arrays in the buffer. For each byte we have a field
|
---|
451 | * that marks the conversion needed on this byte. For example, the
|
---|
452 | * following declaration with fixed function vertex processing:
|
---|
453 | *
|
---|
454 | * POSITIONT, FLOAT4
|
---|
455 | * NORMAL, FLOAT3
|
---|
456 | * DIFFUSE, FLOAT16_4
|
---|
457 | * SPECULAR, D3DCOLOR
|
---|
458 | *
|
---|
459 | * Will result in
|
---|
460 | * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
|
---|
461 | * [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]
|
---|
462 | *
|
---|
463 | * Where in this example map P means 4 component position conversion, 0
|
---|
464 | * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
|
---|
465 | * conversion (red / blue swizzle).
|
---|
466 | *
|
---|
467 | * If we're doing conversion and the stride changes we have to reconvert
|
---|
468 | * the whole buffer. Note that we do not mind if the semantic changes,
|
---|
469 | * we only care for the conversion type. So if the NORMAL is replaced
|
---|
470 | * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
|
---|
471 | * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
|
---|
472 | * conversion types depend on the semantic as well, for example a FLOAT4
|
---|
473 | * texcoord needs no conversion while a FLOAT4 positiont needs one
|
---|
474 | */
|
---|
475 | if (use_vs(device->stateBlock))
|
---|
476 | {
|
---|
477 | TRACE("vshader\n");
|
---|
478 | /* If the current vertex declaration is marked for no half float conversion don't bother to
|
---|
479 | * analyse the strided streams in depth, just set them up for no conversion. Return decl changed
|
---|
480 | * if we used conversion before
|
---|
481 | */
|
---|
482 | if (!((IWineD3DVertexDeclarationImpl *) device->stateBlock->vertexDecl)->half_float_conv_needed)
|
---|
483 | {
|
---|
484 | if (This->conversion_map)
|
---|
485 | {
|
---|
486 | TRACE("Now using shaders without conversion, but conversion used before\n");
|
---|
487 | HeapFree(GetProcessHeap(), 0, This->conversion_map);
|
---|
488 | HeapFree(GetProcessHeap(), 0, This->conversion_shift);
|
---|
489 | This->conversion_map = NULL;
|
---|
490 | This->stride = 0;
|
---|
491 | This->conversion_shift = NULL;
|
---|
492 | This->conversion_stride = 0;
|
---|
493 | return TRUE;
|
---|
494 | }
|
---|
495 | else
|
---|
496 | {
|
---|
497 | return FALSE;
|
---|
498 | }
|
---|
499 | }
|
---|
500 | for (i = 0; i < MAX_ATTRIBS; ++i)
|
---|
501 | {
|
---|
502 | ret = buffer_check_attribute(This, si, i, FALSE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
|
---|
503 | }
|
---|
504 |
|
---|
505 | /* Recalculate the conversion shift map if the declaration has changed,
|
---|
506 | * and we're using float16 conversion or used it on the last run
|
---|
507 | */
|
---|
508 | if (ret && (float16_used || This->conversion_map))
|
---|
509 | {
|
---|
510 | HeapFree(GetProcessHeap(), 0, This->conversion_shift);
|
---|
511 | This->conversion_shift = find_conversion_shift(This, si, This->stride);
|
---|
512 | }
|
---|
513 | }
|
---|
514 | else
|
---|
515 | {
|
---|
516 | /* Fixed function is a bit trickier. We have to take care for D3DCOLOR types, FLOAT4 positions and of course
|
---|
517 | * FLOAT16s if not supported. Also, we can't iterate over the array, so use macros to generate code for all
|
---|
518 | * the attributes that our current fixed function pipeline implementation cares for.
|
---|
519 | */
|
---|
520 | BOOL support_d3dcolor = gl_info->supported[ARB_VERTEX_ARRAY_BGRA];
|
---|
521 | ret = buffer_check_attribute(This, si, WINED3D_FFP_POSITION,
|
---|
522 | TRUE, TRUE, FALSE, &stride_this_run, &float16_used) || ret;
|
---|
523 | ret = buffer_check_attribute(This, si, WINED3D_FFP_NORMAL,
|
---|
524 | TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
|
---|
525 | ret = buffer_check_attribute(This, si, WINED3D_FFP_DIFFUSE,
|
---|
526 | !support_d3dcolor, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
|
---|
527 | ret = buffer_check_attribute(This, si, WINED3D_FFP_SPECULAR,
|
---|
528 | !support_d3dcolor, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
|
---|
529 | ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD0,
|
---|
530 | TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
|
---|
531 | ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD1,
|
---|
532 | TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
|
---|
533 | ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD2,
|
---|
534 | TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
|
---|
535 | ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD3,
|
---|
536 | TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
|
---|
537 | ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD4,
|
---|
538 | TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
|
---|
539 | ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD5,
|
---|
540 | TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
|
---|
541 | ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD6,
|
---|
542 | TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
|
---|
543 | ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD7,
|
---|
544 | TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
|
---|
545 |
|
---|
546 | if (float16_used) FIXME("Float16 conversion used with fixed function vertex processing\n");
|
---|
547 | }
|
---|
548 |
|
---|
549 | if (stride_this_run == 0 && This->conversion_map)
|
---|
550 | {
|
---|
551 | /* Sanity test */
|
---|
552 | if (!ret) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
|
---|
553 | HeapFree(GetProcessHeap(), 0, This->conversion_map);
|
---|
554 | This->conversion_map = NULL;
|
---|
555 | This->stride = 0;
|
---|
556 | }
|
---|
557 |
|
---|
558 | if (ret) TRACE("Conversion information changed\n");
|
---|
559 |
|
---|
560 | return ret;
|
---|
561 | }
|
---|
562 |
|
---|
563 | /* Context activation is done by the caller. */
|
---|
564 | static void buffer_check_buffer_object_size(struct wined3d_buffer *This)
|
---|
565 | {
|
---|
566 | UINT size = This->conversion_stride ?
