wined3d: Convert source files to utf-8.
[wine/multimedia.git] / dlls / wined3d / vertexbuffer.c
blob5f687ff0bfc947132f20304f7dab8bdf45b41b44
1 /*
2 * IWineD3DVertexBuffer Implementation
4 * Copyright 2002-2005 Jason Edmeades
5 * Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2007 Stefan Dösinger for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #include "config.h"
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
28 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
30 #define VB_MAXDECLCHANGES 100 /* After that number we stop converting */
31 #define VB_RESETDECLCHANGE 1000 /* Reset the changecount after that number of draws */
33 /* *******************************************
34 IWineD3DVertexBuffer IUnknown parts follow
35 ******************************************* */
36 static HRESULT WINAPI IWineD3DVertexBufferImpl_QueryInterface(IWineD3DVertexBuffer *iface, REFIID riid, LPVOID *ppobj)
38 IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
39 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
40 if (IsEqualGUID(riid, &IID_IUnknown)
41 || IsEqualGUID(riid, &IID_IWineD3DBase)
42 || IsEqualGUID(riid, &IID_IWineD3DResource)
43 || IsEqualGUID(riid, &IID_IWineD3DVertexBuffer)){
44 IUnknown_AddRef(iface);
45 *ppobj = This;
46 return S_OK;
48 *ppobj = NULL;
49 return E_NOINTERFACE;
52 static ULONG WINAPI IWineD3DVertexBufferImpl_AddRef(IWineD3DVertexBuffer *iface) {
53 IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
54 ULONG ref = InterlockedIncrement(&This->resource.ref);
55 TRACE("(%p) : AddRef increasing from %d\n", This, ref - 1);
56 return ref;
59 static ULONG WINAPI IWineD3DVertexBufferImpl_Release(IWineD3DVertexBuffer *iface) {
60 IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
61 ULONG ref = InterlockedDecrement(&This->resource.ref);
62 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
63 if (ref == 0) {
65 if(This->vbo) {
66 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
68 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
69 ENTER_GL();
70 GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
71 checkGLcall("glDeleteBuffersARB");
72 LEAVE_GL();
75 IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
76 HeapFree(GetProcessHeap(), 0, This);
78 return ref;
81 /* ****************************************************
82 IWineD3DVertexBuffer IWineD3DResource parts follow
83 **************************************************** */
84 static HRESULT WINAPI IWineD3DVertexBufferImpl_GetDevice(IWineD3DVertexBuffer *iface, IWineD3DDevice** ppDevice) {
85 return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
88 static HRESULT WINAPI IWineD3DVertexBufferImpl_SetPrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
89 return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
92 static HRESULT WINAPI IWineD3DVertexBufferImpl_GetPrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
93 return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
96 static HRESULT WINAPI IWineD3DVertexBufferImpl_FreePrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid) {
97 return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
100 static DWORD WINAPI IWineD3DVertexBufferImpl_SetPriority(IWineD3DVertexBuffer *iface, DWORD PriorityNew) {
101 return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
104 static DWORD WINAPI IWineD3DVertexBufferImpl_GetPriority(IWineD3DVertexBuffer *iface) {
105 return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
108 static inline void fixup_d3dcolor(DWORD *pos) {
109 DWORD srcColor = *pos;
111 /* Color conversion like in drawStridedSlow. watch out for little endianity
112 * If we want that stuff to work on big endian machines too we have to consider more things
114 * 0xff000000: Alpha mask
115 * 0x00ff0000: Blue mask
116 * 0x0000ff00: Green mask
117 * 0x000000ff: Red mask
119 *pos = 0;
120 *pos |= (srcColor & 0xff00ff00) ; /* Alpha Green */
121 *pos |= (srcColor & 0x00ff0000) >> 16; /* Red */
122 *pos |= (srcColor & 0x000000ff) << 16; /* Blue */
