2 * Copyright 2002-2005 Jason Edmeades
3 * Copyright 2002-2005 Raphael Junqueira
4 * Copyright 2004 Christian Costa
5 * Copyright 2005 Oliver Stieber
6 * Copyright 2007 Stefan Dösinger for CodeWeavers
7 * Copyright 2009 Henri Verbeet 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
26 #include "wine/port.h"
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
32 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
34 #define VB_MAXDECLCHANGES 100 /* After that number we stop converting */
35 #define VB_RESETDECLCHANGE 1000 /* Reset the changecount after that number of draws */
37 static void buffer_create_buffer_object(struct wined3d_buffer
*This
)
39 GLenum error
, gl_usage
;
40 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
42 TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n",
43 This
, debug_d3dusage(This
->resource
.usage
));
45 /* Make sure that a context is there. Needed in a multithreaded environment. Otherwise this call is a nop */
46 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
49 /* Make sure that the gl error is cleared. Do not use checkGLcall
50 * here because checkGLcall just prints a fixme and continues. However,
51 * if an error during VBO creation occurs we can fall back to non-vbo operation
52 * with full functionality(but performance loss)
54 while (glGetError() != GL_NO_ERROR
);
56 /* Basically the FVF parameter passed to CreateVertexBuffer is no good
57 * It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
58 * IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
59 * look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
60 * to check if the rhw and color values are in the correct format.
63 GL_EXTCALL(glGenBuffersARB(1, &This
->buffer_object
));
65 if (!This
->buffer_object
|| error
!= GL_NO_ERROR
)
67 ERR("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error
), error
);
71 if(This
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
73 IWineD3DDeviceImpl_MarkStateDirty(This
->resource
.wineD3DDevice
, STATE_INDEXBUFFER
);
75 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
77 if (error
!= GL_NO_ERROR
)
79 ERR("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error
), error
);
83 /* Don't use static, because dx apps tend to update the buffer
84 * quite often even if they specify 0 usage. Because we always keep the local copy
85 * we never read from the vbo and can create a write only opengl buffer.
87 switch(This
->resource
.usage
& (WINED3DUSAGE_WRITEONLY
| WINED3DUSAGE_DYNAMIC
))
89 case WINED3DUSAGE_WRITEONLY
| WINED3DUSAGE_DYNAMIC
:
90 case WINED3DUSAGE_DYNAMIC
:
91 TRACE("Gl usage = GL_STREAM_DRAW\n");
92 gl_usage
= GL_STREAM_DRAW_ARB
;
95 case WINED3DUSAGE_WRITEONLY
:
97 TRACE("Gl usage = GL_DYNAMIC_DRAW\n");
98 gl_usage
= GL_DYNAMIC_DRAW_ARB
;
102 /* Reserve memory for the buffer. The amount of data won't change
103 * so we are safe with calling glBufferData once and
104 * calling glBufferSubData on updates. Upload the actual data in case
105 * we're not double buffering, so we can release the heap mem afterwards
107 GL_EXTCALL(glBufferDataARB(This
->buffer_type_hint
, This
->resource
.size
, This
->resource
.allocatedMemory
, gl_usage
));
108 error
= glGetError();
109 if (error
!= GL_NO_ERROR
)
111 ERR("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error
), error
);
117 This
->buffer_object_size
= This
->resource
.size
;
118 This
->buffer_object_usage
= gl_usage
;
119 This
->dirty_start
= 0;
120 This
->dirty_end
= This
->resource
.size
;
122 if(This
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
)
124 This
->flags
|= WINED3D_BUFFER_DIRTY
;
128 HeapFree(GetProcessHeap(), 0, This
->resource
.heapMemory
);
129 This
->resource
.allocatedMemory
= NULL
;
130 This
->resource
.heapMemory
= NULL
;
131 This
->flags
&= ~WINED3D_BUFFER_DIRTY
;
137 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
138 ERR("Failed to create a vertex buffer object. Continuing, but performance issues may occur\n");
139 if (This
->buffer_object
) GL_EXTCALL(glDeleteBuffersARB(1, &This
->buffer_object
));
140 This
->buffer_object
= 0;
146 static BOOL
buffer_process_converted_attribute(struct wined3d_buffer
*This
,
147 const enum wined3d_buffer_conversion_type conversion_type
,
148 const struct wined3d_stream_info_element
*attrib
, DWORD
*stride_this_run
)
153 DWORD offset
= This
