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 ret
= check_attribute(This
, &device
->strided_streams
.u
.s
.position
, TRUE
, TRUE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
368 ret
= check_attribute(This
, &device
->strided_streams
.u
.s
.normal
, TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
369 ret
= check_attribute(This
, &device
->strided_streams
.u
.s
.diffuse
, TRUE
, FALSE
, TRUE
, &stride_this_run
, &float16_used
) || ret
;
370 ret
= check_attribute(This
, &device
->strided_streams
.u
.s
.specular
, TRUE
, FALSE
, TRUE
, &stride_this_run
, &float16_used
) || ret
;
371 ret
= check_attribute(This
, &device
->strided_streams
.u
.s
.texCoords
[0], TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
372 ret
= check_attribute(This
, &device
->strided_streams
.u
.s
.texCoords
[1], TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
373 ret
= check_attribute(This
, &device
->strided_streams
.u
.s
.texCoords
[2], TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
374 ret
= check_attribute(This
, &device
->strided_streams
.u
.s
.texCoords
[3], TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
375 ret
= check_attribute(This
, &device
->strided_streams
.u
.s
.texCoords
[4], TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
376 ret
= check_attribute(This
, &device
->strided_streams
.u
.s
.texCoords
[5], TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
377 ret
= check_attribute(This
, &device
->strided_streams
.u
.s
.texCoords
[6], TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
378 ret
= check_attribute(This
, &device
->strided_streams
.u
.s
.texCoords
[7], TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
380 if(float16_used
) FIXME("Float16 conversion used with fixed function vertex processing\n");
383 if(stride_this_run
== 0 && This
->conv_map
) {
386 ERR("no converted attributes found, old conversion map exists, and no declaration change???\n");
388 HeapFree(GetProcessHeap(), 0, This
->conv_map
);
389 This
->conv_map
= NULL
;
392 This
->Flags
|= VBFLAG_HASDESC
;
394 if(ret
) TRACE("Conversion information changed\n");
398 static void check_vbo_size(IWineD3DVertexBufferImpl
*This
) {
399 DWORD size
= This
->conv_stride
? This
->conv_stride
* (This
->resource
.size
/ This
->stride
) : This
->resource
.size
;
400 if(This
->vbo_size
!= size
) {
401 TRACE("Old size %d, creating new size %d\n", This
->vbo_size
, size
);
403 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, This
->vbo
));
404 checkGLcall("glBindBufferARB");
405 GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB
, size
, NULL
, This
->vbo_usage
));
406 This
->vbo_size
= size
;
407 checkGLcall("glBufferDataARB");
412 static void CreateVBO(IWineD3DVertexBufferImpl
*This
) {
413 GLenum error
, glUsage
;
414 DWORD vboUsage
= This
->resource
.usage
;
415 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
417 TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n", This
, debug_d3dusage(vboUsage
));
419 /* Make sure that a context is there. Needed in a multithreaded environment. Otherwise this call is a nop */
420 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
423 /* Make sure that the gl error is cleared. Do not use checkGLcall
424 * here because checkGLcall just prints a fixme and continues. However,
425 * if an error during VBO creation occurs we can fall back to non-vbo operation
426 * with full functionality(but performance loss)
428 while(glGetError() != GL_NO_ERROR
);
430 /* Basically the FVF parameter passed to CreateVertexBuffer is no good
431 * It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
432 * IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
433 * look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
434 * to check if the rhw and color values are in the correct format.
437 GL_EXTCALL(glGenBuffersARB(1, &This
->vbo
));
438 error
= glGetError();
439 if(This
->vbo
== 0 || error
!= GL_NO_ERROR
) {
440 WARN("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error
), error
);
444 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, This
->vbo
));
445 error
= glGetError();
446 if(error
!= GL_NO_ERROR
) {
447 WARN("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error
), error
);
451 /* Don't use static, because dx apps tend to update the buffer
452 * quite often even if they specify 0 usage. Because we always keep the local copy
453 * we never read from the vbo and can create a write only opengl buffer.