125 static inline void fixup_transformed_pos(float *p) {
126 float x, y, z, w;
128 /* rhw conversion like in drawStridedSlow */
129 if(p[3] == 1.0 || ((p[3] < eps) && (p[3] > -eps))) {
130 x = p[0];
131 y = p[1];
132 z = p[2];
133 w = 1.0;
134 } else {
135 w = 1.0 / p[3];
136 x = p[0] * w;
137 y = p[1] * w;
138 z = p[2] * w;
140 p[0] = x;
141 p[1] = y;
142 p[2] = z;
143 p[3] = w;
146 DWORD *find_conversion_shift(IWineD3DVertexBufferImpl *This, WineDirect3DVertexStridedData *strided, DWORD stride) {
147 DWORD *ret, i, shift, j, type;
148 DWORD orig_type_size;
150 if(!stride) {
151 TRACE("No shift\n");
152 return NULL;
155 This->conv_stride = stride;
156 ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(DWORD) * stride);
157 for(i = 0; i < MAX_ATTRIBS; i++) {
158 if(strided->u.input[i].VBO != This->vbo) continue;
160 type = strided->u.input[i].dwType;
161 if(type == WINED3DDECLTYPE_FLOAT16_2) {
162 shift = 4;
163 } else if(type == WINED3DDECLTYPE_FLOAT16_4) {
164 shift = 8;
165 /* Pre-shift the last 4 bytes in the FLOAT16_4 by 4 bytes - this makes FLOAT16_2 and FLOAT16_4 conversions
166 * compatible
168 for(j = 4; j < 8; j++) {
169 ret[(DWORD_PTR) strided->u.input[i].lpData + j ] += 4;
171 } else {
172 shift = 0;
174 This->conv_stride += shift;
176 if(shift) {
177 orig_type_size = WINED3D_ATR_TYPESIZE(type) * WINED3D_ATR_SIZE(type);
178 for(j = (DWORD_PTR) strided->u.input[i].lpData + orig_type_size; j < stride; j++) {
179 ret[j] += shift;
184 if(TRACE_ON(d3d)) {
185 TRACE("Dumping conversion shift:\n");
186 for(i = 0; i < stride; i++) {
187 TRACE("[%d]", ret[i]);
189 TRACE("\n");
191 return ret;
194 static inline BOOL process_converted_attribute(IWineD3DVertexBufferImpl *This,
195 const enum vbo_conversion_type conv_type,
196 const WineDirect3DStridedData *attrib,
197 DWORD *stride_this_run, const DWORD type) {
198 DWORD attrib_size;
199 BOOL ret = FALSE;
200 int i;
201 DWORD offset = This->resource.wineD3DDevice->stateBlock->streamOffset[attrib->streamNo];
202 DWORD_PTR data;
204 /* Check for some valid situations which cause us pain. One is if the buffer is used for
205 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
206 * with different strides. In the 2nd case we might have to drop conversion entirely,
207 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
209 if(attrib->dwStride == 0) {
210 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n",
211 debug_d3ddecltype(type));
212 } else if(attrib->dwStride != *stride_this_run &&
213 *stride_this_run) {
214 FIXME("Got two concurrent strides, %d and %d\n", attrib->dwStride, *stride_this_run);
215 } else {
216 *stride_this_run = attrib->dwStride;
217 if(This->stride != *stride_this_run) {
218 /* We rely that this happens only on the first converted attribute that is found,
219 * if at all. See above check
221 TRACE("Reconverting because converted attributes occur, and the stride changed\n");
222 This->stride = *stride_this_run;
223 HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY, This->conv_map);
224 This->conv_map = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*This->conv_map) * This->stride);
225 ret = TRUE;
229 data = (((DWORD_PTR) attrib->lpData) + offset) % This->stride;
230 attrib_size = WINED3D_ATR_SIZE(type) * WINED3D_ATR_TYPESIZE(type);
231 for(i = 0; i < attrib_size; i++) {
232 if(This->conv_map[data + i] != conv_type) {
233 TRACE("Byte %ld in vertex changed\n", i + data);
234 TRACE("It was type %d, is %d now\n", This->conv_map[data + i], conv_type);
235 ret = TRUE;
236 This->conv_map[data + i] = conv_type;
239 return ret;
242 static inline BOOL check_attribute(IWineD3DVertexBufferImpl *This, const WineDirect3DStridedData *attrib,
243 const BOOL check_d3dcolor, const BOOL is_ffp_position, const BOOL is_ffp_color,
244 DWORD *stride_this_run, BOOL *float16_used) {
245 BOOL ret = FALSE;
246 DWORD type;
248 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
249 * there, on nonexistent attribs the vbo is 0.
