2 * IWineD3DVertexBuffer Implementation
4 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2004 Christian Costa
7 * Copyright 2007 Stefan Dösinger 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 "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
28 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
30 #define VB_MAXDECLCHANGES 100 /* After that number we stop converting */
31 #define VB_RESETDECLCHANGE 1000 /* Reset the changecount after that number of draws */
33 /* *******************************************
34 IWineD3DVertexBuffer IUnknown parts follow
35 ******************************************* */
36 static HRESULT WINAPI
IWineD3DVertexBufferImpl_QueryInterface(IWineD3DVertexBuffer
*iface
, REFIID riid
, LPVOID
*ppobj
)
38 IWineD3DVertexBufferImpl
*This
= (IWineD3DVertexBufferImpl
*)iface
;
39 TRACE("(%p)->(%s,%p)\n",This
,debugstr_guid(riid
),ppobj
);
40 if (IsEqualGUID(riid
, &IID_IUnknown
)
41 || IsEqualGUID(riid
, &IID_IWineD3DBase
)
42 || IsEqualGUID(riid
, &IID_IWineD3DResource
)
43 || IsEqualGUID(riid
, &IID_IWineD3DVertexBuffer
)){
44 IUnknown_AddRef(iface
);
52 static ULONG WINAPI
IWineD3DVertexBufferImpl_AddRef(IWineD3DVertexBuffer
*iface
) {
53 IWineD3DVertexBufferImpl
*This
= (IWineD3DVertexBufferImpl
*)iface
;
54 ULONG ref
= InterlockedIncrement(&This
->resource
.ref
);
55 TRACE("(%p) : AddRef increasing from %d\n", This
, ref
- 1);
59 static ULONG WINAPI
IWineD3DVertexBufferImpl_Release(IWineD3DVertexBuffer
*iface
) {
60 IWineD3DVertexBufferImpl
*This
= (IWineD3DVertexBufferImpl
*)iface
;
61 ULONG ref
= InterlockedDecrement(&This
->resource
.ref
);
62 TRACE("(%p) : Releasing from %d\n", This
, ref
+ 1);
66 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
68 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
70 GL_EXTCALL(glDeleteBuffersARB(1, &This
->vbo
));
71 checkGLcall("glDeleteBuffersARB");
75 resource_cleanup((IWineD3DResource
*)iface
);
76 HeapFree(GetProcessHeap(), 0, This
);
81 /* ****************************************************
82 IWineD3DVertexBuffer IWineD3DResource parts follow
83 **************************************************** */
84 static HRESULT WINAPI
IWineD3DVertexBufferImpl_GetDevice(IWineD3DVertexBuffer
*iface
, IWineD3DDevice
** ppDevice
) {
85 return resource_get_device((IWineD3DResource
*)iface
, ppDevice
);
88 static HRESULT WINAPI
IWineD3DVertexBufferImpl_SetPrivateData(IWineD3DVertexBuffer
*iface
, REFGUID refguid
, CONST
void* pData
, DWORD SizeOfData
, DWORD Flags
) {
89 return resource_set_private_data((IWineD3DResource
*)iface
, refguid
, pData
, SizeOfData
, Flags
);
92 static HRESULT WINAPI
IWineD3DVertexBufferImpl_GetPrivateData(IWineD3DVertexBuffer
*iface
, REFGUID refguid
, void* pData
, DWORD
* pSizeOfData
) {
93 return resource_get_private_data((IWineD3DResource
*)iface
, refguid
, pData
, pSizeOfData
);
96 static HRESULT WINAPI
IWineD3DVertexBufferImpl_FreePrivateData(IWineD3DVertexBuffer
*iface
, REFGUID refguid
) {
97 return resource_free_private_data((IWineD3DResource
*)iface
, refguid
);
100 static DWORD WINAPI
IWineD3DVertexBufferImpl_SetPriority(IWineD3DVertexBuffer
*iface
, DWORD PriorityNew
) {
101 return resource_set_priority((IWineD3DResource
*)iface
, PriorityNew
);
104 static DWORD WINAPI
IWineD3DVertexBufferImpl_GetPriority(IWineD3DVertexBuffer
*iface
) {
105 return resource_get_priority((IWineD3DResource
*)iface
);
108 static inline void fixup_d3dcolor(DWORD
*pos
) {
109 DWORD srcColor
= *pos
;
111 /* Color conversion like in drawStridedSlow. watch out for little endianity
112 * If we want that stuff to work on big endian machines too we have to consider more things
114 * 0xff000000: Alpha mask
115 * 0x00ff0000: Blue mask