|
---|
567 | This->conversion_stride * (This->resource.size / This->stride) : This->resource.size;
|
---|
568 | if (This->buffer_object_size != size)
|
---|
569 | {
|
---|
570 | TRACE("Old size %u, creating new size %u\n", This->buffer_object_size, size);
|
---|
571 |
|
---|
572 | if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
|
---|
573 | {
|
---|
574 | IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
|
---|
575 | }
|
---|
576 |
|
---|
577 | /* Rescue the data before resizing the buffer object if we do not have our backup copy */
|
---|
578 | if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
|
---|
579 | {
|
---|
580 | buffer_get_sysmem(This);
|
---|
581 | }
|
---|
582 |
|
---|
583 | ENTER_GL();
|
---|
584 | GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
|
---|
585 | checkGLcall("glBindBufferARB");
|
---|
586 | GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, size, NULL, This->buffer_object_usage));
|
---|
587 | This->buffer_object_size = size;
|
---|
588 | checkGLcall("glBufferDataARB");
|
---|
589 | LEAVE_GL();
|
---|
590 | }
|
---|
591 | }
|
---|
592 |
|
---|
593 | static inline void fixup_d3dcolor(DWORD *dst_color)
|
---|
594 | {
|
---|
595 | DWORD src_color = *dst_color;
|
---|
596 |
|
---|
597 | /* Color conversion like in drawStridedSlow. watch out for little endianity
|
---|
598 | * If we want that stuff to work on big endian machines too we have to consider more things
|
---|
599 | *
|
---|
600 | * 0xff000000: Alpha mask
|
---|
601 | * 0x00ff0000: Blue mask
|
---|
602 | * 0x0000ff00: Green mask
|
---|
603 | * 0x000000ff: Red mask
|
---|
604 | */
|
---|
605 | *dst_color = 0;
|
---|
606 | *dst_color |= (src_color & 0xff00ff00); /* Alpha Green */
|
---|
607 | *dst_color |= (src_color & 0x00ff0000) >> 16; /* Red */
|
---|
608 | *dst_color |= (src_color & 0x000000ff) << 16; /* Blue */
|
---|
609 | }
|
---|
610 |
|
---|
611 | static inline void fixup_transformed_pos(float *p)
|
---|
612 | {
|
---|
613 | /* rhw conversion like in position_float4(). */
|
---|
614 | if (p[3] != 1.0f && p[3] != 0.0f)
|
---|
615 | {
|
---|
616 | float w = 1.0f / p[3];
|
---|
617 | p[0] *= w;
|
---|
618 | p[1] *= w;
|
---|
619 | p[2] *= w;
|
---|
620 | p[3] = w;
|
---|
621 | }
|
---|
622 | }
|
---|
623 |
|
---|
624 | /* Context activation is done by the caller. */
|
---|
625 | const BYTE *buffer_get_memory(IWineD3DBuffer *iface, GLuint *buffer_object)
|
---|
626 | {
|
---|
627 | struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
|
---|
628 |
|
---|
629 | *buffer_object = This->buffer_object;
|
---|
630 | if (!This->buffer_object)
|
---|
631 | {
|
---|
632 | if (This->flags & WINED3D_BUFFER_CREATEBO)
|
---|
633 | {
|
---|
634 | buffer_create_buffer_object(This);
|
---|
635 | This->flags &= ~WINED3D_BUFFER_CREATEBO;
|
---|
636 | if (This->buffer_object)
|
---|
637 | {
|
---|
638 | *buffer_object = This->buffer_object;
|
---|
639 | return NULL;
|
---|
640 | }
|
---|
641 | }
|
---|
642 | return This->resource.allocatedMemory;
|
---|
643 | }
|
---|
644 | else
|
---|
645 | {
|
---|
646 | return NULL;
|
---|
647 | }
|
---|
648 | }
|
---|
649 |
|
---|
650 | /* IUnknown methods */
|
---|
651 |
|
---|
652 | static HRESULT STDMETHODCALLTYPE buffer_QueryInterface(IWineD3DBuffer *iface,
|
---|
653 | REFIID riid, void **object)
|
---|
654 | {
|
---|
655 | TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object);
|
---|
656 |
|
---|
657 | if (IsEqualGUID(riid, &IID_IWineD3DBuffer)
|
---|
658 | || IsEqualGUID(riid, &IID_IWineD3DResource)
|
---|
659 | || IsEqualGUID(riid, &IID_IWineD3DBase)
|
---|
660 | || IsEqualGUID(riid, &IID_IUnknown))
|
---|
661 | {
|
---|
662 | IUnknown_AddRef(iface);
|
---|
663 | *object = iface;
|
---|
664 | return S_OK;
|
---|
665 | }
|
---|
666 |
|
---|
667 | WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
|
---|
668 |
|
---|
669 | *object = NULL;
|
---|
670 |
|
---|
671 | return E_NOINTERFACE;
|
---|
672 | }
|
---|
673 |
|
---|
674 | static ULONG STDMETHODCALLTYPE buffer_AddRef(IWineD3DBuffer *iface)
|
---|
675 | {
|
---|
676 | struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
|
---|
677 | ULONG refcount = InterlockedIncrement(&This->resource.ref);
|
---|
678 |
|
---|
679 | TRACE("%p increasing refcount to %u\n", This, refcount);
|
---|
680 |
|
---|
681 | return refcount;
|
---|
682 | }
|
---|
683 |
|
---|
684 | /* Context activation is done by the caller. */
|
---|
685 | BYTE *buffer_get_sysmem(struct wined3d_buffer *This)
|
---|
686 | {
|
---|
687 | /* AllocatedMemory exists if the buffer is double buffered or has no buffer object at all */
|
---|
688 | if(This->resource.allocatedMemory) return This->resource.allocatedMemory;
|
---|
689 |
|
---|
690 | This->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + RESOURCE_ALIGNMENT);
|
---|
691 | This->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
|
---|
692 | ENTER_GL();
|
---|
693 | GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
|
---|
694 | GL_EXTCALL(glGetBufferSubDataARB(This->buffer_type_hint, 0, This->resource.size, This->resource.allocatedMemory));
|
---|
695 | LEAVE_GL();
|
---|
696 | This->flags |= WINED3D_BUFFER_DOUBLEBUFFER;
|
---|
697 |
|
---|
698 | return This->resource.allocatedMemory;
|
---|
699 | }
|
---|
700 |
|
---|
701 | static void STDMETHODCALLTYPE buffer_UnLoad(IWineD3DBuffer *iface)
|
---|
702 | {
|
---|
703 | struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
|
---|
704 |
|
---|
705 | TRACE("iface %p\n", iface);
|
---|
706 |
|
---|
707 | if (This->buffer_object)
|
---|
708 | {
|
---|
709 | IWineD3DDeviceImpl *device = This->resource.device;
|
---|
710 | struct wined3d_context *context;
|
