push 6c2bed22d4a356b01aae243fbf554b5dba1af534
[wine/hacks.git] / dlls / wined3d / buffer.c
blobbbf95d763ad5e09467514be9241283d9204f8024
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 BOOL ret = FALSE;
207 WINED3DFORMAT format;
209 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
210 * there, on nonexistent attribs the vbo is 0.
212 if (!(si->use_map & (1 << attrib_idx))
213 || attrib->buffer_object != This->buffer_object)
214 return FALSE;
216 format = attrib->format_desc->format;
217 /* Look for newly appeared conversion */
218 if (!GL_SUPPORT(ARB_HALF_FLOAT_VERTEX) && (format == WINED3DFMT_R16G16_FLOAT || format == WINED3DFMT_R16G16B16A16_FLOAT))
220 ret = buffer_process_converted_attribute(This, CONV_FLOAT16_2, attrib, stride_this_run);
222 if (is_ffp_position) FIXME("Test FLOAT16 fixed function processing positions\n");
223 else if (is_ffp_color) FIXME("test FLOAT16 fixed function processing colors\n");
224 *float16_used = TRUE;
226 else if (check_d3dcolor && format == WINED3DFMT_B8G8R8A8_UNORM)
228 ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run);
230 if (!is_ffp_color) FIXME("Test for non-color fixed function WINED3DFMT_B8G8R8A8_UNORM format\n");
232 else if (is_ffp_position && format == WINED3DFMT_R32G32B32A32_FLOAT)
234 ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run);
236 else if (This->conversion_map)
238 ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run);
241 return ret;
244 static UINT *find_conversion_shift(struct wined3d_buffer *This,
245 const struct wined3d_stream_info *strided, UINT stride)
247 UINT *ret, i, j, shift, orig_type_size;
249 if (!stride)
251 TRACE("No shift\n");
252 return NULL;
255 This->conversion_stride = stride;
256 ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(DWORD) * stride);
257 for (i = 0; i < MAX_ATTRIBS; ++i)
259 WINED3DFORMAT format;
261 if (!(strided->use_map & (1 << i)) || strided->elements[i].buffer_object != This->buffer_object) continue;
263 format = strided->elements[i].format_desc->format;
264 if (format == WINED3DFMT_R16G16_FLOAT)
266 shift = 4;
268 else if (format == WINED3DFMT_R16G16B16A16_FLOAT)
270 shift = 8;
271 /* Pre-shift the last 4 bytes in the FLOAT16_4 by 4 bytes - this makes FLOAT16_2 and FLOAT16_4 conversions
272 * compatible
274 for (j = 4; j < 8; ++j)
276 ret[(DWORD_PTR)strided->elements[i].data + j] += 4;
279 else
281 shift = 0;
283 This->conversion_stride += shift;
285 if (shift)
287 orig_type_size = strided->elements[i].format_desc->component_count
288 * strided->elements[i].format_desc->component_size;
289 for (j = (DWORD_PTR)strided->elements[i].data + orig_type_size; j < stride; ++j)
291 ret[j] += shift;
296 if (TRACE_ON(d3d))
298 TRACE("Dumping conversion shift:\n");
299 for (i = 0; i < stride; ++i)
301 TRACE("[%d]", ret[i]);
303 TRACE("\n");
306 return ret;
309 static BOOL buffer_find_decl(struct wined3d_buffer *This)
311 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
312 const struct wined3d_stream_info *si = &device->strided_streams;
313 UINT stride_this_run = 0;
314 BOOL float16_used = FALSE;
315 BOOL ret = FALSE;
316 unsigned int i;
318 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
319 * Once we have our declaration there is no need to look it up again. Index buffers also never need
320 * conversion, so once the (empty) conversion structure is created don't bother checking again
322 if (This->flags & WINED3D_BUFFER_HASDESC)
324 if(((IWineD3DImpl *)device->wineD3D)->dxVersion == 7 ||
325 This->resource.format_desc->format != WINED3DFMT_VERTEXDATA) return FALSE;
328 TRACE("Finding vertex buffer conversion information\n");
329 /* Certain declaration types need some fixups before we can pass them to
330 * opengl. This means D3DCOLOR attributes with fixed function vertex
331 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
332 * GL_ARB_half_float_vertex is not supported.