->resource
.wineD3DDevice
->stateBlock
->streamOffset
[attrib
->stream_idx
];
156 /* Check for some valid situations which cause us pain. One is if the buffer is used for
157 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
158 * with different strides. In the 2nd case we might have to drop conversion entirely,
159 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
163 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n",
164 debug_d3dformat(attrib
->format_desc
->format
));
166 else if(attrib
->stride
!= *stride_this_run
&& *stride_this_run
)
168 FIXME("Got two concurrent strides, %d and %d\n", attrib
->stride
, *stride_this_run
);
172 *stride_this_run
= attrib
->stride
;
173 if (This
->stride
!= *stride_this_run
)
175 /* We rely that this happens only on the first converted attribute that is found,
176 * if at all. See above check
178 TRACE("Reconverting because converted attributes occur, and the stride changed\n");
179 This
->stride
= *stride_this_run
;
180 HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY
, This
->conversion_map
);
181 This
->conversion_map
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
182 sizeof(*This
->conversion_map
) * This
->stride
);
187 data
= (((DWORD_PTR
)attrib
->data
) + offset
) % This
->stride
;
188 attrib_size
= attrib
->format_desc
->component_count
* attrib
->format_desc
->component_size
;
189 for (i
= 0; i
< attrib_size
; ++i
)
191 if (This
->conversion_map
[data
+ i
] != conversion_type
)
193 TRACE("Byte %ld in vertex changed\n", i
+ data
);
194 TRACE("It was type %d, is %d now\n", This
->conversion_map
[data
+ i
], conversion_type
);
196 This
->conversion_map
[data
+ i
] = conversion_type
;
203 static BOOL
buffer_check_attribute(struct wined3d_buffer
*This
,
204 const struct wined3d_stream_info_element
*attrib
, const BOOL check_d3dcolor
, const BOOL is_ffp_position
,
205 const BOOL is_ffp_color
, DWORD
*stride_this_run
, BOOL
*float16_used
)
208 WINED3DFORMAT format
;
210 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
211 * there, on nonexistent attribs the vbo is 0.
213 if (attrib
->buffer_object
!= This
->buffer_object
) return FALSE
;
215 format
= attrib
->format_desc
->format
;
216 /* Look for newly appeared conversion */
217 if (!GL_SUPPORT(NV_HALF_FLOAT
) && (format
== WINED3DFMT_R16G16_FLOAT
|| format
== WINED3DFMT_R16G16B16A16_FLOAT
))
219 ret
= buffer_process_converted_attribute(This
, CONV_FLOAT16_2
, attrib
, stride_this_run
);
221 if (is_ffp_position
) FIXME("Test FLOAT16 fixed function processing positions\n");
222 else if (is_ffp_color
) FIXME("test FLOAT16 fixed function processing colors\n");
223 *float16_used
= TRUE
;
225 else if (check_d3dcolor
&& format
== WINED3DFMT_A8R8G8B8
)
227 ret
= buffer_process_converted_attribute(This
, CONV_D3DCOLOR
, attrib
, stride_this_run
);
229 if (!is_ffp_color
) FIXME("Test for non-color fixed function WINED3DFMT_A8R8G8B8 format\n");
231 else if (is_ffp_position
&& format
== WINED3DFMT_R32G32B32A32_FLOAT
)
233 ret
= buffer_process_converted_attribute(This
, CONV_POSITIONT
, attrib
, stride_this_run
);
235 else if (This
->conversion_map
)
237 ret
= buffer_process_converted_attribute(This
, CONV_NONE
, attrib
, stride_this_run
);
243 static UINT
*find_conversion_shift(struct wined3d_buffer
*This
,
244 const struct wined3d_stream_info
*strided
, UINT stride
)
246 UINT
*ret
, i
, j
, shift
, orig_type_size
;
254 This
->conversion_stride
= stride
;
255 ret
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(DWORD
) * stride
);
256 for (i
= 0; i
< MAX_ATTRIBS
; ++i
)
258 WINED3DFORMAT format
;
260 if (strided
->elements
[i
].buffer_object
!= This
->buffer_object
) continue;
262 format
= strided
->elements
[i
].format_desc
->format
;
263 if (format
== WINED3DFMT_R16G16_FLOAT
)
267 else if (format
== WINED3DFMT_R16G16B16A16_FLOAT
)
270 /* Pre-shift the last 4 bytes in the FLOAT16_4 by 4 bytes - this makes FLOAT16_2 and FLOAT16_4 conversions
273 for (j
= 4; j
< 8; ++j
)
275 ret
[(DWORD_PTR
)strided
->elements
[i
].data
+ j
] += 4;
282 This
->conversion_stride
+= shift
;
286 orig_type_size
= strided
->elements
[i
].format_desc
->component_count
287 * strided
->elements
[i
].format_desc
->component_size
;
288 for (j
= (DWORD_PTR
)strided
->elements
[i
].data
+ orig_type_size
; j
< stride
; ++j
)
297 TRACE("Dumping conversion shift:\n");