---|
711 |
|
---|
712 | context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
|
---|
713 |
|
---|
714 | /* Download the buffer, but don't permanently enable double buffering */
|
---|
715 | if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
|
---|
716 | {
|
---|
717 | buffer_get_sysmem(This);
|
---|
718 | This->flags &= ~WINED3D_BUFFER_DOUBLEBUFFER;
|
---|
719 | }
|
---|
720 |
|
---|
721 | delete_gl_buffer(This);
|
---|
722 | This->flags |= WINED3D_BUFFER_CREATEBO; /* Recreate the buffer object next load */
|
---|
723 | buffer_clear_dirty_areas(This);
|
---|
724 |
|
---|
725 | context_release(context);
|
---|
726 |
|
---|
727 | HeapFree(GetProcessHeap(), 0, This->conversion_shift);
|
---|
728 | This->conversion_shift = NULL;
|
---|
729 | HeapFree(GetProcessHeap(), 0, This->conversion_map);
|
---|
730 | This->conversion_map = NULL;
|
---|
731 | This->stride = 0;
|
---|
732 | This->conversion_stride = 0;
|
---|
733 | This->flags &= ~WINED3D_BUFFER_HASDESC;
|
---|
734 | }
|
---|
735 | }
|
---|
736 |
|
---|
737 | static ULONG STDMETHODCALLTYPE buffer_Release(IWineD3DBuffer *iface)
|
---|
738 | {
|
---|
739 | struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
|
---|
740 | ULONG refcount = InterlockedDecrement(&This->resource.ref);
|
---|
741 |
|
---|
742 | TRACE("%p decreasing refcount to %u\n", This, refcount);
|
---|
743 |
|
---|
744 | if (!refcount)
|
---|
745 | {
|
---|
746 | buffer_UnLoad(iface);
|
---|
747 | resource_cleanup((IWineD3DResource *)iface);
|
---|
748 | This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
|
---|
749 | HeapFree(GetProcessHeap(), 0, This->maps);
|
---|
750 | HeapFree(GetProcessHeap(), 0, This);
|
---|
751 | }
|
---|
752 |
|
---|
753 | return refcount;
|
---|
754 | }
|
---|
755 |
|
---|
756 | /* IWineD3DBase methods */
|
---|
757 |
|
---|
758 | static HRESULT STDMETHODCALLTYPE buffer_GetParent(IWineD3DBuffer *iface, IUnknown **parent)
|
---|
759 | {
|
---|
760 | return resource_get_parent((IWineD3DResource *)iface, parent);
|
---|
761 | }
|
---|
762 |
|
---|
763 | /* IWineD3DResource methods */
|
---|
764 |
|
---|
765 | static HRESULT STDMETHODCALLTYPE buffer_SetPrivateData(IWineD3DBuffer *iface,
|
---|
766 | REFGUID guid, const void *data, DWORD data_size, DWORD flags)
|
---|
767 | {
|
---|
768 | return resource_set_private_data((IWineD3DResource *)iface, guid, data, data_size, flags);
|
---|
769 | }
|
---|
770 |
|
---|
771 | static HRESULT STDMETHODCALLTYPE buffer_GetPrivateData(IWineD3DBuffer *iface,
|
---|
772 | REFGUID guid, void *data, DWORD *data_size)
|
---|
773 | {
|
---|
774 | return resource_get_private_data((IWineD3DResource *)iface, guid, data, data_size);
|
---|
775 | }
|
---|
776 |
|
---|
777 | static HRESULT STDMETHODCALLTYPE buffer_FreePrivateData(IWineD3DBuffer *iface, REFGUID guid)
|
---|
778 | {
|
---|
779 | return resource_free_private_data((IWineD3DResource *)iface, guid);
|
---|
780 | }
|
---|
781 |
|
---|
782 | static DWORD STDMETHODCALLTYPE buffer_SetPriority(IWineD3DBuffer *iface, DWORD priority)
|
---|
783 | {
|
---|
784 | return resource_set_priority((IWineD3DResource *)iface, priority);
|
---|
785 | }
|
---|
786 |
|
---|
787 | static DWORD STDMETHODCALLTYPE buffer_GetPriority(IWineD3DBuffer *iface)
|
---|
788 | {
|
---|
789 | return resource_get_priority((IWineD3DResource *)iface);
|
---|
790 | }
|
---|
791 |
|
---|
792 | /* The caller provides a context and binds the buffer */
|
---|
793 | static void buffer_sync_apple(struct wined3d_buffer *This, DWORD flags, const struct wined3d_gl_info *gl_info)
|
---|
794 | {
|
---|
795 | enum wined3d_event_query_result ret;
|
---|
796 |
|
---|
797 | /* No fencing needs to be done if the app promises not to overwrite
|
---|
798 | * existing data */
|
---|
799 | if(flags & WINED3DLOCK_NOOVERWRITE) return;
|
---|
800 | if(flags & WINED3DLOCK_DISCARD)
|
---|
801 | {
|
---|
802 | ENTER_GL();
|
---|
803 | GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, This->resource.size, NULL, This->buffer_object_usage));
|
---|
804 | checkGLcall("glBufferDataARB\n");
|
---|
805 | LEAVE_GL();
|
---|
806 | return;
|
---|
807 | }
|
---|
808 |
|
---|
809 | if(!This->query)
|
---|
810 | {
|
---|
811 | TRACE("Creating event query for buffer %p\n", This);
|
---|
812 |
|
---|
813 | if (!wined3d_event_query_supported(gl_info))
|
---|
814 | {
|
---|
815 | FIXME("Event queries not supported, dropping async buffer locks.\n");
|
---|
816 | goto drop_query;
|
---|
817 | }
|
---|
818 |
|
---|
819 | This->query = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*This->query));
|
---|
820 | if (!This->query)
|
---|
821 | {
|
---|
822 | ERR("Failed to allocate event query memory, dropping async buffer locks.\n");
|
---|
823 | goto drop_query;
|
---|
824 | }
|
---|
825 |
|
---|
826 | /* Since we don't know about old draws a glFinish is needed once */
|
---|
827 | wglFinish();
|
---|
828 | return;
|
---|
829 | }
|
---|
830 | TRACE("Synchronizing buffer %p\n", This);
|
---|
831 | ret = wined3d_event_query_finish(This->query, This->resource.device);
|
---|
832 | switch(ret)
|
---|
833 | {
|
---|
834 | case WINED3D_EVENT_QUERY_NOT_STARTED:
|
---|
835 | case WINED3D_EVENT_QUERY_OK:
|
---|
836 | /* All done */
|
---|
837 | return;
|
---|
838 |
|
---|
839 | case WINED3D_EVENT_QUERY_WRONG_THREAD:
|
---|
840 | WARN("Cannot synchronize buffer lock due to a thread conflict\n");
|
---|
841 | goto drop_query;
|
---|
842 |
|
---|
843 | default:
|
---|
844 | ERR("wined3d_event_query_finish returned %u, dropping async buffer locks\n", ret);
|
---|
845 | goto drop_query;
|
---|
846 | }
|
---|
847 |
|
---|
848 | drop_query:
|
---|
849 | if(This->query)
|
---|
850 | {