334 * Note for d3d8 and d3d9:
335 * The vertex buffer FVF doesn't help with finding them, we have to use
336 * the decoded vertex declaration and pick the things that concern the
337 * current buffer. A problem with this is that this can change between
338 * draws, so we have to validate the information and reprocess the buffer
339 * if it changes, and avoid false positives for performance reasons.
340 * WineD3D doesn't even know the vertex buffer any more, it is managed
341 * by the client libraries and passed to SetStreamSource and ProcessVertices
342 * as needed.
344 * We have to distinguish between vertex shaders and fixed function to
345 * pick the way we access the strided vertex information.
347 * This code sets up a per-byte array with the size of the detected
348 * stride of the arrays in the buffer. For each byte we have a field
349 * that marks the conversion needed on this byte. For example, the
350 * following declaration with fixed function vertex processing:
352 * POSITIONT, FLOAT4
353 * NORMAL, FLOAT3
354 * DIFFUSE, FLOAT16_4
355 * SPECULAR, D3DCOLOR
357 * Will result in
358 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
359 * [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]
361 * Where in this example map P means 4 component position conversion, 0
362 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
363 * conversion (red / blue swizzle).
365 * If we're doing conversion and the stride changes we have to reconvert
366 * the whole buffer. Note that we do not mind if the semantic changes,
367 * we only care for the conversion type. So if the NORMAL is replaced
368 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
369 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
370 * conversion types depend on the semantic as well, for example a FLOAT4
371 * texcoord needs no conversion while a FLOAT4 positiont needs one
373 if (use_vs(device->stateBlock))
375 TRACE("vshader\n");
376 /* If the current vertex declaration is marked for no half float conversion don't bother to
377 * analyse the strided streams in depth, just set them up for no conversion. Return decl changed
378 * if we used conversion before
380 if (!((IWineD3DVertexDeclarationImpl *) device->stateBlock->vertexDecl)->half_float_conv_needed)
382 if (This->conversion_map)
384 TRACE("Now using shaders without conversion, but conversion used before\n");
385 HeapFree(GetProcessHeap(), 0, This->conversion_map);
386 HeapFree(GetProcessHeap(), 0, This->conversion_shift);
387 This->conversion_map = NULL;
388 This->stride = 0;
389 This->conversion_shift = NULL;
390 This->conversion_stride = 0;
391 return TRUE;
393 else
395 return FALSE;
398 for (i = 0; i < MAX_ATTRIBS; ++i)
400 ret = buffer_check_attribute(This, si, i, FALSE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
403 /* Recalculate the conversion shift map if the declaration has changed,
404 * and we're using float16 conversion or used it on the last run
406 if (ret && (float16_used || This->conversion_map))
408 HeapFree(GetProcessHeap(), 0, This->conversion_shift);
409 This->conversion_shift = find_conversion_shift(This, si, This->stride);
412 else
414 /* Fixed function is a bit trickier. We have to take care for D3DCOLOR types, FLOAT4 positions and of course
415 * FLOAT16s if not supported. Also, we can't iterate over the array, so use macros to generate code for all
416 * the attributes that our current fixed function pipeline implementation cares for.
