wined3d: Activate a context before doing opengl calls.
[wine.git] / dlls / wined3d / vertexbuffer.c
blob6fd48a9a0367fbfe0e919471b1e3183e3798f6a4
1 /*
2 * IWineD3DVertexBuffer Implementation
4 * Copyright 2002-2005 Jason Edmeades
5 * Raphael Junqueira
6 * Copyright 2004 Christian Costa
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
23 #include "config.h"
24 #include "wined3d_private.h"
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
27 #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
29 #define VB_MAXDECLCHANGES 100 /* After that number we stop converting */
30 #define VB_RESETDECLCHANGE 1000 /* Reset the changecount after that number of draws */
32 /* *******************************************
33 IWineD3DVertexBuffer IUnknown parts follow
34 ******************************************* */
35 static HRESULT WINAPI IWineD3DVertexBufferImpl_QueryInterface(IWineD3DVertexBuffer *iface, REFIID riid, LPVOID *ppobj)
37 IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
38 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
39 if (IsEqualGUID(riid, &IID_IUnknown)
40 || IsEqualGUID(riid, &IID_IWineD3DBase)
41 || IsEqualGUID(riid, &IID_IWineD3DResource)
42 || IsEqualGUID(riid, &IID_IWineD3DVertexBuffer)){
43 IUnknown_AddRef(iface);
44 *ppobj = This;
45 return S_OK;
47 *ppobj = NULL;
48 return E_NOINTERFACE;
51 static ULONG WINAPI IWineD3DVertexBufferImpl_AddRef(IWineD3DVertexBuffer *iface) {
52 IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
53 ULONG ref = InterlockedIncrement(&This->resource.ref);
54 TRACE("(%p) : AddRef increasing from %d\n", This, ref - 1);
55 return ref;
58 static ULONG WINAPI IWineD3DVertexBufferImpl_Release(IWineD3DVertexBuffer *iface) {
59 IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
60 ULONG ref = InterlockedDecrement(&This->resource.ref);
61 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
62 if (ref == 0) {
64 if(This->vbo) {
65 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
67 ENTER_GL();
68 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
69 GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
70 checkGLcall("glDeleteBuffersARB");
71 LEAVE_GL();
74 IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
75 HeapFree(GetProcessHeap(), 0, This);
77 return ref;
80 /* ****************************************************
81 IWineD3DVertexBuffer IWineD3DResource parts follow
82 **************************************************** */
83 static HRESULT WINAPI IWineD3DVertexBufferImpl_GetDevice(IWineD3DVertexBuffer *iface, IWineD3DDevice** ppDevice) {
84 return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
87 static HRESULT WINAPI IWineD3DVertexBufferImpl_SetPrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
88 return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
91 static HRESULT WINAPI IWineD3DVertexBufferImpl_GetPrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
92 return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
95 static HRESULT WINAPI IWineD3DVertexBufferImpl_FreePrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid) {
96 return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
99 static DWORD WINAPI IWineD3DVertexBufferImpl_SetPriority(IWineD3DVertexBuffer *iface, DWORD PriorityNew) {
100 return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
103 static DWORD WINAPI IWineD3DVertexBufferImpl_GetPriority(IWineD3DVertexBuffer *iface) {
104 return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
107 static void fixup_vertices(BYTE *src, BYTE *dst, int stride, int num, BYTE *pos, BOOL haspos, BYTE *diffuse, BOOL hasdiffuse, BYTE *specular, BOOL hasspecular) {
108 int i;
109 float x, y, z, w;
111 for(i = num - 1; i >= 0; i--) {
112 if(haspos) {
113 float *p = (float *) (((int) src + (int) pos) + i * stride);
115 /* rhw conversion like in drawStridedSlow */
116 if(p[3] == 1.0 || ((p[3] < eps) && (p[3] > -eps))) {
