2 * IWineD3DVertexBuffer Implementation
4 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2004 Christian Costa
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #include "wined3d_private.h"
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
27 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
29 #define VB_MAXDECLCHANGES 100 /* After that number we stop converting */
30 #define VB_RESETDECLCHANGE 1000 /* Reset the changecount after that number of draws */
32 /* *******************************************
33 IWineD3DVertexBuffer IUnknown parts follow
34 ******************************************* */
35 static HRESULT WINAPI
IWineD3DVertexBufferImpl_QueryInterface(IWineD3DVertexBuffer
*iface
, REFIID riid
, LPVOID
*ppobj
)
37 IWineD3DVertexBufferImpl
*This
= (IWineD3DVertexBufferImpl
*)iface
;
38 TRACE("(%p)->(%s,%p)\n",This
,debugstr_guid(riid
),ppobj
);
39 if (IsEqualGUID(riid
, &IID_IUnknown
)
40 || IsEqualGUID(riid
, &IID_IWineD3DBase
)
41 || IsEqualGUID(riid
, &IID_IWineD3DResource
)
42 || IsEqualGUID(riid
, &IID_IWineD3DVertexBuffer
)){
43 IUnknown_AddRef(iface
);
51 static ULONG WINAPI
IWineD3DVertexBufferImpl_AddRef(IWineD3DVertexBuffer
*iface
) {
52 IWineD3DVertexBufferImpl
*This
= (IWineD3DVertexBufferImpl
*)iface
;
53 ULONG ref
= InterlockedIncrement(&This
->resource
.ref
);
54 TRACE("(%p) : AddRef increasing from %d\n", This
, ref
- 1);
58 static ULONG WINAPI
IWineD3DVertexBufferImpl_Release(IWineD3DVertexBuffer
*iface
) {
59 IWineD3DVertexBufferImpl
*This
= (IWineD3DVertexBufferImpl
*)iface
;
60 ULONG ref
= InterlockedDecrement(&This
->resource
.ref
);
61 TRACE("(%p) : Releasing from %d\n", This
, ref
+ 1);
65 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
67 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
69 GL_EXTCALL(glDeleteBuffersARB(1, &This
->vbo
));
70 checkGLcall("glDeleteBuffersARB");
74 IWineD3DResourceImpl_CleanUp((IWineD3DResource
*)iface
);
75 HeapFree(GetProcessHeap(), 0, This
);
80 /* ****************************************************
81 IWineD3DVertexBuffer IWineD3DResource parts follow
82 **************************************************** */
83 static HRESULT WINAPI
IWineD3DVertexBufferImpl_GetDevice(IWineD3DVertexBuffer
*iface
, IWineD3DDevice
** ppDevice
) {
84 return IWineD3DResourceImpl_GetDevice((IWineD3DResource
*)iface
, ppDevice
);
87 static HRESULT WINAPI
IWineD3DVertexBufferImpl_SetPrivateData(IWineD3DVertexBuffer
*iface
, REFGUID refguid
, CONST
void* pData
, DWORD SizeOfData
, DWORD Flags
) {
88 return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource
*)iface
, refguid
, pData
, SizeOfData
, Flags
);
91 static HRESULT WINAPI
IWineD3DVertexBufferImpl_GetPrivateData(IWineD3DVertexBuffer
*iface
, REFGUID refguid
, void* pData
, DWORD
* pSizeOfData
) {
92 return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource
*)iface
, refguid
, pData
, pSizeOfData
);
95 static HRESULT WINAPI
IWineD3DVertexBufferImpl_FreePrivateData(IWineD3DVertexBuffer
*iface
, REFGUID refguid
) {
96 return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource
*)iface
, refguid
);
99 static DWORD WINAPI
IWineD3DVertexBufferImpl_SetPriority(IWineD3DVertexBuffer
*iface
, DWORD PriorityNew
) {
100 return IWineD3DResourceImpl_SetPriority((IWineD3DResource
*)iface
, PriorityNew
);
103 static DWORD WINAPI
IWineD3DVertexBufferImpl_GetPriority(IWineD3DVertexBuffer
*iface
) {
104 return IWineD3DResourceImpl_GetPriority((IWineD3DResource
*)iface
);
107 static inline void fixup_d3dcolor(DWORD
*pos
) {
108 DWORD srcColor
= *pos
;
110 /* Color conversion like in drawStridedSlow. watch out for little endianity
111 * If we want that stuff to work on big endian machines too we have to consider more things
