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
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 static void buffer_create_buffer_object(struct wined3d_buffer
*This
)
39 GLenum error
, gl_usage
;
40 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
42 TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n",
43 This
, debug_d3dusage(This
->resource
.usage
));
45 /* Make sure that a context is there. Needed in a multithreaded environment. Otherwise this call is a nop */
46 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
49 /* Make sure that the gl error is cleared. Do not use checkGLcall
50 * here because checkGLcall just prints a fixme and continues. However,
51 * if an error during VBO creation occurs we can fall back to non-vbo operation
52 * with full functionality(but performance loss)
54 while (glGetError() != GL_NO_ERROR
);
56 /* Basically the FVF parameter passed to CreateVertexBuffer is no good
57 * It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
58 * IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
59 * look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
60 * to check if the rhw and color values are in the correct format.
63 GL_EXTCALL(glGenBuffersARB(1, &This
->buffer_object
));
65 if (!This
->buffer_object
|| error
!= GL_NO_ERROR
)
67 ERR("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error
), error
);
71 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, This
->buffer_object
));
73 if (error
!= GL_NO_ERROR
)
75 ERR("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error
), error
);
79 /* Don't use static, because dx apps tend to update the buffer
80 * quite often even if they specify 0 usage. Because we always keep the local copy
81 * we never read from the vbo and can create a write only opengl buffer.
83 switch(This
->resource
.usage
& (WINED3DUSAGE_WRITEONLY
| WINED3DUSAGE_DYNAMIC
))
85 case WINED3DUSAGE_WRITEONLY
| WINED3DUSAGE_DYNAMIC
:
86 case WINED3DUSAGE_DYNAMIC
:
87 TRACE("Gl usage = GL_STREAM_DRAW\n");
88 gl_usage
= GL_STREAM_DRAW_ARB
;
91 case WINED3DUSAGE_WRITEONLY
:
93 TRACE("Gl usage = GL_DYNAMIC_DRAW\n");
94 gl_usage
= GL_DYNAMIC_DRAW_ARB
;
98 /* Reserve memory for the buffer. The amount of data won't change
99 * so we are safe with calling glBufferData once with a NULL ptr and
100 * calling glBufferSubData on updates
102 GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB
, This
->resource
.size
, NULL
, gl_usage
));
103 error
= glGetError();
104 if (error
!= GL_NO_ERROR
)
106 ERR("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error
), error
);
112 This
->buffer_object_size
= This
->resource
.size
;
113 This
->buffer_object_usage
= gl_usage
;
114 This
->dirty_start
= 0;
115 This
->dirty_end
= This
->resource
.size
;
116 This
->flags
|= WINED3D_BUFFER_DIRTY
;
121 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
122 ERR("Failed to create a vertex buffer object. Continuing, but performance issues may occur\n");
123 if (This
->buffer_object
) GL_EXTCALL(glDeleteBuffersARB(1, &This
->buffer_object
));
124 This
->buffer_object
= 0;
130 static BOOL
buffer_process_converted_attribute(struct wined3d_buffer
*This
,
131 const enum wined3d_buffer_conversion_type conversion_type
,
132 const struct wined3d_stream_info_element
*attrib
, DWORD
*stride_this_run
)
137 DWORD offset
= This
->resource
.wineD3DDevice
->stateBlock
->streamOffset
[attrib
->stream_idx
];
140 /* Check for some valid situations which cause us pain. One is if the buffer is used for
141 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
142 * with different strides. In the 2nd case we might have to drop conversion entirely,
143 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
147 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n",
148 debug_d3dformat(attrib
->format_desc
->format
));
150 else if(attrib
->stride
!= *stride_this_run
&& *stride_this_run
)
152 FIXME("Got two concurrent strides, %d and %d\n", attrib
->stride
, *stride_this_run
);
156 *stride_this_run
= attrib
->stride
;
157 if (This
->stride
!= *stride_this_run
)
159 /* We rely that this happens only on the first converted attribute that is found,
160 * if at all. See above check
162 TRACE("Reconverting because converted attributes occur, and the stride changed\n");
163 This
->stride
= *stride_this_run
;
164 HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY
, This
->conversion_map
);
165 This
->conversion_map
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
166 sizeof(*This
->conversion_map
) * This
->stride
);
171 data
= (((DWORD_PTR
)attrib
->data
) + offset
) % This
->stride
;
172 attrib_size
= attrib
->format_desc
->component_count
* attrib
->format_desc
->component_size
;
173 for (i
= 0; i
< attrib_size
; ++i
)
175 if (This
->conversion_map
[data
+ i
] != conversion_type
)
177 TRACE("Byte %ld in vertex changed\n", i
+ data
);
178 TRACE("It was type %d, is %d now\n", This
->conversion_map
[data
+ i
], conversion_type
);
180 This
->conversion_map
[data
+ i
] = conversion_type
;
187 static BOOL
buffer_check_attribute(struct wined3d_buffer
*This
,
188 const struct wined3d_stream_info_element
*attrib
, const BOOL check_d3dcolor
, const BOOL is_ffp_position
,
189 const BOOL is_ffp_color
, DWORD
*stride_this_run
, BOOL
*float16_used
)
192 WINED3DFORMAT format
;
194 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
195 * there, on nonexistent attribs the vbo is 0.