117 x = p[0];
118 y = p[1];
119 z = p[2];
120 w = 1.0;
121 } else {
122 w = 1.0 / p[3];
123 x = p[0] * w;
124 y = p[1] * w;
125 z = p[2] * w;
127 p = (float *) ((int) dst + i * stride + (int) pos);
128 p[0] = x;
129 p[1] = y;
130 p[2] = z;
131 p[3] = w;
133 if(hasdiffuse) {
134 DWORD srcColor, *dstColor = (DWORD *) (dst + i * stride + (int) diffuse);
135 srcColor = * (DWORD *) ( ((int) src + (int) diffuse) + i * stride);
137 /* Color conversion like in drawStridedSlow. watch out for little endianity
138 * If we want that stuff to work on big endian machines too we have to consider more things
140 * 0xff000000: Alpha mask
141 * 0x00ff0000: Blue mask
142 * 0x0000ff00: Green mask
143 * 0x000000ff: Red mask
146 *dstColor = 0;
147 *dstColor |= (srcColor & 0xff00ff00) ; /* Alpha Green */
148 *dstColor |= (srcColor & 0x00ff0000) >> 16; /* Red */
149 *dstColor |= (srcColor & 0x000000ff) << 16; /* Blue */
151 if(hasspecular) {
152 DWORD srcColor, *dstColor = (DWORD *) (dst + i * stride + (int) specular);
153 srcColor = * (DWORD *) ( ((int) src + (int) specular) + i * stride);
155 /* Similar to diffuse
156 * TODO: Write the alpha value out for fog coords
158 *dstColor = 0;
159 *dstColor |= (srcColor & 0xff00ff00) ; /* Alpha Green */
160 *dstColor |= (srcColor & 0x00ff0000) >> 16; /* Red */
161 *dstColor |= (srcColor & 0x000000ff) << 16; /* Blue */
166 inline BOOL WINAPI IWineD3DVertexBufferImpl_FindDecl(IWineD3DVertexBufferImpl *This)
168 WineDirect3DVertexStridedData strided;
169 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
171 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
172 * Once we have our declaration there is no need to look it up again.
174 if(((IWineD3DImpl *)device->wineD3D)->dxVersion == 7 && This->Flags & VBFLAG_HASDESC) {
175 return FALSE;
178 /* There are certain vertex data types that need to be fixed up. The Vertex Buffers FVF doesn't
179 * help finding them, only the vertex declaration or the device FVF can determine that at drawPrim
180 * time. Rules are as follows:
182 * -> No modification when Vertex Shaders are used
183 * -> Fix up position1 and position 2 if they are XYZRHW
184 * -> Fix up diffuse color
185 * -> Fix up specular color
187 * The Declaration is only known at drawing time, and it can change from draw to draw. If any converted values
188 * are changed, the whole buffer has to be reconverted and reloaded. (Converting is SLOW, so if this happens too
189 * often PreLoad stops converting entirely and falls back to drawStridedSlow).
191 * Reconvert if:
192 * -> New semantics that have to be converted appear
193 * -> The position of semantics that have to be converted changes
194 * -> The stride of the vertex changed AND there is stuff that needs conversion
195 * -> (If a vertex shader is bound and in use assume that nothing that needs conversion is there)
197 * Return values:
198 * TRUE: Reload is needed
199 * FALSE: otherwise
202 if (use_vs(device)) {
203 /* Assume no conversion */
204 memset(&strided, 0, sizeof(strided));
205 } else {
206 /* we need a copy because we modify some params */
207 memcpy(&strided, &device->strided_streams, sizeof(strided));
209 /* Filter out data that does not come from this VBO */
210 if(strided.u.s.position.VBO != This->vbo) memset(&strided.u.s.position, 0, sizeof(strided.u.s.position));
211 if(strided.u.s.diffuse.VBO != This->vbo) memset(&strided.u.s.diffuse, 0, sizeof(strided.u.s.diffuse));
212 if(strided.u.s.specular.VBO != This->vbo) memset(&strided.u.s.specular, 0, sizeof(strided.u.s.specular));
213 if(strided.u.s.position2.VBO != This->vbo) memset(&strided.u.s.position2, 0, sizeof(strided.u.s.position2));
216 /* We have a declaration now in the buffer */
217 This->Flags |= VBFLAG_HASDESC;
219 /* Find out if reload is needed
220 * Position of the semantic in the vertex and the stride must be equal to the stored type. Don't mind if only unconverted stuff changed.
