push 5bc4839baba05cc4333240c25295b8dd6e351557
[wine/hacks.git] / dlls / wined3d / buffer.c
blob24b58a5a2bd8cb1bab359b3f0ee855b4688c27c3
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(This->resource.usage & WINED3DUSAGE_STATICDECL) return FALSE;
331 TRACE("Finding vertex buffer conversion information\n");
332 /* Certain declaration types need some fixups before we can pass them to
333 * opengl. This means D3DCOLOR attributes with fixed function vertex
334 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
335 * GL_ARB_half_float_vertex is not supported.
337 * Note for d3d8 and d3d9:
338 * The vertex buffer FVF doesn't help with finding them, we have to use
339 * the decoded vertex declaration and pick the things that concern the
340 * current buffer. A problem with this is that this can change between
341 * draws, so we have to validate the information and reprocess the buffer
342 * if it changes, and avoid false positives for performance reasons.
343 * WineD3D doesn't even know the vertex buffer any more, it is managed
344 * by the client libraries and passed to SetStreamSource and ProcessVertices
345 * as needed.
347 * We have to distinguish between vertex shaders and fixed function to
348 * pick the way we access the strided vertex information.
350 * This code sets up a per-byte array with the size of the detected
351 * stride of the arrays in the buffer. For each byte we have a field
352 * that marks the conversion needed on this byte. For example, the
353 * following declaration with fixed function vertex processing:
355 * POSITIONT, FLOAT4
356 * NORMAL, FLOAT3
357 * DIFFUSE, FLOAT16_4
358 * SPECULAR, D3DCOLOR
360 * Will result in
361 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
362 * [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]
364 * Where in this example map P means 4 component position conversion, 0
365 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
366 * conversion (red / blue swizzle).
368 * If we're doing conversion and the stride changes we have to reconvert
369 * the whole buffer. Note that we do not mind if the semantic changes,
370 * we only care for the conversion type. So if the NORMAL is replaced
371 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
372 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
373 * conversion types depend on the semantic as well, for example a FLOAT4
374 * texcoord needs no conversion while a FLOAT4 positiont needs one
376 if (use_vs(device->stateBlock))
378 TRACE("vshader\n");
379 /* If the current vertex declaration is marked for no half float conversion don't bother to
380 * analyse the strided streams in depth, just set them up for no conversion. Return decl changed
381 * if we used conversion before
383 if (!((IWineD3DVertexDeclarationImpl *) device->stateBlock->vertexDecl)->half_float_conv_needed)
385 if (This->conversion_map)
387 TRACE("Now using shaders without conversion, but conversion used before\n");
388 HeapFree(GetProcessHeap(), 0, This->conversion_map);
389 HeapFree(GetProcessHeap(), 0, This->conversion_shift);
390 This->conversion_map = NULL;
391 This->stride = 0;
392 This->conversion_shift = NULL;
393 This->conversion_stride = 0;
394 return TRUE;
396 else
398 return FALSE;
401 for (i = 0; i < MAX_ATTRIBS; ++i)
403 ret = buffer_check_attribute(This, si, i, FALSE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
406 /* Recalculate the conversion shift map if the declaration has changed,
407 * and we're using float16 conversion or used it on the last run
409 if (ret && (float16_used || This->conversion_map))
411 HeapFree(GetProcessHeap(), 0, This->conversion_shift);
412 This->conversion_shift = find_conversion_shift(This, si, This->stride);
415 else
417 /* Fixed function is a bit trickier. We have to take care for D3DCOLOR types, FLOAT4 positions and of course
418 * FLOAT16s if not supported. Also, we can't iterate over the array, so use macros to generate code for all
419 * the attributes that our current fixed function pipeline implementation cares for.