|
---|
851 | wined3d_event_query_destroy(This->query);
|
---|
852 | This->query = NULL;
|
---|
853 | }
|
---|
854 |
|
---|
855 | wglFinish();
|
---|
856 | ENTER_GL();
|
---|
857 | GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE));
|
---|
858 | checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
|
---|
859 | LEAVE_GL();
|
---|
860 | This->flags &= ~WINED3D_BUFFER_APPLESYNC;
|
---|
861 | }
|
---|
862 |
|
---|
863 | /* The caller provides a GL context */
|
---|
864 | static void buffer_direct_upload(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info, DWORD flags)
|
---|
865 | {
|
---|
866 | BYTE *map;
|
---|
867 | UINT start = 0, len = 0;
|
---|
868 |
|
---|
869 | ENTER_GL();
|
---|
870 | GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
|
---|
871 | checkGLcall("glBindBufferARB");
|
---|
872 | if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
|
---|
873 | {
|
---|
874 | GLbitfield mapflags;
|
---|
875 | mapflags = GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
|
---|
876 | if (flags & WINED3D_BUFFER_DISCARD)
|
---|
877 | {
|
---|
878 | mapflags |= GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_BUFFER_BIT;
|
---|
879 | }
|
---|
880 | else if (flags & WINED3D_BUFFER_NOSYNC)
|
---|
881 | {
|
---|
882 | mapflags |= GL_MAP_UNSYNCHRONIZED_BIT;
|
---|
883 | }
|
---|
884 | map = GL_EXTCALL(glMapBufferRange(This->buffer_type_hint, 0,
|
---|
885 | This->resource.size, mapflags));
|
---|
886 | checkGLcall("glMapBufferRange");
|
---|
887 | }
|
---|
888 | else
|
---|
889 | {
|
---|
890 | if (This->flags & WINED3D_BUFFER_APPLESYNC)
|
---|
891 | {
|
---|
892 | DWORD syncflags = 0;
|
---|
893 | if (flags & WINED3D_BUFFER_DISCARD) syncflags |= WINED3DLOCK_DISCARD;
|
---|
894 | if (flags & WINED3D_BUFFER_NOSYNC) syncflags |= WINED3DLOCK_NOOVERWRITE;
|
---|
895 | LEAVE_GL();
|
---|
896 | buffer_sync_apple(This, syncflags, gl_info);
|
---|
897 | ENTER_GL();
|
---|
898 | }
|
---|
899 | map = GL_EXTCALL(glMapBufferARB(This->buffer_type_hint, GL_WRITE_ONLY_ARB));
|
---|
900 | checkGLcall("glMapBufferARB");
|
---|
901 | }
|
---|
902 | if (!map)
|
---|
903 | {
|
---|
904 | LEAVE_GL();
|
---|
905 | ERR("Failed to map opengl buffer\n");
|
---|
906 | return;
|
---|
907 | }
|
---|
908 |
|
---|
909 | while(This->modified_areas)
|
---|
910 | {
|
---|
911 | This->modified_areas--;
|
---|
912 | start = This->maps[This->modified_areas].offset;
|
---|
913 | len = This->maps[This->modified_areas].size;
|
---|
914 |
|
---|
915 | memcpy(map + start, This->resource.allocatedMemory + start, len);
|
---|
916 |
|
---|
917 | if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
|
---|
918 | {
|
---|
919 | GL_EXTCALL(glFlushMappedBufferRange(This->buffer_type_hint, start, len));
|
---|
920 | checkGLcall("glFlushMappedBufferRange");
|
---|
921 | }
|
---|
922 | else if (This->flags & WINED3D_BUFFER_FLUSH)
|
---|
923 | {
|
---|
924 | GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This->buffer_type_hint, start, len));
|
---|
925 | checkGLcall("glFlushMappedBufferRangeAPPLE");
|
---|
926 | }
|
---|
927 | }
|
---|
928 | GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
|
---|
929 | checkGLcall("glUnmapBufferARB");
|
---|
930 | LEAVE_GL();
|
---|
931 | }
|
---|
932 |
|
---|
933 | static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
|
---|
934 | {
|
---|
935 | struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
|
---|
936 | IWineD3DDeviceImpl *device = This->resource.device;
|
---|
937 | UINT start = 0, end = 0, len = 0, vertices;
|
---|
938 | struct wined3d_context *context;
|
---|
939 | BOOL decl_changed = FALSE;
|
---|
940 | unsigned int i, j;
|
---|
941 | BYTE *data;
|
---|
942 | DWORD flags = This->flags & (WINED3D_BUFFER_NOSYNC | WINED3D_BUFFER_DISCARD);
|
---|
943 |
|
---|
944 | TRACE("iface %p\n", iface);
|
---|
945 | This->flags &= ~(WINED3D_BUFFER_NOSYNC | WINED3D_BUFFER_DISCARD);
|
---|
946 |
|
---|
947 | context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
|
---|
948 |
|
---|
949 | if (!This->buffer_object)
|
---|
950 | {
|
---|
951 | /* TODO: Make converting independent from VBOs */
|
---|
952 | if (This->flags & WINED3D_BUFFER_CREATEBO)
|
---|
953 | {
|
---|
954 | buffer_create_buffer_object(This);
|
---|
955 | This->flags &= ~WINED3D_BUFFER_CREATEBO;
|
---|
956 | }
|
---|
957 | else
|
---|
958 | {
|
---|
959 | /* Not doing any conversion */
|
---|
960 | goto end;
|
---|
961 | }
|
---|
962 | }
|
---|
963 |
|
---|
964 | /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
|
---|
965 | if (device->isInDraw && This->bind_count > 0)
|
---|
966 | {
|
---|
967 | decl_changed = buffer_find_decl(This);
|
---|
968 | This->flags |= WINED3D_BUFFER_HASDESC;
|
---|
969 | }
|
---|
970 |
|
---|
971 | if (!decl_changed && !(This->flags & WINED3D_BUFFER_HASDESC && buffer_is_dirty(This)))
|
---|
972 | {
|
---|
973 | context_release(context);
|
---|
974 | ++This->draw_count;
|
---|
975 | if (This->draw_count > VB_RESETDECLCHANGE) This->decl_change_count = 0;
|
---|
976 | if (This->draw_count > VB_RESETFULLCONVS) This->full_conversion_count = 0;
|
---|
977 | return;
|
---|
978 | }
|
---|
979 |
|
---|
980 | /* If applications change the declaration over and over, reconverting all the time is a huge
|
---|
981 | * performance hit. So count the declaration changes and release the VBO if there are too many
|
---|
982 | * of them (and thus stop converting)
|
---|
983 | */
|
---|
984 | if (decl_changed)
|
---|
985 | {
|
---|
986 | ++This->decl_change_count;
|
---|
987 | This->draw_count = 0;
|
---|
988 |
|
---|
989 | if (This->decl_change_count > VB_MAXDECLCHANGES ||
|
---|
990 | (This->conversion_map && (This->resource.usage & WINED3DUSAGE_DYNAMIC)))