251 if(attrib->VBO != This->vbo) return FALSE;
253 type = attrib->dwType;
254 /* Look for newly appeared conversion */
255 if(!GL_SUPPORT(NV_HALF_FLOAT) && (
256 type == WINED3DDECLTYPE_FLOAT16_2 ||
257 type == WINED3DDECLTYPE_FLOAT16_4)) {
259 ret = process_converted_attribute(This, CONV_FLOAT16_2, attrib, stride_this_run, type);
261 if(is_ffp_position) {
262 FIXME("Test FLOAT16 fixed function processing positions\n");
263 } else if(is_ffp_color) {
264 FIXME("test FLOAT16 fixed function processing colors\n");
266 *float16_used = TRUE;
267 } else if(check_d3dcolor && type == WINED3DDECLTYPE_D3DCOLOR) {
269 ret = process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run, WINED3DDECLTYPE_D3DCOLOR);
271 if(!is_ffp_color) {
272 FIXME("Test for non-color fixed function D3DCOLOR type\n");
274 } else if(is_ffp_position && type == WINED3DDECLTYPE_FLOAT4) {
275 ret = process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run, WINED3DDECLTYPE_FLOAT4);
276 } else if(This->conv_map) {
277 ret = process_converted_attribute(This, CONV_NONE, attrib, stride_this_run, type);
279 return ret;
282 inline BOOL WINAPI IWineD3DVertexBufferImpl_FindDecl(IWineD3DVertexBufferImpl *This)
284 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
285 BOOL ret = FALSE;
286 int i;
287 DWORD stride_this_run = 0;
288 BOOL float16_used = FALSE;
290 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
291 * Once we have our declaration there is no need to look it up again.
293 if(((IWineD3DImpl *)device->wineD3D)->dxVersion == 7 && This->Flags & VBFLAG_HASDESC) {
294 return FALSE;
297 TRACE("Finding vertex buffer conversion information\n");
298 /* Certain declaration types need some fixups before we can pass them to opengl. This means D3DCOLOR attributes with fixed
299 * function vertex processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if GL_NV_half_float is not supported.
301 * The vertex buffer FVF doesn't help with finding them, we have to use the decoded vertex declaration and pick the things
302 * that concern the current buffer. A problem with this is that this can change between draws, so we have to validate
303 * the information and reprocess the buffer if it changes, and avoid false positives for performance reasons.
305 * We have to distinguish between vertex shaders and fixed function to pick the way we access the
306 * strided vertex information.
308 * This code sets up a per-byte array with the size of the detected stride of the arrays in the
309 * buffer. For each byte we have a field that marks the conversion needed on this byte. For example,
310 * the following declaration with fixed function vertex processing:
312 * POSITIONT, FLOAT4
313 * NORMAL, FLOAT3
314 * DIFFUSE, FLOAT16_4
315 * SPECULAR, D3DCOLOR
317 * Will result in
318 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
319 * [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]
321 * Where in this example map P means 4 component position conversion, 0 means no conversion, F means FLOAT16_2 conversion
322 * and C means D3DCOLOR conversion(red / blue swizzle).
324 * If we're doing conversion and the stride changes we have to reconvert the whole buffer. Note that we do not mind if the
325 * semantic changes, we only care for the conversion type. So if the NORMAL is replaced with a TEXCOORD, nothing has to be
326 * done, or if the DIFFUSE is replaced with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some conversion types
327 * depend on the semantic as well, for example a FLOAT4 texcoord needs no conversion while a FLOAT4 positiont needs one
329 if(use_vs(device)) {
330 TRACE("vhsader\n");
331 /* If the current vertex declaration is marked for no half float conversion don't bother to
332 * analyse the strided streams in depth, just set them up for no conversion. Return decl changed
333 * if we used conversion before
335 if(!((IWineD3DVertexDeclarationImpl *) device->stateBlock->vertexDecl)->half_float_conv_needed) {
336 if(This->conv_map) {
337 TRACE("Now using shaders without conversion, but conversion used before\n");
338 HeapFree(GetProcessHeap(), 0, This->conv_map);
339 HeapFree(GetProcessHeap(), 0, This->conv_shift);
340 This->conv_map = NULL;
341 This->stride = 0;
342 This->conv_shift = NULL;
343 This->conv_stride = 0;
344 return TRUE;
345 } else {
346 return FALSE;
349 for(i = 0; i < MAX_ATTRIBS; i++) {
350 ret = check_attribute(This, &device->strided_streams.u.input[i], FALSE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
353 /* Recalculate the conversion shift map if the declaration has changed,
354 * and we're using float16 conversion or used it on the last run
356 if(ret && (float16_used || This->conv_map)) {
357 HeapFree(GetProcessHeap(), 0, This->conv_shift);
358 This->conv_shift = find_conversion_shift(This, &device->strided_streams, This->stride);
360 } else {
361 /* Fixed function is a bit trickier. We have to take care for D3DCOLOR types, FLOAT4 positions and of course
362 * FLOAT16s if not supported. Also, we can't iterate over the array, so use macros to generate code for all
363 * the attributes that our current fixed function pipeline implementation cares for.