298 for (i
= 0; i
< stride
; ++i
)
300 TRACE("[%d]", ret
[i
]);
308 static BOOL
buffer_find_decl(struct wined3d_buffer
*This
)
310 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
311 UINT stride_this_run
= 0;
312 BOOL float16_used
= FALSE
;
316 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
317 * Once we have our declaration there is no need to look it up again. Index buffers also never need
318 * conversion, so once the (empty) conversion structure is created don't bother checking again
320 if (This
->flags
& WINED3D_BUFFER_HASDESC
)
322 if(((IWineD3DImpl
*)device
->wineD3D
)->dxVersion
== 7 ||
323 This
->resource
.format_desc
->format
!= WINED3DFMT_VERTEXDATA
) return FALSE
;
326 TRACE("Finding vertex buffer conversion information\n");
327 /* Certain declaration types need some fixups before we can pass them to
328 * opengl. This means D3DCOLOR attributes with fixed function vertex
329 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
330 * GL_NV_half_float is not supported.
332 * Note for d3d8 and d3d9:
333 * The vertex buffer FVF doesn't help with finding them, we have to use
334 * the decoded vertex declaration and pick the things that concern the
335 * current buffer. A problem with this is that this can change between
336 * draws, so we have to validate the information and reprocess the buffer
337 * if it changes, and avoid false positives for performance reasons.
338 * WineD3D doesn't even know the vertex buffer any more, it is managed
339 * by the client libraries and passed to SetStreamSource and ProcessVertices
342 * We have to distinguish between vertex shaders and fixed function to
343 * pick the way we access the strided vertex information.
345 * This code sets up a per-byte array with the size of the detected
346 * stride of the arrays in the buffer. For each byte we have a field
347 * that marks the conversion needed on this byte. For example, the
348 * following declaration with fixed function vertex processing:
356 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
357 * [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]
359 * Where in this example map P means 4 component position conversion, 0
360 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
361 * conversion (red / blue swizzle).
363 * If we're doing conversion and the stride changes we have to reconvert
364 * the whole buffer. Note that we do not mind if the semantic changes,
365 * we only care for the conversion type. So if the NORMAL is replaced
366 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
367 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
368 * conversion types depend on the semantic as well, for example a FLOAT4
369 * texcoord needs no conversion while a FLOAT4 positiont needs one
371 if (use_vs(device
->stateBlock
))
374 /* If the current vertex declaration is marked for no half float conversion don't bother to
375 * analyse the strided streams in depth, just set them up for no conversion. Return decl changed
376 * if we used conversion before
378 if (!((IWineD3DVertexDeclarationImpl
*) device
->stateBlock
->vertexDecl
)->half_float_conv_needed
)
380 if (This
->conversion_map
)
382 TRACE("Now using shaders without conversion, but conversion used before\n");
383 HeapFree(GetProcessHeap(), 0, This
->conversion_map
);
384 HeapFree(GetProcessHeap(), 0, This
->conversion_shift
);
385 This
->conversion_map
= NULL
;
387 This
->conversion_shift
= NULL
;
388 This
->conversion_stride
= 0;
396 for (i
= 0; i
< MAX_ATTRIBS
; ++i
)
398 ret
= buffer_check_attribute(This
, &device
->strided_streams
.elements
[i
],
399 FALSE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
402 /* Recalculate the conversion shift map if the declaration has changed,
403 * and we're using float16 conversion or used it on the last run
405 if (ret
&& (float16_used
|| This
->conversion_map
))
407 HeapFree(GetProcessHeap(), 0, This
->conversion_shift
);
408 This
->conversion_shift
= find_conversion_shift(This
, &device
->strided_streams
, This
->stride
);
413 /* Fixed function is a bit trickier. We have to take care for D3DCOLOR types, FLOAT4 positions and of course
414 * FLOAT16s if not supported. Also, we can't iterate over the array, so use macros to generate code for all
415 * the attributes that our current fixed function pipeline implementation cares for.
