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 2009-2010 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 | * Oracle 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, Oracle 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 VB_MAXDECLCHANGES 100 /* After that number of decl changes we stop converting */
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42 | #define VB_RESETDECLCHANGE 1000 /* Reset the decl changecount after that number of draws */
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43 | #define VB_MAXFULLCONVERSIONS 5 /* Number of full conversions before we stop converting */
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44 | #define VB_RESETFULLCONVS 20 /* Reset full conversion counts after that number of draws */
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45 |
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46 | static inline BOOL buffer_add_dirty_area(struct wined3d_buffer *This, UINT offset, UINT size)
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47 | {
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48 | if (!This->buffer_object) return TRUE;
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49 |
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50 | if (This->maps_size <= This->modified_areas)
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51 | {
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52 | void *new = HeapReAlloc(GetProcessHeap(), 0, This->maps,
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53 | This->maps_size * 2 * sizeof(*This->maps));
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54 | if (!new)
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55 | {
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56 | ERR("Out of memory\n");
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57 | return FALSE;
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58 | }
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59 | else
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60 | {
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61 | This->maps = new;
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62 | This->maps_size *= 2;
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63 | }
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64 | }
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65 |
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66 | if(offset > This->resource.size || offset + size > This->resource.size)
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67 | {
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68 | WARN("Invalid range dirtified, marking entire buffer dirty\n");
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69 | offset = 0;
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70 | size = This->resource.size;
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71 | }
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72 | else if(!offset && !size)
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73 | {
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74 | size = This->resource.size;
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75 | }
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76 |
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77 | This->maps[This->modified_areas].offset = offset;
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78 | This->maps[This->modified_areas].size = size;
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79 | This->modified_areas++;
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80 | return TRUE;
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81 | }
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82 |
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83 | static inline void buffer_clear_dirty_areas(struct wined3d_buffer *This)
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84 | {
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85 | This->modified_areas = 0;
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86 | }
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87 |
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88 | static BOOL buffer_is_dirty(const struct wined3d_buffer *buffer)
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89 | {
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90 | return !!buffer->modified_areas;
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91 | }
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92 |
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93 | static BOOL buffer_is_fully_dirty(const struct wined3d_buffer *buffer)
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94 | {
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95 | unsigned int i;
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96 |
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97 | for (i = 0; i < buffer->modified_areas; ++i)
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98 | {
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99 | if (!buffer->maps[i].offset && buffer->maps[i].size == buffer->resource.size)
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100 | return TRUE;
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101 | }
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102 | return FALSE;
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103 | }
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104 |
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105 | /* Context activation is done by the caller */
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106 | static void delete_gl_buffer(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info)
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107 | {
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108 | if(!This->buffer_object) return;
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109 |
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110 | GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
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111 | checkGLcall("glDeleteBuffersARB");
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112 | This->buffer_object = 0;
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113 |
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114 | if(This->query)
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115 | {
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116 | wined3d_event_query_destroy(This->query);
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117 | This->query = NULL;
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118 | }
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119 | This->flags &= ~WINED3D_BUFFER_APPLESYNC;
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120 | }
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121 |
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122 | /* Context activation is done by the caller. */
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123 | static void buffer_create_buffer_object(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info)
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124 | {
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125 | GLenum gl_usage = GL_STATIC_DRAW_ARB;
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126 | GLenum error;
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127 |
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128 | TRACE("Creating an OpenGL vertex buffer object for wined3d_buffer %p with usage %s.\n",
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129 | This, debug_d3dusage(This->resource.usage));
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130 |
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131 | /* Make sure that the gl error is cleared. Do not use checkGLcall
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132 | * here because checkGLcall just prints a fixme and continues. However,
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133 | * if an error during VBO creation occurs we can fall back to non-vbo operation
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134 | * with full functionality(but performance loss)
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135 | */
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136 | while (gl_info->gl_ops.gl.p_glGetError() != GL_NO_ERROR);
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137 |
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138 | /* Basically the FVF parameter passed to CreateVertexBuffer is no good.
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139 | * The vertex declaration from the device determines how the data in the
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140 | * buffer is interpreted. This means that on each draw call the buffer has
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141 | * to be verified to check if the rhw and color values are in the correct
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142 | * format. */
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143 |
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144 | GL_EXTCALL(glGenBuffersARB(1, &This->buffer_object));
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145 | error = gl_info->gl_ops.gl.p_glGetError();
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146 | if (!This->buffer_object || error != GL_NO_ERROR)
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147 | {
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148 | ERR("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error);
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149 | goto fail;
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150 | }
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151 |
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152 | if (This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
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153 | device_invalidate_state(This->resource.device, STATE_INDEXBUFFER);
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154 | GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
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155 | error = gl_info->gl_ops.gl.p_glGetError();
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156 | if (error != GL_NO_ERROR)
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157 | {
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158 | ERR("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error);
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159 | goto fail;
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160 | }
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161 |
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162 | if (This->resource.usage & WINED3DUSAGE_DYNAMIC)
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163 | {
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164 | TRACE("Buffer has WINED3DUSAGE_DYNAMIC set.\n");
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165 | gl_usage = GL_STREAM_DRAW_ARB;
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166 |
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167 | if(gl_info->supported[APPLE_FLUSH_BUFFER_RANGE])
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168 | {
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169 | GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE));
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170 | checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE)");
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171 | This->flags |= WINED3D_BUFFER_FLUSH;
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172 |
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173 | GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE));
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174 | checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE)");
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175 | This->flags |= WINED3D_BUFFER_APPLESYNC;
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176 | }
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177 | /* No setup is needed here for GL_ARB_map_buffer_range */
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178 | }
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179 |
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180 | /* Reserve memory for the buffer. The amount of data won't change
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181 | * so we are safe with calling glBufferData once and
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182 | * calling glBufferSubData on updates. Upload the actual data in case
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183 | * we're not double buffering, so we can release the heap mem afterwards
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184 | */
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185 | GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, This->resource.size, This->resource.allocatedMemory, gl_usage));
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186 | error = gl_info->gl_ops.gl.p_glGetError();
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187 | if (error != GL_NO_ERROR)
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188 | {
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189 | ERR("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error);
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190 | goto fail;
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191 | }
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192 |
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193 | This->buffer_object_size = This->resource.size;
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194 | This->buffer_object_usage = gl_usage;
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195 |
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196 | if(This->flags & WINED3D_BUFFER_DOUBLEBUFFER)
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197 | {
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198 | if(!buffer_add_dirty_area(This, 0, 0))
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199 | {
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200 | ERR("buffer_add_dirty_area failed, this is not expected\n");
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201 | goto fail;
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202 | }
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203 | }
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204 | else
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205 | {
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206 | HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
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207 | This->resource.allocatedMemory = NULL;
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208 | This->resource.heapMemory = NULL;
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209 | }
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210 |
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211 | return;
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212 |
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213 | fail:
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214 | /* Clean up all vbo init, but continue because we can work without a vbo :-) */
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215 | ERR("Failed to create a vertex buffer object. Continuing, but performance issues may occur\n");
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216 | delete_gl_buffer(This, gl_info);
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217 | buffer_clear_dirty_areas(This);
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218 | }
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219 |
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220 | static BOOL buffer_process_converted_attribute(struct wined3d_buffer *This,
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221 | const enum wined3d_buffer_conversion_type conversion_type,
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222 | const struct wined3d_stream_info_element *attrib, DWORD *stride_this_run
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223 | #ifdef VBOX_WITH_WINE_FIX_BUFOFFSET
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224 | , DWORD *offset_this_run
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225 | #endif
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226 | )
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227 | {
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228 | DWORD attrib_size;
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229 | BOOL ret = FALSE;
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230 | unsigned int i;
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231 | #ifndef VBOX_WITH_WINE_FIX_BUFOFFSET
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232 | DWORD_PTR data;
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233 | #else
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234 | UINT stream_offset = (UINT)(attrib->data.addr - attrib->offset);
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235 | #endif
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236 |
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237 | /* Check for some valid situations which cause us pain. One is if the buffer is used for
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238 | * constant attributes(stride = 0), the other one is if the buffer is used on two streams
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239 | * with different strides. In the 2nd case we might have to drop conversion entirely,
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240 | * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
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241 | */
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242 | if (!attrib->stride)
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243 | {
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244 | FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n",
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245 | debug_d3dformat(attrib->format->id));
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246 | }
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247 | #ifndef VBOX_WITH_WINE_FIX_BUFOFFSET
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248 | else if(attrib->stride != *stride_this_run && *stride_this_run)
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249 | {
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250 | FIXME("Got two concurrent strides, %d and %d\n", attrib->stride, *stride_this_run);
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251 | }
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252 | #else
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253 | else if((attrib->stride != *stride_this_run && *stride_this_run)
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254 | || (stream_offset != *offset_this_run && *offset_this_run))
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255 | {
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256 | ERR("Got two concurrent strides, %d and %d\n", attrib->stride, *stride_this_run);
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257 | }
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258 | #endif
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259 | else
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260 | {
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261 | *stride_this_run = attrib->stride;
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262 | #ifdef VBOX_WITH_WINE_FIX_BUFOFFSET
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263 | *offset_this_run = stream_offset;
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264 | if (This->stride != *stride_this_run
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265 | || This->offset != *offset_this_run)
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266 | #else
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267 | if (This->stride != *stride_this_run)
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268 | #endif
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269 | {
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270 | /* We rely that this happens only on the first converted attribute that is found,
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271 | * if at all. See above check
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272 | */
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273 | TRACE("Reconverting because converted attributes occur, and the stride changed\n");
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274 | This->stride = *stride_this_run;
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275 | #ifdef VBOX_WITH_WINE_FIX_BUFOFFSET
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276 | This->offset = *offset_this_run;
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277 | #endif
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278 | HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY, This->conversion_map);
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279 | This->conversion_map = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
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280 | sizeof(*This->conversion_map) * This->stride);
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281 | ret = TRUE;
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282 | }
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283 | }
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284 |
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285 | #ifndef VBOX_WITH_WINE_FIX_BUFOFFSET
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286 | data = ((DWORD_PTR)attrib->data.addr) % This->stride;
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287 | #endif
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288 | attrib_size = attrib->format->component_count * attrib->format->component_size;
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289 | for (i = 0; i < attrib_size; ++i)
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290 | {
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291 | #ifndef VBOX_WITH_WINE_FIX_BUFOFFSET
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292 | DWORD_PTR idx = (data + i) % This->stride;
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293 | #else
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294 | DWORD_PTR idx = attrib->offset;
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295 | #endif
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296 | if (This->conversion_map[idx] != conversion_type)
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297 | {
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298 | TRACE("Byte %ld in vertex changed\n", idx);
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299 | TRACE("It was type %d, is %d now\n", This->conversion_map[idx], conversion_type);
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300 | ret = TRUE;
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301 | This->conversion_map[idx] = conversion_type;
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302 | }
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303 | }
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304 |
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305 | return ret;
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306 | }
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307 |
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308 | static BOOL buffer_check_attribute(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
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309 | UINT attrib_idx, const BOOL check_d3dcolor, const BOOL check_position, const BOOL is_ffp_color,
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310 | DWORD *stride_this_run
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311 | #ifdef VBOX_WITH_WINE_FIX_BUFOFFSET
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312 | , DWORD *offset_this_run
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313 | #endif
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314 | )
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315 | {
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316 | const struct wined3d_stream_info_element *attrib = &si->elements[attrib_idx];
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317 | enum wined3d_format_id format;
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318 | BOOL ret = FALSE;
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319 |
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320 | /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
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321 | * there, on nonexistent attribs the vbo is 0.