365 ret = check_attribute(This, &device->strided_streams.u.s.position, TRUE, TRUE, FALSE, &stride_this_run, &float16_used) || ret;
366 ret = check_attribute(This, &device->strided_streams.u.s.normal, TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
367 ret = check_attribute(This, &device->strided_streams.u.s.diffuse, TRUE, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
368 ret = check_attribute(This, &device->strided_streams.u.s.specular, TRUE, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
369 ret = check_attribute(This, &device->strided_streams.u.s.texCoords[0], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
370 ret = check_attribute(This, &device->strided_streams.u.s.texCoords[1], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
371 ret = check_attribute(This, &device->strided_streams.u.s.texCoords[2], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
372 ret = check_attribute(This, &device->strided_streams.u.s.texCoords[3], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
373 ret = check_attribute(This, &device->strided_streams.u.s.texCoords[4], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
374 ret = check_attribute(This, &device->strided_streams.u.s.texCoords[5], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
375 ret = check_attribute(This, &device->strided_streams.u.s.texCoords[6], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
376 ret = check_attribute(This, &device->strided_streams.u.s.texCoords[7], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
378 if(float16_used) FIXME("Float16 conversion used with fixed function vertex processing\n");
381 if(stride_this_run == 0 && This->conv_map) {
382 /* Sanity test */
383 if(ret == FALSE) {
384 ERR("no converted attributes found, old conversion map exists, and no declaration change???\n");
386 HeapFree(GetProcessHeap(), 0, This->conv_map);
387 This->conv_map = NULL;
388 This->stride = 0;
390 This->Flags |= VBFLAG_HASDESC;
392 if(ret) TRACE("Conversion information changed\n");
393 return ret;
396 static void check_vbo_size(IWineD3DVertexBufferImpl *This) {
397 DWORD size = This->conv_stride ? This->conv_stride * (This->resource.size / This->stride) : This->resource.size;
398 if(This->vbo_size != size) {
399 TRACE("Old size %d, creating new size %d\n", This->vbo_size, size);
400 ENTER_GL();
401 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
402 checkGLcall("glBindBufferARB");
403 GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB, size, NULL, This->vbo_usage));
404 This->vbo_size = size;
405 checkGLcall("glBufferDataARB");
406 LEAVE_GL();
410 static void CreateVBO(IWineD3DVertexBufferImpl *This) {
411 GLenum error, glUsage;
412 DWORD vboUsage = This->resource.usage;
413 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
415 TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n", This, debug_d3dusage(vboUsage));
417 /* Make sure that a context is there. Needed in a multithreaded environment. Otherwise this call is a nop */
418 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
419 ENTER_GL();
421 /* Make sure that the gl error is cleared. Do not use checkGLcall
422 * here because checkGLcall just prints a fixme and continues. However,
423 * if an error during VBO creation occurs we can fall back to non-vbo operation
424 * with full functionality(but performance loss)
426 while(glGetError() != GL_NO_ERROR);
428 /* Basically the FVF parameter passed to CreateVertexBuffer is no good
429 * It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
430 * IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
431 * look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
432 * to check if the rhw and color values are in the correct format.
435 GL_EXTCALL(glGenBuffersARB(1, &This->vbo));
436 error = glGetError();
437 if(This->vbo == 0 || error != GL_NO_ERROR) {
438 WARN("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error);
439 goto error;
442 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
443 error = glGetError();
444 if(error != GL_NO_ERROR) {
445 WARN("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error);
446 goto error;
449 /* Don't use static, because dx apps tend to update the buffer
450 * quite often even if they specify 0 usage. Because we always keep the local copy
451 * we never read from the vbo and can create a write only opengl buffer.
