push 583922ece91f6a3e6a32c772f3574cd16e6257fa
[wine/hacks.git] / dlls / wined3d / vertexbuffer.c
blobbd599c4f5f2b76d83345254b11ef19d5f7c9c10d
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 This->resource.wineD3DDevice->adapter->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 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
68 ENTER_GL();
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(
108 BYTE *src, BYTE *dst,
109 int stride,
110 int num,
111 int pos, BOOL haspos,
112 int diffuse, BOOL hasdiffuse,
113 int specular, BOOL hasspecular
115 int i;
116 float x, y, z, w;
118 for(i = num - 1; i >= 0; i--) {
119 if(haspos) {
120 float *p = (float *) ((src + pos) + i * stride);
122 /* rhw conversion like in drawStridedSlow */
123 if(p[3] == 1.0 || ((p[3] < eps) && (p[3] > -eps))) {
124 x = p[0];
125 y = p[1];
126 z = p[2];
127 w = 1.0;
128 } else {
129 w = 1.0 / p[3];
130 x = p[0] * w;
131 y = p[1] * w;
132 z = p[2] * w;
134 p = (float *) (dst + i * stride + pos);
135 p[0] = x;
136 p[1] = y;
137 p[2] = z;
138 p[3] = w;
140 if(hasdiffuse) {
141 DWORD srcColor, *dstColor = (DWORD *) (dst + i * stride + diffuse);
142 srcColor = * (DWORD *) ( (src + diffuse) + i * stride);
144 /* Color conversion like in drawStridedSlow. watch out for little endianity
145 * If we want that stuff to work on big endian machines too we have to consider more things
147 * 0xff000000: Alpha mask
148 * 0x00ff0000: Blue mask
149 * 0x0000ff00: Green mask
150 * 0x000000ff: Red mask
153 *dstColor = 0;
154 *dstColor |= (srcColor & 0xff00ff00) ; /* Alpha Green */
155 *dstColor |= (srcColor & 0x00ff0000) >> 16; /* Red */
156 *dstColor |= (srcColor & 0x000000ff) << 16; /* Blue */
158 if(hasspecular) {
159 DWORD srcColor, *dstColor = (DWORD *) (dst + i * stride + specular);
160 srcColor = * (DWORD *) ( (src + specular) + i * stride);
162 /* Similar to diffuse
163 * TODO: Write the alpha value out for fog coords
165 *dstColor = 0;
166 *dstColor |= (srcColor & 0xff00ff00) ; /* Alpha Green */
167 *dstColor |= (srcColor & 0x00ff0000) >> 16; /* Red */
168 *dstColor |= (srcColor & 0x000000ff) << 16; /* Blue */
173 inline BOOL WINAPI IWineD3DVertexBufferImpl_FindDecl(IWineD3DVertexBufferImpl *This)
175 WineDirect3DVertexStridedData strided;
176 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
178 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
179 * Once we have our declaration there is no need to look it up again.
181 if(((IWineD3DImpl *)device->wineD3D)->dxVersion == 7 && This->Flags & VBFLAG_HASDESC) {
182 return FALSE;
185 /* There are certain vertex data types that need to be fixed up. The Vertex Buffers FVF doesn't
186 * help finding them, only the vertex declaration or the device FVF can determine that at drawPrim
187 * time. Rules are as follows:
189 * -> No modification when Vertex Shaders are used
190 * -> Fix up position1 and position 2 if they are XYZRHW
191 * -> Fix up diffuse color
192 * -> Fix up specular color
194 * The Declaration is only known at drawing time, and it can change from draw to draw. If any converted values
195 * are changed, the whole buffer has to be reconverted and reloaded. (Converting is SLOW, so if this happens too
196 * often PreLoad stops converting entirely and falls back to drawStridedSlow).