113 * 0xff000000: Alpha mask
114 * 0x00ff0000: Blue mask
115 * 0x0000ff00: Green mask
116 * 0x000000ff: Red mask
119 *pos
|= (srcColor
& 0xff00ff00) ; /* Alpha Green */
120 *pos
|= (srcColor
& 0x00ff0000) >> 16; /* Red */
121 *pos
|= (srcColor
& 0x000000ff) << 16; /* Blue */
124 static inline void fixup_transformed_pos(float *p
) {
127 /* rhw conversion like in drawStridedSlow */
128 if(p
[3] == 1.0 || ((p
[3] < eps
) && (p
[3] > -eps
))) {
145 DWORD
*find_conversion_shift(IWineD3DVertexBufferImpl
*This
, WineDirect3DVertexStridedData
*strided
, DWORD stride
) {
146 DWORD
*ret
, i
, shift
, j
, type
;
147 DWORD orig_type_size
;
154 This
->conv_stride
= stride
;
155 ret
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(DWORD
) * stride
);
156 for(i
= 0; i
< MAX_ATTRIBS
; i
++) {
157 if(strided
->u
.input
[i
].VBO
!= This
->vbo
) continue;
159 type
= strided
->u
.input
[i
].dwType
;
160 if(type
== WINED3DDECLTYPE_FLOAT16_2
) {
162 } else if(type
== WINED3DDECLTYPE_FLOAT16_4
) {
164 /* Pre-shift the last 4 bytes in the FLOAT16_4 by 4 bytes - this makes FLOAT16_2 and FLOAT16_4 conversions
167 for(j
= 4; j
< 8; j
++) {
168 ret
[(DWORD_PTR
) strided
->u
.input
[i
].lpData
+ j
] += 4;
173 This
->conv_stride
+= shift
;
176 orig_type_size
= WINED3D_ATR_TYPESIZE(type
) * WINED3D_ATR_SIZE(type
);
177 for(j
= (DWORD_PTR
) strided
->u
.input
[i
].lpData
+ orig_type_size
; j
< stride
; j
++) {
184 TRACE("Dumping conversion shift:\n");
185 for(i
= 0; i
< stride
; i
++) {
186 TRACE("[%d]", ret
[i
]);
193 static inline BOOL
process_converted_attribute(IWineD3DVertexBufferImpl
*This
,
194 const enum vbo_conversion_type conv_type
,
195 const WineDirect3DStridedData
*attrib
,
196 DWORD
*stride_this_run
, const DWORD type
) {
200 DWORD offset
= This
->resource
.wineD3DDevice
->stateBlock
->streamOffset
[attrib
->streamNo
];
203 /* Check for some valid situations which cause us pain. One is if the buffer is used for
204 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
205 * with different strides. In the 2nd case we might have to drop conversion entirely,
206 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
208 if(attrib
->dwStride
== 0) {
209 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n",
210 debug_d3ddecltype(type
));
211 } else if(attrib
->dwStride
!= *stride_this_run
&&
213 FIXME("Got two concurrent strides, %d and %d\n", attrib
->dwStride
, *stride_this_run
);
215 *stride_this_run
= attrib
->dwStride
;
216 if(This
->stride
!= *stride_this_run
) {
217 /* We rely that this happens only on the first converted attribute that is found,
218 * if at all. See above check
220 TRACE("Reconverting because converted attributes occur, and the stride changed\n");
221 This
->stride
= *stride_this_run
;
222 HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY
, This
->conv_map
);
223 This
->conv_map
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*This
->conv_map
) * This
->stride
);
228 data
= (((DWORD_PTR
) attrib
->lpData
) + offset
) % This
->stride
;
229 attrib_size
= WINED3D_ATR_SIZE(type
) * WINED3D_ATR_TYPESIZE(type
);
230 for(i
= 0; i
< attrib_size
; i
++) {
231 if(This
->conv_map
[data
+ i
] != conv_type
) {
232 TRACE("Byte %ld in vertex changed\n", i
+ data
);
233 TRACE("It was type %d, is %d now\n", This
->conv_map
[data
+ i
], conv_type
);
235 This
->conv_map
[data
+ i
] = conv_type
;
241 static inline BOOL
check_attribute(IWineD3DVertexBufferImpl
*This
, const WineDirect3DStridedData
*attrib
,
242 const BOOL check_d3dcolor
, const BOOL is_ffp_position
, const BOOL is_ffp_color
,
243 DWORD
*stride_this_run
, BOOL
*float16_used
) {
247 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
248 * there, on nonexistent attribs the vbo is 0.