|
---|
991 | {
|
---|
992 | FIXME("Too many declaration changes or converting dynamic buffer, stopping converting\n");
|
---|
993 |
|
---|
994 | IWineD3DBuffer_UnLoad(iface);
|
---|
995 | This->flags &= ~WINED3D_BUFFER_CREATEBO;
|
---|
996 |
|
---|
997 | /* The stream source state handler might have read the memory of the vertex buffer already
|
---|
998 | * and got the memory in the vbo which is not valid any longer. Dirtify the stream source
|
---|
999 | * to force a reload. This happens only once per changed vertexbuffer and should occur rather
|
---|
1000 | * rarely
|
---|
1001 | */
|
---|
1002 | IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
|
---|
1003 | goto end;
|
---|
1004 | }
|
---|
1005 | buffer_check_buffer_object_size(This);
|
---|
1006 |
|
---|
1007 | /* The declaration changed, reload the whole buffer */
|
---|
1008 | WARN("Reloading buffer because of decl change\n");
|
---|
1009 | buffer_clear_dirty_areas(This);
|
---|
1010 | if(!buffer_add_dirty_area(This, 0, 0))
|
---|
1011 | {
|
---|
1012 | ERR("buffer_add_dirty_area failed, this is not expected\n");
|
---|
1013 | return;
|
---|
1014 | }
|
---|
1015 | /* Avoid unfenced updates, we might overwrite more areas of the buffer than the application
|
---|
1016 | * cleared for unsynchronized updates
|
---|
1017 | */
|
---|
1018 | flags = 0;
|
---|
1019 | }
|
---|
1020 | else
|
---|
1021 | {
|
---|
1022 | /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
|
---|
1023 | * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
|
---|
1024 | * decl changes and reset the decl change count after a specific number of them
|
---|
1025 | */
|
---|
1026 | if(buffer_is_fully_dirty(This))
|
---|
1027 | {
|
---|
1028 | ++This->full_conversion_count;
|
---|
1029 | if(This->full_conversion_count > VB_MAXFULLCONVERSIONS)
|
---|
1030 | {
|
---|
1031 | FIXME("Too many full buffer conversions, stopping converting\n");
|
---|
1032 | IWineD3DBuffer_UnLoad(iface);
|
---|
1033 | This->flags &= ~WINED3D_BUFFER_CREATEBO;
|
---|
1034 | IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
|
---|
1035 | goto end;
|
---|
1036 | }
|
---|
1037 | }
|
---|
1038 | else
|
---|
1039 | {
|
---|
1040 | ++This->draw_count;
|
---|
1041 | if (This->draw_count > VB_RESETDECLCHANGE) This->decl_change_count = 0;
|
---|
1042 | if (This->draw_count > VB_RESETFULLCONVS) This->full_conversion_count = 0;
|
---|
1043 | }
|
---|
1044 | }
|
---|
1045 |
|
---|
1046 | if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
|
---|
1047 | {
|
---|
1048 | IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
|
---|
1049 | }
|
---|
1050 |
|
---|
1051 | if (!This->conversion_map)
|
---|
1052 | {
|
---|
1053 | /* That means that there is nothing to fixup. Just upload from This->resource.allocatedMemory
|
---|
1054 | * directly into the vbo. Do not free the system memory copy because drawPrimitive may need it if
|
---|
1055 | * the stride is 0, for instancing emulation, vertex blending emulation or shader emulation.
|
---|
1056 | */
|
---|
1057 | TRACE("No conversion needed\n");
|
---|
1058 |
|
---|
1059 | /* Nothing to do because we locked directly into the vbo */
|
---|
1060 | if (!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
|
---|
1061 | {
|
---|
1062 | context_release(context);
|
---|
1063 | return;
|
---|
1064 | }
|
---|
1065 |
|
---|
1066 | buffer_direct_upload(This, context->gl_info, flags);
|
---|
1067 |
|
---|
1068 | context_release(context);
|
---|
1069 | return;
|
---|
1070 | }
|
---|
1071 |
|
---|
1072 | if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
|
---|
1073 | {
|
---|
1074 | buffer_get_sysmem(This);
|
---|
1075 | }
|
---|
1076 |
|
---|
1077 | /* Now for each vertex in the buffer that needs conversion */
|
---|
1078 | vertices = This->resource.size / This->stride;
|
---|
1079 |
|
---|
1080 | if (This->conversion_shift)
|
---|
1081 | {
|
---|
1082 | TRACE("Shifted conversion\n");
|
---|
1083 | data = HeapAlloc(GetProcessHeap(), 0, vertices * This->conversion_stride);
|
---|
1084 |
|
---|
1085 | start = 0;
|
---|
1086 | len = This->resource.size;
|
---|
1087 | end = start + len;
|
---|
1088 |
|
---|
1089 | if (This->maps[0].offset || This->maps[0].size != This->resource.size)
|
---|
1090 | {
|
---|
1091 | FIXME("Implement partial buffer load with shifted conversion\n");
|
---|
1092 | }
|
---|
1093 |
|
---|
1094 | for (i = start / This->stride; i < min((end / This->stride) + 1, vertices); ++i)
|
---|
1095 | {
|
---|
1096 | for (j = 0; j < This->stride; ++j)
|
---|
1097 | {
|
---|
1098 | switch(This->conversion_map[j])
|
---|
1099 | {
|
---|
1100 | case CONV_NONE:
|
---|
1101 | data[This->conversion_stride * i + j + This->conversion_shift[j]]
|
---|
1102 | = This->resource.allocatedMemory[This->stride * i + j];
|
---|
1103 | break;
|
---|
1104 |
|
---|
1105 | case CONV_FLOAT16_2:
|
---|
1106 | {
|
---|
1107 | float *out = (float *)(&data[This->conversion_stride * i + j + This->conversion_shift[j]]);
|
---|
1108 | const WORD *in = (WORD *)(&This->resource.allocatedMemory[i * This->stride + j]);
|
---|
1109 |
|
---|
1110 | out[1] = float_16_to_32(in + 1);
|
---|
1111 | out[0] = float_16_to_32(in + 0);
|
---|
1112 | j += 3; /* Skip 3 additional bytes,as a FLOAT16_2 has 4 bytes */
|
---|
1113 | break;
|
---|
1114 | }
|
---|
1115 |
|
---|
1116 | default:
|
---|
1117 | FIXME("Unimplemented conversion %d in shifted conversion\n", This->conversion_map[j]);
|
---|
1118 | break;
|
---|
1119 | }
|
---|
1120 | }
|
---|
1121 | }
|
---|
1122 |
|
---|
1123 | ENTER_GL();
|
---|
1124 | GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
|
---|
1125 | checkGLcall("glBindBufferARB");