421 BOOL support_d3dcolor = gl_info->supported[EXT_VERTEX_ARRAY_BGRA];
422 ret = buffer_check_attribute(This, si, WINED3D_FFP_POSITION,
423 TRUE, TRUE, FALSE, &stride_this_run, &float16_used) || ret;
424 ret = buffer_check_attribute(This, si, WINED3D_FFP_NORMAL,
425 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
426 ret = buffer_check_attribute(This, si, WINED3D_FFP_DIFFUSE,
427 !support_d3dcolor, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
428 ret = buffer_check_attribute(This, si, WINED3D_FFP_SPECULAR,
429 !support_d3dcolor, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
430 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD0,
431 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
432 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD1,
433 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
434 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD2,
435 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
436 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD3,
437 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
438 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD4,
439 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
440 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD5,
441 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
442 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD6,
443 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
444 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD7,
445 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
447 if (float16_used) FIXME("Float16 conversion used with fixed function vertex processing\n");
450 if (stride_this_run == 0 && This->conversion_map)
452 /* Sanity test */
453 if (!ret) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
454 HeapFree(GetProcessHeap(), 0, This->conversion_map);
455 This->conversion_map = NULL;
456 This->stride = 0;
459 if (ret) TRACE("Conversion information changed\n");
461 return ret;
464 /* Context activation is done by the caller. */
465 static void buffer_check_buffer_object_size(struct wined3d_buffer *This)
467 UINT size = This->conversion_stride ?
468 This->conversion_stride * (This->resource.size / This->stride) : This->resource.size;
469 if (This->buffer_object_size != size)
471 TRACE("Old size %u, creating new size %u\n", This->buffer_object_size, size);
473 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
475 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
478 /* Rescue the data before resizing the buffer object if we do not have our backup copy */
479 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
481 buffer_get_sysmem(This);
484 ENTER_GL();
485 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
486 checkGLcall("glBindBufferARB");
487 GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, size, NULL, This->buffer_object_usage));
488 This->buffer_object_size = size;
489 checkGLcall("glBufferDataARB");
490 LEAVE_GL();
494 static inline void fixup_d3dcolor(DWORD *dst_color)
496 DWORD src_color = *dst_color;
498 /* Color conversion like in drawStridedSlow. watch out for little endianity
499 * If we want that stuff to work on big endian machines too we have to consider more things
501 * 0xff000000: Alpha mask
502 * 0x00ff0000: Blue mask
503 * 0x0000ff00: Green mask
504 * 0x000000ff: Red mask
506 *dst_color = 0;
507 *dst_color |= (src_color & 0xff00ff00); /* Alpha Green */
508 *dst_color |= (src_color & 0x00ff0000) >> 16; /* Red */
509 *dst_color |= (src_color & 0x000000ff) << 16; /* Blue */
512 static inline void fixup_transformed_pos(float *p)
514 /* rhw conversion like in position_float4(). */
515 if (p[3] != 1.0f && p[3] != 0.0f)
517 float w = 1.0f / p[3];
518 p[0] *= w;
519 p[1] *= w;
520 p[2] *= w;
521 p[3] = w;
525 /* Context activation is done by the caller. */
526 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object)
528 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
530 *buffer_object = This->buffer_object;
531 if (!This->buffer_object)
