2 * IWineD3DIndexBuffer Implementation
4 * Copyright 2002-2004 Jason Edmeades
5 * Copyright 2003-2004 Raphael Junqueira
6 * Copyright 2004 Christian Costa
7 * Copyright 2005 Oliver Stieber
8 * Copyright 2007 Stefan Dösinger for CodeWeavers
10 * This library is free software; you can redistribute it and/or
11 * modify it under the terms of the GNU Lesser General Public
12 * License as published by the Free Software Foundation; either
13 * version 2.1 of the License, or (at your option) any later version.
15 * This library is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
18 * Lesser General Public License for more details.
20 * You should have received a copy of the GNU Lesser General Public
21 * License along with this library; if not, write to the Free Software
22 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "wined3d_private.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
29 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
31 /* *******************************************
32 IWineD3DIndexBuffer IUnknown parts follow
33 ******************************************* */
34 static HRESULT WINAPI
IWineD3DIndexBufferImpl_QueryInterface(IWineD3DIndexBuffer
*iface
, REFIID riid
, LPVOID
*ppobj
)
36 IWineD3DIndexBufferImpl
*This
= (IWineD3DIndexBufferImpl
*)iface
;
37 TRACE("(%p)->(%s,%p)\n",This
,debugstr_guid(riid
),ppobj
);
38 if (IsEqualGUID(riid
, &IID_IUnknown
)
39 || IsEqualGUID(riid
, &IID_IWineD3DBase
)
40 || IsEqualGUID(riid
, &IID_IWineD3DResource
)
41 || IsEqualGUID(riid
, &IID_IWineD3DIndexBuffer
)){
42 IUnknown_AddRef(iface
);
50 static ULONG WINAPI
IWineD3DIndexBufferImpl_AddRef(IWineD3DIndexBuffer
*iface
) {
51 IWineD3DIndexBufferImpl
*This
= (IWineD3DIndexBufferImpl
*)iface
;
52 ULONG ref
= InterlockedIncrement(&This
->resource
.ref
);
53 TRACE("(%p) : AddRef increasing from %d\n", This
, ref
- 1);
57 static ULONG WINAPI
IWineD3DIndexBufferImpl_Release(IWineD3DIndexBuffer
*iface
) {
58 IWineD3DIndexBufferImpl
*This
= (IWineD3DIndexBufferImpl
*)iface
;
59 ULONG ref
= InterlockedDecrement(&This
->resource
.ref
);
60 TRACE("(%p) : Releasing from %d\n", This
, ref
+ 1);
63 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
65 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
67 /* No need to manually unset the buffer. glDeleteBuffers unsets it for the current context,
68 * but not for other contexts. However, because the d3d buffer is destroyed the app has to
69 * unset it before doing the next draw, thus dirtifying the index buffer state and forcing
70 * binding a new buffer
72 GL_EXTCALL(glDeleteBuffersARB(1, &This
->vbo
));
73 checkGLcall("glDeleteBuffersARB");
77 IWineD3DResourceImpl_CleanUp((IWineD3DResource
*)iface
);
78 HeapFree(GetProcessHeap(), 0, This
);
83 /* ****************************************************
84 IWineD3DIndexBuffer IWineD3DResource parts follow
85 **************************************************** */
86 static HRESULT WINAPI
IWineD3DIndexBufferImpl_GetDevice(IWineD3DIndexBuffer
*iface
, IWineD3DDevice
** ppDevice
) {
87 return IWineD3DResourceImpl_GetDevice((IWineD3DResource
*)iface
, ppDevice
);
90 static HRESULT WINAPI
IWineD3DIndexBufferImpl_SetPrivateData(IWineD3DIndexBuffer
*iface
, REFGUID refguid
, CONST
void* pData
, DWORD SizeOfData
, DWORD Flags
) {
91 return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource
*)iface
, refguid
, pData
, SizeOfData
, Flags
);
94 static HRESULT WINAPI
IWineD3DIndexBufferImpl_GetPrivateData(IWineD3DIndexBuffer
*iface
, REFGUID refguid
, void* pData
, DWORD
* pSizeOfData
) {
95 return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource
*)iface
, refguid
, pData
, pSizeOfData
);
98 static HRESULT WINAPI
IWineD3DIndexBufferImpl_FreePrivateData(IWineD3DIndexBuffer
*iface
, REFGUID refguid
) {
99 return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource
*)iface
, refguid
);
102 static DWORD WINAPI
IWineD3DIndexBufferImpl_SetPriority(IWineD3DIndexBuffer
*iface
, DWORD PriorityNew
) {
103 return IWineD3DResourceImpl_SetPriority((IWineD3DResource
*)iface
, PriorityNew
);
106 static DWORD WINAPI
IWineD3DIndexBufferImpl_GetPriority(IWineD3DIndexBuffer
*iface
) {
107 return IWineD3DResourceImpl_GetPriority((IWineD3DResource
*)iface
);
110 static void WINAPI
IWineD3DIndexBufferImpl_PreLoad(IWineD3DIndexBuffer
*iface
) {
111 IWineD3DResourceImpl_PreLoad((IWineD3DResource
*)iface
);
114 static void WINAPI
IWineD3DIndexBufferImpl_UnLoad(IWineD3DIndexBuffer
*iface
) {
115 IWineD3DIndexBufferImpl
*This
= (IWineD3DIndexBufferImpl
*) iface
;
116 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
117 TRACE("(%p)\n", This
);
119 /* This is easy: The whole content is shadowed in This->resource.allocatedMemory,
120 * so we only have to destroy the vbo. Only do it if we have a vbo, which implies
121 * that vbos are supported.