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322 | */
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323 | if (!(si->use_map & (1 << attrib_idx))
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324 | || attrib->data.buffer_object != This->buffer_object)
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325 | return FALSE;
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326 |
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327 | format = attrib->format->id;
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328 | /* Look for newly appeared conversion */
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329 | if (check_d3dcolor && format == WINED3DFMT_B8G8R8A8_UNORM)
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330 | {
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331 | ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run
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332 | #ifdef VBOX_WITH_WINE_FIX_BUFOFFSET
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333 | , offset_this_run
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334 | #endif
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335 | );
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336 |
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337 | if (!is_ffp_color) FIXME("Test for non-color fixed function WINED3DFMT_B8G8R8A8_UNORM format\n");
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338 | }
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339 | else if (check_position && si->position_transformed)
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340 | {
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341 | if (format != WINED3DFMT_R32G32B32A32_FLOAT)
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342 | {
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343 | FIXME("Unexpected format %s for transformed position.\n", debug_d3dformat(format));
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344 | return FALSE;
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345 | }
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346 |
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347 | ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run
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348 | #ifdef VBOX_WITH_WINE_FIX_BUFOFFSET
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349 | , offset_this_run
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350 | #endif
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351 | );
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352 | }
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353 | else if (This->conversion_map)
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354 | {
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355 | ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run
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356 | #ifdef VBOX_WITH_WINE_FIX_BUFOFFSET
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357 | , offset_this_run
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358 | #endif
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359 | );
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360 | }
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361 |
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362 | return ret;
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363 | }
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364 |
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365 | static BOOL buffer_find_decl(struct wined3d_buffer *This)
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366 | {
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367 | struct wined3d_device *device = This->resource.device;
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368 | const struct wined3d_adapter *adapter = device->adapter;
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369 | const struct wined3d_stream_info *si = &device->stream_info;
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370 | const struct wined3d_state *state = &device->stateBlock->state;
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371 | BOOL support_d3dcolor = adapter->gl_info.supported[ARB_VERTEX_ARRAY_BGRA];
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372 | BOOL support_xyzrhw = adapter->d3d_info.xyzrhw;
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373 | UINT stride_this_run = 0;
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374 | #ifdef VBOX_WITH_WINE_FIX_BUFOFFSET
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375 | UINT offset_this_run = 0;
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376 | #endif
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377 | BOOL ret = FALSE;
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378 |
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379 | /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
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380 | * Once we have our declaration there is no need to look it up again. Index buffers also never need
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381 | * conversion, so once the (empty) conversion structure is created don't bother checking again
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382 | */
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383 | if (This->flags & WINED3D_BUFFER_HASDESC)
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384 | {
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385 | if(This->resource.usage & WINED3DUSAGE_STATICDECL) return FALSE;
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386 | }
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387 |
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388 | if (use_vs(state))
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389 | {
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390 | TRACE("Vertex shaders used, no VBO conversion is needed\n");
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391 | if(This->conversion_map)
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392 | {
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393 | HeapFree(GetProcessHeap(), 0, This->conversion_map);
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394 | This->conversion_map = NULL;
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395 | This->stride = 0;
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396 | return TRUE;
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397 | }
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398 |
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399 | return FALSE;
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400 | }
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401 |
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402 | TRACE("Finding vertex buffer conversion information\n");
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403 | /* Certain declaration types need some fixups before we can pass them to
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404 | * opengl. This means D3DCOLOR attributes with fixed function vertex
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405 | * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
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406 | * GL_ARB_half_float_vertex is not supported.
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407 | *
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408 | * Note for d3d8 and d3d9:
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409 | * The vertex buffer FVF doesn't help with finding them, we have to use
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410 | * the decoded vertex declaration and pick the things that concern the
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411 | * current buffer. A problem with this is that this can change between
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412 | * draws, so we have to validate the information and reprocess the buffer
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413 | * if it changes, and avoid false positives for performance reasons.
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414 | * WineD3D doesn't even know the vertex buffer any more, it is managed
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415 | * by the client libraries and passed to SetStreamSource and ProcessVertices
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416 | * as needed.
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417 | *
|
---|
418 | * We have to distinguish between vertex shaders and fixed function to
|
---|
419 | * pick the way we access the strided vertex information.
|
---|
420 | *
|
---|
421 | * This code sets up a per-byte array with the size of the detected
|
---|
422 | * stride of the arrays in the buffer. For each byte we have a field
|
---|
423 | * that marks the conversion needed on this byte. For example, the
|
---|
424 | * following declaration with fixed function vertex processing:
|
---|
425 | *
|
---|
426 | * POSITIONT, FLOAT4
|
---|
427 | * NORMAL, FLOAT3
|
---|
428 | * DIFFUSE, FLOAT16_4
|
---|
429 | * SPECULAR, D3DCOLOR
|
---|
430 | *
|
---|
431 | * Will result in
|
---|
432 | * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
|
---|
433 | * [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]
|
---|
434 | *
|
---|
435 | * Where in this example map P means 4 component position conversion, 0
|
---|
436 | * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
|
---|
437 | * conversion (red / blue swizzle).