198 * Reconvert if:
199 * -> New semantics that have to be converted appear
200 * -> The position of semantics that have to be converted changes
201 * -> The stride of the vertex changed AND there is stuff that needs conversion
202 * -> (If a vertex shader is bound and in use assume that nothing that needs conversion is there)
204 * Return values:
205 * TRUE: Reload is needed
206 * FALSE: otherwise
209 if (use_vs(device)) {
210 /* Assume no conversion */
211 memset(&strided, 0, sizeof(strided));
212 } else {
213 /* we need a copy because we modify some params */
214 memcpy(&strided, &device->strided_streams, sizeof(strided));
216 /* Filter out data that does not come from this VBO */
217 if(strided.u.s.position.VBO != This->vbo) memset(&strided.u.s.position, 0, sizeof(strided.u.s.position));
218 if(strided.u.s.diffuse.VBO != This->vbo) memset(&strided.u.s.diffuse, 0, sizeof(strided.u.s.diffuse));
219 if(strided.u.s.specular.VBO != This->vbo) memset(&strided.u.s.specular, 0, sizeof(strided.u.s.specular));
220 if(strided.u.s.position2.VBO != This->vbo) memset(&strided.u.s.position2, 0, sizeof(strided.u.s.position2));
223 /* We have a declaration now in the buffer */
224 This->Flags |= VBFLAG_HASDESC;
226 /* Find out if reload is needed
227 * 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.
229 * 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
230 * and does not exist now all 3 values will be equal(=0).
232 * 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
233 * 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
234 * buffers at the same time and get the position from one and the color from the other buffer.
236 if( /* Position transformed vs untransformed */
237 ((This->strided.u.s.position_transformed || strided.u.s.position_transformed) &&
238 (This->strided.u.s.position.lpData != strided.u.s.position.lpData ||
239 This->strided.u.s.position.dwType != strided.u.s.position.dwType)) ||
240 /* Diffuse position and data type */
241 This->strided.u.s.diffuse.lpData != strided.u.s.diffuse.lpData || This->strided.u.s.diffuse.dwStride != strided.u.s.diffuse.dwStride ||
242 This->strided.u.s.diffuse.dwType != strided.u.s.diffuse.dwType ||
243 /* Specular position and data type */
244 This->strided.u.s.specular.lpData != strided.u.s.specular.lpData || This->strided.u.s.specular.dwStride != strided.u.s.specular.dwStride ||
245 This->strided.u.s.specular.dwType != strided.u.s.specular.dwType) {
247 TRACE("Declaration changed, reloading buffer\n");
248 /* Set the new description */
249 memcpy(&This->strided, &strided, sizeof(strided));
250 return TRUE;
253 return FALSE;
256 static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *iface) {
257 IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface;
258 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
259 BYTE *data;
260 UINT start = 0, end = 0, stride = 0;
261 BOOL declChanged = FALSE;
262 TRACE("(%p)->()\n", This);
264 if(This->Flags & VBFLAG_LOAD) {
265 return; /* Already doing that stuff */
268 if(!This->vbo) {
269 /* TODO: Make converting independent from VBOs */
270 return; /* Not doing any conversion */
273 /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
274 if(device->isInDraw && This->bindCount > 0) {
275 declChanged = IWineD3DVertexBufferImpl_FindDecl(This);
276 } else if(This->Flags & VBFLAG_HASDESC) {
277 /* Reuse the declaration stored in the buffer. It will most likely not change, and if it does
278 * the stream source state handler will call PreLoad again and the change will be cought
280 } else {
281 /* Cannot get a declaration, and no declaration is stored in the buffer. It is pointless to preload
282 * now. When the buffer is used, PreLoad will be called by the stream source state handler and a valid
283 * declaration for the buffer can be found
285 return;
288 /* If applications change the declaration over and over, reconverting all the time is a huge