418 BOOL support_d3dcolor = GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA);
419 ret = buffer_check_attribute(This, si, WINED3D_FFP_POSITION,
420 TRUE, TRUE, FALSE, &stride_this_run, &float16_used) || ret;
421 ret = buffer_check_attribute(This, si, WINED3D_FFP_NORMAL,
422 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
423 ret = buffer_check_attribute(This, si, WINED3D_FFP_DIFFUSE,
424 !support_d3dcolor, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
425 ret = buffer_check_attribute(This, si, WINED3D_FFP_SPECULAR,
426 !support_d3dcolor, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
427 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD0,
428 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
429 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD1,
430 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
431 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD2,
432 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
433 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD3,
434 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
435 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD4,
436 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
437 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD5,
438 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
439 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD6,
440 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
441 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD7,
442 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
444 if (float16_used) FIXME("Float16 conversion used with fixed function vertex processing\n");
447 if (stride_this_run == 0 && This->conversion_map)
449 /* Sanity test */
450 if (!ret) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
451 HeapFree(GetProcessHeap(), 0, This->conversion_map);
452 This->conversion_map = NULL;
453 This->stride = 0;
456 if (ret) TRACE("Conversion information changed\n");
458 return ret;
461 /* Context activation is done by the caller. */
462 static void buffer_check_buffer_object_size(struct wined3d_buffer *This)
464 UINT size = This->conversion_stride ?
465 This->conversion_stride * (This->resource.size / This->stride) : This->resource.size;
466 if (This->buffer_object_size != size)
468 TRACE("Old size %u, creating new size %u\n", This->buffer_object_size, size);
470 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
472 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
475 /* Rescue the data before resizing the buffer object if we do not have our backup copy */
476 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
478 buffer_get_sysmem(This);
481 ENTER_GL();
482 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
483 checkGLcall("glBindBufferARB");
484 GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, size, NULL, This->buffer_object_usage));
485 This->buffer_object_size = size;
486 checkGLcall("glBufferDataARB");
487 LEAVE_GL();
491 static inline void fixup_d3dcolor(DWORD *dst_color)
493 DWORD src_color = *dst_color;
495 /* Color conversion like in drawStridedSlow. watch out for little endianity
496 * If we want that stuff to work on big endian machines too we have to consider more things
498 * 0xff000000: Alpha mask
499 * 0x00ff0000: Blue mask
500 * 0x0000ff00: Green mask
501 * 0x000000ff: Red mask
503 *dst_color = 0;
504 *dst_color |= (src_color & 0xff00ff00); /* Alpha Green */
505 *dst_color |= (src_color & 0x00ff0000) >> 16; /* Red */
506 *dst_color |= (src_color & 0x000000ff) << 16; /* Blue */
509 static inline void fixup_transformed_pos(float *p)
511 /* rhw conversion like in position_float4(). */
512 if (p[3] != 1.0f && p[3] != 0.0f)
514 float w = 1.0f / p[3];
515 p[0] *= w;
516 p[1] *= w;
517 p[2] *= w;
518 p[3] = w;
522 /* Context activation is done by the caller. */
523 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object)
525 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