417 BOOL support_d3dcolor
= GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA
);
418 ret
= buffer_check_attribute(This
, &device
->strided_streams
.elements
[WINED3D_FFP_POSITION
],
419 TRUE
, TRUE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
420 ret
= buffer_check_attribute(This
, &device
->strided_streams
.elements
[WINED3D_FFP_NORMAL
],
421 TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
422 ret
= buffer_check_attribute(This
, &device
->strided_streams
.elements
[WINED3D_FFP_DIFFUSE
],
423 !support_d3dcolor
, FALSE
, TRUE
, &stride_this_run
, &float16_used
) || ret
;
424 ret
= buffer_check_attribute(This
, &device
->strided_streams
.elements
[WINED3D_FFP_SPECULAR
],
425 !support_d3dcolor
, FALSE
, TRUE
, &stride_this_run
, &float16_used
) || ret
;
426 ret
= buffer_check_attribute(This
, &device
->strided_streams
.elements
[WINED3D_FFP_TEXCOORD0
],
427 TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
428 ret
= buffer_check_attribute(This
, &device
->strided_streams
.elements
[WINED3D_FFP_TEXCOORD1
],
429 TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
430 ret
= buffer_check_attribute(This
, &device
->strided_streams
.elements
[WINED3D_FFP_TEXCOORD2
],
431 TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
432 ret
= buffer_check_attribute(This
, &device
->strided_streams
.elements
[WINED3D_FFP_TEXCOORD3
],
433 TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
434 ret
= buffer_check_attribute(This
, &device
->strided_streams
.elements
[WINED3D_FFP_TEXCOORD4
],
435 TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
436 ret
= buffer_check_attribute(This
, &device
->strided_streams
.elements
[WINED3D_FFP_TEXCOORD5
],
437 TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
438 ret
= buffer_check_attribute(This
, &device
->strided_streams
.elements
[WINED3D_FFP_TEXCOORD6
],
439 TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
440 ret
= buffer_check_attribute(This
, &device
->strided_streams
.elements
[WINED3D_FFP_TEXCOORD7
],
441 TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
443 if (float16_used
) FIXME("Float16 conversion used with fixed function vertex processing\n");
446 if (stride_this_run
== 0 && This
->conversion_map
)
449 if (!ret
) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
450 HeapFree(GetProcessHeap(), 0, This
->conversion_map
);
451 This
->conversion_map
= NULL
;
455 if (ret
) TRACE("Conversion information changed\n");
460 static void buffer_check_buffer_object_size(struct wined3d_buffer
*This
)
462 UINT size
= This
->conversion_stride
?
