push 52d6b63ba2f2d4f9b02b6b922d27bff05a60596f
[wine/hacks.git] / dlls / wined3d / buffer.c
blob30ae8166d1e8f670bfdaf15993fcae2e28d55a21
1 /*
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
25 #include "config.h"
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 /* Context activation is done by the caller. */
38 static void buffer_create_buffer_object(struct wined3d_buffer *This)
40 GLenum error, gl_usage;
42 TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n",
43 This, debug_d3dusage(This->resource.usage));
45 ENTER_GL();
47 /* Make sure that the gl error is cleared. Do not use checkGLcall
48 * here because checkGLcall just prints a fixme and continues. However,
49 * if an error during VBO creation occurs we can fall back to non-vbo operation
50 * with full functionality(but performance loss)
52 while (glGetError() != GL_NO_ERROR);
54 /* Basically the FVF parameter passed to CreateVertexBuffer is no good
55 * It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
56 * IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
57 * look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
58 * to check if the rhw and color values are in the correct format.
61 GL_EXTCALL(glGenBuffersARB(1, &This->buffer_object));
62 error = glGetError();
63 if (!This->buffer_object || error != GL_NO_ERROR)
65 ERR("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error);
66 goto fail;
69 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
71 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
73 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
74 error = glGetError();
75 if (error != GL_NO_ERROR)
77 ERR("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error);
78 goto fail;
81 /* Don't use static, because dx apps tend to update the buffer
82 * quite often even if they specify 0 usage. Because we always keep the local copy
83 * we never read from the vbo and can create a write only opengl buffer.
85 switch(This->resource.usage & (WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC))
87 case WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC:
88 case WINED3DUSAGE_DYNAMIC:
89 TRACE("Gl usage = GL_STREAM_DRAW\n");
90 gl_usage = GL_STREAM_DRAW_ARB;
91 break;
93 case WINED3DUSAGE_WRITEONLY:
94 default:
95 TRACE("Gl usage = GL_DYNAMIC_DRAW\n");
96 gl_usage = GL_DYNAMIC_DRAW_ARB;
97 break;
100 /* Reserve memory for the buffer. The amount of data won't change
101 * so we are safe with calling glBufferData once and
102 * calling glBufferSubData on updates. Upload the actual data in case
103 * we're not double buffering, so we can release the heap mem afterwards
105 GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, This->resource.size, This->resource.allocatedMemory, gl_usage));
106 error = glGetError();
107 if (error != GL_NO_ERROR)
109 ERR("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error);
110 goto fail;
113 LEAVE_GL();
115 This->buffer_object_size = This->resource.size;
116 This->buffer_object_usage = gl_usage;
117 This->dirty_start = 0;
118 This->dirty_end = This->resource.size;
120 if(This->flags & WINED3D_BUFFER_DOUBLEBUFFER)
122 This->flags |= WINED3D_BUFFER_DIRTY;
124 else
126 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
127 This->resource.allocatedMemory = NULL;
128 This->resource.heapMemory = NULL;
129 This->flags &= ~WINED3D_BUFFER_DIRTY;
132 return;
134 fail:
135 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
136 ERR("Failed to create a vertex buffer object. Continuing, but performance issues may occur\n");
137 if (This->buffer_object) GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
138 This->buffer_object = 0;
139 LEAVE_GL();
141 return;
144 static BOOL buffer_process_converted_attribute(struct wined3d_buffer *This,
145 const enum wined3d_buffer_conversion_type conversion_type,
146 const struct wined3d_stream_info_element *attrib, DWORD *stride_this_run)
148 DWORD attrib_size;
149 BOOL ret = FALSE;
150 unsigned int i;
151 DWORD offset = This->resource.wineD3DDevice->stateBlock->streamOffset[attrib->stream_idx];
152 DWORD_PTR data;
154 /* Check for some valid situations which cause us pain. One is if the buffer is used for
155 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
156 * with different strides. In the 2nd case we might have to drop conversion entirely,
157 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
159 if (!attrib->stride)
161 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n",