250 if(attrib
->VBO
!= This
->vbo
) return FALSE
;
252 type
= attrib
->dwType
;
253 /* Look for newly appeared conversion */
254 if(!GL_SUPPORT(NV_HALF_FLOAT
) && (
255 type
== WINED3DDECLTYPE_FLOAT16_2
||
256 type
== WINED3DDECLTYPE_FLOAT16_4
)) {
258 ret
= process_converted_attribute(This
, CONV_FLOAT16_2
, attrib
, stride_this_run
, type
);
260 if(is_ffp_position
) {
261 FIXME("Test FLOAT16 fixed function processing positions\n");
262 } else if(is_ffp_color
) {
263 FIXME("test FLOAT16 fixed function processing colors\n");
265 *float16_used
= TRUE
;
266 } else if(check_d3dcolor
&& type
== WINED3DDECLTYPE_D3DCOLOR
) {
268 ret
= process_converted_attribute(This
, CONV_D3DCOLOR
, attrib
, stride_this_run
, WINED3DDECLTYPE_D3DCOLOR
);
271 FIXME("Test for non-color fixed function D3DCOLOR type\n");
273 } else if(is_ffp_position
&& type
== WINED3DDECLTYPE_FLOAT4
) {
274 ret
= process_converted_attribute(This
, CONV_POSITIONT
, attrib
, stride_this_run
, WINED3DDECLTYPE_FLOAT4
);
275 } else if(This
->conv_map
) {
276 ret
= process_converted_attribute(This
, CONV_NONE
, attrib
, stride_this_run
, type
);
281 inline BOOL WINAPI
IWineD3DVertexBufferImpl_FindDecl(IWineD3DVertexBufferImpl
*This
)
283 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
286 DWORD stride_this_run
= 0;
287 BOOL float16_used
= FALSE
;
289 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
290 * Once we have our declaration there is no need to look it up again.
292 if(((IWineD3DImpl
*)device
->wineD3D
)->dxVersion
== 7 && This
->Flags
& VBFLAG_HASDESC
) {
296 TRACE("Finding vertex buffer conversion information\n");
297 /* Certain declaration types need some fixups before we can pass them to opengl. This means D3DCOLOR attributes with fixed
298 * function vertex processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if GL_NV_half_float is not supported.
300 * The vertex buffer FVF doesn't help with finding them, we have to use the decoded vertex declaration and pick the things
301 * that concern the current buffer. A problem with this is that this can change between draws, so we have to validate
302 * the information and reprocess the buffer if it changes, and avoid false positives for performance reasons.
304 * We have to distinguish between vertex shaders and fixed function to pick the way we access the
305 * strided vertex information.
307 * This code sets up a per-byte array with the size of the detected stride of the arrays in the
308 * buffer. For each byte we have a field that marks the conversion needed on this byte. For example,
309 * the following declaration with fixed function vertex processing:
317 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
318 * [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]
320 * Where in this example map P means 4 component position conversion, 0 means no conversion, F means FLOAT16_2 conversion
321 * and C means D3DCOLOR conversion(red / blue swizzle).