463 This
->conversion_stride
* (This
->resource
.size
/ This
->stride
) : This
->resource
.size
;
464 if (This
->buffer_object_size
!= size
)
466 TRACE("Old size %u, creating new size %u\n", This
->buffer_object_size
, size
);
468 if(This
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
470 IWineD3DDeviceImpl_MarkStateDirty(This
->resource
.wineD3DDevice
, STATE_INDEXBUFFER
);
473 /* Rescue the data before resizing the buffer object if we do not have our backup copy */
474 if(!(This
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
476 buffer_get_sysmem(This
);
480 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
481 checkGLcall("glBindBufferARB");
482 GL_EXTCALL(glBufferDataARB(This
->buffer_type_hint
, size
, NULL
, This
->buffer_object_usage
));
483 This
->buffer_object_size
= size
;
484 checkGLcall("glBufferDataARB");
489 static inline void fixup_d3dcolor(DWORD
*dst_color
)
491 DWORD src_color
= *dst_color
;
493 /* Color conversion like in drawStridedSlow. watch out for little endianity
494 * If we want that stuff to work on big endian machines too we have to consider more things
496 * 0xff000000: Alpha mask
497 * 0x00ff0000: Blue mask
498 * 0x0000ff00: Green mask
499 * 0x000000ff: Red mask
502 *dst_color
|= (src_color
& 0xff00ff00); /* Alpha Green */
503 *dst_color
|= (src_color
& 0x00ff0000) >> 16; /* Red */
504 *dst_color
|= (src_color
& 0x000000ff) << 16; /* Blue */
507 static inline void fixup_transformed_pos(float *p
)
511 /* rhw conversion like in drawStridedSlow */
512 if (p
[3] == 1.0 || ((p
[3] < eps
) && (p
[3] > -eps
)))
532 const BYTE
*buffer_get_memory(IWineD3DBuffer
*iface
, UINT offset
, GLuint
*buffer_object
)
534 struct wined3d_buffer
*This
= (struct wined3d_buffer
*)iface
;
536 *buffer_object
= This
->buffer_object
;
537 if (!This
->buffer_object
)
539 if (This
->flags
& WINED3D_BUFFER_CREATEBO
)
541 buffer_create_buffer_object(This
);
542 This
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
543 if (This
->buffer_object
)
545 *buffer_object
= This
->buffer_object
;
546 return (const BYTE
*)offset
;
549 return This
->resource
.allocatedMemory
+ offset
;
553 return (const BYTE
*)offset
;
557 /* IUnknown methods */
559 static HRESULT STDMETHODCALLTYPE
buffer_QueryInterface(IWineD3DBuffer
*iface
,
560 REFIID riid
, void **object
)
562 TRACE("iface %p, riid %s, object %p\n", iface
, debugstr_guid(riid
), object
);
564 if (IsEqualGUID(riid
, &IID_IWineD3DBuffer
)
565 || IsEqualGUID(riid
, &IID_IWineD3DResource
)
566 || IsEqualGUID(riid
, &IID_IWineD3DBase
)
567 || IsEqualGUID(riid
, &IID_IUnknown
))
569 IUnknown_AddRef(iface
);
574 WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid
));
578 return E_NOINTERFACE
;
581 static ULONG STDMETHODCALLTYPE
buffer_AddRef(IWineD3DBuffer
*iface
)
583 struct wined3d_buffer
*This
= (struct wined3d_buffer
*)iface
;
584 ULONG refcount
= InterlockedIncrement(&This
->resource
.ref
);
586 TRACE("%p increasing refcount to %u\n", This
, refcount
);
591 const BYTE
*buffer_get_sysmem(struct wined3d_buffer
*This
)
593 /* AllocatedMemory exists if the buffer is double buffered or has no buffer object at all */
594 if(This
->resource
.allocatedMemory
) return This
->resource
.allocatedMemory
;
596 This
->resource
.heapMemory
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, This
->resource
.size
+ RESOURCE_ALIGNMENT
);
597 This
->resource
.allocatedMemory
= (BYTE
*)(((ULONG_PTR
)This
->resource
.heapMemory
+ (RESOURCE_ALIGNMENT
- 1)) & ~(RESOURCE_ALIGNMENT
- 1));
599 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
600 GL_EXTCALL(glGetBufferSubDataARB(This
->buffer_type_hint
, 0, This
->resource
.size
, This
->resource
.allocatedMemory
));
602 This
->flags
|= WINED3D_BUFFER_DOUBLEBUFFER
;
604 return This
->resource
.allocatedMemory
;
607 static void STDMETHODCALLTYPE
buffer_UnLoad(IWineD3DBuffer
*iface
)
609 struct wined3d_buffer
*This
= (struct wined3d_buffer
*)iface
;