116 * 0x0000ff00: Green mask
117 * 0x000000ff: Red mask
120 *pos
|= (srcColor
& 0xff00ff00) ; /* Alpha Green */
121 *pos
|= (srcColor
& 0x00ff0000) >> 16; /* Red */
122 *pos
|= (srcColor
& 0x000000ff) << 16; /* Blue */
125 static inline void fixup_transformed_pos(float *p
) {
128 /* rhw conversion like in drawStridedSlow */
129 if(p
[3] == 1.0 || ((p
[3] < eps
) && (p
[3] > -eps
))) {
146 static DWORD
*find_conversion_shift(IWineD3DVertexBufferImpl
*This
, const WineDirect3DVertexStridedData
*strided
, DWORD stride
)
148 DWORD
*ret
, i
, shift
, j
, type
;
149 DWORD orig_type_size
;
156 This
->conv_stride
= stride
;
157 ret
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(DWORD
) * stride
);
158 for(i
= 0; i
< MAX_ATTRIBS
; i
++) {
159 if(strided
->u
.input
[i
].VBO
!= This
->vbo
) continue;
161 type
= strided
->u
.input
[i
].dwType
;
162 if(type
== WINED3DDECLTYPE_FLOAT16_2
) {
164 } else if(type
== WINED3DDECLTYPE_FLOAT16_4
) {
166 /* Pre-shift the last 4 bytes in the FLOAT16_4 by 4 bytes - this makes FLOAT16_2 and FLOAT16_4 conversions
169 for(j
= 4; j
< 8; j
++) {
170 ret
[(DWORD_PTR
) strided
->u
.input
[i
].lpData
+ j
] += 4;
175 This
->conv_stride
+= shift
;
178 orig_type_size
= WINED3D_ATR_TYPESIZE(type
) * WINED3D_ATR_SIZE(type
);
179 for(j
= (DWORD_PTR
) strided
->u
.input
[i
].lpData
+ orig_type_size
; j
< stride
; j
++) {
186 TRACE("Dumping conversion shift:\n");
187 for(i
= 0; i
< stride
; i
++) {
188 TRACE("[%d]", ret
[i
]);
195 static inline BOOL
process_converted_attribute(IWineD3DVertexBufferImpl
*This
,
196 const enum vbo_conversion_type conv_type
,
197 const WineDirect3DStridedData
*attrib
,
198 DWORD
*stride_this_run
, const DWORD type
) {
202 DWORD offset
= This
->resource
.wineD3DDevice
->stateBlock
->streamOffset
[attrib
->streamNo
];
205 /* Check for some valid situations which cause us pain. One is if the buffer is used for
206 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
207 * with different strides. In the 2nd case we might have to drop conversion entirely,
208 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
210 if(attrib
->dwStride
== 0) {
211 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n",
212 debug_d3ddecltype(type
));
213 } else if(attrib
->dwStride
!= *stride_this_run
&&
215 FIXME("Got two concurrent strides, %d and %d\n", attrib
->dwStride
, *stride_this_run
);
217 *stride_this_run
= attrib
->dwStride
;
218 if(This
->stride
!= *stride_this_run
) {
219 /* We rely that this happens only on the first converted attribute that is found,
220 * if at all. See above check
222 TRACE("Reconverting because converted attributes occur, and the stride changed\n");
223 This
->stride
= *stride_this_run
;
224 HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY
, This
->conv_map
);
225 This
->conv_map
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*This
->conv_map
) * This
->stride
);
230 data
= (((DWORD_PTR
) attrib
->lpData
) + offset
) % This
->stride
;
231 attrib_size
= WINED3D_ATR_SIZE(type
) * WINED3D_ATR_TYPESIZE(type
);
232 for(i
= 0; i
< attrib_size
; i
++) {
233 if(This
->conv_map
[data
+ i
] != conv_type
) {
234 TRACE("Byte %ld in vertex changed\n", i
+ data
);
235 TRACE("It was type %d, is %d now\n", This
->conv_map
[data
+ i
], conv_type
);
237 This
->conv_map
[data
+ i
] = conv_type
;
243 static inline BOOL
check_attribute(IWineD3DVertexBufferImpl
*This
, const WineDirect3DStridedData
*attrib
,
244 const BOOL check_d3dcolor
, const BOOL is_ffp_position
, const BOOL is_ffp_color
,
245 DWORD
*stride_this_run
, BOOL
*float16_used
) {
249 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
250 * there, on nonexistent attribs the vbo is 0.