323 * If we're doing conversion and the stride changes we have to reconvert the whole buffer. Note that we do not mind if the
324 * semantic changes, we only care for the conversion type. So if the NORMAL is replaced with a TEXCOORD, nothing has to be
325 * done, or if the DIFFUSE is replaced with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some conversion types
326 * depend on the semantic as well, for example a FLOAT4 texcoord needs no conversion while a FLOAT4 positiont needs one
330 /* If the current vertex declaration is marked for no half float conversion don't bother to
331 * analyse the strided streams in depth, just set them up for no conversion. Return decl changed
332 * if we used conversion before
334 if(!((IWineD3DVertexDeclarationImpl
*) device
->stateBlock
->vertexDecl
)->half_float_conv_needed
) {
336 TRACE("Now using shaders without conversion, but conversion used before\n");
337 HeapFree(GetProcessHeap(), 0, This
->conv_map
);
338 HeapFree(GetProcessHeap(), 0, This
->conv_shift
);
339 This
->conv_map
= NULL
;
341 This
->conv_shift
= NULL
;
342 This
->conv_stride
= 0;
348 for(i
= 0; i
< MAX_ATTRIBS
; i
++) {
349 ret
= check_attribute(This
, &device
->strided_streams
.u
.input
[i
], FALSE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
352 /* Recalculate the conversion shift map if the declaration has changed,
353 * and we're using float16 conversion or used it on the last run
355 if(ret
&& (float16_used
|| This
->conv_map
)) {
356 HeapFree(GetProcessHeap(), 0, This
->conv_shift
);
357 This
->conv_shift
= find_conversion_shift(This
, &device
->strided_streams
, This
->stride
);
360 /* Fixed function is a bit trickier. We have to take care for D3DCOLOR types, FLOAT4 positions and of course
361 * FLOAT16s if not supported. Also, we can't iterate over the array, so use macros to generate code for all
362 * the attributes that our current fixed function pipeline implementation cares for.
364 ret
= check_attribute(This
, &device
->strided_streams
.u
.s
.position
, TRUE
, TRUE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
365 ret
= check_attribute(This
, &device
->strided_streams
.u
.s
.normal
, TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
366 ret
= check_attribute(This
, &device
->strided_streams
.u
.s
.diffuse
, TRUE
, FALSE
, TRUE
, &stride_this_run
, &float16_used
) || ret
;
367 ret
= check_attribute(This
, &device
->strided_streams
.u
.s
.specular
, TRUE
, FALSE
, TRUE
, &stride_this_run
, &float16_used
) || ret
;
368 ret
= check_attribute(This
, &device
->strided_streams
.u
.s
.texCoords
[0], TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
369 ret
= check_attribute(This
, &device
->strided_streams
.u
.s
.texCoords
[1], TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
370 ret
= check_attribute(This
, &device
->strided_streams
.u
.s
.texCoords
[2], TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
371 ret
= check_attribute(This
, &device
->strided_streams
.u
.s
.texCoords
[3], TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
372 ret
= check_attribute(This
, &device
->strided_streams
.u
.s
.texCoords
[4], TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
373 ret
= check_attribute(This
, &device
->strided_streams
.u
.s
.texCoords
[5], TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
374 ret
= check_attribute(This
, &device
->strided_streams
.u
.s
.texCoords
[6], TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
375 ret
= check_attribute(This
, &device
->strided_streams
.u
.s
.texCoords
[7], TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
377 if(float16_used