611 TRACE("iface %p\n", iface
);
613 if (This
->buffer_object
)
615 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
617 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
619 /* Download the buffer, but don't permanently enable double buffering */
620 if(!(This
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
622 buffer_get_sysmem(This
);
623 This
->flags
&= ~WINED3D_BUFFER_DOUBLEBUFFER
;
627 GL_EXTCALL(glDeleteBuffersARB(1, &This
->buffer_object
));
628 checkGLcall("glDeleteBuffersARB");
630 This
->buffer_object
= 0;
631 This
->flags
|= WINED3D_BUFFER_CREATEBO
; /* Recreate the buffer object next load */
635 static ULONG STDMETHODCALLTYPE
buffer_Release(IWineD3DBuffer
*iface
)
637 struct wined3d_buffer
*This
= (struct wined3d_buffer
*)iface
;
638 ULONG refcount
= InterlockedDecrement(&This
->resource
.ref
);
640 TRACE("%p decreasing refcount to %u\n", This
, refcount
);
644 buffer_UnLoad(iface
);
645 resource_cleanup((IWineD3DResource
*)iface
);
646 HeapFree(GetProcessHeap(), 0, This
);
652 /* IWineD3DBase methods */
654 static HRESULT STDMETHODCALLTYPE
buffer_GetParent(IWineD3DBuffer
*iface
, IUnknown
**parent
)
656 return resource_get_parent((IWineD3DResource
*)iface
, parent
);
659 /* IWineD3DResource methods */
661 static HRESULT STDMETHODCALLTYPE
buffer_GetDevice(IWineD3DBuffer
*iface
, IWineD3DDevice
**device
)
663 return resource_get_device((IWineD3DResource
*)iface
, device
);
666 static HRESULT STDMETHODCALLTYPE
buffer_SetPrivateData(IWineD3DBuffer
*iface
,
667 REFGUID guid
, const void *data
, DWORD data_size
, DWORD flags
)
669 return resource_set_private_data((IWineD3DResource
*)iface
, guid
, data
, data_size
, flags
);
672 static HRESULT STDMETHODCALLTYPE
buffer_GetPrivateData(IWineD3DBuffer
*iface
,
673 REFGUID guid
, void *data
, DWORD
*data_size
)
675 return resource_get_private_data((IWineD3DResource
*)iface
, guid
, data
, data_size
);
678 static HRESULT STDMETHODCALLTYPE
buffer_FreePrivateData(IWineD3DBuffer
*iface
, REFGUID guid
)
680 return resource_free_private_data((IWineD3DResource
*)iface
, guid
);
683 static DWORD STDMETHODCALLTYPE
buffer_SetPriority(IWineD3DBuffer
*iface
, DWORD priority
)
685 return resource_set_priority((IWineD3DResource
*)iface
, priority
);
688 static DWORD STDMETHODCALLTYPE
buffer_GetPriority(IWineD3DBuffer
*iface
)
690 return resource_get_priority((IWineD3DResource
*)iface
);
693 static void STDMETHODCALLTYPE
buffer_PreLoad(IWineD3DBuffer
*iface
)
695 struct wined3d_buffer
*This
= (struct wined3d_buffer
*)iface
;
696 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
697 UINT start
= 0, end
= 0, vertices
;
698 BOOL decl_changed
= FALSE
;
702 TRACE("iface %p\n", iface
);
704 if (!This
->buffer_object
)
706 /* TODO: Make converting independent from VBOs */
707 if (This
->flags
& WINED3D_BUFFER_CREATEBO
)
709 buffer_create_buffer_object(This
);
710 This
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
714 return; /* Not doing any conversion */
718 /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
719 if (device
->isInDraw
&& This
->bind_count
> 0)
721 decl_changed
= buffer_find_decl(This
);
722 This
->flags
|= WINED3D_BUFFER_HASDESC
;
725 if (!decl_changed
&& !(This
->flags
& WINED3D_BUFFER_HASDESC
&& This
->flags
& WINED3D_BUFFER_DIRTY
)) return;
727 /* If applications change the declaration over and over, reconverting all the time is a huge
728 * performance hit. So count the declaration changes and release the VBO if there are too many
729 * of them (and thus stop converting)
733 ++This
->conversion_count
;
734 This
->draw_count
= 0;
736 if (This
->conversion_count
> VB_MAXDECLCHANGES
)
738 FIXME("Too many declaration changes, stopping converting\n");
739 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
741 GL_EXTCALL(glDeleteBuffersARB(1, &This
->buffer_object
));
742 checkGLcall("glDeleteBuffersARB");
744 This
->buffer_object
= 0;
745 HeapFree(GetProcessHeap(), 0, This