527 *buffer_object = This->buffer_object;
528 if (!This->buffer_object)
530 if (This->flags & WINED3D_BUFFER_CREATEBO)
532 buffer_create_buffer_object(This);
533 This->flags &= ~WINED3D_BUFFER_CREATEBO;
534 if (This->buffer_object)
536 *buffer_object = This->buffer_object;
537 return (const BYTE *)offset;
540 return This->resource.allocatedMemory + offset;
542 else
544 return (const BYTE *)offset;
548 /* IUnknown methods */
550 static HRESULT STDMETHODCALLTYPE buffer_QueryInterface(IWineD3DBuffer *iface,
551 REFIID riid, void **object)
553 TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object);
555 if (IsEqualGUID(riid, &IID_IWineD3DBuffer)
556 || IsEqualGUID(riid, &IID_IWineD3DResource)
557 || IsEqualGUID(riid, &IID_IWineD3DBase)
558 || IsEqualGUID(riid, &IID_IUnknown))
560 IUnknown_AddRef(iface);
561 *object = iface;
562 return S_OK;
565 WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
567 *object = NULL;
569 return E_NOINTERFACE;
572 static ULONG STDMETHODCALLTYPE buffer_AddRef(IWineD3DBuffer *iface)
574 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
575 ULONG refcount = InterlockedIncrement(&This->resource.ref);
577 TRACE("%p increasing refcount to %u\n", This, refcount);
579 return refcount;
582 /* Context activation is done by the caller. */
583 BYTE *buffer_get_sysmem(struct wined3d_buffer *This)
585 /* AllocatedMemory exists if the buffer is double buffered or has no buffer object at all */
586 if(This->resource.allocatedMemory) return This->resource.allocatedMemory;
588 This->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + RESOURCE_ALIGNMENT);
589 This->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
590 ENTER_GL();
591 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
592 GL_EXTCALL(glGetBufferSubDataARB(This->buffer_type_hint, 0, This->resource.size, This->resource.allocatedMemory));
593 LEAVE_GL();
594 This->flags |= WINED3D_BUFFER_DOUBLEBUFFER;
596 return This->resource.allocatedMemory;
599 static void STDMETHODCALLTYPE buffer_UnLoad(IWineD3DBuffer *iface)
601 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
603 TRACE("iface %p\n", iface);
605 if (This->buffer_object)
607 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
609 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
611 /* Download the buffer, but don't permanently enable double buffering */
612 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
614 buffer_get_sysmem(This);
615 This->flags &= ~WINED3D_BUFFER_DOUBLEBUFFER;
618 ENTER_GL();
619 GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
620 checkGLcall("glDeleteBuffersARB");
621 LEAVE_GL();
622 This->buffer_object = 0;
623 This->flags |= WINED3D_BUFFER_CREATEBO; /* Recreate the buffer object next load */
627 static ULONG STDMETHODCALLTYPE buffer_Release(IWineD3DBuffer *iface)
629 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
630 ULONG refcount = InterlockedDecrement(&This->resource.ref);
632 TRACE("%p decreasing refcount to %u\n", This, refcount);
634 if (!refcount)
636 buffer_UnLoad(iface);
637 resource_cleanup((IWineD3DResource *)iface);
638 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
639 HeapFree(GetProcessHeap(), 0, This);
642 return refcount;
645 /* IWineD3DBase methods */
647 static HRESULT STDMETHODCALLTYPE buffer_GetParent(IWineD3DBuffer *iface, IUnknown **parent)
649 return resource_get_parent((IWineD3DResource *)iface, parent);
652 /* IWineD3DResource methods */
654 static HRESULT STDMETHODCALLTYPE buffer_GetDevice(IWineD3DBuffer *iface, IWineD3DDevice **device)
656 return resource_get_device((IWineD3DResource *)iface, device);
659 static HRESULT STDMETHODCALLTYPE buffer_SetPrivateData(IWineD3DBuffer *iface,
660 REFGUID guid, const void *data, DWORD data_size, DWORD flags)
662 return resource_set_private_data((IWineD3DResource *)iface, guid, data, data_size, flags);
665 static HRESULT STDMETHODCALLTYPE buffer_GetPrivateData(IWineD3DBuffer *iface,