197 if (attrib
->buffer_object
!= This
->buffer_object
) return FALSE
;
199 format
= attrib
->format_desc
->format
;
200 /* Look for newly appeared conversion */
201 if (!GL_SUPPORT(NV_HALF_FLOAT
) && (format
== WINED3DFMT_R16G16_FLOAT
|| format
== WINED3DFMT_R16G16B16A16_FLOAT
))
203 ret
= buffer_process_converted_attribute(This
, CONV_FLOAT16_2
, attrib
, stride_this_run
);
205 if (is_ffp_position
) FIXME("Test FLOAT16 fixed function processing positions\n");
206 else if (is_ffp_color
) FIXME("test FLOAT16 fixed function processing colors\n");
207 *float16_used
= TRUE
;
209 else if (check_d3dcolor
&& format
== WINED3DFMT_A8R8G8B8
)
211 ret
= buffer_process_converted_attribute(This
, CONV_D3DCOLOR
, attrib
, stride_this_run
);
213 if (!is_ffp_color
) FIXME("Test for non-color fixed function WINED3DFMT_A8R8G8B8 format\n");
215 else if (is_ffp_position
&& format
== WINED3DFMT_R32G32B32A32_FLOAT
)
217 ret
= buffer_process_converted_attribute(This
, CONV_POSITIONT
, attrib
, stride_this_run
);
219 else if (This
->conversion_map
)
221 ret
= buffer_process_converted_attribute(This
, CONV_NONE
, attrib
, stride_this_run
);
227 static UINT
*find_conversion_shift(struct wined3d_buffer
*This
,
228 const struct wined3d_stream_info
*strided
, UINT stride
)
230 UINT
*ret
, i
, j
, shift
, orig_type_size
;
238 This
->conversion_stride
= stride
;
239 ret
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(DWORD
) * stride
);
240 for (i
= 0; i
< MAX_ATTRIBS
; ++i
)
242 WINED3DFORMAT format
;
244 if (strided
->elements
[i
].buffer_object
!= This
->buffer_object
) continue;
246 format
= strided
->elements
[i
].format_desc
->format
;
247 if (format
== WINED3DFMT_R16G16_FLOAT
)
251 else if (format
== WINED3DFMT_R16G16B16A16_FLOAT
)
254 /* Pre-shift the last 4 bytes in the FLOAT16_4 by 4 bytes - this makes FLOAT16_2 and FLOAT16_4 conversions
257 for (j
= 4; j
< 8; ++j
)
259 ret
[(DWORD_PTR
)strided
->elements
[i
].data
+ j
] += 4;
266 This
->conversion_stride
+= shift
;
270 orig_type_size
= strided
->elements
[i
].format_desc
->component_count
271 * strided
->elements
[i
].format_desc
->component_size
;
272 for (j
= (DWORD_PTR
)strided
->elements
[i
].data
+ orig_type_size
; j
< stride
; ++j
)
281 TRACE("Dumping conversion shift:\n");
282 for (i
= 0; i
< stride
; ++i
)
284 TRACE("[%d]", ret
[i
]);
292 static BOOL
buffer_find_decl(struct wined3d_buffer
*This
)
294 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
295 UINT stride_this_run
= 0;
296 BOOL float16_used
= FALSE
;
300 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
301 * Once we have our declaration there is no need to look it up again.
303 if (((IWineD3DImpl
*)device
->wineD3D
)->dxVersion
== 7 && This
->flags
& WINED3D_BUFFER_HASDESC
) return FALSE
;
305 TRACE("Finding vertex buffer conversion information\n");
306 /* Certain declaration types need some fixups before we can pass them to
307 * opengl. This means D3DCOLOR attributes with fixed function vertex
308 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
309 * GL_NV_half_float is not supported.
311 * The vertex buffer FVF doesn't help with finding them, we have to use
312 * the decoded vertex declaration and pick the things that concern the
313 * current buffer. A problem with this is that this can change between
314 * draws, so we have to validate the information and reprocess the buffer
315 * if it changes, and avoid false positives for performance reasons.
317 * We have to distinguish between vertex shaders and fixed function to
318 * pick the way we access the strided vertex information.
320 * This code sets up a per-byte array with the size of the detected
321 * stride of the arrays in the buffer. For each byte we have a field
322 * that marks the conversion needed on this byte. For example, the
323 * following declaration with fixed function vertex processing:
331 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
332 * [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]
334 * Where in this example map P means 4 component position conversion, 0
335 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
336 * conversion (red / blue swizzle).