->conversion_shift
);
747 /* The stream source state handler might have read the memory of the vertex buffer already
748 * and got the memory in the vbo which is not valid any longer. Dirtify the stream source
749 * to force a reload. This happens only once per changed vertexbuffer and should occur rather
752 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_STREAMSRC
);
756 buffer_check_buffer_object_size(This
);
760 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
761 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
762 * decl changes and reset the decl change count after a specific number of them
765 if (This
->draw_count
> VB_RESETDECLCHANGE
) This
->conversion_count
= 0;
770 /* The declaration changed, reload the whole buffer */
771 WARN("Reloading buffer because of decl change\n");
773 end
= This
->resource
.size
;
777 /* No decl change, but dirty data, reload the changed stuff */
778 if (This
->conversion_shift
)
780 if (This
->dirty_start
!= 0 || This
->dirty_end
!= 0)
782 FIXME("Implement partial buffer loading with shifted conversion\n");
785 start
= This
->dirty_start
;
786 end
= This
->dirty_end
;
789 /* Mark the buffer clean */
790 This
->flags
&= ~WINED3D_BUFFER_DIRTY
;
791 This
->dirty_start
= 0;
794 if(This
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
796 IWineD3DDeviceImpl_MarkStateDirty(This
->resource
.wineD3DDevice
, STATE_INDEXBUFFER
);
799 if (!This
->conversion_map
)
801 /* That means that there is nothing to fixup. Just upload from This->resource.allocatedMemory
802 * directly into the vbo. Do not free the system memory copy because drawPrimitive may need it if
803 * the stride is 0, for instancing emulation, vertex blending emulation or shader emulation.
805 TRACE("No conversion needed\n");
807 /* Nothing to do because we locked directly into the vbo */
808 if(!(This
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
)) return;
810 if (!device
->isInDraw
)
812 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
815 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
816 checkGLcall("glBindBufferARB");
817 GL_EXTCALL(glBufferSubDataARB(This
->buffer_type_hint
, start
, end
-start
, This
->resource
.allocatedMemory
+ start
));
818 checkGLcall("glBufferSubDataARB");
823 if(!(This
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
825 buffer_get_sysmem(This
);
828 /* Now for each vertex in the buffer that needs conversion */
829 vertices
= This
->resource
.size
/ This
->stride
;
831 if (This
->conversion_shift
)
833 TRACE("Shifted conversion\n");
834 data
= HeapAlloc(GetProcessHeap(), 0, vertices
* This
->conversion_stride
);
836 for (i
= start
/ This
->stride
; i
< min((end
/ This
->stride
) + 1, vertices
); ++i
)
838 for (j
= 0; j
< This
->stride
; ++j
)
840 switch(This
->conversion_map
[j
])
843 data
[This
->conversion_stride
* i
+ j
+ This
->conversion_shift
[j
]]
844 = This
->resource
.allocatedMemory
[This
->stride
* i
+ j
];
849 float *out
= (float *)(&data
[This
->conversion_stride
* i
+ j
+ This
->conversion_shift
[j
]]);
850 const WORD
*in
= (WORD
*)(&This
->resource
.allocatedMemory
[i
* This
->stride
+ j
]);
852 out
[1] = float_16_to_32(in
+ 1);
853 out
[0] = float_16_to_32(in
+ 0);
854 j
+= 3; /* Skip 3 additional bytes,as a FLOAT16_2 has 4 bytes */
859 FIXME("Unimplemented conversion %d in shifted conversion\n", This
->conversion_map
[j
]);
866 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
867 checkGLcall("glBindBufferARB");
868 GL_EXTCALL(glBufferSubDataARB(This
->buffer_type_hint
, 0, vertices
* This
->conversion_stride
, data
));
869 checkGLcall("glBufferSubDataARB");
874 data
= HeapAlloc(GetProcessHeap(), 0, This
->resource
.size
);
875 memcpy(data
+ start
, This
->resource
.allocatedMemory
+ start
, end
- start
);
876 for (i
= start
/ This
->stride
; i
< min((end
/ This
->stride
) + 1, vertices
); ++i
)
878 for (j
= 0; j
< This
->stride
; ++j
)
880 switch(This
->conversion_map