|
---|
438 | *
|
---|
439 | * If we're doing conversion and the stride changes we have to reconvert
|
---|
440 | * the whole buffer. Note that we do not mind if the semantic changes,
|
---|
441 | * we only care for the conversion type. So if the NORMAL is replaced
|
---|
442 | * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
|
---|
443 | * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
|
---|
444 | * conversion types depend on the semantic as well, for example a FLOAT4
|
---|
445 | * texcoord needs no conversion while a FLOAT4 positiont needs one
|
---|
446 | */
|
---|
447 |
|
---|
448 | ret = buffer_check_attribute(This, si, WINED3D_FFP_POSITION,
|
---|
449 | TRUE, !support_xyzrhw, FALSE, &stride_this_run
|
---|
450 | #ifdef VBOX_WITH_WINE_FIX_BUFOFFSET
|
---|
451 | , &offset_this_run
|
---|
452 | #endif
|
---|
453 | ) || ret;
|
---|
454 | ret = buffer_check_attribute(This, si, WINED3D_FFP_NORMAL,
|
---|
455 | TRUE, FALSE, FALSE, &stride_this_run
|
---|
456 | #ifdef VBOX_WITH_WINE_FIX_BUFOFFSET
|
---|
457 | , &offset_this_run
|
---|
458 | #endif
|
---|
459 | ) || ret;
|
---|
460 | ret = buffer_check_attribute(This, si, WINED3D_FFP_DIFFUSE,
|
---|
461 | !support_d3dcolor, FALSE, TRUE, &stride_this_run
|
---|
462 | #ifdef VBOX_WITH_WINE_FIX_BUFOFFSET
|
---|
463 | , &offset_this_run
|
---|
464 | #endif
|
---|
465 | ) || ret;
|
---|
466 | ret = buffer_check_attribute(This, si, WINED3D_FFP_SPECULAR,
|
---|
467 | !support_d3dcolor, FALSE, TRUE, &stride_this_run
|
---|
468 | #ifdef VBOX_WITH_WINE_FIX_BUFOFFSET
|
---|
469 | , &offset_this_run
|
---|
470 | #endif
|
---|
471 | ) || ret;
|
---|
472 | ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD0,
|
---|
473 | TRUE, FALSE, FALSE, &stride_this_run
|
---|
474 | #ifdef VBOX_WITH_WINE_FIX_BUFOFFSET
|
---|
475 | , &offset_this_run
|
---|
476 | #endif
|
---|
477 | ) || ret;
|
---|
478 | ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD1,
|
---|
479 | TRUE, FALSE, FALSE, &stride_this_run
|
---|
480 | #ifdef VBOX_WITH_WINE_FIX_BUFOFFSET
|
---|
481 | , &offset_this_run
|
---|
482 | #endif
|
---|
483 | ) || ret;
|
---|
484 | ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD2,
|
---|
485 | TRUE, FALSE, FALSE, &stride_this_run
|
---|
486 | #ifdef VBOX_WITH_WINE_FIX_BUFOFFSET
|
---|
487 | , &offset_this_run
|
---|
488 | #endif
|
---|
489 | ) || ret;
|
---|
490 | ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD3,
|
---|
491 | TRUE, FALSE, FALSE, &stride_this_run
|
---|
492 | #ifdef VBOX_WITH_WINE_FIX_BUFOFFSET
|
---|
493 | , &offset_this_run
|
---|
494 | #endif
|
---|
495 | ) || ret;
|
---|
496 | ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD4,
|
---|
497 | TRUE, FALSE, FALSE, &stride_this_run
|
---|
498 | #ifdef VBOX_WITH_WINE_FIX_BUFOFFSET
|
---|
499 | , &offset_this_run
|
---|
500 | #endif
|
---|
501 | ) || ret;
|
---|
502 | ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD5,
|
---|
503 | TRUE, FALSE, FALSE, &stride_this_run
|
---|
504 | #ifdef VBOX_WITH_WINE_FIX_BUFOFFSET
|
---|
505 | , &offset_this_run
|
---|
506 | #endif
|
---|
507 | ) || ret;
|
---|
508 | ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD6,
|
---|
509 | TRUE, FALSE, FALSE, &stride_this_run
|
---|
510 | #ifdef VBOX_WITH_WINE_FIX_BUFOFFSET
|
---|
511 | , &offset_this_run
|
---|
512 | #endif
|
---|
513 | ) || ret;
|
---|
514 | ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD7,
|
---|
515 | TRUE, FALSE, FALSE, &stride_this_run
|
---|
516 | #ifdef VBOX_WITH_WINE_FIX_BUFOFFSET
|
---|
517 | , &offset_this_run
|
---|
518 | #endif
|
---|
519 | ) || ret;
|
---|
520 |
|
---|
521 | if (!stride_this_run && This->conversion_map)
|
---|
522 | {
|
---|
523 | /* Sanity test */
|
---|
524 | if (!ret) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
|
---|
525 | HeapFree(GetProcessHeap(), 0, This->conversion_map);
|
---|
526 | This->conversion_map = NULL;
|
---|
527 | This->stride = 0;
|
---|
528 | }
|
---|
529 |
|
---|
530 | if (ret) TRACE("Conversion information changed\n");
|
---|
531 |
|
---|
532 | return ret;
|
---|
533 | }
|
---|
534 |
|
---|
535 | static inline void fixup_d3dcolor(DWORD *dst_color)
|
---|
536 | {
|
---|
537 | DWORD src_color = *dst_color;
|
---|
538 |
|
---|
539 | /* Color conversion like in drawStridedSlow. watch out for little endianity
|
---|
540 | * If we want that stuff to work on big endian machines too we have to consider more things
|
---|
541 | *
|
---|
542 | * 0xff000000: Alpha mask
|
---|
543 | * 0x00ff0000: Blue mask
|
---|
544 | * 0x0000ff00: Green mask
|
---|
545 | * 0x000000ff: Red mask
|
---|
546 | */
|
---|
547 | *dst_color = 0;
|
---|
548 | *dst_color |= (src_color & 0xff00ff00); /* Alpha Green */
|
---|
549 | *dst_color |= (src_color & 0x00ff0000) >> 16; /* Red */
|
---|
550 | *dst_color |= (src_color & 0x000000ff) << 16; /* Blue */
|
---|
551 | }
|
---|
552 |
|
---|
553 | static inline void fixup_transformed_pos(float *p)
|
---|
554 | {
|
---|
555 | /* rhw conversion like in position_float4(). */
|
---|
556 | if (p[3] != 1.0f && p[3] != 0.0f)
|
---|
557 | {
|
---|
558 | float w = 1.0f / p[3];
|
---|
559 | p[0] *= w;
|
---|
560 | p[1] *= w;
|
---|
561 | p[2] *= w;
|
---|
562 | p[3] = w;
|
---|
563 | }
|
---|
564 | }
|
---|
565 |
|
---|
566 | /* Context activation is done by the caller. */
|
---|
567 | void buffer_get_memory(struct wined3d_buffer *buffer, const struct wined3d_gl_info *gl_info,
|
---|
568 | struct wined3d_bo_address *data)
|
---|
569 | {
|
---|
570 | data->buffer_object = buffer->buffer_object;
|
---|
571 | if (!buffer->buffer_object)
|
---|
572 | {
|
---|
573 | if ((buffer->flags & WINED3D_BUFFER_CREATEBO) && !buffer->resource.map_count)
|
---|
574 | {
|
---|
575 | buffer_create_buffer_object(buffer, gl_info);
|
---|
576 | buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
|
---|
577 | if (buffer->buffer_object)
|
---|
578 | {
|
---|
579 | data->buffer_object = buffer->buffer_object;
|
---|
580 | data->addr = NULL;
|
---|
581 | return;
|
---|
582 | }
|
---|
583 | }
|
---|
584 | data->addr = buffer->resource.allocatedMemory;
|
---|
585 | }
|
---|
586 | else
|
---|
587 | {
|
---|
588 | data->addr = NULL;
|
---|
589 | }
|
---|
590 | }
|
---|
591 |
|
---|
592 | ULONG CDECL wined3d_buffer_incref(struct wined3d_buffer *buffer)
|
---|
593 | {
|
---|
594 | ULONG refcount = InterlockedIncrement(&buffer->resource.ref);
|
---|
595 |
|
---|
596 | TRACE("%p increasing refcount to %u.\n", buffer, refcount);
|
---|
597 |
|
---|
598 | return refcount;
|
---|
599 | }
|
---|
600 |
|
---|
601 | /* Context activation is done by the caller. */
|
---|
602 | BYTE *buffer_get_sysmem(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info)
|
---|
603 | {
|
---|
604 | /* AllocatedMemory exists if the buffer is double buffered or has no buffer object at all */
|
---|
605 | if(This->resource.allocatedMemory) return This->resource.allocatedMemory;
|
---|
606 |
|
---|
607 | This->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + RESOURCE_ALIGNMENT);
|
---|
608 | This->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
|
---|
609 |
|
---|
610 | if (This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
|
---|
611 | device_invalidate_state(This->resource.device, STATE_INDEXBUFFER);
|
---|
612 |
|
---|
613 | GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
|
---|
614 | GL_EXTCALL(glGetBufferSubDataARB(This->buffer_type_hint, 0, This->resource.size, This->resource.allocatedMemory));
|
---|
615 | This->flags |= WINED3D_BUFFER_DOUBLEBUFFER;
|
---|
616 |
|
---|
617 | return This->resource.allocatedMemory;
|
---|
618 | }
|
---|
619 |
|
---|
620 | /* Do not call while under the GL lock. */
|
---|
621 | static void buffer_unload(struct wined3d_resource *resource)
|
---|
622 | {
|
---|
623 | struct wined3d_buffer *buffer = buffer_from_resource(resource);
|
---|
624 |
|
---|
625 | TRACE("buffer %p.\n", buffer);
|
---|