453 switch(vboUsage & (WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC) ) {
454 case WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC:
455 case WINED3DUSAGE_DYNAMIC:
456 TRACE("Gl usage = GL_STREAM_DRAW\n");
457 glUsage = GL_STREAM_DRAW_ARB;
458 break;
459 case WINED3DUSAGE_WRITEONLY:
460 default:
461 TRACE("Gl usage = GL_DYNAMIC_DRAW\n");
462 glUsage = GL_DYNAMIC_DRAW_ARB;
463 break;
466 /* Reserve memory for the buffer. The amount of data won't change
467 * so we are safe with calling glBufferData once with a NULL ptr and
468 * calling glBufferSubData on updates
470 GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB, This->resource.size, NULL, glUsage));
471 error = glGetError();
472 if(error != GL_NO_ERROR) {
473 WARN("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error);
474 goto error;
476 This->vbo_size = This->resource.size;
477 This->vbo_usage = glUsage;
478 This->dirtystart = 0;
479 This->dirtyend = This->resource.size;
480 This->Flags |= VBFLAG_DIRTY;
482 LEAVE_GL();
484 return;
485 error:
486 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
487 FIXME("Failed to create a vertex buffer object. Continuing, but performance issues can occur\n");
488 if(This->vbo) GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
489 This->vbo = 0;
490 LEAVE_GL();
491 return;
494 static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *iface) {
495 IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface;
496 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
497 BYTE *data;
498 UINT start = 0, end = 0, vertices;
499 BOOL declChanged = FALSE;
500 int i, j;
501 TRACE("(%p)->()\n", This);
503 if(!This->vbo) {
504 /* TODO: Make converting independent from VBOs */
505 if(This->Flags & VBFLAG_CREATEVBO) {
506 CreateVBO(This);
507 This->Flags &= ~VBFLAG_CREATEVBO;
508 } else {
509 return; /* Not doing any conversion */
513 /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
514 if(device->isInDraw && This->bindCount > 0) {
515 declChanged = IWineD3DVertexBufferImpl_FindDecl(This);
516 } else if(This->Flags & VBFLAG_HASDESC) {
517 /* Reuse the declaration stored in the buffer. It will most likely not change, and if it does
518 * the stream source state handler will call PreLoad again and the change will be caught
520 } else {
521 /* Cannot get a declaration, and no declaration is stored in the buffer. It is pointless to preload
522 * now. When the buffer is used, PreLoad will be called by the stream source state handler and a valid
523 * declaration for the buffer can be found
525 return;
528 /* If applications change the declaration over and over, reconverting all the time is a huge
529 * performance hit. So count the declaration changes and release the VBO if there are too many
530 * of them (and thus stop converting)
532 if(declChanged) {
533 This->declChanges++;
534 This->draws = 0;
536 if(This->declChanges > VB_MAXDECLCHANGES) {
537 FIXME("Too many declaration changes, stopping converting\n");
538 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
539 ENTER_GL();
540 GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
541 checkGLcall("glDeleteBuffersARB");
542 LEAVE_GL();
543 This->vbo = 0;
544 HeapFree(GetProcessHeap(), 0, This->conv_shift);
546 /* The stream source state handler might have read the memory of the vertex buffer already
547 * and got the memory in the vbo which is not valid any longer. Dirtify the stream source
548 * to force a reload. This happens only once per changed vertexbuffer and should occur rather
549 * rarely
551 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
553 return;
555 check_vbo_size(This);
556 } else {
557 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
558 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
559 * decl changes and reset the decl change count after a specific number of them
561 This->draws++;
562 if(This->draws > VB_RESETDECLCHANGE) This->declChanges = 0;
565 if(declChanged) {
566 /* The declaration changed, reload the whole buffer */
567 WARN("Reloading buffer because of decl change\n");
568 start = 0;
569 end = This->resource.size;
570 } else if(This->Flags & VBFLAG_DIRTY) {
571 /* No decl change, but dirty data, reload the changed stuff */
572 if(This->conv_shift) {
573 if(This->dirtystart != 0 || This->dirtyend != 0) {
574 FIXME("Implement partial buffer loading with shifted conversion\n");
577 start = This->dirtystart;
578 end = This->dirtyend;
579 } else {
580 /* Desc not changed, buffer not dirty, nothing to do :-) */
581 return;
584 /* Mark the buffer clean */
585 This->Flags &= ~VBFLAG_DIRTY;
586 This->dirtystart = 0;
587 This->dirtyend = 0;
589 if(!This->conv_map) {
590 /* That means that there is nothing to fixup. Just upload from This->resource.allocatedMemory
591 * directly into the vbo. Do not free the system memory copy because drawPrimitive may need it if
592 * the stride is 0, for instancing emulation, vertex blending emulation or shader emulation.