252 if(attrib
->VBO
!= This
->vbo
) return FALSE
;
254 type
= attrib
->dwType
;
255 /* Look for newly appeared conversion */
256 if(!GL_SUPPORT(NV_HALF_FLOAT
) && (
257 type
== WINED3DDECLTYPE_FLOAT16_2
||
258 type
== WINED3DDECLTYPE_FLOAT16_4
)) {
260 ret
= process_converted_attribute(This
, CONV_FLOAT16_2
, attrib
, stride_this_run
, type
);
262 if(is_ffp_position
) {
263 FIXME("Test FLOAT16 fixed function processing positions\n");
264 } else if(is_ffp_color
) {
265 FIXME("test FLOAT16 fixed function processing colors\n");
267 *float16_used
= TRUE
;
268 } else if(check_d3dcolor
&& type
== WINED3DDECLTYPE_D3DCOLOR
) {
270 ret
= process_converted_attribute(This
, CONV_D3DCOLOR
, attrib
, stride_this_run
, WINED3DDECLTYPE_D3DCOLOR
);
273 FIXME("Test for non-color fixed function D3DCOLOR type\n");
275 } else if(is_ffp_position
&& type
== WINED3DDECLTYPE_FLOAT4
) {
276 ret
= process_converted_attribute(This
, CONV_POSITIONT
, attrib
, stride_this_run
, WINED3DDECLTYPE_FLOAT4
);
277 } else if(This
->conv_map
) {
278 ret
= process_converted_attribute(This
, CONV_NONE
, attrib
, stride_this_run
, type
);
283 static inline BOOL
IWineD3DVertexBufferImpl_FindDecl(IWineD3DVertexBufferImpl
*This
)
285 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
288 DWORD stride_this_run
= 0;
289 BOOL float16_used
= FALSE
;
291 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
292 * Once we have our declaration there is no need to look it up again.
294 if(((IWineD3DImpl
*)device
->wineD3D
)->dxVersion
== 7 && This
->Flags
& VBFLAG_HASDESC
) {
298 TRACE("Finding vertex buffer conversion information\n");
299 /* Certain declaration types need some fixups before we can pass them to opengl. This means D3DCOLOR attributes with fixed
300 * function vertex processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if GL_NV_half_float is not supported.
302 * The vertex buffer FVF doesn't help with finding them, we have to use the decoded vertex declaration and pick the things
303 * that concern the current buffer. A problem with this is that this can change between draws, so we have to validate
304 * the information and reprocess the buffer if it changes, and avoid false positives for performance reasons.
306 * We have to distinguish between vertex shaders and fixed function to pick the way we access the
307 * strided vertex information.
309 * This code sets up a per-byte array with the size of the detected stride of the arrays in the
310 * buffer. For each byte we have a field that marks the conversion needed on this byte. For example,
311 * the following declaration with fixed function vertex processing:
319 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
320 * [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]
322 * Where in this example map P means 4 component position conversion, 0 means no conversion, F means FLOAT16_2 conversion
323 * and C means D3DCOLOR conversion(red / blue swizzle).