666 REFGUID guid, void *data, DWORD *data_size)
668 return resource_get_private_data((IWineD3DResource *)iface, guid, data, data_size);
671 static HRESULT STDMETHODCALLTYPE buffer_FreePrivateData(IWineD3DBuffer *iface, REFGUID guid)
673 return resource_free_private_data((IWineD3DResource *)iface, guid);
676 static DWORD STDMETHODCALLTYPE buffer_SetPriority(IWineD3DBuffer *iface, DWORD priority)
678 return resource_set_priority((IWineD3DResource *)iface, priority);
681 static DWORD STDMETHODCALLTYPE buffer_GetPriority(IWineD3DBuffer *iface)
683 return resource_get_priority((IWineD3DResource *)iface);
686 static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
688 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
689 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
690 UINT start = 0, end = 0, vertices;
691 BOOL decl_changed = FALSE;
692 unsigned int i, j;
693 BYTE *data;
695 TRACE("iface %p\n", iface);
697 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
699 if (!This->buffer_object)
701 /* TODO: Make converting independent from VBOs */
702 if (This->flags & WINED3D_BUFFER_CREATEBO)
704 buffer_create_buffer_object(This);
705 This->flags &= ~WINED3D_BUFFER_CREATEBO;
707 else
709 return; /* Not doing any conversion */
713 /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
714 if (device->isInDraw && This->bind_count > 0)
716 decl_changed = buffer_find_decl(This);
717 This->flags |= WINED3D_BUFFER_HASDESC;
720 if (!decl_changed && !(This->flags & WINED3D_BUFFER_HASDESC && This->flags & WINED3D_BUFFER_DIRTY)) return;
722 /* If applications change the declaration over and over, reconverting all the time is a huge
723 * performance hit. So count the declaration changes and release the VBO if there are too many
724 * of them (and thus stop converting)
726 if (decl_changed)
728 ++This->conversion_count;
729 This->draw_count = 0;
731 if (This->conversion_count > VB_MAXDECLCHANGES)
733 FIXME("Too many declaration changes, stopping converting\n");
735 ENTER_GL();
736 GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
737 checkGLcall("glDeleteBuffersARB");
738 LEAVE_GL();
739 This->buffer_object = 0;
740 HeapFree(GetProcessHeap(), 0, This->conversion_shift);
742 /* The stream source state handler might have read the memory of the vertex buffer already
743 * and got the memory in the vbo which is not valid any longer. Dirtify the stream source
744 * to force a reload. This happens only once per changed vertexbuffer and should occur rather
745 * rarely
747 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
749 return;
751 buffer_check_buffer_object_size(This);
753 else
755 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
756 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
757 * decl changes and reset the decl change count after a specific number of them
759 ++This->draw_count;
760 if (This->draw_count > VB_RESETDECLCHANGE) This->conversion_count = 0;
763 if (decl_changed)
765 /* The declaration changed, reload the whole buffer */
766 WARN("Reloading buffer because of decl change\n");
767 start = 0;
768 end = This->resource.size;
770 else
772 /* No decl change, but dirty data, reload the changed stuff */
773 if (This->conversion_shift)
775 if (This->dirty_start != 0 || This->dirty_end != 0)
777 FIXME("Implement partial buffer loading with shifted conversion\n");
780 start = This->dirty_start;
781 end = This->dirty_end;
784 /* Mark the buffer clean */
785 This->flags &= ~WINED3D_BUFFER_DIRTY;
786 This->dirty_start = 0;
787 This->dirty_end = 0;
789 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
791 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
794 if (!This->conversion_map)
796 /* That means that there is nothing to fixup. Just upload from This->resource.allocatedMemory
797 * directly into the vbo. Do not free the system memory copy because drawPrimitive may need it if
798 * the stride is 0, for instancing emulation, vertex blending emulation or shader emulation.