162 debug_d3dformat(attrib->format_desc->format));
164 else if(attrib->stride != *stride_this_run && *stride_this_run)
166 FIXME("Got two concurrent strides, %d and %d\n", attrib->stride, *stride_this_run);
168 else
170 *stride_this_run = attrib->stride;
171 if (This->stride != *stride_this_run)
173 /* We rely that this happens only on the first converted attribute that is found,
174 * if at all. See above check
176 TRACE("Reconverting because converted attributes occur, and the stride changed\n");
177 This->stride = *stride_this_run;
178 HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY, This->conversion_map);
179 This->conversion_map = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
180 sizeof(*This->conversion_map) * This->stride);
181 ret = TRUE;
185 data = (((DWORD_PTR)attrib->data) + offset) % This->stride;
186 attrib_size = attrib->format_desc->component_count * attrib->format_desc->component_size;
187 for (i = 0; i < attrib_size; ++i)
189 if (This->conversion_map[data + i] != conversion_type)
191 TRACE("Byte %ld in vertex changed\n", i + data);
192 TRACE("It was type %d, is %d now\n", This->conversion_map[data + i], conversion_type);
193 ret = TRUE;
194 This->conversion_map[data + i] = conversion_type;
198 return ret;
201 static BOOL buffer_check_attribute(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
202 UINT attrib_idx, const BOOL check_d3dcolor, const BOOL is_ffp_position, const BOOL is_ffp_color,
203 DWORD *stride_this_run, BOOL *float16_used)
205 const struct wined3d_stream_info_element *attrib = &si->elements[attrib_idx];
206 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
207 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
208 BOOL ret = FALSE;
209 WINED3DFORMAT format;
211 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
212 * there, on nonexistent attribs the vbo is 0.
214 if (!(si->use_map & (1 << attrib_idx))
215 || attrib->buffer_object != This->buffer_object)
216 return FALSE;
218 format = attrib->format_desc->format;
219 /* Look for newly appeared conversion */
220 if (!gl_info->supported[ARB_HALF_FLOAT_VERTEX]
221 && (format == WINED3DFMT_R16G16_FLOAT || format == WINED3DFMT_R16G16B16A16_FLOAT))
223 ret = buffer_process_converted_attribute(This, CONV_FLOAT16_2, attrib, stride_this_run);
225 if (is_ffp_position) FIXME("Test FLOAT16 fixed function processing positions\n");
226 else if (is_ffp_color) FIXME("test FLOAT16 fixed function processing colors\n");
227 *float16_used = TRUE;
229 else if (check_d3dcolor && format == WINED3DFMT_B8G8R8A8_UNORM)
231 ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run);
233 if (!is_ffp_color) FIXME("Test for non-color fixed function WINED3DFMT_B8G8R8A8_UNORM format\n");
235 else if (is_ffp_position && format == WINED3DFMT_R32G32B32A32_FLOAT)
237 ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run);
239 else if (This->conversion_map)
241 ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run);
244 return ret;
247 static UINT *find_conversion_shift(struct wined3d_buffer *This,
248 const struct wined3d_stream_info *strided, UINT stride)
250 UINT *ret, i, j, shift, orig_type_size;
252 if (!stride)
254 TRACE("No shift\n");
255 return NULL;
258 This->conversion_stride = stride;
259 ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(DWORD) * stride);
260 for (i = 0; i < MAX_ATTRIBS; ++i)
262 WINED3DFORMAT format;
264 if (!(strided->use_map & (1 << i)) || strided->elements[i].buffer_object != This->buffer_object) continue;
266 format = strided->elements[i].format_desc->format;
267 if (format == WINED3DFMT_R16G16_FLOAT)
269 shift = 4;
271 else if (format == WINED3DFMT_R16G16B16A16_FLOAT)
273 shift = 8;
274 /* Pre-shift the last 4 bytes in the FLOAT16_4 by 4 bytes - this makes FLOAT16_2 and FLOAT16_4 conversions
275 * compatible
277 for (j = 4; j < 8; ++j)
279 ret[(DWORD_PTR)strided->elements[i].data + j] += 4;
282 else
284 shift = 0;
286 This->conversion_stride += shift;
288 if (shift)
290 orig_type_size = strided->elements[i].format_desc->component_count
291 * strided->elements[i].format_desc->component_size;
292 for (j = (DWORD_PTR)strided->elements[i].data + orig_type_size; j < stride; ++j)
294 ret[j] += shift;
299 if (TRACE_ON(d3d))
301 TRACE("Dumping conversion shift:\n");
302 for (i = 0; i < stride; ++i)
304 TRACE("[%d]", ret[i]);
306 TRACE("\n");
309 return ret;
312 static BOOL buffer_find_decl(struct wined3d_buffer *This)
314 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