|
---|
1126 | GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, 0, vertices * This->conversion_stride, data));
|
---|
1127 | checkGLcall("glBufferSubDataARB");
|
---|
1128 | LEAVE_GL();
|
---|
1129 | }
|
---|
1130 | else
|
---|
1131 | {
|
---|
1132 | data = HeapAlloc(GetProcessHeap(), 0, This->resource.size);
|
---|
1133 |
|
---|
1134 | while(This->modified_areas)
|
---|
1135 | {
|
---|
1136 | This->modified_areas--;
|
---|
1137 | start = This->maps[This->modified_areas].offset;
|
---|
1138 | len = This->maps[This->modified_areas].size;
|
---|
1139 | end = start + len;
|
---|
1140 |
|
---|
1141 | memcpy(data + start, This->resource.allocatedMemory + start, end - start);
|
---|
1142 | for (i = start / This->stride; i < min((end / This->stride) + 1, vertices); ++i)
|
---|
1143 | {
|
---|
1144 | for (j = 0; j < This->stride; ++j)
|
---|
1145 | {
|
---|
1146 | switch(This->conversion_map[j])
|
---|
1147 | {
|
---|
1148 | case CONV_NONE:
|
---|
1149 | /* Done already */
|
---|
1150 | j += 3;
|
---|
1151 | break;
|
---|
1152 | case CONV_D3DCOLOR:
|
---|
1153 | fixup_d3dcolor((DWORD *) (data + i * This->stride + j));
|
---|
1154 | j += 3;
|
---|
1155 | break;
|
---|
1156 |
|
---|
1157 | case CONV_POSITIONT:
|
---|
1158 | fixup_transformed_pos((float *) (data + i * This->stride + j));
|
---|
1159 | j += 15;
|
---|
1160 | break;
|
---|
1161 |
|
---|
1162 | case CONV_FLOAT16_2:
|
---|
1163 | ERR("Did not expect FLOAT16 conversion in unshifted conversion\n");
|
---|
1164 | default:
|
---|
1165 | FIXME("Unimplemented conversion %d in shifted conversion\n", This->conversion_map[j]);
|
---|
1166 | }
|
---|
1167 | }
|
---|
1168 | }
|
---|
1169 |
|
---|
1170 | ENTER_GL();
|
---|
1171 | GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
|
---|
1172 | checkGLcall("glBindBufferARB");
|
---|
1173 | GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, start, len, data + start));
|
---|
1174 | checkGLcall("glBufferSubDataARB");
|
---|
1175 | LEAVE_GL();
|
---|
1176 | }
|
---|
1177 | }
|
---|
1178 |
|
---|
1179 | HeapFree(GetProcessHeap(), 0, data);
|
---|
1180 |
|
---|
1181 | end:
|
---|
1182 | context_release(context);
|
---|
1183 | }
|
---|
1184 |
|
---|
1185 | static WINED3DRESOURCETYPE STDMETHODCALLTYPE buffer_GetType(IWineD3DBuffer *iface)
|
---|
1186 | {
|
---|
1187 | return resource_get_type((IWineD3DResource *)iface);
|
---|
1188 | }
|
---|
1189 |
|
---|
1190 | /* IWineD3DBuffer methods */
|
---|
1191 |
|
---|
1192 | static DWORD buffer_sanitize_flags(struct wined3d_buffer *buffer, DWORD flags)
|
---|
1193 | {
|
---|
1194 | /* Not all flags make sense together, but Windows never returns an error. Catch the
|
---|
1195 | * cases that could cause issues */
|
---|
1196 | if(flags & WINED3DLOCK_READONLY)
|
---|
1197 | {
|
---|
1198 | if(flags & WINED3DLOCK_DISCARD)
|
---|
1199 | {
|
---|
1200 | WARN("WINED3DLOCK_READONLY combined with WINED3DLOCK_DISCARD, ignoring flags\n");
|
---|
1201 | return 0;
|
---|
1202 | }
|
---|
1203 | if(flags & WINED3DLOCK_NOOVERWRITE)
|
---|
1204 | {
|
---|
1205 | WARN("WINED3DLOCK_READONLY combined with WINED3DLOCK_NOOVERWRITE, ignoring flags\n");
|
---|
1206 | return 0;
|
---|
1207 | }
|
---|
1208 | }
|
---|
1209 | else if((flags & (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE)) == (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE))
|
---|
1210 | {
|
---|
1211 | WARN("WINED3DLOCK_DISCARD and WINED3DLOCK_NOOVERWRITE used together, ignoring\n");
|
---|
1212 | return 0;
|
---|
1213 | }
|
---|
1214 | else if (flags & (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE) && !(buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
|
---|
1215 | {
|
---|
1216 | WARN("DISCARD or NOOVERWRITE lock on non-dynamic buffer, ignoring\n");
|
---|
1217 | return 0;
|
---|
1218 | }
|
---|
1219 |
|
---|
1220 | return flags;
|
---|
1221 | }
|
---|
1222 |
|
---|
1223 | static GLbitfield buffer_gl_map_flags(DWORD d3d_flags)
|
---|
1224 | {
|
---|
1225 | GLbitfield ret = 0;
|
---|
1226 |
|
---|
1227 | if (!(d3d_flags & WINED3DLOCK_READONLY)) ret = GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
|
---|
1228 |
|
---|
1229 | if (d3d_flags & (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE))
|
---|
1230 | {
|
---|
1231 | if(d3d_flags & WINED3DLOCK_DISCARD) ret |= GL_MAP_INVALIDATE_BUFFER_BIT;
|
---|
1232 | ret |= GL_MAP_UNSYNCHRONIZED_BIT;
|
---|
1233 | }
|
---|
1234 | else
|
---|
1235 | {
|
---|
1236 | ret |= GL_MAP_READ_BIT;
|
---|
1237 | }
|
---|
1238 |
|
---|
1239 | return ret;
|
---|
1240 | }
|
---|
1241 |
|
---|
1242 | static HRESULT STDMETHODCALLTYPE buffer_Map(IWineD3DBuffer *iface, UINT offset, UINT size, BYTE **data, DWORD flags)
|
---|
1243 | {
|
---|
1244 | struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
|
---|
1245 | LONG count;
|
---|
1246 | BOOL dirty = buffer_is_dirty(This);
|
---|
1247 |
|
---|
1248 | TRACE("iface %p, offset %u, size %u, data %p, flags %#x\n", iface, offset, size, data, flags);
|
---|
1249 |
|
---|
1250 | flags = buffer_sanitize_flags(This, flags);
|
---|
1251 | if (!(flags & WINED3DLOCK_READONLY))
|
---|
1252 | {
|
---|
1253 | if (!buffer_add_dirty_area(This, offset, size)) return E_OUTOFMEMORY;
|
---|
1254 | }
|
---|
1255 |
|
---|
1256 | count = InterlockedIncrement(&This->lock_count);
|
---|
1257 |
|
---|
1258 | if (This->buffer_object)
|
---|
1259 | {
|
---|
1260 | if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
|
---|
1261 | {
|
---|
1262 | if(count == 1)
|
---|
1263 | {
|
---|
1264 | IWineD3DDeviceImpl *device = This->resource.device;
|
---|
1265 | struct wined3d_context *context;
|
---|
1266 | const struct wined3d_gl_info *gl_info;
|
---|
1267 |