325 * If we're doing conversion and the stride changes we have to reconvert the whole buffer. Note that we do not mind if the
326 * semantic changes, we only care for the conversion type. So if the NORMAL is replaced with a TEXCOORD, nothing has to be
327 * done, or if the DIFFUSE is replaced with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some conversion types
328 * depend on the semantic as well, for example a FLOAT4 texcoord needs no conversion while a FLOAT4 positiont needs one
330 if (use_vs(device
->stateBlock
))
333 /* If the current vertex declaration is marked for no half float conversion don't bother to
334 * analyse the strided streams in depth, just set them up for no conversion. Return decl changed
335 * if we used conversion before
337 if(!((IWineD3DVertexDeclarationImpl
*) device
->stateBlock
->vertexDecl
)->half_float_conv_needed
) {
339 TRACE("Now using shaders without conversion, but conversion used before\n");
340 HeapFree(GetProcessHeap(), 0, This
->conv_map
);
341 HeapFree(GetProcessHeap(), 0, This
->conv_shift
);
342 This
->conv_map
= NULL
;
344 This
->conv_shift
= NULL
;
345 This
->conv_stride
= 0;
351 for(i
= 0; i
< MAX_ATTRIBS
; i
++) {
352 ret
= check_attribute(This
, &device
->strided_streams
.u
.input
[i
], FALSE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
355 /* Recalculate the conversion shift map if the declaration has changed,
356 * and we're using float16 conversion or used it on the last run
358 if(ret
&& (float16_used
|| This
->conv_map
)) {
359 HeapFree(GetProcessHeap(), 0, This
->conv_shift
);
360 This
->conv_shift
= find_conversion_shift(This
, &device
->strided_streams
, This
->stride
);
363 /* Fixed function is a bit trickier. We have to take care for D3DCOLOR types, FLOAT4 positions and of course
364 * FLOAT16s if not supported. Also, we can't iterate over the array, so use macros to generate code for all
365 * the attributes that our current fixed function pipeline implementation cares for.
367 BOOL support_d3dcolor
= GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA
);
368 ret
= check_attribute(This
, &device
->strided_streams
.u
.s
.position
, TRUE
, TRUE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
369 ret
= check_attribute(This
, &device
->strided_streams
.u
.s
.normal
, TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
370 ret
= check_attribute(This
, &device
->strided_streams
.u
.s
.diffuse
, !support_d3dcolor
, FALSE
, TRUE
, &stride_this_run
, &float16_used
) || ret
;
371 ret
= check_attribute(This
, &device
->strided_streams
.u
.s
.specular
, !support_d3dcolor
, FALSE
, TRUE
, &stride_this_run
, &float16_used
) || ret
;
372 ret
= check_attribute(This
, &device
->strided_streams
.u
.s
.texCoords
[0], TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
373 ret
= check_attribute(This
, &device
->strided_streams
.u
.s
.texCoords
[1], TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
374 ret
= check_attribute(This
, &device
->strided_streams
.u
.s
.texCoords
[2], TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
375 ret
= check_attribute(This
, &device
->strided_streams
.u
.s
.texCoords
[3], TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
376 ret
= check_attribute(This
, &device
->strided_streams
.u
.s
.texCoords
[4], TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
377 ret
= check_attribute(This
, &device
->strided_streams
.u
.s
.texCoords
[5], TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
378 ret
= check_attribute(This
, &device
->strided_streams
.u
.s
.texCoords
[6], TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
379 ret
= check_attribute(This
, &device
->strided_streams
.u
.s
.texCoords