315 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
316 const struct wined3d_stream_info *si = &device->strided_streams;
317 UINT stride_this_run = 0;
318 BOOL float16_used = FALSE;
319 BOOL ret = FALSE;
320 unsigned int i;
322 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
323 * Once we have our declaration there is no need to look it up again. Index buffers also never need
324 * conversion, so once the (empty) conversion structure is created don't bother checking again
326 if (This->flags & WINED3D_BUFFER_HASDESC)
328 if(((IWineD3DImpl *)device->wineD3D)->dxVersion == 7 ||
329 This->resource.format_desc->format != WINED3DFMT_VERTEXDATA) return FALSE;
332 TRACE("Finding vertex buffer conversion information\n");
333 /* Certain declaration types need some fixups before we can pass them to
334 * opengl. This means D3DCOLOR attributes with fixed function vertex
335 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
336 * GL_ARB_half_float_vertex is not supported.
338 * Note for d3d8 and d3d9:
339 * The vertex buffer FVF doesn't help with finding them, we have to use
340 * the decoded vertex declaration and pick the things that concern the
341 * current buffer. A problem with this is that this can change between
342 * draws, so we have to validate the information and reprocess the buffer
343 * if it changes, and avoid false positives for performance reasons.
344 * WineD3D doesn't even know the vertex buffer any more, it is managed
345 * by the client libraries and passed to SetStreamSource and ProcessVertices
346 * as needed.
348 * We have to distinguish between vertex shaders and fixed function to
349 * pick the way we access the strided vertex information.
351 * This code sets up a per-byte array with the size of the detected
352 * stride of the arrays in the buffer. For each byte we have a field
353 * that marks the conversion needed on this byte. For example, the
354 * following declaration with fixed function vertex processing:
356 * POSITIONT, FLOAT4
357 * NORMAL, FLOAT3
358 * DIFFUSE, FLOAT16_4
359 * SPECULAR, D3DCOLOR
361 * Will result in
362 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
363 * [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]
365 * Where in this example map P means 4 component position conversion, 0
366 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
367 * conversion (red / blue swizzle).
369 * If we're doing conversion and the stride changes we have to reconvert
370 * the whole buffer. Note that we do not mind if the semantic changes,
371 * we only care for the conversion type. So if the NORMAL is replaced
372 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
373 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
374 * conversion types depend on the semantic as well, for example a FLOAT4
375 * texcoord needs no conversion while a FLOAT4 positiont needs one
377 if (use_vs(device->stateBlock))
379 TRACE("vshader\n");
380 /* If the current vertex declaration is marked for no half float conversion don't bother to
381 * analyse the strided streams in depth, just set them up for no conversion. Return decl changed
382 * if we used conversion before
384 if (!((IWineD3DVertexDeclarationImpl *) device->stateBlock->vertexDecl)->half_float_conv_needed)
386 if (This->conversion_map)
388 TRACE("Now using shaders without conversion, but conversion used before\n");
389 HeapFree(GetProcessHeap(), 0, This->conversion_map);
390 HeapFree(GetProcessHeap(), 0, This->conversion_shift);
391 This->conversion_map = NULL;
392 This->stride = 0;
393 This->conversion_shift = NULL;
394 This->conversion_stride = 0;
395 return TRUE;
397 else
399 return FALSE;
402 for (i = 0; i < MAX_ATTRIBS; ++i)
404 ret = buffer_check_attribute(This, si, i, FALSE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
407 /* Recalculate the conversion shift map if the declaration has changed,
408 * and we're using float16 conversion or used it on the last run
410 if (ret && (float16_used || This->conversion_map))
412 HeapFree(GetProcessHeap(), 0, This->conversion_shift);
413 This->conversion_shift = find_conversion_shift(This, si, This->stride);
416 else
418 /* Fixed function is a bit trickier. We have to take care for D3DCOLOR types, FLOAT4 positions and of course
419 * FLOAT16s if not supported. Also, we can't iterate over the array, so use macros to generate code for all
420 * the attributes that our current fixed function pipeline implementation cares for.