338 * If we're doing conversion and the stride changes we have to reconvert
339 * the whole buffer. Note that we do not mind if the semantic changes,
340 * we only care for the conversion type. So if the NORMAL is replaced
341 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
342 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
343 * conversion types depend on the semantic as well, for example a FLOAT4
344 * texcoord needs no conversion while a FLOAT4 positiont needs one
346 if (use_vs(device
->stateBlock
))
349 /* If the current vertex declaration is marked for no half float conversion don't bother to
350 * analyse the strided streams in depth, just set them up for no conversion. Return decl changed
351 * if we used conversion before
353 if (!((IWineD3DVertexDeclarationImpl
*) device
->stateBlock
->vertexDecl
)->half_float_conv_needed
)
355 if (This
->conversion_map
)
357 TRACE("Now using shaders without conversion, but conversion used before\n");
358 HeapFree(GetProcessHeap(), 0, This
->conversion_map
);
359 HeapFree(GetProcessHeap(), 0, This
->conversion_shift
);
360 This
->conversion_map
= NULL
;
362 This
->conversion_shift
= NULL
;
363 This
->conversion_stride
= 0;
371 for (i
= 0; i
< MAX_ATTRIBS
; ++i
)
373 ret
= buffer_check_attribute(This
, &device
->strided_streams
.elements
[i
],
374 FALSE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
377 /* Recalculate the conversion shift map if the declaration has changed,
378 * and we're using float16 conversion or used it on the last run
380 if (ret
&& (float16_used
|| This
->conversion_map
))
382 HeapFree(GetProcessHeap(), 0, This
->conversion_shift
);
383 This
->conversion_shift
= find_conversion_shift(This
, &device
->strided_streams
, This
->stride
);
388 /* Fixed function is a bit trickier. We have to take care for D3DCOLOR types, FLOAT4 positions and of course
389 * FLOAT16s if not supported. Also, we can't iterate over the array, so use macros to generate code for all
390 * the attributes that our current fixed function pipeline implementation cares for.
392 BOOL support_d3dcolor
= GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA
);
393 ret
= buffer_check_attribute(This
, &device
->strided_streams
.elements
[WINED3D_FFP_POSITION
],
394 TRUE
, TRUE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
395 ret
= buffer_check_attribute(This
, &device
->strided_streams
.elements
[WINED3D_FFP_NORMAL
],
396 TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
397 ret
= buffer_check_attribute(This
, &device
->strided_streams
.elements
[WINED3D_FFP_DIFFUSE
],
398 !support_d3dcolor
, FALSE
, TRUE
, &stride_this_run
, &float16_used
) || ret
;
399 ret
= buffer_check_attribute(This
, &device
->strided_streams
.elements
[WINED3D_FFP_SPECULAR
],
400 !support_d3dcolor
, FALSE
, TRUE
, &stride_this_run
, &float16_used
) || ret
;
401 ret
= buffer_check_attribute(This
, &device
->strided_streams
.elements
[WINED3D_FFP_TEXCOORD0
],
402 TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
403 ret
= buffer_check_attribute(This
, &device
->strided_streams
.elements
[WINED3D_FFP_TEXCOORD1
],
404 TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
405 ret
= buffer_check_attribute(This
, &device
->strided_streams
.elements
[WINED3D_FFP_TEXCOORD2
],
406 TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
407 ret
= buffer_check_attribute(This
, &device
->strided_streams
.elements
[WINED3D_FFP_TEXCOORD3
],
408 TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
409 ret
= buffer_check_attribute(This
, &device
->strided_streams
.elements
[WINED3D_FFP_TEXCOORD4
],
410 TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
411 ret
= buffer_check_attribute(This
, &device
->strided_streams
.elements
[WINED3D_FFP_TEXCOORD5
],
412 TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
413 ret
= buffer_check_attribute(This
, &device
->strided_streams
.elements
[WINED3D_FFP_TEXCOORD6
],
414 TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
415 ret
= buffer_check_attribute(This
, &device
->strided_streams
.elements
[WINED3D_FFP_TEXCOORD7
],
416 TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
418 if (float16_used
) FIXME("Float16 conversion used with fixed function vertex processing\n");
421 if (stride_this_run
== 0 && This
->conversion_map
)
424 if (!ret
) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
425 HeapFree(GetProcessHeap(), 0, This
->conversion_map
);
426 This
->conversion_map
= NULL
;
430 if (ret
) TRACE("Conversion information changed\n");
435 static void buffer_check_buffer_object_size(struct wined3d_buffer
*This
)
437 UINT size
= This
->conversion_stride
?