) FIXME("Float16 conversion used with fixed function vertex processing\n");
380 if(stride_this_run
== 0 && This
->conv_map
) {
383 ERR("no converted attributes found, old conversion map exists, and no declaration change???\n");
385 HeapFree(GetProcessHeap(), 0, This
->conv_map
);
386 This
->conv_map
= NULL
;
389 This
->Flags
|= VBFLAG_HASDESC
;
391 if(ret
) TRACE("Conversion information changed\n");
395 static void check_vbo_size(IWineD3DVertexBufferImpl
*This
) {
396 DWORD size
= This
->conv_stride
? This
->conv_stride
* (This
->resource
.size
/ This
->stride
) : This
->resource
.size
;
397 if(This
->vbo_size
!= size
) {
398 TRACE("Old size %d, creating new size %d\n", This
->vbo_size
, size
);
400 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, This
->vbo
));
401 checkGLcall("glBindBufferARB");
402 GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB
, size
, NULL
, This
->vbo_usage
));
403 This
->vbo_size
= size
;
404 checkGLcall("glBufferDataARB");
409 static void CreateVBO(IWineD3DVertexBufferImpl
*This
) {
410 GLenum error
, glUsage
;
411 DWORD vboUsage
= This
->resource
.usage
;
412 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
414 TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n", This
, debug_d3dusage(vboUsage
));
416 /* Make sure that a context is there. Needed in a multithreaded environment. Otherwise this call is a nop */
417 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
420 /* Make sure that the gl error is cleared. Do not use checkGLcall
421 * here because checkGLcall just prints a fixme and continues. However,
422 * if an error during VBO creation occurs we can fall back to non-vbo operation
423 * with full functionality(but performance loss)
425 while(glGetError() != GL_NO_ERROR
);
427 /* Basically the FVF parameter passed to CreateVertexBuffer is no good
428 * It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
429 * IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
430 * look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
431 * to check if the rhw and color values are in the correct format.
434 GL_EXTCALL(glGenBuffersARB(1, &This
->vbo
));
435 error
= glGetError();
436 if(This
->vbo
== 0 || error
!= GL_NO_ERROR
) {
437 WARN("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error
), error
);
441 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, This
->vbo
));
442 error
= glGetError();
443 if(error
!= GL_NO_ERROR
) {
444 WARN("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error
), error
);
448 /* Don't use static, because dx apps tend to update the buffer
449 * quite often even if they specify 0 usage. Because we always keep the local copy
450 * we never read from the vbo and can create a write only opengl buffer.
452 switch(vboUsage
& (WINED3DUSAGE_WRITEONLY
| WINED3DUSAGE_DYNAMIC
) ) {
453 case WINED3DUSAGE_WRITEONLY
| WINED3DUSAGE_DYNAMIC
:
454 case WINED3DUSAGE_DYNAMIC
:
455 TRACE("Gl usage = GL_STREAM_DRAW\n");
456 glUsage
= GL_STREAM_DRAW_ARB
;
458 case WINED3DUSAGE_WRITEONLY
:
460 TRACE("Gl usage = GL_DYNAMIC_DRAW\n");
461 glUsage
= GL_DYNAMIC_DRAW_ARB
;
465 /* Reserve memory for the buffer. The amount of data won't change
466 * so we are safe with calling glBufferData once with a NULL ptr and
467 * calling glBufferSubData on updates
469 GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB
, This
->resource
.size
, NULL
, glUsage
));
470 error
= glGetError();
471 if(error
!= GL_NO_ERROR
) {
472 WARN("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error
), error
);
475 This
->vbo_size
= This
->resource
.size
;
476 This
->vbo_usage
= glUsage
;
477 This
->dirtystart
= 0;
478 This
->dirtyend