626 |
|
---|
627 | if (buffer->buffer_object)
|
---|
628 | {
|
---|
629 | struct wined3d_device *device = resource->device;
|
---|
630 | struct wined3d_context *context;
|
---|
631 |
|
---|
632 | context = context_acquire(device, NULL);
|
---|
633 |
|
---|
634 | /* Download the buffer, but don't permanently enable double buffering */
|
---|
635 | if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
|
---|
636 | {
|
---|
637 | buffer_get_sysmem(buffer, context->gl_info);
|
---|
638 | buffer->flags &= ~WINED3D_BUFFER_DOUBLEBUFFER;
|
---|
639 | }
|
---|
640 |
|
---|
641 | delete_gl_buffer(buffer, context->gl_info);
|
---|
642 | buffer->flags |= WINED3D_BUFFER_CREATEBO; /* Recreate the buffer object next load */
|
---|
643 | buffer_clear_dirty_areas(buffer);
|
---|
644 |
|
---|
645 | context_release(context);
|
---|
646 |
|
---|
647 | HeapFree(GetProcessHeap(), 0, buffer->conversion_map);
|
---|
648 | buffer->conversion_map = NULL;
|
---|
649 | buffer->stride = 0;
|
---|
650 | buffer->conversion_stride = 0;
|
---|
651 | buffer->flags &= ~WINED3D_BUFFER_HASDESC;
|
---|
652 | }
|
---|
653 |
|
---|
654 | resource_unload(resource);
|
---|
655 | }
|
---|
656 |
|
---|
657 | /* Do not call while under the GL lock. */
|
---|
658 | ULONG CDECL wined3d_buffer_decref(struct wined3d_buffer *buffer)
|
---|
659 | {
|
---|
660 | ULONG refcount = InterlockedDecrement(&buffer->resource.ref);
|
---|
661 | struct wined3d_context *context;
|
---|
662 |
|
---|
663 | TRACE("%p decreasing refcount to %u.\n", buffer, refcount);
|
---|
664 |
|
---|
665 | if (!refcount)
|
---|
666 | {
|
---|
667 | if (buffer->buffer_object)
|
---|
668 | {
|
---|
669 | context = context_acquire(buffer->resource.device, NULL);
|
---|
670 | delete_gl_buffer(buffer, context->gl_info);
|
---|
671 | context_release(context);
|
---|
672 |
|
---|
673 | HeapFree(GetProcessHeap(), 0, buffer->conversion_map);
|
---|
674 | }
|
---|
675 |
|
---|
676 | resource_cleanup(&buffer->resource);
|
---|
677 | buffer->resource.parent_ops->wined3d_object_destroyed(buffer->resource.parent);
|
---|
678 | HeapFree(GetProcessHeap(), 0, buffer->maps);
|
---|
679 | HeapFree(GetProcessHeap(), 0, buffer);
|
---|
680 | }
|
---|
681 |
|
---|
682 | return refcount;
|
---|
683 | }
|
---|
684 |
|
---|
685 | void * CDECL wined3d_buffer_get_parent(const struct wined3d_buffer *buffer)
|
---|
686 | {
|
---|
687 | TRACE("buffer %p.\n", buffer);
|
---|
688 |
|
---|
689 | return buffer->resource.parent;
|
---|
690 | }
|
---|
691 |
|
---|
692 | DWORD CDECL wined3d_buffer_set_priority(struct wined3d_buffer *buffer, DWORD priority)
|
---|
693 | {
|
---|
694 | return resource_set_priority(&buffer->resource, priority);
|
---|
695 | }
|
---|
696 |
|
---|
697 | DWORD CDECL wined3d_buffer_get_priority(const struct wined3d_buffer *buffer)
|
---|
698 | {
|
---|
699 | return resource_get_priority(&buffer->resource);
|
---|
700 | }
|
---|
701 |
|
---|
702 | /* The caller provides a context and binds the buffer */
|
---|
703 | static void buffer_sync_apple(struct wined3d_buffer *This, DWORD flags, const struct wined3d_gl_info *gl_info)
|
---|
704 | {
|
---|
705 | enum wined3d_event_query_result ret;
|
---|
706 |
|
---|
707 | /* No fencing needs to be done if the app promises not to overwrite
|
---|
708 | * existing data. */
|
---|
709 | if (flags & WINED3D_MAP_NOOVERWRITE)
|
---|
710 | return;
|
---|
711 |
|
---|
712 | if (flags & WINED3D_MAP_DISCARD)
|
---|
713 | {
|
---|
714 | GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, This->resource.size, NULL, This->buffer_object_usage));
|
---|
715 | checkGLcall("glBufferDataARB\n");
|
---|
716 | return;
|
---|
717 | }
|
---|
718 |
|
---|
719 | if(!This->query)
|
---|
720 | {
|
---|
721 | TRACE("Creating event query for buffer %p\n", This);
|
---|
722 |
|
---|
723 | if (!wined3d_event_query_supported(gl_info))
|
---|
724 | {
|
---|
725 | FIXME("Event queries not supported, dropping async buffer locks.\n");
|
---|
726 | goto drop_query;
|
---|
727 | }
|
---|
728 |
|
---|
729 | This->query = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*This->query));
|
---|
730 | if (!This->query)
|
---|
731 | {
|
---|
732 | ERR("Failed to allocate event query memory, dropping async buffer locks.\n");
|
---|
733 | goto drop_query;
|
---|
734 | }
|
---|
735 |
|
---|
736 | /* Since we don't know about old draws a glFinish is needed once */
|
---|
737 | gl_info->gl_ops.gl.p_glFinish();
|
---|
738 | return;
|
---|
739 | }
|
---|
740 | TRACE("Synchronizing buffer %p\n", This);
|
---|
741 | ret = wined3d_event_query_finish(This->query, This->resource.device);
|
---|
742 | switch(ret)
|
---|
743 | {
|
---|
744 | case WINED3D_EVENT_QUERY_NOT_STARTED:
|
---|
745 | case WINED3D_EVENT_QUERY_OK:
|
---|
746 | /* All done */
|
---|
747 | return;
|
---|
748 |
|
---|
749 | case WINED3D_EVENT_QUERY_WRONG_THREAD:
|
---|
750 | WARN("Cannot synchronize buffer lock due to a thread conflict\n");
|
---|
751 | goto drop_query;
|
---|
752 |
|
---|
753 | default:
|
---|
754 | ERR("wined3d_event_query_finish returned %u, dropping async buffer locks\n", ret);
|
---|
755 | goto drop_query;
|
---|
756 | }
|
---|
757 |
|
---|
758 | drop_query:
|
---|
759 | if(This->query)
|
---|
760 | {
|
---|
761 | wined3d_event_query_destroy(This->query);
|
---|
762 | This->query = NULL;
|
---|
763 | }
|
---|
764 |
|
---|
765 | gl_info->gl_ops.gl.p_glFinish();
|
---|
766 | GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE));
|
---|
767 | checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
|
---|
768 | This->flags &= ~WINED3D_BUFFER_APPLESYNC;
|
---|
769 | }
|
---|
770 |
|
---|
771 | /* The caller provides a GL context */
|
---|
772 | static void buffer_direct_upload(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info, DWORD flags)
|
---|
773 | {
|
---|
774 | BYTE *map;
|
---|
775 | UINT start = 0, len = 0;
|
---|
776 |
|
---|
777 | /* This potentially invalidates the element array buffer binding, but the
|
---|
778 | * caller always takes care of this. */
|
---|
779 | GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
|
---|
780 | checkGLcall("glBindBufferARB");
|
---|
781 | if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
|
---|
782 | {
|
---|
783 | GLbitfield mapflags;
|
---|
784 | mapflags = GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
|
---|
785 | if (flags & WINED3D_BUFFER_DISCARD)
|
---|
786 | mapflags |= GL_MAP_INVALIDATE_BUFFER_BIT;
|
---|
787 | if (flags & WINED3D_BUFFER_NOSYNC)
|
---|
788 | mapflags |= GL_MAP_UNSYNCHRONIZED_BIT;
|
---|
789 | map = GL_EXTCALL(glMapBufferRange(This->buffer_type_hint, 0,
|
---|
790 | This->resource.size, mapflags));
|
---|
791 | checkGLcall("glMapBufferRange");
|
---|
792 | }
|
---|
793 | else
|
---|
794 | {
|
---|
795 | if (This->flags & WINED3D_BUFFER_APPLESYNC)
|
---|
796 | {
|
---|
797 | DWORD syncflags = 0;
|
---|
798 | if (flags & WINED3D_BUFFER_DISCARD)
|
---|
799 | syncflags |= WINED3D_MAP_DISCARD;
|
---|
800 | if (flags & WINED3D_BUFFER_NOSYNC)
|
---|
801 | syncflags |= WINED3D_MAP_NOOVERWRITE;
|
---|
802 | buffer_sync_apple(This, syncflags, gl_info);
|
---|
803 | }
|
---|
804 | map = GL_EXTCALL(glMapBufferARB(This->buffer_type_hint, GL_WRITE_ONLY_ARB));
|
---|
805 | checkGLcall("glMapBufferARB");
|
---|
806 | }
|
---|
807 | if (!map)
|
---|
808 | {
|
---|
809 | ERR("Failed to map opengl buffer\n");
|
---|
810 | return;
|
---|
811 | }
|
---|
812 |
|
---|
813 | while (This->modified_areas)
|
---|
814 | {
|
---|
815 | This->modified_areas--;
|
---|
816 | start = This->maps[This->modified_areas].offset;
|
---|
817 | len = This->maps[This->modified_areas].size;
|
---|
818 |
|
---|
819 | memcpy(map + start, This->resource.allocatedMemory + start, len);
|
---|
820 |
|
---|
821 | if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
|
---|
822 | {
|
---|
823 | GL_EXTCALL(glFlushMappedBufferRange(This->buffer_type_hint, start, len));