455 switch(vboUsage
& (WINED3DUSAGE_WRITEONLY
| WINED3DUSAGE_DYNAMIC
) ) {
456 case WINED3DUSAGE_WRITEONLY
| WINED3DUSAGE_DYNAMIC
:
457 case WINED3DUSAGE_DYNAMIC
:
458 TRACE("Gl usage = GL_STREAM_DRAW\n");
459 glUsage
= GL_STREAM_DRAW_ARB
;
461 case WINED3DUSAGE_WRITEONLY
:
463 TRACE("Gl usage = GL_DYNAMIC_DRAW\n");
464 glUsage
= GL_DYNAMIC_DRAW_ARB
;
468 /* Reserve memory for the buffer. The amount of data won't change
469 * so we are safe with calling glBufferData once with a NULL ptr and
470 * calling glBufferSubData on updates
472 GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB
, This
->resource
.size
, NULL
, glUsage
));
473 error
= glGetError();
474 if(error
!= GL_NO_ERROR
) {
475 WARN("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error
), error
);
478 This
->vbo_size
= This
->resource
.size
;
479 This
->vbo_usage
= glUsage
;
480 This
->dirtystart
= 0;
481 This
->dirtyend
= This
->resource
.size
;
482 This
->Flags
|= VBFLAG_DIRTY
;
488 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
489 FIXME("Failed to create a vertex buffer object. Continuing, but performance issues can occur\n");
490 if(This
->vbo
) GL_EXTCALL(glDeleteBuffersARB(1, &This
->vbo
));
496 static void WINAPI
IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer
*iface
) {
497 IWineD3DVertexBufferImpl
*This
= (IWineD3DVertexBufferImpl
*) iface
;
498 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
500 UINT start
= 0, end
= 0, vertices
;
501 BOOL declChanged
= FALSE
;
503 TRACE("(%p)->()\n", This
);
506 /* TODO: Make converting independent from VBOs */
507 if(This
->Flags
& VBFLAG_CREATEVBO
) {
509 This
->Flags
&= ~VBFLAG_CREATEVBO
;
511 return; /* Not doing any conversion */
515 /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
516 if(device
->isInDraw
&& This
->bindCount
> 0) {
517 declChanged
= IWineD3DVertexBufferImpl_FindDecl(This
);
518 } else if(This
->Flags
& VBFLAG_HASDESC
) {
519 /* Reuse the declaration stored in the buffer. It will most likely not change, and if it does
520 * the stream source state handler will call PreLoad again and the change will be caught
523 /* Cannot get a declaration, and no declaration is stored in the buffer. It is pointless to preload
524 * now. When the buffer is used, PreLoad will be called by the stream source state handler and a valid
525 * declaration for the buffer can be found
530 /* If applications change the declaration over and over, reconverting all the time is a huge
531 * performance hit. So count the declaration changes and release the VBO if there are too many
532 * of them (and thus stop converting)
538 if(This
->declChanges
> VB_MAXDECLCHANGES
) {
539 FIXME("Too many declaration changes, stopping converting\n");
540 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
542 GL_EXTCALL(glDeleteBuffersARB(1, &This
->vbo
));
543 checkGLcall("glDeleteBuffersARB");
546 HeapFree(GetProcessHeap(), 0, This
->conv_shift
);
548 /* The stream source state handler might have read the memory of the vertex buffer already
549 * and got the memory in the vbo which is not valid any longer. Dirtify the stream source
550 * to force a reload. This happens only once per changed vertexbuffer and should occur rather
553 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_STREAMSRC
);
557 check_vbo_size(This
);
559 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
560 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
561 * decl changes and reset the decl change count after a specific number of them
564 if(This
->draws
> VB_RESETDECLCHANGE
) This
->declChanges
= 0;
568 /* The declaration changed, reload the whole buffer */
569 WARN("Reloading buffer because of decl change\n");
571 end
= This
->resource
.size
;
572 } else if(This
->Flags
& VBFLAG_DIRTY
) {
573 /* No decl change, but dirty data, reload the changed stuff */
574 if(This
->conv_shift
) {
575 if(This
->dirtystart
!= 0 || This
->dirtyend
!= 0) {
576 FIXME("Implement partial buffer loading with shifted conversion\n");
579 start
= This
->dirtystart
;
580 end
= This
->dirtyend
;
582 /* Desc not changed, buffer not dirty, nothing to do :-) */
586 /* Mark the buffer clean */
587 This
->Flags
&= ~VBFLAG_DIRTY
;
588 This
->dirtystart
= 0;
591 if(!This
->conv_map
) {
592 /* That means that there is nothing to fixup. Just upload from This->resource.allocatedMemory
593 * directly into the vbo. Do not free the system memory copy because drawPrimitive may need it if
594 * the stride is 0, for instancing emulation, vertex blending emulation or shader emulation.