438 This
->conversion_stride
* (This
->resource
.size
/ This
->stride
) : This
->resource
.size
;
439 if (This
->buffer_object_size
!= size
)
441 TRACE("Old size %u, creating new size %u\n", This
->buffer_object_size
, size
);
443 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, This
->buffer_object
));
444 checkGLcall("glBindBufferARB");
445 GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB
, size
, NULL
, This
->buffer_object_usage
));
446 This
->buffer_object_size
= size
;
447 checkGLcall("glBufferDataARB");
452 static inline void fixup_d3dcolor(DWORD
*dst_color
)
454 DWORD src_color
= *dst_color
;
456 /* Color conversion like in drawStridedSlow. watch out for little endianity
457 * If we want that stuff to work on big endian machines too we have to consider more things
459 * 0xff000000: Alpha mask
460 * 0x00ff0000: Blue mask
461 * 0x0000ff00: Green mask
462 * 0x000000ff: Red mask
465 *dst_color
|= (src_color
& 0xff00ff00); /* Alpha Green */
466 *dst_color
|= (src_color
& 0x00ff0000) >> 16; /* Red */
467 *dst_color
|= (src_color
& 0x000000ff) << 16; /* Blue */
470 static inline void fixup_transformed_pos(float *p
)
474 /* rhw conversion like in drawStridedSlow */
475 if (p
[3] == 1.0 || ((p
[3] < eps
) && (p
[3] > -eps
)))
495 const BYTE
*buffer_get_memory(IWineD3DBuffer
*iface
, UINT offset
, GLuint
*buffer_object
)
497 struct wined3d_buffer
*This
= (struct wined3d_buffer
*)iface
;
499 *buffer_object
= This
->buffer_object
;
500 if (!This
->buffer_object
)
502 if (This
->flags
& WINED3D_BUFFER_CREATEBO
)
504 buffer_create_buffer_object(This
);
505 This
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
506 if (This
->buffer_object
)
508 *buffer_object
= This
->buffer_object
;
509 return (const BYTE
*)offset
;
512 return This
->resource
.allocatedMemory
+ offset
;
516 return (const BYTE
*)offset
;
520 /* IUnknown methods */
522 static HRESULT STDMETHODCALLTYPE
buffer_QueryInterface(IWineD3DBuffer
*iface
,
523 REFIID riid
, void **object
)
525 TRACE("iface %p, riid %s, object %p\n", iface
, debugstr_guid(riid
), object
);
527 if (IsEqualGUID(riid
, &IID_IWineD3DBuffer
)
528 || IsEqualGUID(riid
, &IID_IWineD3DResource
)
529 || IsEqualGUID(riid
, &IID_IWineD3DBase
)
530 || IsEqualGUID(riid
, &IID_IUnknown
))
532 IUnknown_AddRef(iface
);
537 WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid
));
541 return E_NOINTERFACE
;
544 static ULONG STDMETHODCALLTYPE
buffer_AddRef(IWineD3DBuffer
*iface
)
546 struct wined3d_buffer
*This
= (struct wined3d_buffer
*)iface
;
547 ULONG refcount
= InterlockedIncrement(&This
->resource
.ref
);
549 TRACE("%p increasing refcount to %u\n", This
, refcount
);
554 static void STDMETHODCALLTYPE
buffer_UnLoad(IWineD3DBuffer
*iface
)
556 struct wined3d_buffer
*This
= (struct wined3d_buffer
*)iface
;
558 TRACE("iface %p\n", iface
);
560 /* This is easy: The whole content is shadowed in This->resource.allocatedMemory,
561 * so we only have to destroy the vbo. Only do it if we have a vbo, which implies
562 * that vbos are supported
564 if (This
->buffer_object
)
566 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
568 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
570 GL_EXTCALL(glDeleteBuffersARB(1, &This
->buffer_object
));
571 checkGLcall("glDeleteBuffersARB");
573 This
->buffer_object
= 0;
574 This
->flags
|= WINED3D_BUFFER_CREATEBO
; /* Recreate the buffer object next load */
578 static ULONG STDMETHODCALLTYPE
buffer_Release(IWineD3DBuffer
*iface
)
580 struct wined3d_buffer
*This
= (struct wined3d_buffer
*)iface
;
581 ULONG refcount
= InterlockedDecrement(&This
->resource
.ref
);
583 TRACE("%p decreasing refcount to %u\n", This
, refcount
);
587 buffer_UnLoad(iface
);
588 resource_cleanup((IWineD3DResource
*)iface
);
589 HeapFree(GetProcessHeap(), 0, This
);
595 /* IWineD3DBase methods */
597 static HRESULT STDMETHODCALLTYPE
buffer_GetParent(IWineD3DBuffer
*iface
, IUnknown
**parent
)
599 return resource_get_parent((IWineD3DResource
*)iface
, parent
);
602 /* IWineD3DResource methods */
604 static HRESULT STDMETHODCALLTYPE
buffer_GetDevice(IWineD3DBuffer
*iface
, IWineD3DDevice
**device
)