= This
->resource
.size
;
479 This
->Flags
|= VBFLAG_DIRTY
;
485 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
486 FIXME("Failed to create a vertex buffer object. Continuing, but performance issues can occur\n");
487 if(This
->vbo
) GL_EXTCALL(glDeleteBuffersARB(1, &This
->vbo
));
493 static void WINAPI
IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer
*iface
) {
494 IWineD3DVertexBufferImpl
*This
= (IWineD3DVertexBufferImpl
*) iface
;
495 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
497 UINT start
= 0, end
= 0, vertices
;
498 BOOL declChanged
= FALSE
;
500 TRACE("(%p)->()\n", This
);
503 /* TODO: Make converting independent from VBOs */
504 if(This
->Flags
& VBFLAG_CREATEVBO
) {
506 This
->Flags
&= ~VBFLAG_CREATEVBO
;
508 return; /* Not doing any conversion */
512 /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
513 if(device
->isInDraw
&& This
->bindCount
> 0) {
514 declChanged
= IWineD3DVertexBufferImpl_FindDecl(This
);
515 } else if(This
->Flags
& VBFLAG_HASDESC
) {
516 /* Reuse the declaration stored in the buffer. It will most likely not change, and if it does
517 * the stream source state handler will call PreLoad again and the change will be caught
520 /* Cannot get a declaration, and no declaration is stored in the buffer. It is pointless to preload
521 * now. When the buffer is used, PreLoad will be called by the stream source state handler and a valid
522 * declaration for the buffer can be found
527 /* If applications change the declaration over and over, reconverting all the time is a huge
528 * performance hit. So count the declaration changes and release the VBO if there are too many
529 * of them (and thus stop converting)
535 if(This
->declChanges
> VB_MAXDECLCHANGES
) {
536 FIXME("Too many declaration changes, stopping converting\n");
537 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
539 GL_EXTCALL(glDeleteBuffersARB(1, &This
->vbo
));
540 checkGLcall("glDeleteBuffersARB");
543 HeapFree(GetProcessHeap(), 0, This
->conv_shift
);
545 /* The stream source state handler might have read the memory of the vertex buffer already
546 * and got the memory in the vbo which is not valid any longer. Dirtify the stream source
547 * to force a reload. This happens only once per changed vertexbuffer and should occur rather
550 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_STREAMSRC
);
554 check_vbo_size(This
);
556 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
557 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
558 * decl changes and reset the decl change count after a specific number of them
561 if(This
->draws
> VB_RESETDECLCHANGE
) This
->declChanges
= 0;
565 /* The declaration changed, reload the whole buffer */
566 WARN("Reloading buffer because of decl change\n");
568 end
= This
->resource
.size
;
569 } else if(This
->Flags
& VBFLAG_DIRTY
) {
570 /* No decl change, but dirty data, reload the changed stuff */
571 if(This
->conv_shift
) {
572 if(This
->dirtystart
!= 0 || This
->dirtyend
!= 0) {
573 FIXME("Implement partial buffer loading with shifted conversion\n");
576 start
= This
->dirtystart
;
577 end
= This
->dirtyend
;
579 /* Desc not changed, buffer not dirty, nothing to do :-) */
583 /* Mark the buffer clean */
584 This
->Flags
&= ~VBFLAG_DIRTY
;
585 This
->dirtystart
= 0;
588 if(!This
->conv_map
) {
589 /* That means that there is nothing to fixup. Just upload from This->resource.allocatedMemory
590 * directly into the vbo. Do not free the system memory copy because drawPrimitive may need it if
591 * the stride is 0, for instancing emulation, vertex blending emulation or shader emulation.