596 TRACE("No conversion needed\n");
598 if(!device
->isInDraw
) {
599 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
602 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, This
->vbo
));
603 checkGLcall("glBindBufferARB");
604 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB
, start
, end
-start
, This
->resource
.allocatedMemory
+ start
));
605 checkGLcall("glBufferSubDataARB");
610 /* Now for each vertex in the buffer that needs conversion */
611 vertices
= This
->resource
.size
/ This
->stride
;
613 if(This
->conv_shift
) {
614 TRACE("Shifted conversion\n");
615 data
= HeapAlloc(GetProcessHeap(), 0, vertices
* This
->conv_stride
);
617 for(i
= start
/ This
->stride
; i
< min((end
/ This
->stride
) + 1, vertices
); i
++) {
618 for(j
= 0; j
< This
->stride
; j
++) {
619 switch(This
->conv_map
[j
]) {
621 data
[This
->conv_stride
* i
+ j
+ This
->conv_shift
[j
]] = This
->resource
.allocatedMemory
[This
->stride
* i
+ j
];
626 float *out
= (float *) (&data
[This
->conv_stride
* i
+ j
+ This
->conv_shift
[j
]]);
627 const WORD
*in
= (WORD
*) (&This
->resource
.allocatedMemory
[i
* This
->stride
+ j
]);
629 out
[1] = float_16_to_32(in
+ 1);
630 out
[0] = float_16_to_32(in
+ 0);
631 j
+= 3; /* Skip 3 additional bytes,as a FLOAT16_2 has 4 bytes */
636 FIXME("Unimplemented conversion %d in shifted conversion\n", This
->conv_map
[j
]);
642 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, This
->vbo
));
643 checkGLcall("glBindBufferARB");
644 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB
, 0, vertices
* This
->conv_stride
, data
));
645 checkGLcall("glBufferSubDataARB");
649 data
= HeapAlloc(GetProcessHeap(), 0, This
->resource
.size
);
650 memcpy(data
+ start
, This
->resource
.allocatedMemory
+ start
, end
- start
);
651 for(i
= start
/ This
->stride
; i
< min((end
/ This
->stride
) + 1, vertices
); i
++) {
652 for(j
= 0; j
< This
->stride
; j
++) {
653 switch(This
->conv_map
[j
]) {
659 fixup_d3dcolor((DWORD
*) (data
+ i
* This
->stride
+ j
));
664 fixup_transformed_pos((float *) (data
+ i
* This
->stride
+ j
));
669 ERR("Did not expect FLOAT16 conversion in unshifted conversion\n");
671 FIXME("Unimplemented conversion %d in shifted conversion\n", This
->conv_map
[j
]);
677 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB
, This
->vbo
));
678 checkGLcall("glBindBufferARB");
679 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB
, start
, end
- start
, data
+ start
));
680 checkGLcall("glBufferSubDataARB");
684 HeapFree(GetProcessHeap(), 0, data
);
687 static void WINAPI
IWineD3DVertexBufferImpl_UnLoad(IWineD3DVertexBuffer
*iface
) {
688 IWineD3DVertexBufferImpl
*This
= (IWineD3DVertexBufferImpl
*) iface
;
689 IWineD3DDeviceImpl
*device
= This
->resource
.wineD3DDevice
;
690 TRACE("(%p)\n", This
);
692 /* This is easy: The whole content is shadowed in This->resource.allocatedMemory,
693 * so we only have to destroy the vbo. Only do it if we have a vbo, which implies
694 * that vbos are supported
697 ActivateContext(device
, device
->lastActiveRenderTarget
, CTXUSAGE_RESOURCELOAD
);
699 GL_EXTCALL(glDeleteBuffersARB(1, &This
->vbo
));
700 checkGLcall("glDeleteBuffersARB");
703 This
->Flags
|= VBFLAG_CREATEVBO
; /* Recreate the VBO next load */
707 static WINED3DRESOURCETYPE WINAPI
IWineD3DVertexBufferImpl_GetType(IWineD3DVertexBuffer
*iface
) {
708 return resource_get_type((IWineD3DResource
*)iface
);
711 static HRESULT WINAPI
IWineD3DVertexBufferImpl_GetParent(IWineD3DVertexBuffer