|
---|
824 | checkGLcall("glFlushMappedBufferRange");
|
---|
825 | }
|
---|
826 | else if (This->flags & WINED3D_BUFFER_FLUSH)
|
---|
827 | {
|
---|
828 | GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This->buffer_type_hint, start, len));
|
---|
829 | checkGLcall("glFlushMappedBufferRangeAPPLE");
|
---|
830 | }
|
---|
831 | }
|
---|
832 | GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
|
---|
833 | checkGLcall("glUnmapBufferARB");
|
---|
834 | }
|
---|
835 |
|
---|
836 | #ifdef VBOX_WITH_WINE_FIX_BUFOFFSET
|
---|
837 | static UINT wined3d_buffer_stream_offset_left(UINT x, UINT offset, UINT stride)
|
---|
838 | {
|
---|
839 | UINT off = ((UINT)(RT_ABS((INT)(x - offset))) % stride);
|
---|
840 | if (!off)
|
---|
841 | return x;
|
---|
842 | if (x > offset)
|
---|
843 | return x - off;
|
---|
844 |
|
---|
845 | /* x < offset */
|
---|
846 | return x - stride + off;
|
---|
847 | }
|
---|
848 |
|
---|
849 | static UINT wined3d_buffer_stream_offset_right(UINT x, UINT offset, UINT stride)
|
---|
850 | {
|
---|
851 | UINT left = wined3d_buffer_stream_offset_left(x, offset, stride);
|
---|
852 |
|
---|
853 | if (left == x)
|
---|
854 | return x;
|
---|
855 | return left + stride;
|
---|
856 | }
|
---|
857 | #endif
|
---|
858 |
|
---|
859 | /* Do not call while under the GL lock. */
|
---|
860 | void CDECL wined3d_buffer_preload(struct wined3d_buffer *buffer)
|
---|
861 | {
|
---|
862 | DWORD flags = buffer->flags & (WINED3D_BUFFER_NOSYNC | WINED3D_BUFFER_DISCARD);
|
---|
863 | struct wined3d_device *device = buffer->resource.device;
|
---|
864 | UINT start = 0, end = 0, len = 0, vertices;
|
---|
865 | const struct wined3d_gl_info *gl_info;
|
---|
866 | struct wined3d_context *context;
|
---|
867 | BOOL decl_changed = FALSE;
|
---|
868 | unsigned int i, j;
|
---|
869 | BYTE *data;
|
---|
870 | #ifdef VBOX_WITH_WINE_FIX_BUFOFFSET
|
---|
871 | BYTE *cur_ptr;
|
---|
872 | UINT conv_start, conv_end;
|
---|
873 | #endif
|
---|
874 |
|
---|
875 | TRACE("buffer %p.\n", buffer);
|
---|
876 |
|
---|
877 | if (buffer->resource.map_count)
|
---|
878 | {
|
---|
879 | WARN("Buffer is mapped, skipping preload.\n");
|
---|
880 | return;
|
---|
881 | }
|
---|
882 |
|
---|
883 | buffer->flags &= ~(WINED3D_BUFFER_NOSYNC | WINED3D_BUFFER_DISCARD);
|
---|
884 |
|
---|
885 | if (!buffer->buffer_object)
|
---|
886 | {
|
---|
887 | /* TODO: Make converting independent from VBOs */
|
---|
888 | if (buffer->flags & WINED3D_BUFFER_CREATEBO)
|
---|
889 | {
|
---|
890 | context = context_acquire(device, NULL);
|
---|
891 | buffer_create_buffer_object(buffer, context->gl_info);
|
---|
892 | context_release(context);
|
---|
893 | buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
|
---|
894 | }
|
---|
895 | else
|
---|
896 | {
|
---|
897 | /* Not doing any conversion */
|
---|
898 | return;
|
---|
899 | }
|
---|
900 | }
|
---|
901 |
|
---|
902 | /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
|
---|
903 | if (device->isInDraw && buffer->resource.bind_count > 0)
|
---|
904 | {
|
---|
905 | decl_changed = buffer_find_decl(buffer);
|
---|
906 | buffer->flags |= WINED3D_BUFFER_HASDESC;
|
---|
907 | }
|
---|
908 |
|
---|
909 | if (!decl_changed && !(buffer->flags & WINED3D_BUFFER_HASDESC && buffer_is_dirty(buffer)))
|
---|
910 | {
|
---|
911 | ++buffer->draw_count;
|
---|
912 | if (buffer->draw_count > VB_RESETDECLCHANGE)
|
---|
913 | buffer->decl_change_count = 0;
|
---|
914 | if (buffer->draw_count > VB_RESETFULLCONVS)
|
---|
915 | buffer->full_conversion_count = 0;
|
---|
916 | return;
|
---|
917 | }
|
---|
918 |
|
---|
919 | /* If applications change the declaration over and over, reconverting all the time is a huge
|
---|
920 | * performance hit. So count the declaration changes and release the VBO if there are too many
|
---|
921 | * of them (and thus stop converting)
|
---|
922 | */
|
---|
923 | if (decl_changed)
|
---|
924 | {
|
---|
925 | ++buffer->decl_change_count;
|
---|
926 | buffer->draw_count = 0;
|
---|
927 |
|
---|
928 | if (buffer->decl_change_count > VB_MAXDECLCHANGES
|
---|
929 | || (buffer->conversion_map && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)))
|
---|
930 | {
|
---|
931 | FIXME("Too many declaration changes or converting dynamic buffer, stopping converting\n");
|
---|
932 |
|
---|
933 | buffer_unload(&buffer->resource);
|
---|
934 | buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
|
---|
935 |
|
---|
936 | /* The stream source state handler might have read the memory of
|
---|
937 | * the vertex buffer already and got the memory in the vbo which
|
---|
938 | * is not valid any longer. Dirtify the stream source to force a
|
---|
939 | * reload. This happens only once per changed vertexbuffer and
|
---|
940 | * should occur rather rarely. */
|
---|
941 | device_invalidate_state(device, STATE_STREAMSRC);
|
---|
942 | return;
|
---|
943 | }
|
---|
944 |
|
---|
945 | /* The declaration changed, reload the whole buffer */
|
---|
946 | WARN("Reloading buffer because of decl change\n");
|
---|
947 | buffer_clear_dirty_areas(buffer);
|
---|
948 | if (!buffer_add_dirty_area(buffer, 0, 0))
|
---|
949 | {
|
---|
950 | ERR("buffer_add_dirty_area failed, this is not expected\n");
|
---|
951 | return;
|
---|
952 | }
|
---|
953 | /* Avoid unfenced updates, we might overwrite more areas of the buffer than the application
|
---|
954 | * cleared for unsynchronized updates
|
---|
955 | */
|
---|
956 | flags = 0;
|
---|
957 | }
|
---|
958 | else
|
---|
959 | {
|
---|
960 | /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
|
---|
961 | * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
|
---|
962 | * decl changes and reset the decl change count after a specific number of them
|
---|
963 | */
|
---|
964 | if (buffer->conversion_map && buffer_is_fully_dirty(buffer))
|
---|
965 | {
|
---|
966 | ++buffer->full_conversion_count;
|
---|
967 | if (buffer->full_conversion_count > VB_MAXFULLCONVERSIONS)
|
---|
968 | {
|
---|
969 | FIXME("Too many full buffer conversions, stopping converting.\n");
|
---|
970 | buffer_unload(&buffer->resource);
|
---|
971 | buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
|
---|
972 | if (buffer->resource.bind_count)
|
---|
973 | device_invalidate_state(device, STATE_STREAMSRC);
|
---|
974 | return;
|
---|
975 | }
|
---|
976 | }
|
---|
977 | else
|
---|
978 | {
|
---|
979 | ++buffer->draw_count;
|
---|
980 | if (buffer->draw_count > VB_RESETDECLCHANGE)
|
---|
981 | buffer->decl_change_count = 0;
|
---|
982 | if (buffer->draw_count > VB_RESETFULLCONVS)
|
---|
983 | buffer->full_conversion_count = 0;
|
---|
984 | }
|
---|
985 | }
|
---|
986 |
|
---|
987 | if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
|
---|
988 | device_invalidate_state(device, STATE_INDEXBUFFER);
|
---|
989 |
|
---|
990 | if (!buffer->conversion_map)
|
---|
991 | {
|
---|
992 | /* That means that there is nothing to fixup. Just upload from
|
---|
993 | * buffer->resource.allocatedMemory directly into the vbo. Do not
|
---|
994 | * free the system memory copy because drawPrimitive may need it if
|
---|
995 | * the stride is 0, for instancing emulation, vertex blending
|
---|
996 | * emulation or shader emulation. */
|
---|
997 | TRACE("No conversion needed.\n");
|
---|
998 |
|
---|
999 | /* Nothing to do because we locked directly into the vbo */
|
---|
1000 | if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
|
---|
1001 | {
|
---|
1002 | return;
|
---|
1003 | }
|
---|
1004 |
|
---|
1005 | context = context_acquire(device, NULL);
|
---|
1006 | buffer_direct_upload(buffer, context->gl_info, flags);
|
---|
1007 |
|
---|
1008 | context_release(context);
|
---|
1009 | return;
|
---|
1010 | }
|
---|
1011 |
|
---|
1012 | context = context_acquire(device, NULL);
|
---|
1013 | gl_info = context->gl_info;
|
---|
1014 |
|
---|
1015 | if(!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