122 * (TODO: Make a IWineD3DBuffer base class for index and vertex buffers and share
123 * this code. Also needed for D3D10)
126 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
128 GL_EXTCALL(glDeleteBuffersARB(1, &This
->vbo
));
129 checkGLcall("glDeleteBuffersARB");
135 static WINED3DRESOURCETYPE WINAPI
IWineD3DIndexBufferImpl_GetType(IWineD3DIndexBuffer
*iface
) {
136 return IWineD3DResourceImpl_GetType((IWineD3DResource
*)iface
);
139 static HRESULT WINAPI
IWineD3DIndexBufferImpl_GetParent(IWineD3DIndexBuffer
*iface
, IUnknown
**pParent
) {
140 return IWineD3DResourceImpl_GetParent((IWineD3DResource
*)iface
, pParent
);
143 /* ******************************************************
144 IWineD3DIndexBuffer IWineD3DIndexBuffer parts follow
145 ****************************************************** */
146 static HRESULT WINAPI
IWineD3DIndexBufferImpl_Lock(IWineD3DIndexBuffer
*iface
, UINT OffsetToLock
, UINT SizeToLock
, BYTE
** ppbData
, DWORD Flags
) {
147 IWineD3DIndexBufferImpl
*This
= (IWineD3DIndexBufferImpl
*)iface
;
148 TRACE("(%p) : offset %d, size %d, Flags=%x\n", This
, OffsetToLock
, SizeToLock
, Flags
);
150 InterlockedIncrement(&This
->lockcount
);
151 *ppbData
= This
->resource
.allocatedMemory
+ OffsetToLock
;
153 if(Flags
& (WINED3DLOCK_READONLY
| WINED3DLOCK_NO_DIRTY_UPDATE
) || This
->vbo
== 0) {
157 if(This
->dirtystart
!= This
->dirtyend
) {
158 if(This
->dirtystart
> OffsetToLock
) This
->dirtystart
= OffsetToLock
;
160 if(This
->dirtyend
< OffsetToLock
+ SizeToLock
) This
->dirtyend
= OffsetToLock
+ SizeToLock
;
162 This
->dirtyend
= This
->resource
.size
;
165 This
->dirtystart
= OffsetToLock
;
167 This
->dirtyend
= OffsetToLock
+ SizeToLock
;
169 This
->dirtyend
= This
->resource
.size
;
174 static HRESULT WINAPI
IWineD3DIndexBufferImpl_Unlock(IWineD3DIndexBuffer
*iface
) {
175 IWineD3DIndexBufferImpl
*This
= (IWineD3DIndexBufferImpl
*)iface
;
176 unsigned long locks
= InterlockedDecrement(&This
->lockcount
);
177 TRACE("(%p)\n", This
);
179 /* For now load in unlock */
180 if(locks
== 0 && This
->vbo
&& (This
->dirtyend
- This
->dirtystart
) > 0) {
181 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
183 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
186 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB
, This
->vbo
));
187 checkGLcall("glBindBufferARB");
188 GL_EXTCALL(glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB
,
189 This
->dirtystart
, This
->dirtyend
- This
->dirtystart
, This
->resource
.allocatedMemory
+ This
->dirtystart
));
190 checkGLcall("glBufferSubDataARB");
192 This
->dirtystart
= 0;
194 /* TODO: Move loading into preload when the buffer is used, that avoids dirtifying the state */
195 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_INDEXBUFFER
);
199 static HRESULT WINAPI
IWineD3DIndexBufferImpl_GetDesc(IWineD3DIndexBuffer
*iface
, WINED3DINDEXBUFFER_DESC
*pDesc
) {
200 IWineD3DIndexBufferImpl
*This
= (IWineD3DIndexBufferImpl
*)iface
;
202 TRACE("(%p)\n", This
);
203 pDesc
->Format
= This
->resource
.format
;
204 pDesc
->Type
= This
->resource
.resourceType
;
205 pDesc
->Usage
= This
->resource
.usage
;
206 pDesc
->Pool
= This
->resource
.pool
;
207 pDesc
->Size
= This
->resource
.size
;
211 const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl
=
214 IWineD3DIndexBufferImpl_QueryInterface
,
215 IWineD3DIndexBufferImpl_AddRef
,
216 IWineD3DIndexBufferImpl_Release
,
217 /* IWineD3DResource */
218 IWineD3DIndexBufferImpl_GetParent
,
219 IWineD3DIndexBufferImpl_GetDevice
,
220 IWineD3DIndexBufferImpl_SetPrivateData
,
221 IWineD3DIndexBufferImpl_GetPrivateData
,
222 IWineD3DIndexBufferImpl_FreePrivateData
,
223 IWineD3DIndexBufferImpl_SetPriority
,
224 IWineD3DIndexBufferImpl_GetPriority
,
225 IWineD3DIndexBufferImpl_PreLoad
,
226 IWineD3DIndexBufferImpl_UnLoad
,
227 IWineD3DIndexBufferImpl_GetType
,
228 /* IWineD3DIndexBuffer */
229 IWineD3DIndexBufferImpl_Lock
,
230 IWineD3DIndexBufferImpl_Unlock
,
231 IWineD3DIndexBufferImpl_GetDesc