606 return resource_get_device((IWineD3DResource
*)iface
, device
);
609 static HRESULT STDMETHODCALLTYPE
buffer_SetPrivateData(IWineD3DBuffer
*iface
,
610 REFGUID guid
, const void *data
, DWORD data_size
, DWORD flags
)
612 return resource_set_private_data((IWineD3DResource
*)iface
, guid
, data
, data_size
, flags
);
615 static HRESULT STDMETHODCALLTYPE
buffer_GetPrivateData(IWineD3DBuffer
*iface
,
616 REFGUID guid
, void *data
, DWORD
*data_size
)
618 return resource_get_private_data((IWineD3DResource
*)iface
, guid
, data
, data_size
);
621 static HRESULT STDMETHODCALLTYPE
buffer_FreePrivateData(IWineD3DBuffer
*iface
, REFGUID guid
)
623 return resource_free_private_data((IWineD3DResource
*)iface
, guid
);
626 static DWORD STDMETHODCALLTYPE
buffer_SetPriority(IWineD3DBuffer
*iface
, DWORD priority
)
628 return resource_set_priority((IWineD3DResource
*)iface
, priority
);
631 static DWORD STDMETHODCALLTYPE
buffer_GetPriority(IWineD3DBuffer
*iface
)
633 return resource_get_priority((IWineD3DResource
*)iface
);
636 static void STDMETHODCALLTYPE
buffer_PreLoad(IWineD3DBuffer
*iface
)
638 struct wined3d_buffer
*This
= (struct wined3d_buffer
*)iface
;
639 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
640 UINT start
= 0, end
= 0, vertices
;
641 BOOL decl_changed
= FALSE
;
645 TRACE("iface %p\n", iface
);
647 if (!This
->buffer_object
)
649 /* TODO: Make converting independent from VBOs */
650 if (This
->flags
& WINED3D_BUFFER_CREATEBO
)
652 buffer_create_buffer_object(This
);
653 This
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
657 return; /* Not doing any conversion */
661 /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
662 if (device
->isInDraw
&& This
->bind_count
> 0)
664 decl_changed
= buffer_find_decl(This
);
665 This
->flags
|= WINED3D_BUFFER_HASDESC
;
668 if (!decl_changed
&& !(This
->flags
& WINED3D_BUFFER_HASDESC
&& This
->flags
& WINED3D_BUFFER_DIRTY
)) return;
670 /* If applications change the declaration over and over, reconverting all the time is a huge
671 * performance hit. So count the declaration changes and release the VBO if there are too many
672 * of them (and thus stop converting)
676 ++This
->conversion_count
;
677 This
->draw_count
= 0;
679 if (This
->conversion_count
> VB_MAXDECLCHANGES
)
681 FIXME("Too many declaration changes, stopping converting\n");
682 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
684 GL_EXTCALL(glDeleteBuffersARB(1, &This
->buffer_object
));
685 checkGLcall("glDeleteBuffersARB");
687 This
->buffer_object
= 0;
688 HeapFree(GetProcessHeap(), 0, This
->conversion_shift
);
690 /* The stream source state handler might have read the memory of the vertex buffer already
691 * and got the memory in the vbo which is not valid any longer. Dirtify the stream source
692 * to force a reload. This happens only once per changed vertexbuffer and should occur rather
695 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_STREAMSRC
);
699 buffer_check_buffer_object_size(This
);
703 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
704 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
705 * decl changes and reset the decl change count after a specific number of them
708 if (This
->draw_count
> VB_RESETDECLCHANGE
) This
->conversion_count
= 0;
713 /* The declaration changed, reload the whole buffer */
714 WARN("Reloading buffer because of decl change\n");
716 end
= This
->resource
.size
;
720 /* No decl change, but dirty data, reload the changed stuff */
721 if (This
->conversion_shift
)
723 if (This
->dirty_start
!= 0 || This
->dirty_end
!= 0)
725 FIXME("Implement partial buffer loading with shifted conversion\n");
728 start
= This
->dirty_start
;
729 end
= This
->dirty_end
;
732 /* Mark the buffer clean */
733 This
->flags
&= ~WINED3D_BUFFER_DIRTY
;
734 This
->dirty_start
= 0;
737 if (!This
->conversion_map
)
739 /* That means that there is nothing to fixup. Just upload from This->resource.allocatedMemory
740 * directly into the vbo. Do not free the system memory copy because drawPrimitive may need it if
741 * the stride is 0, for instancing emulation, vertex blending emulation or shader emulation.