422 BOOL support_d3dcolor = gl_info->supported[EXT_VERTEX_ARRAY_BGRA];
423 ret = buffer_check_attribute(This, si, WINED3D_FFP_POSITION,
424 TRUE, TRUE, FALSE, &stride_this_run, &float16_used) || ret;
425 ret = buffer_check_attribute(This, si, WINED3D_FFP_NORMAL,
426 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
427 ret = buffer_check_attribute(This, si, WINED3D_FFP_DIFFUSE,
428 !support_d3dcolor, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
429 ret = buffer_check_attribute(This, si, WINED3D_FFP_SPECULAR,
430 !support_d3dcolor, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
431 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD0,
432 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
433 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD1,
434 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
435 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD2,
436 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
437 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD3,
438 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
439 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD4,
440 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
441 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD5,
442 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
443 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD6,
444 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
445 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD7,
446 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
448 if (float16_used) FIXME("Float16 conversion used with fixed function vertex processing\n");
451 if (stride_this_run == 0 && This->conversion_map)
453 /* Sanity test */
454 if (!ret) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
455 HeapFree(GetProcessHeap(), 0, This->conversion_map);
456 This->conversion_map = NULL;
457 This->stride = 0;
460 if (ret) TRACE("Conversion information changed\n");
462 return ret;
465 /* Context activation is done by the caller. */
466 static void buffer_check_buffer_object_size(struct wined3d_buffer *This)
468 UINT size = This->conversion_stride ?
469 This->conversion_stride * (This->resource.size / This->stride) : This->resource.size;
470 if (This->buffer_object_size != size)
472 TRACE("Old size %u, creating new size %u\n", This->buffer_object_size, size);
474 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
476 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
479 /* Rescue the data before resizing the buffer object if we do not have our backup copy */
480 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
482 buffer_get_sysmem(This);
485 ENTER_GL();
486 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
487 checkGLcall("glBindBufferARB");
488 GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, size, NULL, This->buffer_object_usage));
489 This->buffer_object_size = size;
490 checkGLcall("glBufferDataARB");
491 LEAVE_GL();
495 static inline void fixup_d3dcolor(DWORD *dst_color)
497 DWORD src_color = *dst_color;
499 /* Color conversion like in drawStridedSlow. watch out for little endianity
500 * If we want that stuff to work on big endian machines too we have to consider more things
502 * 0xff000000: Alpha mask
503 * 0x00ff0000: Blue mask
504 * 0x0000ff00: Green mask
505 * 0x000000ff: Red mask
507 *dst_color = 0;
508 *dst_color |= (src_color & 0xff00ff00); /* Alpha Green */
509 *dst_color |= (src_color & 0x00ff0000) >> 16; /* Red */
510 *dst_color |= (src_color & 0x000000ff) << 16; /* Blue */
513 static inline void fixup_transformed_pos(float *p)
515 /* rhw conversion like in position_float4(). */
516 if (p[3] != 1.0f && p[3] != 0.0f)
518 float w = 1.0f / p[3];
519 p[0] *= w;
520 p[1] *= w;
521 p[2] *= w;
522 p[3] = w;
526 /* Context activation is done by the caller. */
527 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object)
529 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