594 TRACE("No conversion needed\n");
596 if(!device->isInDraw) {
597 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
599 ENTER_GL();
600 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
601 checkGLcall("glBindBufferARB");
602 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, start, end-start, This->resource.allocatedMemory + start));
603 checkGLcall("glBufferSubDataARB");
604 LEAVE_GL();
605 return;
608 /* Now for each vertex in the buffer that needs conversion */
609 vertices = This->resource.size / This->stride;
611 if(This->conv_shift) {
612 TRACE("Shifted conversion\n");
613 data = HeapAlloc(GetProcessHeap(), 0, vertices * This->conv_stride);
615 for(i = start / This->stride; i < min((end / This->stride) + 1, vertices); i++) {
616 for(j = 0; j < This->stride; j++) {
617 switch(This->conv_map[j]) {
618 case CONV_NONE:
619 data[This->conv_stride * i + j + This->conv_shift[j]] = This->resource.allocatedMemory[This->stride * i + j];
620 break;
622 case CONV_FLOAT16_2:
624 float *out = (float *) (&data[This->conv_stride * i + j + This->conv_shift[j]]);
625 WORD *in = (WORD *) (&This->resource.allocatedMemory[i * This->stride + j]);
627 out[1] = float_16_to_32(in + 1);
628 out[0] = float_16_to_32(in + 0);
629 j += 3; /* Skip 3 additional bytes,as a FLOAT16_2 has 4 bytes */
630 break;
633 default:
634 FIXME("Unimplemented conversion %d in shifted conversion\n", This->conv_map[j]);
639 ENTER_GL();
640 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
641 checkGLcall("glBindBufferARB");
642 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, vertices * This->conv_stride, data));
643 checkGLcall("glBufferSubDataARB");
644 LEAVE_GL();
646 } else {
647 data = HeapAlloc(GetProcessHeap(), 0, This->resource.size);
648 memcpy(data + start, This->resource.allocatedMemory + start, end - start);
649 for(i = start / This->stride; i < min((end / This->stride) + 1, vertices); i++) {
650 for(j = 0; j < This->stride; j++) {
651 switch(This->conv_map[j]) {
652 case CONV_NONE:
653 /* Done already */
654 j += 3;
655 break;
656 case CONV_D3DCOLOR:
657 fixup_d3dcolor((DWORD *) (data + i * This->stride + j));
658 j += 3;
659 break;
661 case CONV_POSITIONT:
662 fixup_transformed_pos((float *) (data + i * This->stride + j));
663 j += 15;
664 break;
666 case CONV_FLOAT16_2:
667 ERR("Did not expect FLOAT16 conversion in unshifted conversion\n");
668 default:
669 FIXME("Unimplemented conversion %d in shifted conversion\n", This->conv_map[j]);
674 ENTER_GL();
675 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
676 checkGLcall("glBindBufferARB");
677 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, start, end - start, data + start));
678 checkGLcall("glBufferSubDataARB");
679 LEAVE_GL();
682 HeapFree(GetProcessHeap(), 0, data);
685 static void WINAPI IWineD3DVertexBufferImpl_UnLoad(IWineD3DVertexBuffer *iface) {
686 IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface;
687 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
688 TRACE("(%p)\n", This);
690 /* This is easy: The whole content is shadowed in This->resource.allocatedMemory,
691 * so we only have to destroy the vbo. Only do it if we have a vbo, which implies
692 * that vbos are supported
694 if(This->vbo) {
695 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
696 ENTER_GL();
697 GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
698 checkGLcall("glDeleteBuffersARB");
699 LEAVE_GL();
700 This->vbo = 0;
701 This->Flags |= VBFLAG_CREATEVBO; /* Recreate the VBO next load */
705 static WINED3DRESOURCETYPE WINAPI IWineD3DVertexBufferImpl_GetType(IWineD3DVertexBuffer *iface) {
706 return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