743 TRACE("No conversion needed\n");
745 if (!device
->isInDraw
)
747 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
750 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, This
->buffer_object
));
751 checkGLcall("glBindBufferARB");
752 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB
, start
, end
-start
, This
->resource
.allocatedMemory
+ start
));
753 checkGLcall("glBufferSubDataARB");
758 /* Now for each vertex in the buffer that needs conversion */
759 vertices
= This
->resource
.size
/ This
->stride
;
761 if (This
->conversion_shift
)
763 TRACE("Shifted conversion\n");
764 data
= HeapAlloc(GetProcessHeap(), 0, vertices
* This
->conversion_stride
);
766 for (i
= start
/ This
->stride
; i
< min((end
/ This
->stride
) + 1, vertices
); ++i
)
768 for (j
= 0; j
< This
->stride
; ++j
)
770 switch(This
->conversion_map
[j
])
773 data
[This
->conversion_stride
* i
+ j
+ This
->conversion_shift
[j
]]
774 = This
->resource
.allocatedMemory
[This
->stride
* i
+ j
];
779 float *out
= (float *)(&data
[This
->conversion_stride
* i
+ j
+ This
->conversion_shift
[j
]]);
780 const WORD
*in
= (WORD
*)(&This
->resource
.allocatedMemory
[i
* This
->stride
+ j
]);
782 out
[1] = float_16_to_32(in
+ 1);
783 out
[0] = float_16_to_32(in
+ 0);
784 j
+= 3; /* Skip 3 additional bytes,as a FLOAT16_2 has 4 bytes */
789 FIXME("Unimplemented conversion %d in shifted conversion\n", This
->conversion_map
[j
]);
796 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, This
->buffer_object
));
797 checkGLcall("glBindBufferARB");
798 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB
, 0, vertices
* This
->conversion_stride
, data
));
799 checkGLcall("glBufferSubDataARB");
804 data
= HeapAlloc(GetProcessHeap(), 0, This
->resource
.size
);
805 memcpy(data
+ start
, This
->resource
.allocatedMemory
+ start
, end
- start
);
806 for (i
= start
/ This
->stride
; i
< min((end
/ This
->stride
) + 1, vertices
); ++i
)
808 for (j
= 0; j
< This
->stride
; ++j
)
810 switch(This
->conversion_map
[j
])
817 fixup_d3dcolor((DWORD
*) (data
+ i
* This
->stride
+ j
));
822 fixup_transformed_pos((float *) (data
+ i
* This
->stride
+ j
));
827 ERR("Did not expect FLOAT16 conversion in unshifted conversion\n");
829 FIXME("Unimplemented conversion %d in shifted conversion\n", This
->conversion_map
[j
]);
835 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, This
->buffer_object
));
836 checkGLcall("glBindBufferARB");
837 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB
, start
, end
- start
, data
+ start
));
838 checkGLcall("glBufferSubDataARB");
842 HeapFree(GetProcessHeap(), 0, data
);
845 static WINED3DRESOURCETYPE STDMETHODCALLTYPE
buffer_GetType(IWineD3DBuffer
*iface
)
847 return resource_get_type((IWineD3DResource
*)iface
);
850 /* IWineD3DBuffer methods */
852 static HRESULT STDMETHODCALLTYPE
buffer_Map(IWineD3DBuffer
*iface
, UINT offset
, UINT size
, BYTE
**data
, DWORD flags
)
854 struct wined3d_buffer
*This
= (struct wined3d_buffer
*)iface
;
856 TRACE("iface %p, offset %u, size %u, data %p, flags %#x\n", iface
, offset
, size
, data
, flags
);
858 InterlockedIncrement(&This
->lock_count
);
860 if (This
->flags
& WINED3D_BUFFER_DIRTY
)
862 if (This
->dirty_start
> offset
) This
->dirty_start
= offset
;
866 if (This
->dirty_end
< offset
+ size
) This
->dirty_end
= offset
+ size
;
870 This
->dirty_end
= This
->resource
.size
;
875 This
->dirty_start
= offset
;
876 if (size
) This
->dirty_end
= offset
+ size
;
877 else This
->dirty_end
= This
->resource
.size
;
880 This
->flags
|= WINED3D_BUFFER_DIRTY
;
882 *data
= This
->resource
.allocatedMemory
+ offset
;
884 TRACE("Returning memory at %p (base %p, offset %u)\n", *data
, This
->resource
.allocatedMemory
, offset
);
885 /* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
890 static HRESULT STDMETHODCALLTYPE
buffer_Unmap(IWineD3DBuffer
*iface
)
892 struct wined3d_buffer
*This
= (struct wined3d_buffer
*)iface
;
894 TRACE("(%p)\n", This
);
896 if (InterlockedDecrement(&This
->lock_count
))
898 /* Delay loading the buffer until everything is unlocked */
899 TRACE("Ignoring unlock\n");
903 if (This
->flags
& WINED3D_BUFFER_HASDESC
)
905 buffer_PreLoad(iface
);
911 static HRESULT STDMETHODCALLTYPE
buffer_GetDesc(IWineD3DBuffer
*iface
, WINED3DBUFFER_DESC
*desc
)
913 struct wined3d_buffer
*This
= (struct wined3d_buffer
*)iface
;
915 TRACE("(%p)\n", This
);
917 desc
->Format
= This
->resource
.format_desc