222 * If some stuff does not exist in the buffer, then lpData, dwStride and dwType are memsetted to 0. So if the semantic didn't exist before
223 * and does not exist now all 3 values will be equal(=0).
225 * Checking the lpData field alone is not enough, because data may appear at offset 0 in the buffer. This is the same location as nonexistent
226 * data uses, so we have to check the type and stride too. Colors can be at offset 0 too, because it is perfectly fine to render from 2 or more
227 * buffers at the same time and get the position from one and the color from the other buffer.
229 if( /* Position transformed vs untransformed */
230 ((This->strided.u.s.position_transformed || strided.u.s.position_transformed) &&
231 This->strided.u.s.position.lpData != strided.u.s.position.lpData) ||
232 /* Diffuse position and data type */
233 This->strided.u.s.diffuse.lpData != strided.u.s.diffuse.lpData || This->strided.u.s.diffuse.dwStride != strided.u.s.diffuse.dwStride ||
234 This->strided.u.s.diffuse.dwType != strided.u.s.diffuse.dwType ||
235 /* Specular position and data type */
236 This->strided.u.s.specular.lpData != strided.u.s.specular.lpData || This->strided.u.s.specular.dwStride != strided.u.s.specular.dwStride ||
237 This->strided.u.s.specular.dwType != strided.u.s.specular.dwType) {
239 TRACE("Declaration changed, reloading buffer\n");
240 /* Set the new description */
241 memcpy(&This->strided, &strided, sizeof(strided));
242 return TRUE;
245 return FALSE;
248 static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *iface) {
249 IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface;
250 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
251 BYTE *data;
252 UINT start = 0, end = 0, stride = 0;
253 BOOL declChanged = FALSE;
254 TRACE("(%p)->()\n", This);
256 if(This->Flags & VBFLAG_LOAD) {
257 return; /* Already doing that stuff */
260 if(!This->vbo) {
261 /* TODO: Make converting independent from VBOs */
262 return; /* Not doing any conversion */
265 /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
266 if(device->isInDraw && This->bindCount > 0) {
267 declChanged = IWineD3DVertexBufferImpl_FindDecl(This);
268 } else if(This->Flags & VBFLAG_HASDESC) {
269 /* Reuse the declaration stored in the buffer. It will most likely not change, and if it does
270 * the stream source state handler will call PreLoad again and the change will be cought
272 } else {
273 /* Cannot get a declaration, and no declaration is stored in the buffer. It is pointless to preload
274 * now. When the buffer is used, PreLoad will be called by the stream source state handler and a valid
275 * declaration for the buffer can be found
277 return;
280 /* If applications change the declaration over and over, reconverting all the time is a huge
281 * performance hit. So count the declaration changes and release the VBO if there are too much
282 * of them(and thus stop converting)
284 if(declChanged) {
285 This->declChanges++;
286 This->draws = 0;
288 if(This->declChanges > VB_MAXDECLCHANGES) {
289 FIXME("Too much declaration changes, stopping converting\n");
290 ENTER_GL();
291 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
292 GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
293 checkGLcall("glDeleteBuffersARB");
294 LEAVE_GL();
295 This->vbo = 0;
297 /* The stream source state handler might have read the memory of the vertex buffer already
298 * and got the memory in the vbo which is not valid any longer. Dirtify the stream source