533 if (This->flags & WINED3D_BUFFER_CREATEBO)
535 buffer_create_buffer_object(This);
536 This->flags &= ~WINED3D_BUFFER_CREATEBO;
537 if (This->buffer_object)
539 *buffer_object = This->buffer_object;
540 return (const BYTE *)offset;
543 return This->resource.allocatedMemory + offset;
545 else
547 return (const BYTE *)offset;
551 /* IUnknown methods */
553 static HRESULT STDMETHODCALLTYPE buffer_QueryInterface(IWineD3DBuffer *iface,
554 REFIID riid, void **object)
556 TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object);
558 if (IsEqualGUID(riid, &IID_IWineD3DBuffer)
559 || IsEqualGUID(riid, &IID_IWineD3DResource)
560 || IsEqualGUID(riid, &IID_IWineD3DBase)
561 || IsEqualGUID(riid, &IID_IUnknown))
563 IUnknown_AddRef(iface);
564 *object = iface;
565 return S_OK;
568 WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
570 *object = NULL;
572 return E_NOINTERFACE;
575 static ULONG STDMETHODCALLTYPE buffer_AddRef(IWineD3DBuffer *iface)
577 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
578 ULONG refcount = InterlockedIncrement(&This->resource.ref);
580 TRACE("%p increasing refcount to %u\n", This, refcount);
582 return refcount;
585 /* Context activation is done by the caller. */
586 BYTE *buffer_get_sysmem(struct wined3d_buffer *This)
588 /* AllocatedMemory exists if the buffer is double buffered or has no buffer object at all */
589 if(This->resource.allocatedMemory) return This->resource.allocatedMemory;
591 This->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + RESOURCE_ALIGNMENT);
592 This->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
593 ENTER_GL();
594 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
595 GL_EXTCALL(glGetBufferSubDataARB(This->buffer_type_hint, 0, This->resource.size, This->resource.allocatedMemory));
596 LEAVE_GL();
597 This->flags |= WINED3D_BUFFER_DOUBLEBUFFER;
599 return This->resource.allocatedMemory;
602 static void STDMETHODCALLTYPE buffer_UnLoad(IWineD3DBuffer *iface)
604 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
606 TRACE("iface %p\n", iface);
608 if (This->buffer_object)
610 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
611 struct wined3d_context *context;
613 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
615 /* Download the buffer, but don't permanently enable double buffering */
616 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
618 buffer_get_sysmem(This);
619 This->flags &= ~WINED3D_BUFFER_DOUBLEBUFFER;
622 ENTER_GL();
623 GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
624 checkGLcall("glDeleteBuffersARB");
625 LEAVE_GL();
626 This->buffer_object = 0;
627 This->flags |= WINED3D_BUFFER_CREATEBO; /* Recreate the buffer object next load */
629 context_release(context);
633 static ULONG STDMETHODCALLTYPE buffer_Release(IWineD3DBuffer *iface)
635 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
636 ULONG refcount = InterlockedDecrement(&This->resource.ref);
638 TRACE("%p decreasing refcount to %u\n", This, refcount);
640 if (!refcount)
642 buffer_UnLoad(iface);
643 resource_cleanup((IWineD3DResource *)iface);
644 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
645 HeapFree(GetProcessHeap(), 0, This);
648 return refcount;
651 /* IWineD3DBase methods */
653 static HRESULT STDMETHODCALLTYPE buffer_GetParent(IWineD3DBuffer *iface, IUnknown **parent)
655 return resource_get_parent((IWineD3DResource *)iface, parent);
658 /* IWineD3DResource methods */
660 static HRESULT STDMETHODCALLTYPE buffer_GetDevice(IWineD3DBuffer *iface, IWineD3DDevice **device)
662 return resource_get_device((IWineD3DResource *)iface, device);
665 static HRESULT STDMETHODCALLTYPE buffer_SetPrivateData(IWineD3DBuffer *iface,
666 REFGUID guid, const void *data, DWORD data_size, DWORD flags)
668 return resource_set_private_data((IWineD3DResource *)iface, guid, data, data_size, flags);
671 static HRESULT STDMETHODCALLTYPE buffer_GetPrivateData(IWineD3DBuffer *iface,
672 REFGUID guid, void *data, DWORD *data_size)