->format
;
918 desc
->Type
= This
->resource
.resourceType
;
919 desc
->Usage
= This
->resource
.usage
;
920 desc
->Pool
= This
->resource
.pool
;
921 desc
->Size
= This
->resource
.size
;
922 desc
->FVF
= This
->fvf
;
927 const struct IWineD3DBufferVtbl wined3d_buffer_vtbl
=
929 /* IUnknown methods */
930 buffer_QueryInterface
,
933 /* IWineD3DBase methods */
935 /* IWineD3DResource methods */
937 buffer_SetPrivateData
,
938 buffer_GetPrivateData
,
939 buffer_FreePrivateData
,
945 /* IWineD3DBuffer methods */
951 /* IUnknown methods */
953 static HRESULT STDMETHODCALLTYPE
IWineD3DIndexBufferImpl_QueryInterface(IWineD3DIndexBuffer
*iface
,
954 REFIID riid
, void **object
)
956 TRACE("iface %p, riid %s, object %p\n", iface
, debugstr_guid(riid
), object
);
958 if (IsEqualGUID(riid
, &IID_IWineD3DIndexBuffer
)
959 || IsEqualGUID(riid
, &IID_IWineD3DResource
)
960 || IsEqualGUID(riid
, &IID_IWineD3DBase
)
961 || IsEqualGUID(riid
, &IID_IUnknown
))
963 IUnknown_AddRef(iface
);
968 WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid
));
972 return E_NOINTERFACE
;
975 static ULONG STDMETHODCALLTYPE
IWineD3DIndexBufferImpl_AddRef(IWineD3DIndexBuffer
*iface
)
977 IWineD3DIndexBufferImpl
*This
= (IWineD3DIndexBufferImpl
*)iface
;
978 ULONG refcount
= InterlockedIncrement(&This
->resource
.ref
);
980 TRACE("%p increasing refcount to %u\n", This
, refcount
);
985 static ULONG STDMETHODCALLTYPE
IWineD3DIndexBufferImpl_Release(IWineD3DIndexBuffer
*iface
)
987 IWineD3DIndexBufferImpl
*This
= (IWineD3DIndexBufferImpl
*)iface
;
988 ULONG refcount
= InterlockedDecrement(&This
->resource
.ref
);
990 TRACE("%p decreasing refcount to %u\n", This
, refcount
);
996 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
998 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
1000 /* No need to manually unset the buffer. glDeleteBuffers unsets it for the current context,
1001 * but not for other contexts. However, because the d3d buffer is destroyed the app has to
1002 * unset it before doing the next draw, thus dirtifying the index buffer state and forcing
1003 * binding a new buffer
1005 GL_EXTCALL(glDeleteBuffersARB(1, &This
->vbo
));
1006 checkGLcall("glDeleteBuffersARB");
1010 resource_cleanup((IWineD3DResource
*)iface
);
1011 HeapFree(GetProcessHeap(), 0, This
);
1017 /* IWineD3DBase methods */
1019 static HRESULT STDMETHODCALLTYPE
IWineD3DIndexBufferImpl_GetParent(IWineD3DIndexBuffer
*iface
, IUnknown
**parent
)
1021 return resource_get_parent((IWineD3DResource
*)iface
, parent
);
1024 /* IWineD3DResource methods */
1026 static HRESULT STDMETHODCALLTYPE
IWineD3DIndexBufferImpl_GetDevice(IWineD3DIndexBuffer
*iface
, IWineD3DDevice
**device
)
1028 return resource_get_device((IWineD3DResource
*)iface
, device
);
1031 static HRESULT STDMETHODCALLTYPE
IWineD3DIndexBufferImpl_SetPrivateData(IWineD3DIndexBuffer
*iface
,
1032 REFGUID guid
, const void *data
, DWORD data_size
, DWORD flags
)
1034 return resource_set_private_data((IWineD3DResource
*)iface
, guid
, data
, data_size
, flags
);
1037 static HRESULT STDMETHODCALLTYPE
IWineD3DIndexBufferImpl_GetPrivateData(IWineD3DIndexBuffer
*iface
,
1038 REFGUID guid
, void *data
, DWORD
*data_size
)
1040 return resource_get_private_data((IWineD3DResource
*)iface
, guid
, data
, data_size
);
1043 static HRESULT STDMETHODCALLTYPE
IWineD3DIndexBufferImpl_FreePrivateData(IWineD3DIndexBuffer
*iface
, REFGUID guid
)
1045 return resource_free_private_data((IWineD3DResource
*)iface
, guid
);
1048 static DWORD STDMETHODCALLTYPE
IWineD3DIndexBufferImpl_SetPriority(IWineD3DIndexBuffer
*iface
, DWORD priority
)
1050 return resource_set_priority((IWineD3DResource
*)iface
, priority
);
1053 static DWORD STDMETHODCALLTYPE
IWineD3DIndexBufferImpl_GetPriority(IWineD3DIndexBuffer
*iface
)
1055 return resource_get_priority((IWineD3DResource
*)iface
);
1058 static void STDMETHODCALLTYPE
IWineD3DIndexBufferImpl_PreLoad(IWineD3DIndexBuffer
*iface
)
1060 TRACE("iface %p\n", iface
);
1063 static void STDMETHODCALLTYPE
IWineD3DIndexBufferImpl_UnLoad(IWineD3DIndexBuffer
*iface
)
1065 IWineD3DIndexBufferImpl
*This
= (IWineD3DIndexBufferImpl
*) iface
;
1066 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
1068 TRACE("(%p)\n", This
);
1070 /* This is easy: The whole content is shadowed in This->resource.allocatedMemory,
1071 * so we only have to destroy the vbo. Only do it if we have a vbo, which implies
1072 * that vbos are supported.