299 * to force a reload. This happens only once per changed vertexbuffer and should occur rather
300 * rarely
302 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
304 return;
306 } else {
307 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
308 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
309 * decl changes and reset the decl change count after a specific number of them
311 This->draws++;
312 if(This->draws > VB_RESETDECLCHANGE) This->declChanges = 0;
315 if(declChanged) {
316 /* The declaration changed, reload the whole buffer */
317 WARN("Reloading buffer because of decl change\n");
318 start = 0;
319 end = This->resource.size;
320 } else if(This->Flags & VBFLAG_DIRTY) {
321 /* No decl change, but dirty data, reload the changed stuff */
322 start = This->dirtystart;
323 end = This->dirtyend;
324 } else {
325 /* Desc not changed, buffer not dirty, nothing to do :-) */
326 return;
329 /* Mark the buffer clean */
330 This->Flags &= ~VBFLAG_DIRTY;
331 This->dirtystart = 0;
332 This->dirtyend = 0;
334 if (This->strided.u.s.position.dwStride) stride = This->strided.u.s.position.dwStride;
335 else if(This->strided.u.s.specular.dwStride) stride = This->strided.u.s.specular.dwStride;
336 else if(This->strided.u.s.diffuse.dwStride) stride = This->strided.u.s.diffuse.dwStride;
337 else {
338 /* That means that there is nothing to fixup. Just upload from This->resource.allocatedMemory
339 * directly into the vbo. Do not free the system memory copy because drawPrimitive may need it if
340 * the stride is 0, for instancing emulation, vertex blending emulation or shader emulation.
342 TRACE("No conversion needed, locking directly into the VBO in future\n");
344 ENTER_GL();
345 if(!device->isInDraw) {
346 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
348 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
349 checkGLcall("glBindBufferARB");
350 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, start, end-start, This->resource.allocatedMemory + start));
351 checkGLcall("glBufferSubDataARB");
352 LEAVE_GL();
353 return;
356 /* OK, we have the original data from the app, the description of the buffer and the dirty area.
357 * so convert the stuff
359 data = HeapAlloc(GetProcessHeap(), 0, end-start);
360 if(!data) {
361 ERR("Out of memory\n");
362 return;
364 memcpy(data, This->resource.allocatedMemory + start, end - start);
366 fixup_vertices(data, data, stride, ( end - start) / stride,
367 /* Position */
368 This->strided.u.s.position.lpData, /* Data location */
369 This->strided.u.s.position_transformed, /* Do convert? */
370 /* Diffuse color */
371 This->strided.u.s.diffuse.lpData, /* Location */
372 This->strided.u.s.diffuse.dwType == WINED3DDECLTYPE_SHORT4 || This->strided.u.s.diffuse.dwType == WINED3DDECLTYPE_D3DCOLOR, /* Convert? */
373 /* specular color */
374 This->strided.u.s.specular.lpData, /* location */
375 This->strided.u.s.specular.dwType == WINED3DDECLTYPE_SHORT4 || This->strided.u.s.specular.dwType == WINED3DDECLTYPE_D3DCOLOR);
377 ENTER_GL();
378 if(!device->isInDraw) {
379 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
381 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
382 checkGLcall("glBindBufferARB");
383 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, start, end - start, data));
384 checkGLcall("glBufferSubDataARB");
385 LEAVE_GL();
387 HeapFree(GetProcessHeap(), 0, data);
390 static WINED3DRESOURCETYPE WINAPI IWineD3DVertexBufferImpl_GetType(IWineD3DVertexBuffer *iface) {
391 return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