|
---|
1016 | {
|
---|
1017 | buffer_get_sysmem(buffer, gl_info);
|
---|
1018 | }
|
---|
1019 |
|
---|
1020 | /* Now for each vertex in the buffer that needs conversion */
|
---|
1021 | vertices = buffer->resource.size / buffer->stride;
|
---|
1022 |
|
---|
1023 | data = HeapAlloc(GetProcessHeap(), 0, buffer->resource.size);
|
---|
1024 |
|
---|
1025 | while(buffer->modified_areas)
|
---|
1026 | {
|
---|
1027 | buffer->modified_areas--;
|
---|
1028 | start = buffer->maps[buffer->modified_areas].offset;
|
---|
1029 | len = buffer->maps[buffer->modified_areas].size;
|
---|
1030 | end = start + len;
|
---|
1031 |
|
---|
1032 | #ifdef VBOX_WITH_WINE_FIX_BUFOFFSET
|
---|
1033 | if (buffer->offset > UINT32_MAX)
|
---|
1034 | {
|
---|
1035 | ERR("negative offset, unexpected!");
|
---|
1036 | }
|
---|
1037 |
|
---|
1038 | conv_start = wined3d_buffer_stream_offset_left(start, buffer->offset, buffer->stride);
|
---|
1039 | if (conv_start <= start)
|
---|
1040 | {
|
---|
1041 | start = conv_start;
|
---|
1042 | }
|
---|
1043 | else
|
---|
1044 | {
|
---|
1045 | /* <- < 0, add stride */
|
---|
1046 | conv_start += buffer->stride;
|
---|
1047 | }
|
---|
1048 |
|
---|
1049 | Assert(conv_start < UINT32_MAX/3);
|
---|
1050 |
|
---|
1051 | conv_end = wined3d_buffer_stream_offset_right(end, buffer->offset, buffer->stride);
|
---|
1052 | if (conv_end > end)
|
---|
1053 | {
|
---|
1054 | if (conv_end <= buffer->resource.size)
|
---|
1055 | end = conv_end;
|
---|
1056 | else
|
---|
1057 | conv_end -= buffer->stride;
|
---|
1058 | }
|
---|
1059 | else if (conv_end < end)
|
---|
1060 | {
|
---|
1061 | ERR("unexpected!");
|
---|
1062 | }
|
---|
1063 | else
|
---|
1064 | {
|
---|
1065 | end = conv_end;
|
---|
1066 | }
|
---|
1067 | #endif
|
---|
1068 | memcpy(data + start, buffer->resource.allocatedMemory + start, end - start);
|
---|
1069 |
|
---|
1070 | #ifdef VBOX_WITH_WINE_FIX_BUFOFFSET
|
---|
1071 | for (cur_ptr = data + conv_start; cur_ptr < data + conv_end; cur_ptr += buffer->stride)
|
---|
1072 | #else
|
---|
1073 | for (i = start / buffer->stride; i < min((end / buffer->stride) + 1, vertices); ++i)
|
---|
1074 | #endif
|
---|
1075 | {
|
---|
1076 | for (j = 0; j < buffer->stride; ++j)
|
---|
1077 | {
|
---|
1078 | switch (buffer->conversion_map[j])
|
---|
1079 | {
|
---|
1080 | case CONV_NONE:
|
---|
1081 | /* Done already */
|
---|
1082 | j += 3;
|
---|
1083 | break;
|
---|
1084 | case CONV_D3DCOLOR:
|
---|
1085 | #ifdef VBOX_WITH_WINE_FIX_BUFOFFSET
|
---|
1086 | fixup_d3dcolor((DWORD *) (cur_ptr + j));
|
---|
1087 | #else
|
---|
1088 | fixup_d3dcolor((DWORD *) (data + i * buffer->stride + j));
|
---|
1089 | #endif
|
---|
1090 | j += 3;
|
---|
1091 | break;
|
---|
1092 |
|
---|
1093 | case CONV_POSITIONT:
|
---|
1094 | #ifdef VBOX_WITH_WINE_FIX_BUFOFFSET
|
---|
1095 | fixup_transformed_pos((float *) (cur_ptr + j));
|
---|
1096 | #else
|
---|
1097 | fixup_transformed_pos((float *) (data + i * buffer->stride + j));
|
---|
1098 | #endif
|
---|
1099 | j += 15;
|
---|
1100 | break;
|
---|
1101 | default:
|
---|
1102 | FIXME("Unimplemented conversion %d in shifted conversion\n", buffer->conversion_map[j]);
|
---|
1103 | }
|
---|
1104 | }
|
---|
1105 | }
|
---|
1106 |
|
---|
1107 | GL_EXTCALL(glBindBufferARB(buffer->buffer_type_hint, buffer->buffer_object));
|
---|
1108 | checkGLcall("glBindBufferARB");
|
---|
1109 | GL_EXTCALL(glBufferSubDataARB(buffer->buffer_type_hint, start, len, data + start));
|
---|
1110 | checkGLcall("glBufferSubDataARB");
|
---|
1111 | }
|
---|
1112 |
|
---|
1113 | HeapFree(GetProcessHeap(), 0, data);
|
---|
1114 | context_release(context);
|
---|
1115 | }
|
---|
1116 |
|
---|
1117 | static DWORD buffer_sanitize_flags(const struct wined3d_buffer *buffer, DWORD flags)
|
---|
1118 | {
|
---|
1119 | /* Not all flags make sense together, but Windows never returns an error.
|
---|
1120 | * Catch the cases that could cause issues. */
|
---|
1121 | if (flags & WINED3D_MAP_READONLY)
|
---|
1122 | {
|
---|
1123 | if (flags & WINED3D_MAP_DISCARD)
|
---|
1124 | {
|
---|
1125 | WARN("WINED3D_MAP_READONLY combined with WINED3D_MAP_DISCARD, ignoring flags.\n");
|
---|
1126 | return 0;
|
---|
1127 | }
|
---|
1128 | if (flags & WINED3D_MAP_NOOVERWRITE)
|
---|
1129 | {
|
---|
1130 | WARN("WINED3D_MAP_READONLY combined with WINED3D_MAP_NOOVERWRITE, ignoring flags.\n");
|
---|
1131 | return 0;
|
---|
1132 | }
|
---|
1133 | }
|
---|
1134 | else if ((flags & (WINED3D_MAP_DISCARD | WINED3D_MAP_NOOVERWRITE))
|
---|
1135 | == (WINED3D_MAP_DISCARD | WINED3D_MAP_NOOVERWRITE))
|
---|
1136 | {
|
---|
1137 | WARN("WINED3D_MAP_DISCARD and WINED3D_MAP_NOOVERWRITE used together, ignoring.\n");
|
---|
1138 | return 0;
|
---|
1139 | }
|
---|
1140 | else if (flags & (WINED3D_MAP_DISCARD | WINED3D_MAP_NOOVERWRITE)
|
---|
1141 | && !(buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
|
---|
1142 | {
|
---|
1143 | WARN("DISCARD or NOOVERWRITE map on non-dynamic buffer, ignoring.\n");
|
---|
1144 | return 0;
|
---|
1145 | }
|
---|
1146 |
|
---|
1147 | return flags;
|
---|
1148 | }
|
---|
1149 |
|
---|
1150 | static GLbitfield buffer_gl_map_flags(DWORD d3d_flags)
|
---|
1151 | {
|
---|
1152 | GLbitfield ret = 0;
|
---|
1153 |
|
---|
1154 | if (!(d3d_flags & WINED3D_MAP_READONLY))
|
---|
1155 | ret |= GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
|
---|
1156 | if (!(d3d_flags & (WINED3D_MAP_DISCARD | WINED3D_MAP_NOOVERWRITE)))
|
---|
1157 | ret |= GL_MAP_READ_BIT;
|
---|
1158 |
|
---|
1159 | if (d3d_flags & WINED3D_MAP_DISCARD)
|
---|
1160 | ret |= GL_MAP_INVALIDATE_BUFFER_BIT;
|
---|
1161 | if (d3d_flags & WINED3D_MAP_NOOVERWRITE)
|
---|
1162 | ret |= GL_MAP_UNSYNCHRONIZED_BIT;
|
---|
1163 |
|
---|
1164 | return ret;
|
---|
1165 | }
|
---|
1166 |
|
---|
1167 | struct wined3d_resource * CDECL wined3d_buffer_get_resource(struct wined3d_buffer *buffer)
|
---|
1168 | {
|
---|
1169 | TRACE("buffer %p.\n", buffer);
|
---|
1170 |
|
---|
1171 | return &buffer->resource;
|
---|
1172 | }
|
---|
1173 |
|
---|
1174 | HRESULT CDECL wined3d_buffer_map(struct wined3d_buffer *buffer, UINT offset, UINT size, BYTE **data, DWORD flags)
|
---|
1175 | {
|
---|
1176 | BOOL dirty = buffer_is_dirty(buffer);
|
---|
1177 | LONG count;
|
---|
1178 |
|
---|
1179 | TRACE("buffer %p, offset %u, size %u, data %p, flags %#x\n", buffer, offset, size, data, flags);
|
---|
1180 |
|
---|
1181 | flags = buffer_sanitize_flags(buffer, flags);
|
---|
1182 | if (flags & WINED3D_MAP_DISCARD)
|
---|
1183 | {
|
---|
1184 | /* DISCARD invalidates the entire buffer, regardless of the specified
|
---|
1185 | * offset and size. Some applications also depend on the entire buffer
|
---|
1186 | * being uploaded in that case. Two such applications are Port Royale
|
---|
1187 | * and Darkstar One. */
|
---|
1188 | if (!buffer_add_dirty_area(buffer, 0, 0))
|
---|
1189 | return E_OUTOFMEMORY;
|
---|
1190 | }
|
---|
1191 | else if (!(flags & WINED3D_MAP_READONLY))
|
---|
1192 | {
|
---|
1193 | if (!buffer_add_dirty_area(buffer, offset, size))
|
---|
1194 | return E_OUTOFMEMORY;
|
---|
1195 | }
|
---|
1196 |
|
---|
1197 | count = ++buffer->resource.map_count;
|
---|
1198 |
|
---|
1199 | if (buffer->buffer_object)
|
---|
1200 | {
|
---|
1201 | if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
|
---|
1202 | {
|
---|
1203 | if (count == 1)
|
---|
1204 | {
|
---|
1205 | struct wined3d_device *device = buffer->resource.device;
|
---|
1206 | struct wined3d_context *context;
|
---|
1207 | const struct wined3d_gl_info *gl_info;
|
---|
1208 |
|
---|
1209 | context = context_acquire(device, NULL);
|
---|
1210 | gl_info = context->gl_info;
|
---|
1211 |
|
---|
1212 | if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
|
---|
1213 | context_invalidate_state(context, STATE_INDEXBUFFER);
|
---|
1214 | GL_EXTCALL(glBindBufferARB(buffer->buffer_type_hint, buffer->buffer_object));