531 *buffer_object = This->buffer_object;
532 if (!This->buffer_object)
534 if (This->flags & WINED3D_BUFFER_CREATEBO)
536 buffer_create_buffer_object(This);
537 This->flags &= ~WINED3D_BUFFER_CREATEBO;
538 if (This->buffer_object)
540 *buffer_object = This->buffer_object;
541 return (const BYTE *)offset;
544 return This->resource.allocatedMemory + offset;
546 else
548 return (const BYTE *)offset;
552 /* IUnknown methods */
554 static HRESULT STDMETHODCALLTYPE buffer_QueryInterface(IWineD3DBuffer *iface,
555 REFIID riid, void **object)
557 TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object);
559 if (IsEqualGUID(riid, &IID_IWineD3DBuffer)
560 || IsEqualGUID(riid, &IID_IWineD3DResource)
561 || IsEqualGUID(riid, &IID_IWineD3DBase)
562 || IsEqualGUID(riid, &IID_IUnknown))
564 IUnknown_AddRef(iface);
565 *object = iface;
566 return S_OK;
569 WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
571 *object = NULL;
573 return E_NOINTERFACE;
576 static ULONG STDMETHODCALLTYPE buffer_AddRef(IWineD3DBuffer *iface)
578 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
579 ULONG refcount = InterlockedIncrement(&This->resource.ref);
581 TRACE("%p increasing refcount to %u\n", This, refcount);
583 return refcount;
586 /* Context activation is done by the caller. */
587 BYTE *buffer_get_sysmem(struct wined3d_buffer *This)
589 /* AllocatedMemory exists if the buffer is double buffered or has no buffer object at all */
590 if(This->resource.allocatedMemory) return This->resource.allocatedMemory;
592 This->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + RESOURCE_ALIGNMENT);
593 This->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
594 ENTER_GL();
595 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
596 GL_EXTCALL(glGetBufferSubDataARB(This->buffer_type_hint, 0, This->resource.size, This->resource.allocatedMemory));
597 LEAVE_GL();
598 This->flags |= WINED3D_BUFFER_DOUBLEBUFFER;
600 return This->resource.allocatedMemory;
603 static void STDMETHODCALLTYPE buffer_UnLoad(IWineD3DBuffer *iface)
605 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
607 TRACE("iface %p\n", iface);
609 if (This->buffer_object)
611 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
612 struct wined3d_context *context;
614 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
616 /* Download the buffer, but don't permanently enable double buffering */
617 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
619 buffer_get_sysmem(This);
620 This->flags &= ~WINED3D_BUFFER_DOUBLEBUFFER;
623 ENTER_GL();
624 GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
625 checkGLcall("glDeleteBuffersARB");
626 LEAVE_GL();
627 This->buffer_object = 0;
628 This->flags |= WINED3D_BUFFER_CREATEBO; /* Recreate the buffer object next load */
630 context_release(context);
634 static ULONG STDMETHODCALLTYPE buffer_Release(IWineD3DBuffer *iface)
636 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
637 ULONG refcount = InterlockedDecrement(&This->resource.ref);
639 TRACE("%p decreasing refcount to %u\n", This, refcount);
641 if (!refcount)
643 buffer_UnLoad(iface);
644 resource_cleanup((IWineD3DResource *)iface);
645 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
646 HeapFree(GetProcessHeap(), 0, This);
649 return refcount;
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 struct wined3d_context *context;
699 BOOL decl_changed = FALSE;
700 unsigned int i, j;
701 BYTE *data;
703 TRACE("iface %p\n", iface);
705 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
707 if (!This->buffer_object)
709 /* TODO: Make converting independent from VBOs */
710 if (This->flags & WINED3D_BUFFER_CREATEBO)
712 buffer_create_buffer_object(This);
713 This->flags &= ~WINED3D_BUFFER_CREATEBO;
715 else
717 context_release(context);
718 return; /* Not doing any conversion */
722 /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
723 if (device->isInDraw && This->bind_count > 0)