800 TRACE("No conversion needed\n");
802 /* Nothing to do because we locked directly into the vbo */
803 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER)) return;
805 if (!device->isInDraw)
807 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
809 ENTER_GL();
810 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
811 checkGLcall("glBindBufferARB");
812 GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, start, end-start, This->resource.allocatedMemory + start));
813 checkGLcall("glBufferSubDataARB");
814 LEAVE_GL();
815 return;
818 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
820 buffer_get_sysmem(This);
823 /* Now for each vertex in the buffer that needs conversion */
824 vertices = This->resource.size / This->stride;
826 if (This->conversion_shift)
828 TRACE("Shifted conversion\n");
829 data = HeapAlloc(GetProcessHeap(), 0, vertices * This->conversion_stride);
831 for (i = start / This->stride; i < min((end / This->stride) + 1, vertices); ++i)
833 for (j = 0; j < This->stride; ++j)
835 switch(This->conversion_map[j])
837 case CONV_NONE:
838 data[This->conversion_stride * i + j + This->conversion_shift[j]]
839 = This->resource.allocatedMemory[This->stride * i + j];
840 break;
842 case CONV_FLOAT16_2:
844 float *out = (float *)(&data[This->conversion_stride * i + j + This->conversion_shift[j]]);
845 const WORD *in = (WORD *)(&This->resource.allocatedMemory[i * This->stride + j]);
847 out[1] = float_16_to_32(in + 1);
848 out[0] = float_16_to_32(in + 0);
849 j += 3; /* Skip 3 additional bytes,as a FLOAT16_2 has 4 bytes */
850 break;
853 default:
854 FIXME("Unimplemented conversion %d in shifted conversion\n", This->conversion_map[j]);
855 break;
860 ENTER_GL();
861 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
862 checkGLcall("glBindBufferARB");
863 GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, 0, vertices * This->conversion_stride, data));
864 checkGLcall("glBufferSubDataARB");
865 LEAVE_GL();
867 else
869 data = HeapAlloc(GetProcessHeap(), 0, This->resource.size);
870 memcpy(data + start, This->resource.allocatedMemory + start, end - start);
871 for (i = start / This->stride; i < min((end / This->stride) + 1, vertices); ++i)
873 for (j = 0; j < This->stride; ++j)
875 switch(This->conversion_map[j])
877 case CONV_NONE:
878 /* Done already */
879 j += 3;
880 break;
881 case CONV_D3DCOLOR:
882 fixup_d3dcolor((DWORD *) (data + i * This->stride + j));
883 j += 3;
884 break;
886 case CONV_POSITIONT:
887 fixup_transformed_pos((float *) (data + i * This->stride + j));
888 j += 15;
889 break;
891 case CONV_FLOAT16_2:
892 ERR("Did not expect FLOAT16 conversion in unshifted conversion\n");
893 default:
894 FIXME("Unimplemented conversion %d in shifted conversion\n", This->conversion_map[j]);
899 ENTER_GL();
900 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
901 checkGLcall("glBindBufferARB");
902 GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, start, end - start, data + start));
903 checkGLcall("glBufferSubDataARB");
904 LEAVE_GL();
907 HeapFree(GetProcessHeap(), 0, data);
910 static WINED3DRESOURCETYPE STDMETHODCALLTYPE buffer_GetType(IWineD3DBuffer *iface)
912 return resource_get_type((IWineD3DResource *)iface);
915 /* IWineD3DBuffer methods */
917 static HRESULT STDMETHODCALLTYPE buffer_Map(IWineD3DBuffer *iface, UINT offset, UINT size, BYTE **data, DWORD flags)
919 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
920 LONG count;
922 TRACE("iface %p, offset %u, size %u, data %p, flags %#x\n", iface, offset, size, data, flags);
924 count = InterlockedIncrement(&This->lock_count);
926 if (This->flags & WINED3D_BUFFER_DIRTY)
928 if (This->dirty_start > offset) This->dirty_start = offset;
930 if (size)
932 if (This->dirty_end < offset + size) This->dirty_end = offset + size;
934 else
936 This->dirty_end = This->resource.size;
939 else
941 This->dirty_start = offset;
942 if (size) This->dirty_end = offset + size;
943 else This->dirty_end = This->resource.size;
946 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER) && This->buffer_object)
948 if(count == 1)
950 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
952 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
954 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
957 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
958 ENTER_GL();
959 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
960 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(This->buffer_type_hint, GL_READ_WRITE_ARB));
961 LEAVE_GL();
964 else
966 This->flags |= WINED3D_BUFFER_DIRTY;
969 *data = This->resource.allocatedMemory + offset;
971 TRACE("Returning memory at %p (base %p, offset %u)\n", *data, This->resource.allocatedMemory, offset);
972 /* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
974 return WINED3D_OK;
977 static HRESULT STDMETHODCALLTYPE buffer_Unmap(IWineD3DBuffer *iface)
979 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
981 TRACE("(%p)\n", This);
983 /* In the case that the number of Unmap calls > the
984 * number of Map calls, d3d returns always D3D_OK.