394 static HRESULT WINAPI IWineD3DVertexBufferImpl_GetParent(IWineD3DVertexBuffer *iface, IUnknown **pParent) {
395 return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
398 /* ******************************************************
399 IWineD3DVertexBuffer IWineD3DVertexBuffer parts follow
400 ****************************************************** */
401 static HRESULT WINAPI IWineD3DVertexBufferImpl_Lock(IWineD3DVertexBuffer *iface, UINT OffsetToLock, UINT SizeToLock, BYTE** ppbData, DWORD Flags) {
402 IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
403 BYTE *data;
404 TRACE("(%p)->%d, %d, %p, %08x\n", This, OffsetToLock, SizeToLock, ppbData, Flags);
406 InterlockedIncrement(&This->lockcount);
408 if(This->Flags & VBFLAG_DIRTY) {
409 if(This->dirtystart > OffsetToLock) This->dirtystart = OffsetToLock;
410 if(SizeToLock) {
411 if(This->dirtyend < OffsetToLock + SizeToLock) This->dirtyend = OffsetToLock + SizeToLock;
412 } else {
413 This->dirtyend = This->resource.size;
415 } else {
416 This->dirtystart = OffsetToLock;
417 if(SizeToLock)
418 This->dirtyend = OffsetToLock + SizeToLock;
419 else
420 This->dirtyend = This->resource.size;
423 data = This->resource.allocatedMemory;
424 This->Flags |= VBFLAG_DIRTY;
425 *ppbData = data + OffsetToLock;
427 TRACE("(%p) : returning memory of %p (base:%p,offset:%u)\n", This, data + OffsetToLock, data, OffsetToLock);
428 /* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
429 return WINED3D_OK;
431 HRESULT WINAPI IWineD3DVertexBufferImpl_Unlock(IWineD3DVertexBuffer *iface) {
432 IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface;
433 LONG lockcount;
434 TRACE("(%p)\n", This);
436 lockcount = InterlockedDecrement(&This->lockcount);
437 if(lockcount > 0) {
438 /* Delay loading the buffer until everything is unlocked */
439 TRACE("Ignoring the unlock\n");
440 return WINED3D_OK;
443 if(This->Flags & VBFLAG_HASDESC) {
444 IWineD3DVertexBufferImpl_PreLoad(iface);
446 return WINED3D_OK;
448 static HRESULT WINAPI IWineD3DVertexBufferImpl_GetDesc(IWineD3DVertexBuffer *iface, WINED3DVERTEXBUFFER_DESC *pDesc) {
449 IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
451 TRACE("(%p)\n", This);
452 pDesc->Format = This->resource.format;
453 pDesc->Type = This->resource.resourceType;
454 pDesc->Usage = This->resource.usage;
455 pDesc->Pool = This->resource.pool;
456 pDesc->Size = This->resource.size;
457 pDesc->FVF = This->fvf;
458 return WINED3D_OK;
461 const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl =
463 /* IUnknown */
464 IWineD3DVertexBufferImpl_QueryInterface,
465 IWineD3DVertexBufferImpl_AddRef,
466 IWineD3DVertexBufferImpl_Release,
467 /* IWineD3DResource */
468 IWineD3DVertexBufferImpl_GetParent,
469 IWineD3DVertexBufferImpl_GetDevice,
470 IWineD3DVertexBufferImpl_SetPrivateData,
471 IWineD3DVertexBufferImpl_GetPrivateData,
472 IWineD3DVertexBufferImpl_FreePrivateData,
473 IWineD3DVertexBufferImpl_SetPriority,
474 IWineD3DVertexBufferImpl_GetPriority,
475 IWineD3DVertexBufferImpl_PreLoad,
476 IWineD3DVertexBufferImpl_GetType,
477 /* IWineD3DVertexBuffer */
478 IWineD3DVertexBufferImpl_Lock,
479 IWineD3DVertexBufferImpl_Unlock,
480 IWineD3DVertexBufferImpl_GetDesc
483 BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo) {
484 IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
486 *vbo = This->vbo;
487 if(This->vbo == 0) {
488 return This->resource.allocatedMemory + iOffset;
489 } else {
490 return (BYTE *) iOffset;
494 HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface) {
495 return WINED3D_OK;