[j
])
887 fixup_d3dcolor((DWORD
*) (data
+ i
* This
->stride
+ j
));
892 fixup_transformed_pos((float *) (data
+ i
* This
->stride
+ j
));
897 ERR("Did not expect FLOAT16 conversion in unshifted conversion\n");
899 FIXME("Unimplemented conversion %d in shifted conversion\n", This
->conversion_map
[j
]);
905 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
906 checkGLcall("glBindBufferARB");
907 GL_EXTCALL(glBufferSubDataARB(This
->buffer_type_hint
, start
, end
- start
, data
+ start
));
908 checkGLcall("glBufferSubDataARB");
912 HeapFree(GetProcessHeap(), 0, data
);
915 static WINED3DRESOURCETYPE STDMETHODCALLTYPE
buffer_GetType(IWineD3DBuffer
*iface
)
917 return resource_get_type((IWineD3DResource
*)iface
);
920 /* IWineD3DBuffer methods */
922 static HRESULT STDMETHODCALLTYPE
buffer_Map(IWineD3DBuffer
*iface
, UINT offset
, UINT size
, BYTE
**data
, DWORD flags
)
924 struct wined3d_buffer
*This
= (struct wined3d_buffer
*)iface
;
927 TRACE("iface %p, offset %u, size %u, data %p, flags %#x\n", iface
, offset
, size
, data
, flags
);
929 count
= InterlockedIncrement(&This
->lock_count
);
931 if (This
->flags
& WINED3D_BUFFER_DIRTY
)
933 if (This
->dirty_start
> offset
) This
->dirty_start
= offset
;
937 if (This
->dirty_end
< offset
+ size
) This
->dirty_end
= offset
+ size
;
941 This
->dirty_end
= This
->resource
.size
;
946 This
->dirty_start
= offset
;
947 if (size
) This
->dirty_end
= offset
+ size
;
948 else This
->dirty_end
= This
->resource
.size
;
951 if(!(This
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
) && This
->buffer_object
)
955 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
957 if(This
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
959 IWineD3DDeviceImpl_MarkStateDirty(This
->resource
.wineD3DDevice
, STATE_INDEXBUFFER
);
962 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
964 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
965 This
->resource
.allocatedMemory
= GL_EXTCALL(glMapBufferARB(This
->buffer_type_hint
, GL_READ_WRITE_ARB
));
971 This
->flags
|= WINED3D_BUFFER_DIRTY
;
974 *data
= This
->resource
.allocatedMemory
+ offset
;
976 TRACE("Returning memory at %p (base %p, offset %u)\n", *data
, This
->resource
.allocatedMemory
, offset
);
977 /* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
982 static HRESULT STDMETHODCALLTYPE
buffer_Unmap(IWineD3DBuffer
*iface
)
984 struct wined3d_buffer
*This
= (struct wined3d_buffer
*)iface
;
986 TRACE("(%p)\n", This
);
988 if (InterlockedDecrement(&This
->lock_count
))
990 /* Delay loading the buffer until everything is unlocked */
991 TRACE("Ignoring unlock\n");
995 if(!(This
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
) && This
->buffer_object
)
997 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
999 if(This
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
1001 IWineD3DDeviceImpl_MarkStateDirty(This
->resource
.wineD3DDevice
, STATE_INDEXBUFFER
);
1004 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
1006 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
1007 GL_EXTCALL(glUnmapBufferARB(This
->buffer_type_hint
));
1010 This
->resource
.allocatedMemory
= NULL
;
1012 else if (This
->flags
& WINED3D_BUFFER_HASDESC
)
1014 buffer_PreLoad(iface
);
1020 static HRESULT STDMETHODCALLTYPE
buffer_GetDesc(IWineD3DBuffer
*iface
, WINED3DBUFFER_DESC
*desc
)
1022 struct wined3d_buffer
*This
= (struct wined3d_buffer
*)iface
;
1024 TRACE("(%p)\n", This
);
1026 desc
->Type
= This
->resource
.resourceType
;
1027 desc
->Usage
= This
->resource
.usage
;
1028 desc
->Pool
= This
->resource
.pool
;
1029 desc
->Size
= This
->resource
.size
;
1034 const struct IWineD3DBufferVtbl wined3d_buffer_vtbl
=
1036 /* IUnknown methods */
1037 buffer_QueryInterface
,
1040 /* IWineD3DBase methods */
1042 /* IWineD3DResource methods */
1044 buffer_SetPrivateData
,
1045 buffer_GetPrivateData
,
1046 buffer_FreePrivateData
,
1052 /* IWineD3DBuffer methods */