674 return resource_get_private_data((IWineD3DResource *)iface, guid, data, data_size);
677 static HRESULT STDMETHODCALLTYPE buffer_FreePrivateData(IWineD3DBuffer *iface, REFGUID guid)
679 return resource_free_private_data((IWineD3DResource *)iface, guid);
682 static DWORD STDMETHODCALLTYPE buffer_SetPriority(IWineD3DBuffer *iface, DWORD priority)
684 return resource_set_priority((IWineD3DResource *)iface, priority);
687 static DWORD STDMETHODCALLTYPE buffer_GetPriority(IWineD3DBuffer *iface)
689 return resource_get_priority((IWineD3DResource *)iface);
692 static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
694 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
695 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
696 UINT start = 0, end = 0, vertices;
697 struct wined3d_context *context;
698 BOOL decl_changed = FALSE;
699 unsigned int i, j;
700 BYTE *data;
702 TRACE("iface %p\n", iface);
704 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
706 if (!This->buffer_object)
708 /* TODO: Make converting independent from VBOs */
709 if (This->flags & WINED3D_BUFFER_CREATEBO)
711 buffer_create_buffer_object(This);
712 This->flags &= ~WINED3D_BUFFER_CREATEBO;
714 else
716 context_release(context);
717 return; /* Not doing any conversion */
721 /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
722 if (device->isInDraw && This->bind_count > 0)
724 decl_changed = buffer_find_decl(This);
725 This->flags |= WINED3D_BUFFER_HASDESC;
728 if (!decl_changed && !(This->flags & WINED3D_BUFFER_HASDESC && This->flags & WINED3D_BUFFER_DIRTY))
730 context_release(context);
731 return;
734 /* If applications change the declaration over and over, reconverting all the time is a huge
735 * performance hit. So count the declaration changes and release the VBO if there are too many
736 * of them (and thus stop converting)
738 if (decl_changed)
740 ++This->conversion_count;
741 This->draw_count = 0;
743 if (This->conversion_count > VB_MAXDECLCHANGES)
745 FIXME("Too many declaration changes, stopping converting\n");
747 ENTER_GL();
748 GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
749 checkGLcall("glDeleteBuffersARB");
750 LEAVE_GL();
751 This->buffer_object = 0;
752 HeapFree(GetProcessHeap(), 0, This->conversion_shift);
754 /* The stream source state handler might have read the memory of the vertex buffer already
755 * and got the memory in the vbo which is not valid any longer. Dirtify the stream source
756 * to force a reload. This happens only once per changed vertexbuffer and should occur rather
757 * rarely
759 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
760 context_release(context);
761 return;
763 buffer_check_buffer_object_size(This);
765 else
767 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
768 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
769 * decl changes and reset the decl change count after a specific number of them
771 ++This->draw_count;
772 if (This->draw_count > VB_RESETDECLCHANGE) This->conversion_count = 0;
775 if (decl_changed)
777 /* The declaration changed, reload the whole buffer */
778 WARN("Reloading buffer because of decl change\n");
779 start = 0;
780 end = This->resource.size;
782 else
784 /* No decl change, but dirty data, reload the changed stuff */
785 if (This->conversion_shift)
787 if (This->dirty_start != 0 || This->dirty_end != 0)
789 FIXME("Implement partial buffer loading with shifted conversion\n");
792 start = This->dirty_start;
793 end = This->dirty_end;
796 /* Mark the buffer clean */
797 This->flags &= ~WINED3D_BUFFER_DIRTY;
798 This->dirty_start = 0;
799 This->dirty_end = 0;
801 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
803 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
806 if (!This->conversion_map)
808 /* That means that there is nothing to fixup. Just upload from This->resource.allocatedMemory
809 * directly into the vbo. Do not free the system memory copy because drawPrimitive may need it if
810 * the stride is 0, for instancing emulation, vertex blending emulation or shader emulation.