289 * performance hit. So count the declaration changes and release the VBO if there are too much
290 * of them(and thus stop converting)
292 if(declChanged) {
293 This->declChanges++;
294 This->draws = 0;
296 if(This->declChanges > VB_MAXDECLCHANGES) {
297 FIXME("Too much declaration changes, stopping converting\n");
298 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
299 ENTER_GL();
300 GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
301 checkGLcall("glDeleteBuffersARB");
302 LEAVE_GL();
303 This->vbo = 0;
305 /* The stream source state handler might have read the memory of the vertex buffer already
306 * and got the memory in the vbo which is not valid any longer. Dirtify the stream source
307 * to force a reload. This happens only once per changed vertexbuffer and should occur rather
308 * rarely
310 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
312 return;
314 } else {
315 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
316 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
317 * decl changes and reset the decl change count after a specific number of them
319 This->draws++;
320 if(This->draws > VB_RESETDECLCHANGE) This->declChanges = 0;
323 if(declChanged) {
324 /* The declaration changed, reload the whole buffer */
325 WARN("Reloading buffer because of decl change\n");
326 start = 0;
327 end = This->resource.size;
328 } else if(This->Flags & VBFLAG_DIRTY) {
329 /* No decl change, but dirty data, reload the changed stuff */
330 start = This->dirtystart;
331 end = This->dirtyend;
332 } else {
333 /* Desc not changed, buffer not dirty, nothing to do :-) */
334 return;
337 /* Mark the buffer clean */
338 This->Flags &= ~VBFLAG_DIRTY;
339 This->dirtystart = 0;
340 This->dirtyend = 0;
342 if (This->strided.u.s.position.dwStride) stride = This->strided.u.s.position.dwStride;
343 else if(This->strided.u.s.specular.dwStride) stride = This->strided.u.s.specular.dwStride;
344 else if(This->strided.u.s.diffuse.dwStride) stride = This->strided.u.s.diffuse.dwStride;
345 else {
346 /* That means that there is nothing to fixup. Just upload from This->resource.allocatedMemory
347 * directly into the vbo. Do not free the system memory copy because drawPrimitive may need it if
348 * the stride is 0, for instancing emulation, vertex blending emulation or shader emulation.
350 TRACE("No conversion needed, locking directly into the VBO in future\n");
352 if(!device->isInDraw) {
353 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
355 ENTER_GL();
356 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
357 checkGLcall("glBindBufferARB");
358 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, start, end-start, This->resource.allocatedMemory + start));
359 checkGLcall("glBufferSubDataARB");
360 LEAVE_GL();
361 return;
364 /* OK, we have the original data from the app, the description of the buffer and the dirty area.
365 * so convert the stuff
367 data = HeapAlloc(GetProcessHeap(), 0, end-start);
368 if(!data) {
369 ERR("Out of memory\n");
370 return;
372 memcpy(data, This->resource.allocatedMemory + start, end - start);
374 fixup_vertices(data, data, stride, ( end - start) / stride,
375 /* Position */
376 (int)This->strided.u.s.position.lpData, /* Data location */
377 This->strided.u.s.position_transformed, /* Do convert? */
378 /* Diffuse color */
379 (int)This->strided.u.s.diffuse.lpData, /* Location */
380 This->strided.u.s.diffuse.dwType == WINED3DDECLTYPE_SHORT4 || This->strided.u.s.diffuse.dwType == WINED3DDECLTYPE_D3DCOLOR, /* Convert? */
381 /* specular color */
382 (int)This->strided.u.s.specular.lpData, /* location */
383 This->strided.u.s.specular.dwType == WINED3DDECLTYPE_SHORT4 || This->strided.u.s.specular.dwType == WINED3DDECLTYPE_D3DCOLOR);
385 if(!device->isInDraw) {
386 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
388 ENTER_GL();
389 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