*iface
, IUnknown
**pParent
) {
712 return resource_get_parent((IWineD3DResource
*)iface
, pParent
);
715 /* ******************************************************
716 IWineD3DVertexBuffer IWineD3DVertexBuffer parts follow
717 ****************************************************** */
718 static HRESULT WINAPI
IWineD3DVertexBufferImpl_Lock(IWineD3DVertexBuffer
*iface
, UINT OffsetToLock
, UINT SizeToLock
, BYTE
** ppbData
, DWORD Flags
) {
719 IWineD3DVertexBufferImpl
*This
= (IWineD3DVertexBufferImpl
*)iface
;
721 TRACE("(%p)->%d, %d, %p, %08x\n", This
, OffsetToLock
, SizeToLock
, ppbData
, Flags
);
723 InterlockedIncrement(&This
->lockcount
);
725 if(This
->Flags
& VBFLAG_DIRTY
) {
726 if(This
->dirtystart
> OffsetToLock
) This
->dirtystart
= OffsetToLock
;
728 if(This
->dirtyend
< OffsetToLock
+ SizeToLock
) This
->dirtyend
= OffsetToLock
+ SizeToLock
;
730 This
->dirtyend
= This
->resource
.size
;
733 This
->dirtystart
= OffsetToLock
;
735 This
->dirtyend
= OffsetToLock
+ SizeToLock
;
737 This
->dirtyend
= This
->resource
.size
;
740 data
= This
->resource
.allocatedMemory
;
741 This
->Flags
|= VBFLAG_DIRTY
;
742 *ppbData
= data
+ OffsetToLock
;
744 TRACE("(%p) : returning memory of %p (base:%p,offset:%u)\n", This
, data
+ OffsetToLock
, data
, OffsetToLock
);
745 /* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
748 static HRESULT WINAPI
IWineD3DVertexBufferImpl_Unlock(IWineD3DVertexBuffer
*iface
) {
749 IWineD3DVertexBufferImpl
*This
= (IWineD3DVertexBufferImpl
*) iface
;
751 TRACE("(%p)\n", This
);
753 lockcount
= InterlockedDecrement(&This
->lockcount
);
755 /* Delay loading the buffer until everything is unlocked */
756 TRACE("Ignoring the unlock\n");
760 if(This
->Flags
& VBFLAG_HASDESC
) {
761 IWineD3DVertexBufferImpl_PreLoad(iface
);
765 static HRESULT WINAPI
IWineD3DVertexBufferImpl_GetDesc(IWineD3DVertexBuffer
*iface
, WINED3DVERTEXBUFFER_DESC
*pDesc
) {
766 IWineD3DVertexBufferImpl
*This
= (IWineD3DVertexBufferImpl
*)iface
;
768 TRACE("(%p)\n", This
);
769 pDesc
->Format
= This
->resource
.format
;
770 pDesc
->Type
= This
->resource
.resourceType
;
771 pDesc
->Usage
= This
->resource
.usage
;
772 pDesc
->Pool
= This
->resource
.pool
;
773 pDesc
->Size
= This
->resource
.size
;
774 pDesc
->FVF
= This
->fvf
;
778 const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl
=
781 IWineD3DVertexBufferImpl_QueryInterface
,
782 IWineD3DVertexBufferImpl_AddRef
,
783 IWineD3DVertexBufferImpl_Release
,
784 /* IWineD3DResource */
785 IWineD3DVertexBufferImpl_GetParent
,
786 IWineD3DVertexBufferImpl_GetDevice
,
787 IWineD3DVertexBufferImpl_SetPrivateData
,
788 IWineD3DVertexBufferImpl_GetPrivateData
,
789 IWineD3DVertexBufferImpl_FreePrivateData
,
790 IWineD3DVertexBufferImpl_SetPriority
,
791 IWineD3DVertexBufferImpl_GetPriority
,
792 IWineD3DVertexBufferImpl_PreLoad
,
793 IWineD3DVertexBufferImpl_UnLoad
,
794 IWineD3DVertexBufferImpl_GetType
,
795 /* IWineD3DVertexBuffer */
796 IWineD3DVertexBufferImpl_Lock
,
797 IWineD3DVertexBufferImpl_Unlock
,
798 IWineD3DVertexBufferImpl_GetDesc
801 const BYTE
* IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer
* iface
, DWORD iOffset
, GLint
*vbo
)
803 IWineD3DVertexBufferImpl
*This
= (IWineD3DVertexBufferImpl
*)iface
;
807 if(This
->Flags
& VBFLAG_CREATEVBO
) {
809 This
->Flags
&= ~VBFLAG_CREATEVBO
;
812 return (const BYTE
*)iOffset
;
815 return This
->resource
.allocatedMemory
+ iOffset
;
817 return (const BYTE
*)iOffset
;