812 TRACE("No conversion needed\n");
814 /* Nothing to do because we locked directly into the vbo */
815 if (!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
817 context_release(context);
818 return;
821 ENTER_GL();
822 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
823 checkGLcall("glBindBufferARB");
824 GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, start, end-start, This->resource.allocatedMemory + start));
825 checkGLcall("glBufferSubDataARB");
826 LEAVE_GL();
828 context_release(context);
829 return;
832 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
834 buffer_get_sysmem(This);
837 /* Now for each vertex in the buffer that needs conversion */
838 vertices = This->resource.size / This->stride;
840 if (This->conversion_shift)
842 TRACE("Shifted conversion\n");
843 data = HeapAlloc(GetProcessHeap(), 0, vertices * This->conversion_stride);
845 for (i = start / This->stride; i < min((end / This->stride) + 1, vertices); ++i)
847 for (j = 0; j < This->stride; ++j)
849 switch(This->conversion_map[j])
851 case CONV_NONE:
852 data[This->conversion_stride * i + j + This->conversion_shift[j]]
853 = This->resource.allocatedMemory[This->stride * i + j];
854 break;
856 case CONV_FLOAT16_2:
858 float *out = (float *)(&data[This->conversion_stride * i + j + This->conversion_shift[j]]);
859 const WORD *in = (WORD *)(&This->resource.allocatedMemory[i * This->stride + j]);
861 out[1] = float_16_to_32(in + 1);
862 out[0] = float_16_to_32(in + 0);
863 j += 3; /* Skip 3 additional bytes,as a FLOAT16_2 has 4 bytes */
864 break;
867 default:
868 FIXME("Unimplemented conversion %d in shifted conversion\n", This->conversion_map[j]);
869 break;
874 ENTER_GL();
875 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
876 checkGLcall("glBindBufferARB");
877 GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, 0, vertices * This->conversion_stride, data));
878 checkGLcall("glBufferSubDataARB");
879 LEAVE_GL();
881 else
883 data = HeapAlloc(GetProcessHeap(), 0, This->resource.size);
884 memcpy(data + start, This->resource.allocatedMemory + start, end - start);
885 for (i = start / This->stride; i < min((end / This->stride) + 1, vertices); ++i)
887 for (j = 0; j < This->stride; ++j)
889 switch(This->conversion_map[j])
891 case CONV_NONE:
892 /* Done already */
893 j += 3;
894 break;
895 case CONV_D3DCOLOR:
896 fixup_d3dcolor((DWORD *) (data + i * This->stride + j));
897 j += 3;
898 break;
900 case CONV_POSITIONT:
901 fixup_transformed_pos((float *) (data + i * This->stride + j));
902 j += 15;
903 break;
905 case CONV_FLOAT16_2:
906 ERR("Did not expect FLOAT16 conversion in unshifted conversion\n");
907 default:
908 FIXME("Unimplemented conversion %d in shifted conversion\n", This->conversion_map[j]);
913 ENTER_GL();
914 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
915 checkGLcall("glBindBufferARB");
916 GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, start, end - start, data + start));
917 checkGLcall("glBufferSubDataARB");
918 LEAVE_GL();
921 HeapFree(GetProcessHeap(), 0, data);
922 context_release(context);
925 static WINED3DRESOURCETYPE STDMETHODCALLTYPE buffer_GetType(IWineD3DBuffer *iface)
927 return resource_get_type((IWineD3DResource *)iface);
930 /* IWineD3DBuffer methods */
932 static HRESULT STDMETHODCALLTYPE buffer_Map(IWineD3DBuffer *iface, UINT offset, UINT size, BYTE **data, DWORD flags)
934 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
935 LONG count;
937 TRACE("iface %p, offset %u, size %u, data %p, flags %#x\n", iface, offset, size, data, flags);
939 count = InterlockedIncrement(&This->lock_count);
941 if (This->flags & WINED3D_BUFFER_DIRTY)
943 if (This->dirty_start > offset) This->dirty_start = offset;
945 if (size)
947 if (This->dirty_end < offset + size) This->dirty_end = offset + size;
949 else
951 This->dirty_end = This->resource.size;
954 else
956 This->dirty_start = offset;
957 if (size) This->dirty_end = offset + size;
958 else This->dirty_end = This->resource.size;
961 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER) && This->buffer_object)
963 if(count == 1)
965 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
966 struct wined3d_context *context;
968 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
970 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
973 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
974 ENTER_GL();
975 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
976 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(This->buffer_type_hint, GL_READ_WRITE_ARB));
977 LEAVE_GL();
978 context_release(context);
981 else
983 This->flags |= WINED3D_BUFFER_DIRTY;
986 *data = This->resource.allocatedMemory + offset;
988 TRACE("Returning memory at %p (base %p, offset %u)\n", *data, This->resource.allocatedMemory, offset);
989 /* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
991 return WINED3D_OK;
994 static HRESULT STDMETHODCALLTYPE buffer_Unmap(IWineD3DBuffer *iface)
996 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
998 TRACE("(%p)\n", This);
1000 /* In the case that the number of Unmap calls > the
1001 * number of Map calls, d3d returns always D3D_OK.