|
---|
1268 | if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
|
---|
1269 | {
|
---|
1270 | IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
|
---|
1271 | }
|
---|
1272 |
|
---|
1273 | context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
|
---|
1274 | gl_info = context->gl_info;
|
---|
1275 | ENTER_GL();
|
---|
1276 | GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
|
---|
1277 |
|
---|
1278 | if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
|
---|
1279 | {
|
---|
1280 | GLbitfield mapflags = buffer_gl_map_flags(flags);
|
---|
1281 | This->resource.allocatedMemory = GL_EXTCALL(glMapBufferRange(This->buffer_type_hint, 0,
|
---|
1282 | This->resource.size, mapflags));
|
---|
1283 | checkGLcall("glMapBufferRange");
|
---|
1284 | }
|
---|
1285 | else
|
---|
1286 | {
|
---|
1287 | if(This->flags & WINED3D_BUFFER_APPLESYNC)
|
---|
1288 | {
|
---|
1289 | LEAVE_GL();
|
---|
1290 | buffer_sync_apple(This, flags, gl_info);
|
---|
1291 | ENTER_GL();
|
---|
1292 | }
|
---|
1293 | This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(This->buffer_type_hint, GL_READ_WRITE_ARB));
|
---|
1294 | checkGLcall("glMapBufferARB");
|
---|
1295 | }
|
---|
1296 | LEAVE_GL();
|
---|
1297 |
|
---|
1298 | if (((DWORD_PTR) This->resource.allocatedMemory) & (RESOURCE_ALIGNMENT - 1))
|
---|
1299 | {
|
---|
1300 | WARN("Pointer %p is not %u byte aligned, falling back to double buffered operation\n",
|
---|
1301 | This->resource.allocatedMemory, RESOURCE_ALIGNMENT);
|
---|
1302 |
|
---|
1303 | ENTER_GL();
|
---|
1304 | GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
|
---|
1305 | checkGLcall("glUnmapBufferARB");
|
---|
1306 | LEAVE_GL();
|
---|
1307 | This->resource.allocatedMemory = NULL;
|
---|
1308 |
|
---|
1309 | buffer_get_sysmem(This);
|
---|
1310 | TRACE("New pointer is %p\n", This->resource.allocatedMemory);
|
---|
1311 | }
|
---|
1312 | context_release(context);
|
---|
1313 | }
|
---|
1314 | }
|
---|
1315 | else
|
---|
1316 | {
|
---|
1317 | if (dirty)
|
---|
1318 | {
|
---|
1319 | if (This->flags & WINED3D_BUFFER_NOSYNC && !(flags & WINED3DLOCK_NOOVERWRITE))
|
---|
1320 | {
|
---|
1321 | This->flags &= ~WINED3D_BUFFER_NOSYNC;
|
---|
1322 | }
|
---|
1323 | }
|
---|
1324 | else if(flags & WINED3DLOCK_NOOVERWRITE)
|
---|
1325 | {
|
---|
1326 | This->flags |= WINED3D_BUFFER_NOSYNC;
|
---|
1327 | }
|
---|
1328 |
|
---|
1329 | if (flags & WINED3DLOCK_DISCARD)
|
---|
1330 | {
|
---|
1331 | This->flags |= WINED3D_BUFFER_DISCARD;
|
---|
1332 | }
|
---|
1333 | }
|
---|
1334 | }
|
---|
1335 |
|
---|
1336 | *data = This->resource.allocatedMemory + offset;
|
---|
1337 |
|
---|
1338 | TRACE("Returning memory at %p (base %p, offset %u)\n", *data, This->resource.allocatedMemory, offset);
|
---|
1339 | /* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
|
---|
1340 |
|
---|
1341 | return WINED3D_OK;
|
---|
1342 | }
|
---|
1343 |
|
---|
1344 | static HRESULT STDMETHODCALLTYPE buffer_Unmap(IWineD3DBuffer *iface)
|
---|
1345 | {
|
---|
1346 | struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
|
---|
1347 | ULONG i;
|
---|
1348 |
|
---|
1349 | TRACE("(%p)\n", This);
|
---|
1350 |
|
---|
1351 | /* In the case that the number of Unmap calls > the
|
---|
1352 | * number of Map calls, d3d returns always D3D_OK.
|
---|
1353 | * This is also needed to prevent Map from returning garbage on
|
---|
1354 | * the next call (this will happen if the lock_count is < 0). */
|
---|
1355 | if(This->lock_count == 0)
|
---|
1356 | {
|
---|
1357 | TRACE("Unmap called without a previous Map call!\n");
|
---|
1358 | return WINED3D_OK;
|
---|
1359 | }
|
---|
1360 |
|
---|
1361 | if (InterlockedDecrement(&This->lock_count))
|
---|
1362 | {
|
---|
1363 | /* Delay loading the buffer until everything is unlocked */
|
---|
1364 | TRACE("Ignoring unlock\n");
|
---|
1365 | return WINED3D_OK;
|
---|
1366 | }
|
---|
1367 |
|
---|
1368 | if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER) && This->buffer_object)
|
---|
1369 | {
|
---|
1370 | IWineD3DDeviceImpl *device = This->resource.device;
|
---|
1371 | const struct wined3d_gl_info *gl_info;
|
---|
1372 | struct wined3d_context *context;
|
---|
1373 |
|
---|
1374 | if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
|
---|
1375 | {
|
---|
1376 | IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
|
---|
1377 | }
|
---|
1378 |
|
---|
1379 | context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
|
---|
1380 | gl_info = context->gl_info;
|
---|
1381 | ENTER_GL();
|
---|
1382 | GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
|
---|
1383 |
|
---|
1384 | if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
|
---|
1385 | {
|
---|
1386 | for(i = 0; i < This->modified_areas; i++)
|
---|
1387 | {
|
---|
1388 | GL_EXTCALL(glFlushMappedBufferRange(This->buffer_type_hint,
|
---|
1389 | This->maps[i].offset,
|
---|
1390 | This->maps[i].size));
|
---|
1391 | checkGLcall("glFlushMappedBufferRange");
|
---|
1392 | }
|
---|
1393 | }
|
---|
1394 | else if (This->flags & WINED3D_BUFFER_FLUSH)
|
---|
1395 | {
|
---|
1396 | for(i = 0; i < This->modified_areas; i++)
|
---|
1397 | {
|
---|
1398 | GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This->buffer_type_hint,
|
---|
1399 | This->maps[i].offset,
|
---|
1400 | This->maps[i].size));
|
---|
1401 | checkGLcall("glFlushMappedBufferRangeAPPLE");
|
---|
1402 | }
|
---|
1403 | }
|
---|
1404 |
|
---|
1405 | GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
|
---|
1406 | LEAVE_GL();
|
---|
1407 | context_release(context);
|
---|
1408 |
|
---|
1409 | This->resource.allocatedMemory = NULL;
|
---|
1410 | buffer_clear_dirty_areas(This);
|
---|