593 TRACE("No conversion needed\n");
595 if(!device
->isInDraw
) {
596 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
599 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, This
->vbo
));
600 checkGLcall("glBindBufferARB");
601 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB
, start
, end
-start
, This
->resource
.allocatedMemory
+ start
));
602 checkGLcall("glBufferSubDataARB");
607 /* Now for each vertex in the buffer that needs conversion */
608 vertices
= This
->resource
.size
/ This
->stride
;
610 if(This
->conv_shift
) {
611 TRACE("Shifted conversion\n");
612 data
= HeapAlloc(GetProcessHeap(), 0, vertices
* This
->conv_stride
);
614 for(i
= start
/ This
->stride
; i
< min((end
/ This
->stride
) + 1, vertices
); i
++) {
615 for(j
= 0; j
< This
->stride
; j
++) {
616 switch(This
->conv_map
[j
]) {
618 data
[This
->conv_stride
* i
+ j
+ This
->conv_shift
[j
]] = This
->resource
.allocatedMemory
[This
->stride
* i
+ j
];
623 float *out
= (float *) (&data
[This
->conv_stride
* i
+ j
+ This
->conv_shift
[j
]]);
624 WORD
*in
= (WORD
*) (&This
->resource
.allocatedMemory
[i
* This
->stride
+ j
]);
626 out
[1] = float_16_to_32(in
+ 1);
627 out
[0] = float_16_to_32(in
+ 0);
628 j
+= 3; /* Skip 3 additional bytes,as a FLOAT16_2 has 4 bytes */
633 FIXME("Unimplemented conversion %d in shifted conversion\n", This
->conv_map
[j
]);
639 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, This
->vbo
));
640 checkGLcall("glBindBufferARB");
641 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB
, 0, vertices
* This
->conv_stride
, data
));
642 checkGLcall("glBufferSubDataARB");
646 data
= HeapAlloc(GetProcessHeap(), 0, This
->resource
.size
);
647 memcpy(data
+ start
, This
->resource
.allocatedMemory
+ start
, end
- start
);
648 for(i
= start
/ This
->stride
; i
< min((end
/ This
->stride
) + 1, vertices
); i
++) {
649 for(j
= 0; j
< This
->stride
; j
++) {
650 switch(This
->conv_map
[j
]) {
656 fixup_d3dcolor((DWORD
*) (data
+ i
* This
->stride
+ j
));
661 fixup_transformed_pos((float *) (data
+ i
* This
->stride
+ j
));
666 ERR("Did not expect FLOAT16 conversion in unshifted conversion\n");
668 FIXME("Unimplemented conversion %d in shifted conversion\n", This
->conv_map
[j
]);
674 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, This
->vbo
));
675 checkGLcall("glBindBufferARB");
676 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB
, start
, end
- start
, data
+ start
));
677 checkGLcall("glBufferSubDataARB");
681 HeapFree(GetProcessHeap(), 0, data
);
684 static void WINAPI
IWineD3DVertexBufferImpl_UnLoad(IWineD3DVertexBuffer
*iface
) {
685 IWineD3DVertexBufferImpl
*This
= (IWineD3DVertexBufferImpl
*) iface
;
686 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
687 TRACE("(%p)\n", This
);
689 /* This is easy: The whole content is shadowed in This->resource.allocatedMemory,
690 * so we only have to destroy the vbo. Only do it if we have a vbo, which implies
691 * that vbos are supported
694 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
696 GL_EXTCALL(glDeleteBuffersARB(1, &This
->vbo
));
697 checkGLcall("glDeleteBuffersARB");
700 This
->Flags
|= VBFLAG_CREATEVBO
; /* Recreate the VBO next load */
704 static WINED3DRESOURCETYPE WINAPI
IWineD3DVertexBufferImpl_GetType(IWineD3DVertexBuffer
*iface
) {
705 return IWineD3DResourceImpl_GetType((IWineD3DResource
*)iface
);
708 static HRESULT WINAPI
IWineD3DVertexBufferImpl_GetParent(IWineD3DVertexBuffer
*iface
, IUnknown
**pParent
) {