709 static HRESULT WINAPI IWineD3DVertexBufferImpl_GetParent(IWineD3DVertexBuffer *iface, IUnknown **pParent) {
710 return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
713 /* ******************************************************
714 IWineD3DVertexBuffer IWineD3DVertexBuffer parts follow
715 ****************************************************** */
716 static HRESULT WINAPI IWineD3DVertexBufferImpl_Lock(IWineD3DVertexBuffer *iface, UINT OffsetToLock, UINT SizeToLock, BYTE** ppbData, DWORD Flags) {
717 IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
718 BYTE *data;
719 TRACE("(%p)->%d, %d, %p, %08x\n", This, OffsetToLock, SizeToLock, ppbData, Flags);
721 InterlockedIncrement(&This->lockcount);
723 if(This->Flags & VBFLAG_DIRTY) {
724 if(This->dirtystart > OffsetToLock) This->dirtystart = OffsetToLock;
725 if(SizeToLock) {
726 if(This->dirtyend < OffsetToLock + SizeToLock) This->dirtyend = OffsetToLock + SizeToLock;
727 } else {
728 This->dirtyend = This->resource.size;
730 } else {
731 This->dirtystart = OffsetToLock;
732 if(SizeToLock)
733 This->dirtyend = OffsetToLock + SizeToLock;
734 else
735 This->dirtyend = This->resource.size;
738 data = This->resource.allocatedMemory;
739 This->Flags |= VBFLAG_DIRTY;
740 *ppbData = data + OffsetToLock;
742 TRACE("(%p) : returning memory of %p (base:%p,offset:%u)\n", This, data + OffsetToLock, data, OffsetToLock);
743 /* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
744 return WINED3D_OK;
746 HRESULT WINAPI IWineD3DVertexBufferImpl_Unlock(IWineD3DVertexBuffer *iface) {
747 IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface;
748 LONG lockcount;
749 TRACE("(%p)\n", This);
751 lockcount = InterlockedDecrement(&This->lockcount);
752 if(lockcount > 0) {
753 /* Delay loading the buffer until everything is unlocked */
754 TRACE("Ignoring the unlock\n");
755 return WINED3D_OK;
758 if(This->Flags & VBFLAG_HASDESC) {
759 IWineD3DVertexBufferImpl_PreLoad(iface);
761 return WINED3D_OK;
763 static HRESULT WINAPI IWineD3DVertexBufferImpl_GetDesc(IWineD3DVertexBuffer *iface, WINED3DVERTEXBUFFER_DESC *pDesc) {
764 IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
766 TRACE("(%p)\n", This);
767 pDesc->Format = This->resource.format;
768 pDesc->Type = This->resource.resourceType;
769 pDesc->Usage = This->resource.usage;
770 pDesc->Pool = This->resource.pool;
771 pDesc->Size = This->resource.size;
772 pDesc->FVF = This->fvf;
773 return WINED3D_OK;
776 const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl =
778 /* IUnknown */
779 IWineD3DVertexBufferImpl_QueryInterface,
780 IWineD3DVertexBufferImpl_AddRef,
781 IWineD3DVertexBufferImpl_Release,
782 /* IWineD3DResource */
783 IWineD3DVertexBufferImpl_GetParent,
784 IWineD3DVertexBufferImpl_GetDevice,
785 IWineD3DVertexBufferImpl_SetPrivateData,
786 IWineD3DVertexBufferImpl_GetPrivateData,
787 IWineD3DVertexBufferImpl_FreePrivateData,
788 IWineD3DVertexBufferImpl_SetPriority,
789 IWineD3DVertexBufferImpl_GetPriority,
790 IWineD3DVertexBufferImpl_PreLoad,
791 IWineD3DVertexBufferImpl_UnLoad,
792 IWineD3DVertexBufferImpl_GetType,
793 /* IWineD3DVertexBuffer */
794 IWineD3DVertexBufferImpl_Lock,
795 IWineD3DVertexBufferImpl_Unlock,
796 IWineD3DVertexBufferImpl_GetDesc
799 BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo) {
800 IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
802 *vbo = This->vbo;
803 if(This->vbo == 0) {
804 if(This->Flags & VBFLAG_CREATEVBO) {
805 CreateVBO(This);
806 This->Flags &= ~VBFLAG_CREATEVBO;
807 if(This->vbo) {
808 *vbo = This->vbo;
809 return (BYTE *) iOffset;
812 return This->resource.allocatedMemory + iOffset;
813 } else {
814 return (BYTE *) iOffset;
818 HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface) {
819 return WINED3D_OK;