|
---|
1215 |
|
---|
1216 | if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
|
---|
1217 | {
|
---|
1218 | GLbitfield mapflags = buffer_gl_map_flags(flags);
|
---|
1219 | buffer->resource.allocatedMemory = GL_EXTCALL(glMapBufferRange(buffer->buffer_type_hint,
|
---|
1220 | 0, buffer->resource.size, mapflags));
|
---|
1221 | checkGLcall("glMapBufferRange");
|
---|
1222 | }
|
---|
1223 | else
|
---|
1224 | {
|
---|
1225 | if (buffer->flags & WINED3D_BUFFER_APPLESYNC)
|
---|
1226 | buffer_sync_apple(buffer, flags, gl_info);
|
---|
1227 | buffer->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(buffer->buffer_type_hint,
|
---|
1228 | GL_READ_WRITE_ARB));
|
---|
1229 | checkGLcall("glMapBufferARB");
|
---|
1230 | }
|
---|
1231 |
|
---|
1232 | if (((DWORD_PTR)buffer->resource.allocatedMemory) & (RESOURCE_ALIGNMENT - 1))
|
---|
1233 | {
|
---|
1234 | WARN("Pointer %p is not %u byte aligned.\n", buffer->resource.allocatedMemory, RESOURCE_ALIGNMENT);
|
---|
1235 |
|
---|
1236 | GL_EXTCALL(glUnmapBufferARB(buffer->buffer_type_hint));
|
---|
1237 | checkGLcall("glUnmapBufferARB");
|
---|
1238 | buffer->resource.allocatedMemory = NULL;
|
---|
1239 |
|
---|
1240 | if (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)
|
---|
1241 | {
|
---|
1242 | /* The extra copy is more expensive than not using VBOs at
|
---|
1243 | * all on the Nvidia Linux driver, which is the only driver
|
---|
1244 | * that returns unaligned pointers
|
---|
1245 | */
|
---|
1246 | TRACE("Dynamic buffer, dropping VBO\n");
|
---|
1247 | buffer_unload(&buffer->resource);
|
---|
1248 | buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
|
---|
1249 | if (buffer->resource.bind_count)
|
---|
1250 | device_invalidate_state(device, STATE_STREAMSRC);
|
---|
1251 | }
|
---|
1252 | else
|
---|
1253 | {
|
---|
1254 | TRACE("Falling back to doublebuffered operation\n");
|
---|
1255 | buffer_get_sysmem(buffer, gl_info);
|
---|
1256 | }
|
---|
1257 | TRACE("New pointer is %p.\n", buffer->resource.allocatedMemory);
|
---|
1258 | }
|
---|
1259 | context_release(context);
|
---|
1260 | }
|
---|
1261 | }
|
---|
1262 | else
|
---|
1263 | {
|
---|
1264 | if (dirty)
|
---|
1265 | {
|
---|
1266 | if (buffer->flags & WINED3D_BUFFER_NOSYNC && !(flags & WINED3D_MAP_NOOVERWRITE))
|
---|
1267 | {
|
---|
1268 | buffer->flags &= ~WINED3D_BUFFER_NOSYNC;
|
---|
1269 | }
|
---|
1270 | }
|
---|
1271 | else if(flags & WINED3D_MAP_NOOVERWRITE)
|
---|
1272 | {
|
---|
1273 | buffer->flags |= WINED3D_BUFFER_NOSYNC;
|
---|
1274 | }
|
---|
1275 |
|
---|
1276 | if (flags & WINED3D_MAP_DISCARD)
|
---|
1277 | {
|
---|
1278 | buffer->flags |= WINED3D_BUFFER_DISCARD;
|
---|
1279 | }
|
---|
1280 | }
|
---|
1281 | }
|
---|
1282 |
|
---|
1283 | *data = buffer->resource.allocatedMemory + offset;
|
---|
1284 |
|
---|
1285 | TRACE("Returning memory at %p (base %p, offset %u).\n", *data, buffer->resource.allocatedMemory, offset);
|
---|
1286 | /* TODO: check Flags compatibility with buffer->currentDesc.Usage (see MSDN) */
|
---|
1287 |
|
---|
1288 | return WINED3D_OK;
|
---|
1289 | }
|
---|
1290 |
|
---|
1291 | void CDECL wined3d_buffer_unmap(struct wined3d_buffer *buffer)
|
---|
1292 | {
|
---|
1293 | ULONG i;
|
---|
1294 |
|
---|
1295 | TRACE("buffer %p.\n", buffer);
|
---|
1296 |
|
---|
1297 | /* In the case that the number of Unmap calls > the
|
---|
1298 | * number of Map calls, d3d returns always D3D_OK.
|
---|
1299 | * This is also needed to prevent Map from returning garbage on
|
---|
1300 | * the next call (this will happen if the lock_count is < 0). */
|
---|
1301 | if (!buffer->resource.map_count)
|
---|
1302 | {
|
---|
1303 | WARN("Unmap called without a previous map call.\n");
|
---|
1304 | return;
|
---|
1305 | }
|
---|
1306 |
|
---|
1307 | if (--buffer->resource.map_count)
|
---|
1308 | {
|
---|
1309 | /* Delay loading the buffer until everything is unlocked */
|
---|
1310 | TRACE("Ignoring unmap.\n");
|
---|
1311 | return;
|
---|
1312 | }
|
---|
1313 |
|
---|
1314 | if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER) && buffer->buffer_object)
|
---|
1315 | {
|
---|
1316 | struct wined3d_device *device = buffer->resource.device;
|
---|
1317 | const struct wined3d_gl_info *gl_info;
|
---|
1318 | struct wined3d_context *context;
|
---|
1319 |
|
---|
1320 | context = context_acquire(device, NULL);
|
---|
1321 | gl_info = context->gl_info;
|
---|
1322 |
|
---|
1323 | if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
|
---|
1324 | context_invalidate_state(context, STATE_INDEXBUFFER);
|
---|
1325 | GL_EXTCALL(glBindBufferARB(buffer->buffer_type_hint, buffer->buffer_object));
|
---|
1326 |
|
---|
1327 | if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
|
---|
1328 | {
|
---|
1329 | for (i = 0; i < buffer->modified_areas; ++i)
|
---|
1330 | {
|
---|
1331 | GL_EXTCALL(glFlushMappedBufferRange(buffer->buffer_type_hint,
|
---|
1332 | buffer->maps[i].offset, buffer->maps[i].size));
|
---|
1333 | checkGLcall("glFlushMappedBufferRange");
|
---|
1334 | }
|
---|
1335 | }
|
---|
1336 | else if (buffer->flags & WINED3D_BUFFER_FLUSH)
|
---|
1337 | {
|
---|
1338 | for (i = 0; i < buffer->modified_areas; ++i)
|
---|
1339 | {
|
---|
1340 | GL_EXTCALL(glFlushMappedBufferRangeAPPLE(buffer->buffer_type_hint,
|
---|
1341 | buffer->maps[i].offset, buffer->maps[i].size));
|
---|
1342 | checkGLcall("glFlushMappedBufferRangeAPPLE");
|
---|
1343 | }
|
---|
1344 | }
|
---|
1345 |
|
---|
1346 | GL_EXTCALL(glUnmapBufferARB(buffer->buffer_type_hint));
|
---|
1347 | if (wined3d_settings.strict_draw_ordering)
|
---|
1348 | gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
|
---|
1349 | context_release(context);
|
---|
1350 |
|
---|
1351 | buffer->resource.allocatedMemory = NULL;
|
---|
1352 | buffer_clear_dirty_areas(buffer);
|
---|
1353 | }
|
---|
1354 | else if (buffer->flags & WINED3D_BUFFER_HASDESC)
|
---|
1355 | {
|
---|
1356 | wined3d_buffer_preload(buffer);
|
---|
1357 | }
|
---|
1358 | }
|
---|
1359 |
|
---|
1360 | static const struct wined3d_resource_ops buffer_resource_ops =
|
---|
1361 | {
|
---|
1362 | buffer_unload,
|
---|
1363 | };
|
---|
1364 |
|
---|
1365 | static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device *device,
|
---|
1366 | UINT size, DWORD usage, enum wined3d_format_id format_id, enum wined3d_pool pool, GLenum bind_hint,
|
---|
1367 | const char *data, void *parent, const struct wined3d_parent_ops *parent_ops)
|
---|
1368 | {
|
---|
1369 | const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
|
---|
1370 | const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
|
---|
1371 | HRESULT hr;
|
---|
1372 | BOOL dynamic_buffer_ok;
|
---|
1373 |
|
---|
1374 | if (!size)
|
---|
1375 | {
|
---|
1376 | WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
|
---|
1377 | return WINED3DERR_INVALIDCALL;
|
---|
1378 | }
|
---|
1379 |
|
---|
1380 | hr = resource_init(&buffer->resource, device, WINED3D_RTYPE_BUFFER, format,
|
---|
1381 | WINED3D_MULTISAMPLE_NONE, 0, usage, pool, size, 1, 1, size,
|
---|
1382 | parent, parent_ops, &buffer_resource_ops
|
---|
1383 | #ifdef VBOX_WITH_WDDM
|
---|
1384 | , NULL, NULL /* <- no need this info here so far */
|
---|
1385 | #endif
|
---|
1386 | );
|
---|
1387 | if (FAILED(hr))
|
---|
1388 | {
|
---|
1389 | WARN("Failed to initialize resource, hr %#x\n", hr);
|
---|
1390 | return hr;
|
---|
1391 | }
|
---|
1392 | buffer->buffer_type_hint = bind_hint;
|
---|
1393 |
|
---|
1394 | TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer->resource.size, buffer->resource.usage,
|
---|
1395 | debug_d3dformat(buffer->resource.format->id), buffer->resource.allocatedMemory, buffer);
|
---|
1396 |
|
---|
1397 | if (device->create_parms.flags & WINED3DCREATE_SOFTWARE_VERTEXPROCESSING)
|
---|
1398 | {
|
---|
1399 | /* SWvp always returns the same pointer in buffer maps and retains data in DISCARD maps.