[7], TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
381 if(float16_used
) FIXME("Float16 conversion used with fixed function vertex processing\n");
384 if(stride_this_run
== 0 && This
->conv_map
) {
387 ERR("no converted attributes found, old conversion map exists, and no declaration change???\n");
389 HeapFree(GetProcessHeap(), 0, This
->conv_map
);
390 This
->conv_map
= NULL
;
393 This
->Flags
|= VBFLAG_HASDESC
;
395 if(ret
) TRACE("Conversion information changed\n");
399 static void check_vbo_size(IWineD3DVertexBufferImpl
*This
) {
400 DWORD size
= This
->conv_stride
? This
->conv_stride
* (This
->resource
.size
/ This
->stride
) : This
->resource
.size
;
401 if(This
->vbo_size
!= size
) {
402 TRACE("Old size %d, creating new size %d\n", This
->vbo_size
, size
);
404 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, This
->vbo
));
405 checkGLcall("glBindBufferARB");
406 GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB
, size
, NULL
, This
->vbo_usage
));
407 This
->vbo_size
= size
;
408 checkGLcall("glBufferDataARB");
413 static void CreateVBO(IWineD3DVertexBufferImpl
*This
) {
414 GLenum error
, glUsage
;
415 DWORD vboUsage
= This
->resource
.usage
;
416 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
418 TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n", This
, debug_d3dusage(vboUsage
));
420 /* Make sure that a context is there. Needed in a multithreaded environment. Otherwise this call is a nop */
421 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
424 /* Make sure that the gl error is cleared. Do not use checkGLcall
425 * here because checkGLcall just prints a fixme and continues. However,
426 * if an error during VBO creation occurs we can fall back to non-vbo operation
427 * with full functionality(but performance loss)
429 while(glGetError() != GL_NO_ERROR
);
431 /* Basically the FVF parameter passed to CreateVertexBuffer is no good
432 * It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
433 * IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
434 * look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
435 * to check if the rhw and color values are in the correct format.
438 GL_EXTCALL(glGenBuffersARB(1, &This
->vbo
));
439 error
= glGetError();
440 if(This
->vbo
== 0 || error
!= GL_NO_ERROR
) {
441 WARN("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error
), error
);
445 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, This
->vbo
));
446 error
= glGetError();
447 if(error
!= GL_NO_ERROR
) {
448 WARN("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error
), error
);
452 /* Don't use static, because dx apps tend to update the buffer
453 * quite often even if they specify 0 usage. Because we always keep the local copy
454 * we never read from the vbo and can create a write only opengl buffer.
456 switch(vboUsage
& (WINED3DUSAGE_WRITEONLY
| WINED3DUSAGE_DYNAMIC
) ) {
457 case WINED3DUSAGE_WRITEONLY
| WINED3DUSAGE_DYNAMIC
:
458 case WINED3DUSAGE_DYNAMIC
:
459 TRACE("Gl usage = GL_STREAM_DRAW\n");
460 glUsage
= GL_STREAM_DRAW_ARB
;
462 case WINED3DUSAGE_WRITEONLY
:
464 TRACE("Gl usage = GL_DYNAMIC_DRAW\n");
465 glUsage
= GL_DYNAMIC_DRAW_ARB
;
469 /* Reserve memory for the buffer. The amount of data won't change
470 * so we are safe with calling glBufferData once with a NULL ptr and
471 * calling glBufferSubData on updates
473 GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB
, This
->resource
.size
, NULL
, glUsage
));
474 error
= glGetError();
475 if(error
!= GL_NO_ERROR
) {
476 WARN("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error
), error
);
479 This
->vbo_size
= This
->resource
.size
;
480 This
->vbo_usage
= glUsage