985 * This is also needed to prevent Map from returning garbage on
986 * the next call (this will happen if the lock_count is < 0). */
987 if(This->lock_count == 0)
989 TRACE("Unmap called without a previous Map call!\n");
990 return WINED3D_OK;
993 if (InterlockedDecrement(&This->lock_count))
995 /* Delay loading the buffer until everything is unlocked */
996 TRACE("Ignoring unlock\n");
997 return WINED3D_OK;
1000 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER) && This->buffer_object)
1002 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1004 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
1006 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
1009 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
1010 ENTER_GL();
1011 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
1012 GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
1013 LEAVE_GL();
1015 This->resource.allocatedMemory = NULL;
1017 else if (This->flags & WINED3D_BUFFER_HASDESC)
1019 buffer_PreLoad(iface);
1022 return WINED3D_OK;
1025 static HRESULT STDMETHODCALLTYPE buffer_GetDesc(IWineD3DBuffer *iface, WINED3DBUFFER_DESC *desc)
1027 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
1029 TRACE("(%p)\n", This);
1031 desc->Type = This->resource.resourceType;
1032 desc->Usage = This->resource.usage;
1033 desc->Pool = This->resource.pool;
1034 desc->Size = This->resource.size;
1036 return WINED3D_OK;
1039 static const struct IWineD3DBufferVtbl wined3d_buffer_vtbl =
1041 /* IUnknown methods */
1042 buffer_QueryInterface,
1043 buffer_AddRef,
1044 buffer_Release,
1045 /* IWineD3DBase methods */
1046 buffer_GetParent,
1047 /* IWineD3DResource methods */
1048 buffer_GetDevice,
1049 buffer_SetPrivateData,
1050 buffer_GetPrivateData,
1051 buffer_FreePrivateData,
1052 buffer_SetPriority,
1053 buffer_GetPriority,
1054 buffer_PreLoad,
1055 buffer_UnLoad,
1056 buffer_GetType,
1057 /* IWineD3DBuffer methods */
1058 buffer_Map,
1059 buffer_Unmap,
1060 buffer_GetDesc,
1063 HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
1064 UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, GLenum bind_hint,
1065 const char *data, IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
1067 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(format, &device->adapter->gl_info);
1068 HRESULT hr;
1070 if (!size)
1072 WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
1073 return WINED3DERR_INVALIDCALL;
1076 buffer->vtbl = &wined3d_buffer_vtbl;
1078 hr = resource_init((IWineD3DResource *)buffer, WINED3DRTYPE_BUFFER,
1079 device, size, usage, format_desc, pool, parent, parent_ops);
1080 if (FAILED(hr))
1082 WARN("Failed to initialize resource, hr %#x\n", hr);
1083 return hr;
1085 buffer->buffer_type_hint = bind_hint;
1087 TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer->resource.size, buffer->resource.usage,
1088 debug_d3dformat(buffer->resource.format_desc->format), buffer->resource.allocatedMemory, buffer);
1090 if (data)
1092 BYTE *ptr;
1094 hr = IWineD3DBuffer_Map((IWineD3DBuffer *)buffer, 0, size, &ptr, 0);
1095 if (FAILED(hr))
1097 ERR("Failed to map buffer, hr %#x\n", hr);
1098 buffer_UnLoad((IWineD3DBuffer *)buffer);
1099 resource_cleanup((IWineD3DResource *)buffer);
1100 return hr;
1103 memcpy(ptr, data, size);
1105 hr = IWineD3DBuffer_Unmap((IWineD3DBuffer *)buffer);
1106 if (FAILED(hr))
1108 ERR("Failed to unmap buffer, hr %#x\n", hr);
1109 buffer_UnLoad((IWineD3DBuffer *)buffer);
1110 resource_cleanup((IWineD3DResource *)buffer);
1111 return hr;
1115 return WINED3D_OK;