725 decl_changed = buffer_find_decl(This);
726 This->flags |= WINED3D_BUFFER_HASDESC;
729 if (!decl_changed && !(This->flags & WINED3D_BUFFER_HASDESC && This->flags & WINED3D_BUFFER_DIRTY))
731 context_release(context);
732 return;
735 /* If applications change the declaration over and over, reconverting all the time is a huge
736 * performance hit. So count the declaration changes and release the VBO if there are too many
737 * of them (and thus stop converting)
739 if (decl_changed)
741 ++This->conversion_count;
742 This->draw_count = 0;
744 if (This->conversion_count > VB_MAXDECLCHANGES)
746 FIXME("Too many declaration changes, stopping converting\n");
748 ENTER_GL();
749 GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
750 checkGLcall("glDeleteBuffersARB");
751 LEAVE_GL();
752 This->buffer_object = 0;
753 HeapFree(GetProcessHeap(), 0, This->conversion_shift);
755 /* The stream source state handler might have read the memory of the vertex buffer already
756 * and got the memory in the vbo which is not valid any longer. Dirtify the stream source
757 * to force a reload. This happens only once per changed vertexbuffer and should occur rather
758 * rarely
760 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
761 context_release(context);
762 return;
764 buffer_check_buffer_object_size(This);
766 else
768 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
769 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
770 * decl changes and reset the decl change count after a specific number of them
772 ++This->draw_count;
773 if (This->draw_count > VB_RESETDECLCHANGE) This->conversion_count = 0;
776 if (decl_changed)
778 /* The declaration changed, reload the whole buffer */
779 WARN("Reloading buffer because of decl change\n");
780 start = 0;
781 end = This->resource.size;
783 else
785 /* No decl change, but dirty data, reload the changed stuff */
786 if (This->conversion_shift)
788 if (This->dirty_start != 0 || This->dirty_end != 0)
790 FIXME("Implement partial buffer loading with shifted conversion\n");
793 start = This->dirty_start;
794 end = This->dirty_end;
797 /* Mark the buffer clean */
798 This->flags &= ~WINED3D_BUFFER_DIRTY;
799 This->dirty_start = 0;
800 This->dirty_end = 0;
802 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
804 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
807 if (!This->conversion_map)
809 /* That means that there is nothing to fixup. Just upload from This->resource.allocatedMemory
810 * directly into the vbo. Do not free the system memory copy because drawPrimitive may need it if
811 * the stride is 0, for instancing emulation, vertex blending emulation or shader emulation.
813 TRACE("No conversion needed\n");
815 /* Nothing to do because we locked directly into the vbo */
816 if (!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
818 context_release(context);
819 return;
822 ENTER_GL();
823 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
824 checkGLcall("glBindBufferARB");
825 GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, start, end-start, This->resource.allocatedMemory + start));
826 checkGLcall("glBufferSubDataARB");
827 LEAVE_GL();
829 context_release(context);
830 return;
833 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
835 buffer_get_sysmem(This);
838 /* Now for each vertex in the buffer that needs conversion */
839 vertices = This->resource.size / This->stride;
841 if (This->conversion_shift)
843 TRACE("Shifted conversion\n");
844 data = HeapAlloc(GetProcessHeap(), 0, vertices * This->conversion_stride);
846 for (i = start / This->stride; i < min((end / This->stride) + 1, vertices); ++i)
848 for (j = 0; j < This->stride; ++j)
850 switch(This->conversion_map[j])
852 case CONV_NONE:
853 data[This->conversion_stride * i + j + This->conversion_shift[j]]
854 = This->resource.allocatedMemory[This->stride * i + j];
855 break;
857 case CONV_FLOAT16_2:
859 float *out = (float *)(&data[This->conversion_stride * i + j + This->conversion_shift[j]]);
860 const WORD *in = (WORD *)(&This->resource.allocatedMemory[i * This->stride + j]);
862 out[1] = float_16_to_32(in + 1);
863 out[0] = float_16_to_32(in + 0);
864 j += 3; /* Skip 3 additional bytes,as a FLOAT16_2 has 4 bytes */
865 break;
868 default:
869 FIXME("Unimplemented conversion %d in shifted conversion\n", This->conversion_map[j]);
870 break;
875 ENTER_GL();
876 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
877 checkGLcall("glBindBufferARB");
878 GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, 0, vertices * This->conversion_stride, data));
879 checkGLcall("glBufferSubDataARB");
880 LEAVE_GL();
882 else
884 data = HeapAlloc(GetProcessHeap(), 0, This->resource.size);
885 memcpy(data + start, This->resource.allocatedMemory + start, end - start);
886 for (i = start / This->stride; i < min((end / This->stride) + 1, vertices); ++i)
888 for (j = 0; j < This->stride; ++j)
890 switch(This->conversion_map[j])
892 case CONV_NONE:
893 /* Done already */
894 j += 3;
895 break;
896 case CONV_D3DCOLOR:
897 fixup_d3dcolor((DWORD *) (data + i * This->stride + j));
898 j += 3;
899 break;
901 case CONV_POSITIONT:
902 fixup_transformed_pos((float *) (data + i * This->stride + j));
903 j += 15;
904 break;
906 case CONV_FLOAT16_2:
907 ERR("Did not expect FLOAT16 conversion in unshifted conversion\n");
908 default:
909 FIXME("Unimplemented conversion %d in shifted conversion\n", This->conversion_map[j]);
914 ENTER_GL();
915 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
916 checkGLcall("glBindBufferARB");
917 GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, start, end - start, data + start));
918 checkGLcall("glBufferSubDataARB");
919 LEAVE_GL();
922 HeapFree(GetProcessHeap(), 0, data);
923 context_release(context);
926 static WINED3DRESOURCETYPE STDMETHODCALLTYPE buffer_GetType(IWineD3DBuffer *iface)
928 return resource_get_type((IWineD3DResource *)iface);
931 /* IWineD3DBuffer methods */
933 static HRESULT STDMETHODCALLTYPE buffer_Map(IWineD3DBuffer *iface, UINT offset, UINT size, BYTE **data, DWORD flags)
935 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
936 LONG count;
938 TRACE("iface %p, offset %u, size %u, data %p, flags %#x\n", iface, offset, size, data, flags);
940 count = InterlockedIncrement(&This->lock_count);
942 if (This->flags & WINED3D_BUFFER_DIRTY)
944 if (This->dirty_start > offset) This->dirty_start = offset;
946 if (size)
948 if (This->dirty_end < offset + size) This->dirty_end = offset + size;
950 else
952 This->dirty_end = This->resource.size;
955 else
957 This->dirty_start = offset;
958 if (size) This->dirty_end = offset + size;
959 else This->dirty_end = This->resource.size;
962 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER) && This->buffer_object)
964 if(count == 1)
966 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
967 struct wined3d_context *context;
969 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
971 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
974 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
975 ENTER_GL();
976 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
977 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(This->buffer_type_hint, GL_READ_WRITE_ARB));
978 LEAVE_GL();
979 context_release(context);
982 else
984 This->flags |= WINED3D_BUFFER_DIRTY;
987 *data = This->resource.allocatedMemory + offset;
989 TRACE("Returning memory at %p (base %p, offset %u)\n", *data, This->resource.allocatedMemory, offset);
990 /* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
992 return WINED3D_OK;
995 static HRESULT STDMETHODCALLTYPE buffer_Unmap(IWineD3DBuffer *iface)
997 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
999 TRACE("(%p)\n", This);
1001 /* In the case that the number of Unmap calls > the
1002 * number of Map calls, d3d returns always D3D_OK.