;
481 This
->dirtystart
= 0;
482 This
->dirtyend
= This
->resource
.size
;
483 This
->Flags
|= VBFLAG_DIRTY
;
489 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
490 FIXME("Failed to create a vertex buffer object. Continuing, but performance issues can occur\n");
491 if(This
->vbo
) GL_EXTCALL(glDeleteBuffersARB(1, &This
->vbo
));
497 static void WINAPI
IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer
*iface
) {
498 IWineD3DVertexBufferImpl
*This
= (IWineD3DVertexBufferImpl
*) iface
;
499 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
501 UINT start
= 0, end
= 0, vertices
;
502 BOOL declChanged
= FALSE
;
504 TRACE("(%p)->()\n", This
);
507 /* TODO: Make converting independent from VBOs */
508 if(This
->Flags
& VBFLAG_CREATEVBO
) {
510 This
->Flags
&= ~VBFLAG_CREATEVBO
;
512 return; /* Not doing any conversion */
516 /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
517 if(device
->isInDraw
&& This
->bindCount
> 0) {
518 declChanged
= IWineD3DVertexBufferImpl_FindDecl(This
);
519 } else if(This
->Flags
& VBFLAG_HASDESC
) {
520 /* Reuse the declaration stored in the buffer. It will most likely not change, and if it does
521 * the stream source state handler will call PreLoad again and the change will be caught
524 /* Cannot get a declaration, and no declaration is stored in the buffer. It is pointless to preload
525 * now. When the buffer is used, PreLoad will be called by the stream source state handler and a valid
526 * declaration for the buffer can be found
531 /* If applications change the declaration over and over, reconverting all the time is a huge
532 * performance hit. So count the declaration changes and release the VBO if there are too many
533 * of them (and thus stop converting)
539 if(This
->declChanges
> VB_MAXDECLCHANGES
) {
540 FIXME("Too many declaration changes, stopping converting\n");
541 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
543 GL_EXTCALL(glDeleteBuffersARB(1, &This
->vbo
));
544 checkGLcall("glDeleteBuffersARB");
547 HeapFree(GetProcessHeap(), 0, This
->conv_shift
);
549 /* The stream source state handler might have read the memory of the vertex buffer already
550 * and got the memory in the vbo which is not valid any longer. Dirtify the stream source
551 * to force a reload. This happens only once per changed vertexbuffer and should occur rather
554 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_STREAMSRC
);
558 check_vbo_size(This
);
560 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
561 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
562 * decl changes and reset the decl change count after a specific number of them
565 if(This
->draws
> VB_RESETDECLCHANGE
) This
->declChanges
= 0;
569 /* The declaration changed, reload the whole buffer */
570 WARN("Reloading buffer because of decl change\n");
572 end
= This
->resource
.size
;
573 } else if(This
->Flags
& VBFLAG_DIRTY
) {
574 /* No decl change, but dirty data, reload the changed stuff */
575 if(This
->conv_shift
) {
576 if(This
->dirtystart
!= 0 || This
->dirtyend
!= 0) {
577 FIXME("Implement partial buffer loading with shifted conversion\n");
580 start
= This
->dirtystart
;
581 end
= This
->dirtyend
;
583 /* Desc not changed, buffer not dirty, nothing to do :-) */
587 /* Mark the buffer clean */
588 This
->Flags
&= ~VBFLAG_DIRTY
;
589 This
->dirtystart
= 0;
592 if(!This
->conv_map
) {
593 /* That means that there is nothing to fixup. Just upload from This->resource.allocatedMemory
594 * directly into the vbo. Do not free the system memory copy because drawPrimitive may need it if
595 * the stride is 0, for instancing emulation, vertex blending emulation or shader emulation.