|
---|
1400 | * Keep a system memory copy of the buffer to provide the same behavior to the application.
|
---|
1401 | * Still use a VBO to support OpenGL 3 core contexts. */
|
---|
1402 | TRACE("Using doublebuffer mode because of software vertex processing\n");
|
---|
1403 | buffer->flags |= WINED3D_BUFFER_DOUBLEBUFFER;
|
---|
1404 | }
|
---|
1405 |
|
---|
1406 | dynamic_buffer_ok = gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] || gl_info->supported[ARB_MAP_BUFFER_RANGE];
|
---|
1407 |
|
---|
1408 | /* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
|
---|
1409 | * drawStridedFast (half-life 2 and others).
|
---|
1410 | *
|
---|
1411 | * Basically converting the vertices in the buffer is quite expensive, and observations
|
---|
1412 | * show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
|
---|
1413 | * Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
|
---|
1414 | */
|
---|
1415 | if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
|
---|
1416 | {
|
---|
1417 | TRACE("Not creating a vbo because GL_ARB_vertex_buffer is not supported\n");
|
---|
1418 | }
|
---|
1419 | #ifndef VBOX_WITH_WDDM /* @todo: extend this to VBOX in general */
|
---|
1420 | else if(buffer->resource.pool == WINED3D_POOL_SYSTEM_MEM)
|
---|
1421 | {
|
---|
1422 | TRACE("Not creating a vbo because the vertex buffer is in system memory\n");
|
---|
1423 | }
|
---|
1424 | else if(!dynamic_buffer_ok && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
|
---|
1425 | {
|
---|
1426 | TRACE("Not creating a vbo because the buffer has dynamic usage and no GL support\n");
|
---|
1427 | }
|
---|
1428 | #endif
|
---|
1429 | else
|
---|
1430 | {
|
---|
1431 | buffer->flags |= WINED3D_BUFFER_CREATEBO;
|
---|
1432 | }
|
---|
1433 |
|
---|
1434 | if (data)
|
---|
1435 | {
|
---|
1436 | BYTE *ptr;
|
---|
1437 |
|
---|
1438 | hr = wined3d_buffer_map(buffer, 0, size, &ptr, 0);
|
---|
1439 | if (FAILED(hr))
|
---|
1440 | {
|
---|
1441 | ERR("Failed to map buffer, hr %#x\n", hr);
|
---|
1442 | buffer_unload(&buffer->resource);
|
---|
1443 | resource_cleanup(&buffer->resource);
|
---|
1444 | return hr;
|
---|
1445 | }
|
---|
1446 |
|
---|
1447 | memcpy(ptr, data, size);
|
---|
1448 |
|
---|
1449 | wined3d_buffer_unmap(buffer);
|
---|
1450 | }
|
---|
1451 |
|
---|
1452 | buffer->maps = HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer->maps));
|
---|
1453 | if (!buffer->maps)
|
---|
1454 | {
|
---|
1455 | ERR("Out of memory\n");
|
---|
1456 | buffer_unload(&buffer->resource);
|
---|
1457 | resource_cleanup(&buffer->resource);
|
---|
1458 | return E_OUTOFMEMORY;
|
---|
1459 | }
|
---|
1460 | buffer->maps_size = 1;
|
---|
1461 |
|
---|
1462 | return WINED3D_OK;
|
---|
1463 | }
|
---|
1464 |
|
---|
1465 | HRESULT CDECL wined3d_buffer_create(struct wined3d_device *device, struct wined3d_buffer_desc *desc, const void *data,
|
---|
1466 | void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer)
|
---|
1467 | {
|
---|
1468 | struct wined3d_buffer *object;
|
---|
1469 | HRESULT hr;
|
---|
1470 |
|
---|
1471 | TRACE("device %p, desc %p, data %p, parent %p, buffer %p\n", device, desc, data, parent, buffer);
|
---|
1472 |
|
---|
1473 | object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
---|
1474 | if (!object)
|
---|
1475 | return E_OUTOFMEMORY;
|
---|
1476 |
|
---|
1477 | FIXME("Ignoring access flags (pool)\n");
|
---|
1478 |
|
---|
1479 | hr = buffer_init(object, device, desc->byte_width, desc->usage, WINED3DFMT_UNKNOWN,
|
---|
1480 | WINED3D_POOL_MANAGED, GL_ARRAY_BUFFER_ARB, data, parent, parent_ops);
|
---|
1481 | if (FAILED(hr))
|
---|
1482 | {
|
---|
1483 | WARN("Failed to initialize buffer, hr %#x.\n", hr);
|
---|
1484 | HeapFree(GetProcessHeap(), 0, object);
|
---|
1485 | return hr;
|
---|
1486 | }
|
---|
1487 | object->desc = *desc;
|
---|
1488 |
|
---|
1489 | TRACE("Created buffer %p.\n", object);
|
---|
1490 |
|
---|
1491 | *buffer = object;
|
---|
1492 |
|
---|
1493 | return WINED3D_OK;
|
---|
1494 | }
|
---|
1495 |
|
---|
1496 | HRESULT CDECL wined3d_buffer_create_vb(struct wined3d_device *device, UINT size, DWORD usage, enum wined3d_pool pool,
|
---|
1497 | void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer)
|
---|
1498 | {
|
---|
1499 | struct wined3d_buffer *object;
|
---|
1500 | HRESULT hr;
|
---|
1501 |
|
---|
1502 | TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
|
---|
1503 | device, size, usage, pool, parent, parent_ops, buffer);
|
---|
1504 |
|
---|
1505 | if (pool == WINED3D_POOL_SCRATCH)
|
---|
1506 | {
|
---|
1507 | /* The d3d9 tests shows that this is not allowed. It doesn't make much
|
---|
1508 | * sense anyway, SCRATCH buffers wouldn't be usable anywhere. */
|
---|
1509 | WARN("Vertex buffer in WINED3D_POOL_SCRATCH requested, returning WINED3DERR_INVALIDCALL.\n");
|
---|
1510 | *buffer = NULL;
|
---|
1511 | return WINED3DERR_INVALIDCALL;
|
---|
1512 | }
|
---|
1513 |
|
---|
1514 | object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
---|
1515 | if (!object)
|
---|
1516 | {
|
---|
1517 | *buffer = NULL;
|
---|
1518 | return WINED3DERR_OUTOFVIDEOMEMORY;
|
---|
1519 | }
|
---|
1520 |
|
---|
1521 | hr = buffer_init(object, device, size, usage, WINED3DFMT_VERTEXDATA,
|
---|
1522 | pool, GL_ARRAY_BUFFER_ARB, NULL, parent, parent_ops);
|
---|
1523 | if (FAILED(hr))
|
---|
1524 | {
|
---|
1525 | WARN("Failed to initialize buffer, hr %#x.\n", hr);
|
---|
1526 | HeapFree(GetProcessHeap(), 0, object);
|
---|
1527 | return hr;
|
---|
1528 | }
|
---|
1529 |
|
---|
1530 | TRACE("Created buffer %p.\n", object);
|
---|
1531 | *buffer = object;
|
---|
1532 |
|
---|
1533 | return WINED3D_OK;
|
---|
1534 | }
|
---|
1535 |
|
---|
1536 | HRESULT CDECL wined3d_buffer_create_ib(struct wined3d_device *device, UINT size, DWORD usage, enum wined3d_pool pool,
|
---|
1537 | void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer)
|
---|
1538 | {
|
---|
1539 | struct wined3d_buffer *object;
|
---|
1540 | HRESULT hr;
|
---|
1541 |
|
---|
1542 | TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
|
---|
1543 | device, size, usage, pool, parent, parent_ops, buffer);
|
---|
1544 |
|
---|
1545 | object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
|
---|
1546 | if (!object)
|
---|
1547 | {
|
---|
1548 | *buffer = NULL;
|
---|
1549 | return WINED3DERR_OUTOFVIDEOMEMORY;
|
---|
1550 | }
|
---|
1551 |
|
---|
1552 | hr = buffer_init(object, device, size, usage | WINED3DUSAGE_STATICDECL,
|
---|
1553 | WINED3DFMT_UNKNOWN, pool, GL_ELEMENT_ARRAY_BUFFER_ARB, NULL,
|
---|
1554 | parent, parent_ops);
|
---|
1555 | if (FAILED(hr))
|
---|
1556 | {
|
---|
1557 | WARN("Failed to initialize buffer, hr %#x\n", hr);
|
---|
1558 | HeapFree(GetProcessHeap(), 0, object);
|
---|
1559 | return hr;
|
---|
1560 | }
|
---|
1561 |
|
---|
1562 | TRACE("Created buffer %p.\n", object);
|
---|
1563 | *buffer = object;
|
---|
1564 |
|
---|
1565 | return WINED3D_OK;
|
---|
1566 | }
|
---|