390 checkGLcall("glBindBufferARB");
391 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, start, end - start, data));
392 checkGLcall("glBufferSubDataARB");
393 LEAVE_GL();
395 HeapFree(GetProcessHeap(), 0, data);
398 static WINED3DRESOURCETYPE WINAPI IWineD3DVertexBufferImpl_GetType(IWineD3DVertexBuffer *iface) {
399 return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
402 static HRESULT WINAPI IWineD3DVertexBufferImpl_GetParent(IWineD3DVertexBuffer *iface, IUnknown **pParent) {
403 return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
406 /* ******************************************************
407 IWineD3DVertexBuffer IWineD3DVertexBuffer parts follow
408 ****************************************************** */
409 static HRESULT WINAPI IWineD3DVertexBufferImpl_Lock(IWineD3DVertexBuffer *iface, UINT OffsetToLock, UINT SizeToLock, BYTE** ppbData, DWORD Flags) {
410 IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
411 BYTE *data;
412 TRACE("(%p)->%d, %d, %p, %08x\n", This, OffsetToLock, SizeToLock, ppbData, Flags);
414 InterlockedIncrement(&This->lockcount);
416 if(This->Flags & VBFLAG_DIRTY) {
417 if(This->dirtystart > OffsetToLock) This->dirtystart = OffsetToLock;
418 if(SizeToLock) {
419 if(This->dirtyend < OffsetToLock + SizeToLock) This->dirtyend = OffsetToLock + SizeToLock;
420 } else {
421 This->dirtyend = This->resource.size;
423 } else {
424 This->dirtystart = OffsetToLock;
425 if(SizeToLock)
426 This->dirtyend = OffsetToLock + SizeToLock;
427 else
428 This->dirtyend = This->resource.size;
431 data = This->resource.allocatedMemory;
432 This->Flags |= VBFLAG_DIRTY;
433 *ppbData = data + OffsetToLock;
435 TRACE("(%p) : returning memory of %p (base:%p,offset:%u)\n", This, data + OffsetToLock, data, OffsetToLock);
436 /* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
437 return WINED3D_OK;
439 HRESULT WINAPI IWineD3DVertexBufferImpl_Unlock(IWineD3DVertexBuffer *iface) {
440 IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface;
441 LONG lockcount;
442 TRACE("(%p)\n", This);
444 lockcount = InterlockedDecrement(&This->lockcount);
445 if(lockcount > 0) {
446 /* Delay loading the buffer until everything is unlocked */
447 TRACE("Ignoring the unlock\n");
448 return WINED3D_OK;
451 if(This->Flags & VBFLAG_HASDESC) {
452 IWineD3DVertexBufferImpl_PreLoad(iface);
454 return WINED3D_OK;
456 static HRESULT WINAPI IWineD3DVertexBufferImpl_GetDesc(IWineD3DVertexBuffer *iface, WINED3DVERTEXBUFFER_DESC *pDesc) {
457 IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
459 TRACE("(%p)\n", This);
460 pDesc->Format = This->resource.format;
461 pDesc->Type = This->resource.resourceType;
462 pDesc->Usage = This->resource.usage;
463 pDesc->Pool = This->resource.pool;
464 pDesc->Size = This->resource.size;
465 pDesc->FVF = This->fvf;
466 return WINED3D_OK;
469 const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl =
471 /* IUnknown */
472 IWineD3DVertexBufferImpl_QueryInterface,
473 IWineD3DVertexBufferImpl_AddRef,
474 IWineD3DVertexBufferImpl_Release,
475 /* IWineD3DResource */
476 IWineD3DVertexBufferImpl_GetParent,
477 IWineD3DVertexBufferImpl_GetDevice,
478 IWineD3DVertexBufferImpl_SetPrivateData,
479 IWineD3DVertexBufferImpl_GetPrivateData,
480 IWineD3DVertexBufferImpl_FreePrivateData,
481 IWineD3DVertexBufferImpl_SetPriority,
482 IWineD3DVertexBufferImpl_GetPriority,
483 IWineD3DVertexBufferImpl_PreLoad,
484 IWineD3DVertexBufferImpl_GetType,
485 /* IWineD3DVertexBuffer */
486 IWineD3DVertexBufferImpl_Lock,
487 IWineD3DVertexBufferImpl_Unlock,
488 IWineD3DVertexBufferImpl_GetDesc
491 BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo) {
492 IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
494 *vbo = This->vbo;
495 if(This->vbo == 0) {
496 return This->resource.allocatedMemory + iOffset;
497 } else {
498 return (BYTE *) iOffset;
502 HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface) {
503 return WINED3D_OK;