597 TRACE("No conversion needed\n");
599 if(!device
->isInDraw
) {
600 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
603 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, This
->vbo
));
604 checkGLcall("glBindBufferARB");
605 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB
, start
, end
-start
, This
->resource
.allocatedMemory
+ start
));
606 checkGLcall("glBufferSubDataARB");
611 /* Now for each vertex in the buffer that needs conversion */
612 vertices
= This
->resource
.size
/ This
->stride
;
614 if(This
->conv_shift
) {
615 TRACE("Shifted conversion\n");
616 data
= HeapAlloc(GetProcessHeap(), 0, vertices
* This
->conv_stride
);
618 for(i
= start
/ This
->stride
; i
< min((end
/ This
->stride
) + 1, vertices
); i
++) {
619 for(j
= 0; j
< This
->stride
; j
++) {
620 switch(This
->conv_map
[j
]) {
622 data
[This
->conv_stride
* i
+ j
+ This
->conv_shift
[j
]] = This
->resource
.allocatedMemory
[This
->stride
* i
+ j
];
627 float *out
= (float *) (&data
[This
->conv_stride
* i
+ j
+ This
->conv_shift
[j
]]);
628 const WORD
*in
= (WORD
*) (&This
->resource
.allocatedMemory
[i
* This
->stride
+ j
]);
630 out
[1] = float_16_to_32(in
+ 1);
631 out
[0] = float_16_to_32(in
+ 0);
632 j
+= 3; /* Skip 3 additional bytes,as a FLOAT16_2 has 4 bytes */
637 FIXME("Unimplemented conversion %d in shifted conversion\n", This
->conv_map
[j
]);
643 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, This
->vbo
));
644 checkGLcall("glBindBufferARB");
645 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB
, 0, vertices
* This
->conv_stride
, data
));
646 checkGLcall("glBufferSubDataARB");
650 data
= HeapAlloc(GetProcessHeap(), 0, This
->resource
.size
);
651 memcpy(data
+ start
, This
->resource
.allocatedMemory
+ start
, end
- start
);
652 for(i
= start
/ This
->stride
; i
< min((end
/ This
->stride
) + 1, vertices
); i
++) {
653 for(j
= 0; j
< This
->stride
; j
++) {
654 switch(This
->conv_map
[j
]) {
660 fixup_d3dcolor((DWORD
*) (data
+ i
* This
->stride
+ j
));
665 fixup_transformed_pos((float *) (data
+ i
* This
->stride
+ j
));
670 ERR("Did not expect FLOAT16 conversion in unshifted conversion\n");
672 FIXME("Unimplemented conversion %d in shifted conversion\n", This
->conv_map
[j
]);
678 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, This
->vbo
));
679 checkGLcall("glBindBufferARB");
680 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB
, start
, end
- start
, data
+ start
));
681 checkGLcall("glBufferSubDataARB");
685 HeapFree(GetProcessHeap(), 0, data
);
688 static void WINAPI
IWineD3DVertexBufferImpl_UnLoad(IWineD3DVertexBuffer
*iface
) {
689 IWineD3DVertexBufferImpl
*This
= (IWineD3DVertexBufferImpl
*) iface
;
690 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
691 TRACE("(%p)\n", This
);
693 /* This is easy: The whole content is shadowed in This->resource.allocatedMemory,
694 * so we only have to destroy the vbo. Only do it if we have a vbo, which implies
695 * that vbos are supported
698 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
700 GL_EXTCALL(glDeleteBuffersARB(1, &This
->vbo
));
701 checkGLcall("glDeleteBuffersARB");
704 This
->Flags
|= VBFLAG_CREATEVBO
; /* Recreate the VBO next load */
708 static WINED3DRESOURCETYPE WINAPI
IWineD3DVertexBufferImpl_GetType(IWineD3DVertexBuffer
*iface
) {
709 return resource_get_type((IWineD3DResource
*)iface
);
712 static HRESULT WINAPI
IWineD3DVertexBufferImpl_GetParent(IWineD3DVertexBuffer