709 return IWineD3DResourceImpl_GetParent((IWineD3DResource
*)iface
, pParent
);
712 /* ******************************************************
713 IWineD3DVertexBuffer IWineD3DVertexBuffer parts follow
714 ****************************************************** */
715 static HRESULT WINAPI
IWineD3DVertexBufferImpl_Lock(IWineD3DVertexBuffer
*iface
, UINT OffsetToLock
, UINT SizeToLock
, BYTE
** ppbData
, DWORD Flags
) {
716 IWineD3DVertexBufferImpl
*This
= (IWineD3DVertexBufferImpl
*)iface
;
718 TRACE("(%p)->%d, %d, %p, %08x\n", This
, OffsetToLock
, SizeToLock
, ppbData
, Flags
);
720 InterlockedIncrement(&This
->lockcount
);
722 if(This
->Flags
& VBFLAG_DIRTY
) {
723 if(This
->dirtystart
> OffsetToLock
) This
->dirtystart
= OffsetToLock
;
725 if(This
->dirtyend
< OffsetToLock
+ SizeToLock
) This
->dirtyend
= OffsetToLock
+ SizeToLock
;
727 This
->dirtyend
= This
->resource
.size
;
730 This
->dirtystart
= OffsetToLock
;
732 This
->dirtyend
= OffsetToLock
+ SizeToLock
;
734 This
->dirtyend
= This
->resource
.size
;
737 data
= This
->resource
.allocatedMemory
;
738 This
->Flags
|= VBFLAG_DIRTY
;
739 *ppbData
= data
+ OffsetToLock
;
741 TRACE("(%p) : returning memory of %p (base:%p,offset:%u)\n", This
, data
+ OffsetToLock
, data
, OffsetToLock
);
742 /* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
745 HRESULT WINAPI
IWineD3DVertexBufferImpl_Unlock(IWineD3DVertexBuffer
*iface
) {
746 IWineD3DVertexBufferImpl
*This
= (IWineD3DVertexBufferImpl
*) iface
;
748 TRACE("(%p)\n", This
);
750 lockcount
= InterlockedDecrement(&This
->lockcount
);
752 /* Delay loading the buffer until everything is unlocked */
753 TRACE("Ignoring the unlock\n");
757 if(This
->Flags
& VBFLAG_HASDESC
) {
758 IWineD3DVertexBufferImpl_PreLoad(iface
);
762 static HRESULT WINAPI
IWineD3DVertexBufferImpl_GetDesc(IWineD3DVertexBuffer
*iface
, WINED3DVERTEXBUFFER_DESC
*pDesc
) {
763 IWineD3DVertexBufferImpl
*This
= (IWineD3DVertexBufferImpl
*)iface
;
765 TRACE("(%p)\n", This
);
766 pDesc
->Format
= This
->resource
.format
;
767 pDesc
->Type
= This
->resource
.resourceType
;
768 pDesc
->Usage
= This
->resource
.usage
;
769 pDesc
->Pool
= This
->resource
.pool
;
770 pDesc
->Size
= This
->resource
.size
;
771 pDesc
->FVF
= This
->fvf
;
775 const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl
=
778 IWineD3DVertexBufferImpl_QueryInterface
,
779 IWineD3DVertexBufferImpl_AddRef
,
780 IWineD3DVertexBufferImpl_Release
,
781 /* IWineD3DResource */
782 IWineD3DVertexBufferImpl_GetParent
,
783 IWineD3DVertexBufferImpl_GetDevice
,
784 IWineD3DVertexBufferImpl_SetPrivateData
,
785 IWineD3DVertexBufferImpl_GetPrivateData
,
786 IWineD3DVertexBufferImpl_FreePrivateData
,
787 IWineD3DVertexBufferImpl_SetPriority
,
788 IWineD3DVertexBufferImpl_GetPriority
,
789 IWineD3DVertexBufferImpl_PreLoad
,
790 IWineD3DVertexBufferImpl_UnLoad
,
791 IWineD3DVertexBufferImpl_GetType
,
792 /* IWineD3DVertexBuffer */
793 IWineD3DVertexBufferImpl_Lock
,
794 IWineD3DVertexBufferImpl_Unlock
,
795 IWineD3DVertexBufferImpl_GetDesc
798 BYTE
* WINAPI
IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer
* iface
, DWORD iOffset
, GLint
*vbo
) {
799 IWineD3DVertexBufferImpl
*This
= (IWineD3DVertexBufferImpl
*)iface
;
803 if(This
->Flags
& VBFLAG_CREATEVBO
) {
805 This
->Flags
&= ~VBFLAG_CREATEVBO
;
808 return (BYTE
*) iOffset
;
811 return This
->resource
.allocatedMemory
+ iOffset
;
813 return (BYTE
*) iOffset
;
817 HRESULT WINAPI
IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer
* iface
) {