1073 * (TODO: Make a IWineD3DBuffer base class for index and vertex buffers and share
1074 * this code. Also needed for D3D10)
1078 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
1080 GL_EXTCALL(glDeleteBuffersARB(1, &This
->vbo
));
1081 checkGLcall("glDeleteBuffersARB");
1087 static WINED3DRESOURCETYPE STDMETHODCALLTYPE
IWineD3DIndexBufferImpl_GetType(IWineD3DIndexBuffer
*iface
)
1089 return resource_get_type((IWineD3DResource
*)iface
);
1092 /* IWineD3DIndexBuffer methods */
1094 static HRESULT STDMETHODCALLTYPE
IWineD3DIndexBufferImpl_Lock(IWineD3DIndexBuffer
*iface
,
1095 UINT OffsetToLock
, UINT SizeToLock
, BYTE
**ppbData
, DWORD Flags
)
1097 IWineD3DIndexBufferImpl
*This
= (IWineD3DIndexBufferImpl
*)iface
;
1099 TRACE("(%p) : offset %d, size %d, Flags=%x\n", This
, OffsetToLock
, SizeToLock
, Flags
);
1101 InterlockedIncrement(&This
->lockcount
);
1102 *ppbData
= This
->resource
.allocatedMemory
+ OffsetToLock
;
1104 if (Flags
& (WINED3DLOCK_READONLY
| WINED3DLOCK_NO_DIRTY_UPDATE
) || !This
->vbo
)
1109 if (This
->dirtystart
!= This
->dirtyend
)
1111 if (This
->dirtystart
> OffsetToLock
) This
->dirtystart
= OffsetToLock
;
1114 if (This
->dirtyend
< OffsetToLock
+ SizeToLock
) This
->dirtyend
= OffsetToLock
+ SizeToLock
;
1118 This
->dirtyend
= This
->resource
.size
;
1123 This
->dirtystart
= OffsetToLock
;
1124 if (SizeToLock
) This
->dirtyend
= OffsetToLock
+ SizeToLock
;
1125 else This
->dirtyend
= This
->resource
.size
;
1131 static HRESULT STDMETHODCALLTYPE
IWineD3DIndexBufferImpl_Unlock(IWineD3DIndexBuffer
*iface
)
1133 IWineD3DIndexBufferImpl
*This
= (IWineD3DIndexBufferImpl
*)iface
;
1134 ULONG locks
= InterlockedDecrement(&This
->lockcount
);
1136 TRACE("(%p)\n", This
);
1138 /* For now load in unlock */
1139 if (!locks
&& This
->vbo
&& (This
->dirtyend
- This
->dirtystart
) > 0)
1141 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
1143 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
1146 GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB
, This
->vbo
));
1147 checkGLcall("glBindBufferARB");
1148 GL_EXTCALL(glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB
, This
->dirtystart
,
1149 This
->dirtyend
- This
->dirtystart
, This
->resource
.allocatedMemory
+ This
->dirtystart
));
1150 checkGLcall("glBufferSubDataARB");
1152 This
->dirtystart
= 0;
1154 /* TODO: Move loading into preload when the buffer is used, that avoids dirtifying the state */
1155 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_INDEXBUFFER
);
1161 static HRESULT STDMETHODCALLTYPE
IWineD3DIndexBufferImpl_GetDesc(IWineD3DIndexBuffer
*iface
,
1162 WINED3DBUFFER_DESC
*pDesc
)
1164 IWineD3DIndexBufferImpl
*This
= (IWineD3DIndexBufferImpl
*)iface
;
1166 TRACE("(%p)\n", This
);
1168 pDesc
->Format
= This
->resource
.format_desc
->format
;
1169 pDesc
->Type
= This
->resource
.resourceType
;
1170 pDesc
->Usage
= This
->resource
.usage
;
1171 pDesc
->Pool
= This
->resource
.pool
;
1172 pDesc
->Size
= This
->resource
.size
;
1177 const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl
=
1179 /* IUnknown methods */
1180 IWineD3DIndexBufferImpl_QueryInterface
,
1181 IWineD3DIndexBufferImpl_AddRef
,
1182 IWineD3DIndexBufferImpl_Release
,
1183 /* IWineD3DBase methods */
1184 IWineD3DIndexBufferImpl_GetParent
,
1185 /* IWineD3DResource methods */
1186 IWineD3DIndexBufferImpl_GetDevice
,
1187 IWineD3DIndexBufferImpl_SetPrivateData
,
1188 IWineD3DIndexBufferImpl_GetPrivateData
,
1189 IWineD3DIndexBufferImpl_FreePrivateData
,
1190 IWineD3DIndexBufferImpl_SetPriority
,
1191 IWineD3DIndexBufferImpl_GetPriority
,
1192 IWineD3DIndexBufferImpl_PreLoad
,
1193 IWineD3DIndexBufferImpl_UnLoad
,
1194 IWineD3DIndexBufferImpl_GetType
,
1195 /* IWineD3DIndexBuffer methods */
1196 IWineD3DIndexBufferImpl_Lock
,
1197 IWineD3DIndexBufferImpl_Unlock
,
1198 IWineD3DIndexBufferImpl_GetDesc
,