*iface
, IUnknown
**pParent
) {
713 return resource_get_parent((IWineD3DResource
*)iface
, pParent
);
716 /* ******************************************************
717 IWineD3DVertexBuffer IWineD3DVertexBuffer parts follow
718 ****************************************************** */
719 static HRESULT WINAPI
IWineD3DVertexBufferImpl_Lock(IWineD3DVertexBuffer
*iface
, UINT OffsetToLock
, UINT SizeToLock
, BYTE
** ppbData
, DWORD Flags
) {
720 IWineD3DVertexBufferImpl
*This
= (IWineD3DVertexBufferImpl
*)iface
;
722 TRACE("(%p)->%d, %d, %p, %08x\n", This
, OffsetToLock
, SizeToLock
, ppbData
, Flags
);
724 InterlockedIncrement(&This
->lockcount
);
726 if(This
->Flags
& VBFLAG_DIRTY
) {
727 if(This
->dirtystart
> OffsetToLock
) This
->dirtystart
= OffsetToLock
;
729 if(This
->dirtyend
< OffsetToLock
+ SizeToLock
) This
->dirtyend
= OffsetToLock
+ SizeToLock
;
731 This
->dirtyend
= This
->resource
.size
;
734 This
->dirtystart
= OffsetToLock
;
736 This
->dirtyend
= OffsetToLock
+ SizeToLock
;
738 This
->dirtyend
= This
->resource
.size
;
741 data
= This
->resource
.allocatedMemory
;
742 This
->Flags
|= VBFLAG_DIRTY
;
743 *ppbData
= data
+ OffsetToLock
;
745 TRACE("(%p) : returning memory of %p (base:%p,offset:%u)\n", This
, data
+ OffsetToLock
, data
, OffsetToLock
);
746 /* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
749 static HRESULT WINAPI
IWineD3DVertexBufferImpl_Unlock(IWineD3DVertexBuffer
*iface
) {
750 IWineD3DVertexBufferImpl
*This
= (IWineD3DVertexBufferImpl
*) iface
;
752 TRACE("(%p)\n", This
);
754 lockcount
= InterlockedDecrement(&This
->lockcount
);
756 /* Delay loading the buffer until everything is unlocked */
757 TRACE("Ignoring the unlock\n");
761 if(This
->Flags
& VBFLAG_HASDESC
) {
762 IWineD3DVertexBufferImpl_PreLoad(iface
);
766 static HRESULT WINAPI
IWineD3DVertexBufferImpl_GetDesc(IWineD3DVertexBuffer
*iface
, WINED3DVERTEXBUFFER_DESC
*pDesc
) {
767 IWineD3DVertexBufferImpl
*This
= (IWineD3DVertexBufferImpl
*)iface
;
769 TRACE("(%p)\n", This
);
770 pDesc
->Format
= This
->resource
.format
;
771 pDesc
->Type
= This
->resource
.resourceType
;
772 pDesc
->Usage
= This
->resource
.usage
;
773 pDesc
->Pool
= This
->resource
.pool
;
774 pDesc
->Size
= This
->resource
.size
;
775 pDesc
->FVF
= This
->fvf
;
779 const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl
=
782 IWineD3DVertexBufferImpl_QueryInterface
,
783 IWineD3DVertexBufferImpl_AddRef
,
784 IWineD3DVertexBufferImpl_Release
,
785 /* IWineD3DResource */
786 IWineD3DVertexBufferImpl_GetParent
,
787 IWineD3DVertexBufferImpl_GetDevice
,
788 IWineD3DVertexBufferImpl_SetPrivateData
,
789 IWineD3DVertexBufferImpl_GetPrivateData
,
790 IWineD3DVertexBufferImpl_FreePrivateData
,
791 IWineD3DVertexBufferImpl_SetPriority
,
792 IWineD3DVertexBufferImpl_GetPriority
,
793 IWineD3DVertexBufferImpl_PreLoad
,
794 IWineD3DVertexBufferImpl_UnLoad
,
795 IWineD3DVertexBufferImpl_GetType
,
796 /* IWineD3DVertexBuffer */
797 IWineD3DVertexBufferImpl_Lock
,
798 IWineD3DVertexBufferImpl_Unlock
,
799 IWineD3DVertexBufferImpl_GetDesc
802 const BYTE
* IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer
* iface
, DWORD iOffset
, GLint
*vbo
)
804 IWineD3DVertexBufferImpl
*This
= (IWineD3DVertexBufferImpl
*)iface
;
808 if(This
->Flags
& VBFLAG_CREATEVBO
) {
810 This
->Flags
&= ~VBFLAG_CREATEVBO
;
813 return (const BYTE
*)iOffset
;
816 return This
->resource
.allocatedMemory
+ iOffset
;
818 return (const BYTE
*)iOffset
;