1003 * This is also needed to prevent Map from returning garbage on
1004 * the next call (this will happen if the lock_count is < 0). */
1005 if(This->lock_count == 0)
1007 TRACE("Unmap called without a previous Map call!\n");
1008 return WINED3D_OK;
1011 if (InterlockedDecrement(&This->lock_count))
1013 /* Delay loading the buffer until everything is unlocked */
1014 TRACE("Ignoring unlock\n");
1015 return WINED3D_OK;
1018 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER) && This->buffer_object)
1020 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1021 struct wined3d_context *context;
1023 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
1025 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
1028 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
1029 ENTER_GL();
1030 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
1031 GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
1032 LEAVE_GL();
1033 context_release(context);
1035 This->resource.allocatedMemory = NULL;
1037 else if (This->flags & WINED3D_BUFFER_HASDESC)
1039 buffer_PreLoad(iface);
1042 return WINED3D_OK;
1045 static HRESULT STDMETHODCALLTYPE buffer_GetDesc(IWineD3DBuffer *iface, WINED3DBUFFER_DESC *desc)
1047 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
1049 TRACE("(%p)\n", This);
1051 desc->Type = This->resource.resourceType;
1052 desc->Usage = This->resource.usage;
1053 desc->Pool = This->resource.pool;
1054 desc->Size = This->resource.size;
1056 return WINED3D_OK;
1059 static const struct IWineD3DBufferVtbl wined3d_buffer_vtbl =
1061 /* IUnknown methods */
1062 buffer_QueryInterface,
1063 buffer_AddRef,
1064 buffer_Release,
1065 /* IWineD3DBase methods */
1066 buffer_GetParent,
1067 /* IWineD3DResource methods */
1068 buffer_GetDevice,
1069 buffer_SetPrivateData,
1070 buffer_GetPrivateData,
1071 buffer_FreePrivateData,
1072 buffer_SetPriority,
1073 buffer_GetPriority,
1074 buffer_PreLoad,
1075 buffer_UnLoad,
1076 buffer_GetType,
1077 /* IWineD3DBuffer methods */
1078 buffer_Map,
1079 buffer_Unmap,
1080 buffer_GetDesc,
1083 HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
1084 UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, GLenum bind_hint,
1085 const char *data, IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
1087 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(format, &device->adapter->gl_info);
1088 HRESULT hr;
1090 if (!size)
1092 WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
1093 return WINED3DERR_INVALIDCALL;
1096 buffer->vtbl = &wined3d_buffer_vtbl;
1098 hr = resource_init((IWineD3DResource *)buffer, WINED3DRTYPE_BUFFER,
1099 device, size, usage, format_desc, pool, parent, parent_ops);
1100 if (FAILED(hr))
1102 WARN("Failed to initialize resource, hr %#x\n", hr);
1103 return hr;
1105 buffer->buffer_type_hint = bind_hint;
1107 TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer->resource.size, buffer->resource.usage,
1108 debug_d3dformat(buffer->resource.format_desc->format), buffer->resource.allocatedMemory, buffer);
1110 if (data)
1112 BYTE *ptr;
1114 hr = IWineD3DBuffer_Map((IWineD3DBuffer *)buffer, 0, size, &ptr, 0);
1115 if (FAILED(hr))
1117 ERR("Failed to map buffer, hr %#x\n", hr);
1118 buffer_UnLoad((IWineD3DBuffer *)buffer);
1119 resource_cleanup((IWineD3DResource *)buffer);
1120 return hr;
1123 memcpy(ptr, data, size);
1125 hr = IWineD3DBuffer_Unmap((IWineD3DBuffer *)buffer);
1126 if (FAILED(hr))
1128 ERR("Failed to unmap buffer, hr %#x\n", hr);
1129 buffer_UnLoad((IWineD3DBuffer *)buffer);
1130 resource_cleanup((IWineD3DResource *)buffer);
1131 return hr;
1135 return WINED3D_OK;