1002 * This is also needed to prevent Map from returning garbage on
1003 * the next call (this will happen if the lock_count is < 0). */
1004 if(This->lock_count == 0)
1006 TRACE("Unmap called without a previous Map call!\n");
1007 return WINED3D_OK;
1010 if (InterlockedDecrement(&This->lock_count))
1012 /* Delay loading the buffer until everything is unlocked */
1013 TRACE("Ignoring unlock\n");
1014 return WINED3D_OK;
1017 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER) && This->buffer_object)
1019 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1020 struct wined3d_context *context;
1022 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
1024 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
1027 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
1028 ENTER_GL();
1029 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
1030 GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
1031 LEAVE_GL();
1032 context_release(context);
1034 This->resource.allocatedMemory = NULL;
1036 else if (This->flags & WINED3D_BUFFER_HASDESC)
1038 buffer_PreLoad(iface);
1041 return WINED3D_OK;
1044 static HRESULT STDMETHODCALLTYPE buffer_GetDesc(IWineD3DBuffer *iface, WINED3DBUFFER_DESC *desc)
1046 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
1048 TRACE("(%p)\n", This);
1050 desc->Type = This->resource.resourceType;
1051 desc->Usage = This->resource.usage;
1052 desc->Pool = This->resource.pool;
1053 desc->Size = This->resource.size;
1055 return WINED3D_OK;
1058 static const struct IWineD3DBufferVtbl wined3d_buffer_vtbl =
1060 /* IUnknown methods */
1061 buffer_QueryInterface,
1062 buffer_AddRef,
1063 buffer_Release,
1064 /* IWineD3DBase methods */
1065 buffer_GetParent,
1066 /* IWineD3DResource methods */
1067 buffer_GetDevice,
1068 buffer_SetPrivateData,
1069 buffer_GetPrivateData,
1070 buffer_FreePrivateData,
1071 buffer_SetPriority,
1072 buffer_GetPriority,
1073 buffer_PreLoad,
1074 buffer_UnLoad,
1075 buffer_GetType,
1076 /* IWineD3DBuffer methods */
1077 buffer_Map,
1078 buffer_Unmap,
1079 buffer_GetDesc,
1082 HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
1083 UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, GLenum bind_hint,
1084 const char *data, IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
1086 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(format, &device->adapter->gl_info);
1087 HRESULT hr;
1089 if (!size)
1091 WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
1092 return WINED3DERR_INVALIDCALL;
1095 buffer->vtbl = &wined3d_buffer_vtbl;
1097 hr = resource_init((IWineD3DResource *)buffer, WINED3DRTYPE_BUFFER,
1098 device, size, usage, format_desc, pool, parent, parent_ops);
1099 if (FAILED(hr))
1101 WARN("Failed to initialize resource, hr %#x\n", hr);
1102 return hr;
1104 buffer->buffer_type_hint = bind_hint;
1106 TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer->resource.size, buffer->resource.usage,
1107 debug_d3dformat(buffer->resource.format_desc->format), buffer->resource.allocatedMemory, buffer);
1109 if (data)
1111 BYTE *ptr;
1113 hr = IWineD3DBuffer_Map((IWineD3DBuffer *)buffer, 0, size, &ptr, 0);
1114 if (FAILED(hr))
1116 ERR("Failed to map buffer, hr %#x\n", hr);
1117 buffer_UnLoad((IWineD3DBuffer *)buffer);
1118 resource_cleanup((IWineD3DResource *)buffer);
1119 return hr;
1122 memcpy(ptr, data, size);
1124 hr = IWineD3DBuffer_Unmap((IWineD3DBuffer *)buffer);
1125 if (FAILED(hr))
1127 ERR("Failed to unmap buffer, hr %#x\n", hr);
1128 buffer_UnLoad((IWineD3DBuffer *)buffer);
1129 resource_cleanup((IWineD3DResource *)buffer);
1130 return hr;
1134 return WINED3D_OK;