1411 | }
|
---|
1412 | else if (This->flags & WINED3D_BUFFER_HASDESC)
|
---|
1413 | {
|
---|
1414 | buffer_PreLoad(iface);
|
---|
1415 | }
|
---|
1416 |
|
---|
1417 | return WINED3D_OK;
|
---|
1418 | }
|
---|
1419 |
|
---|
1420 | static HRESULT STDMETHODCALLTYPE buffer_GetDesc(IWineD3DBuffer *iface, WINED3DBUFFER_DESC *desc)
|
---|
1421 | {
|
---|
1422 | struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
|
---|
1423 |
|
---|
1424 | TRACE("(%p)\n", This);
|
---|
1425 |
|
---|
1426 | desc->Type = This->resource.resourceType;
|
---|
1427 | desc->Usage = This->resource.usage;
|
---|
1428 | desc->Pool = This->resource.pool;
|
---|
1429 | desc->Size = This->resource.size;
|
---|
1430 |
|
---|
1431 | return WINED3D_OK;
|
---|
1432 | }
|
---|
1433 |
|
---|
1434 | static const struct IWineD3DBufferVtbl wined3d_buffer_vtbl =
|
---|
1435 | {
|
---|
1436 | /* IUnknown methods */
|
---|
1437 | buffer_QueryInterface,
|
---|
1438 | buffer_AddRef,
|
---|
1439 | buffer_Release,
|
---|
1440 | /* IWineD3DBase methods */
|
---|
1441 | buffer_GetParent,
|
---|
1442 | /* IWineD3DResource methods */
|
---|
1443 | buffer_SetPrivateData,
|
---|
1444 | buffer_GetPrivateData,
|
---|
1445 | buffer_FreePrivateData,
|
---|
1446 | buffer_SetPriority,
|
---|
1447 | buffer_GetPriority,
|
---|
1448 | buffer_PreLoad,
|
---|
1449 | buffer_UnLoad,
|
---|
1450 | buffer_GetType,
|
---|
1451 | /* IWineD3DBuffer methods */
|
---|
1452 | buffer_Map,
|
---|
1453 | buffer_Unmap,
|
---|
1454 | buffer_GetDesc,
|
---|
1455 | };
|
---|
1456 |
|
---|
1457 | HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
|
---|
1458 | UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, GLenum bind_hint,
|
---|
1459 | const char *data, IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
|
---|
1460 | {
|
---|
1461 | const struct wined3d_format_desc *format_desc = getFormatDescEntry(format, &device->adapter->gl_info);
|
---|
1462 | HRESULT hr;
|
---|
1463 | const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
|
---|
1464 | BOOL dynamic_buffer_ok;
|
---|
1465 |
|
---|
1466 | if (!size)
|
---|
1467 | {
|
---|
1468 | WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
|
---|
1469 | return WINED3DERR_INVALIDCALL;
|
---|
1470 | }
|
---|
1471 |
|
---|
1472 | buffer->vtbl = &wined3d_buffer_vtbl;
|
---|
1473 |
|
---|
1474 | hr = resource_init((IWineD3DResource *)buffer, WINED3DRTYPE_BUFFER,
|
---|
1475 | device, size, usage, format_desc, pool, parent, parent_ops
|
---|
1476 | #ifdef VBOX_WITH_WDDM
|
---|
1477 | , NULL, NULL /* <- no need this info here so far */
|
---|
1478 | #endif
|
---|
1479 | );
|
---|
1480 | if (FAILED(hr))
|
---|
1481 | {
|
---|
1482 | WARN("Failed to initialize resource, hr %#x\n", hr);
|
---|
1483 | return hr;
|
---|
1484 | }
|
---|
1485 | buffer->buffer_type_hint = bind_hint;
|
---|
1486 |
|
---|
1487 | TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer->resource.size, buffer->resource.usage,
|
---|
1488 | debug_d3dformat(buffer->resource.format_desc->format), buffer->resource.allocatedMemory, buffer);
|
---|
1489 |
|
---|
1490 | dynamic_buffer_ok = gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] || gl_info->supported[ARB_MAP_BUFFER_RANGE];
|
---|
1491 |
|
---|
1492 | /* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
|
---|
1493 | * drawStridedFast (half-life 2 and others).
|
---|
1494 | *
|
---|
1495 | * Basically converting the vertices in the buffer is quite expensive, and observations
|
---|
1496 | * show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
|
---|
1497 | * Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
|
---|
1498 | */
|
---|
1499 | if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
|
---|
1500 | {
|
---|
1501 | TRACE("Not creating a vbo because GL_ARB_vertex_buffer is not supported\n");
|
---|
1502 | }
|
---|
1503 | else if(buffer->resource.pool == WINED3DPOOL_SYSTEMMEM)
|
---|
1504 | {
|
---|
1505 | TRACE("Not creating a vbo because the vertex buffer is in system memory\n");
|
---|
1506 | }
|
---|
1507 | else if(!dynamic_buffer_ok && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
|
---|
1508 | {
|
---|
1509 | TRACE("Not creating a vbo because the buffer has dynamic usage and no GL support\n");
|
---|
1510 | }
|
---|
1511 | else
|
---|
1512 | {
|
---|
1513 | buffer->flags |= WINED3D_BUFFER_CREATEBO;
|
---|
1514 | }
|
---|
1515 |
|
---|
1516 | if (data)
|
---|
1517 | {
|
---|
1518 | BYTE *ptr;
|
---|
1519 |
|
---|
1520 | hr = IWineD3DBuffer_Map((IWineD3DBuffer *)buffer, 0, size, &ptr, 0);
|
---|
1521 | if (FAILED(hr))
|
---|
1522 | {
|
---|
1523 | ERR("Failed to map buffer, hr %#x\n", hr);
|
---|
1524 | buffer_UnLoad((IWineD3DBuffer *)buffer);
|
---|
1525 | resource_cleanup((IWineD3DResource *)buffer);
|
---|
1526 | return hr;
|
---|
1527 | }
|
---|
1528 |
|
---|
1529 | memcpy(ptr, data, size);
|
---|
1530 |
|
---|
1531 | hr = IWineD3DBuffer_Unmap((IWineD3DBuffer *)buffer);
|
---|
1532 | if (FAILED(hr))
|
---|
1533 | {
|
---|
1534 | ERR("Failed to unmap buffer, hr %#x\n", hr);
|
---|
1535 | buffer_UnLoad((IWineD3DBuffer *)buffer);
|
---|
1536 | resource_cleanup((IWineD3DResource *)buffer);
|
---|
1537 | return hr;
|
---|
1538 | }
|
---|
1539 | }
|
---|
1540 |
|
---|
1541 | buffer->maps = HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer->maps));
|
---|
1542 | if (!buffer->maps)
|
---|
1543 | {
|
---|
1544 | ERR("Out of memory\n");
|
---|
1545 | buffer_UnLoad((IWineD3DBuffer *)buffer);
|
---|
1546 | resource_cleanup((IWineD3DResource *)buffer);
|
---|
1547 | return E_OUTOFMEMORY;
|
---|
1548 | }
|
---|
1549 | buffer->maps_size = 1;
|
---|
1550 |
|
---|
1551 | return WINED3D_OK;
|
---|
1552 | }
|
---|