wined3d: Merge vertexbuffer.c with buffer.c.
Henri Verbeet
hverbeet at codeweavers.com
Mon Feb 23 02:16:04 CST 2009
This just moves to code to the same file, but we want to merge the
implementations as well at some point.
---
dlls/wined3d/Makefile.in | 1 -
dlls/wined3d/buffer.c | 947 +++++++++++++++++++++++++++++++++++++++++++
dlls/wined3d/vertexbuffer.c | 820 -------------------------------------
3 files changed, 947 insertions(+), 821 deletions(-)
delete mode 100644 dlls/wined3d/vertexbuffer.c
diff --git a/dlls/wined3d/Makefile.in b/dlls/wined3d/Makefile.in
index 2f8f0c0..1297db5 100644
--- a/dlls/wined3d/Makefile.in
+++ b/dlls/wined3d/Makefile.in
@@ -36,7 +36,6 @@ C_SRCS = \
swapchain_base.c \
texture.c \
utils.c \
- vertexbuffer.c \
vertexdeclaration.c \
vertexshader.c \
volume.c \
diff --git a/dlls/wined3d/buffer.c b/dlls/wined3d/buffer.c
index 8a7d72d..b3c2442 100644
--- a/dlls/wined3d/buffer.c
+++ b/dlls/wined3d/buffer.c
@@ -1,4 +1,8 @@
/*
+ * Copyright 2002-2005 Jason Edmeades
+ * Copyright 2002-2005 Raphael Junqueira
+ * Copyright 2004 Christian Costa
+ * Copyright 2007 Stefan Dösinger for CodeWeavers
* Copyright 2009 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
@@ -24,6 +28,11 @@
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
+#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
+
+#define VB_MAXDECLCHANGES 100 /* After that number we stop converting */
+#define VB_RESETDECLCHANGE 1000 /* Reset the changecount after that number of draws */
+
/* IUnknown methods */
static HRESULT STDMETHODCALLTYPE buffer_QueryInterface(IWineD3DBuffer *iface,
@@ -149,3 +158,941 @@ const struct IWineD3DBufferVtbl wined3d_buffer_vtbl =
buffer_UnLoad,
buffer_GetType,
};
+
+/* IUnknown methods */
+
+static HRESULT STDMETHODCALLTYPE IWineD3DVertexBufferImpl_QueryInterface(IWineD3DVertexBuffer *iface,
+ REFIID riid, void **object)
+{
+ TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object);
+
+ if (IsEqualGUID(riid, &IID_IWineD3DVertexBuffer)
+ || IsEqualGUID(riid, &IID_IWineD3DResource)
+ || IsEqualGUID(riid, &IID_IWineD3DBase)
+ || IsEqualGUID(riid, &IID_IUnknown))
+ {
+ IUnknown_AddRef(iface);
+ *object = iface;
+ return S_OK;
+ }
+
+ WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
+
+ *object = NULL;
+
+ return E_NOINTERFACE;
+}
+
+static ULONG STDMETHODCALLTYPE IWineD3DVertexBufferImpl_AddRef(IWineD3DVertexBuffer *iface)
+{
+ IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
+ ULONG refcount = InterlockedIncrement(&This->resource.ref);
+
+ TRACE("%p increasing refcount to %u\n", This, refcount);
+
+ return refcount;
+}
+
+static ULONG STDMETHODCALLTYPE IWineD3DVertexBufferImpl_Release(IWineD3DVertexBuffer *iface)
+{
+ IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
+ ULONG refcount = InterlockedDecrement(&This->resource.ref);
+
+ TRACE("%p decreasing refcount to %u\n", This, refcount);
+
+ if (!refcount)
+ {
+ if (This->vbo)
+ {
+ IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
+
+ ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
+ ENTER_GL();
+ GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
+ checkGLcall("glDeleteBuffersARB");
+ LEAVE_GL();
+ }
+
+ resource_cleanup((IWineD3DResource *)iface);
+ HeapFree(GetProcessHeap(), 0, This);
+ }
+
+ return refcount;
+}
+
+/* IWineD3DBase methods */
+
+static HRESULT STDMETHODCALLTYPE IWineD3DVertexBufferImpl_GetParent(IWineD3DVertexBuffer *iface, IUnknown **parent)
+{
+ return resource_get_parent((IWineD3DResource *)iface, parent);
+}
+
+/* IWineD3DResource methods */
+
+static HRESULT STDMETHODCALLTYPE IWineD3DVertexBufferImpl_GetDevice(IWineD3DVertexBuffer *iface,
+ IWineD3DDevice **device)
+{
+ return resource_get_device((IWineD3DResource *)iface, device);
+}
+
+static HRESULT STDMETHODCALLTYPE IWineD3DVertexBufferImpl_SetPrivateData(IWineD3DVertexBuffer *iface,
+ REFGUID guid, const void *data, DWORD data_size, DWORD flags)
+{
+ return resource_set_private_data((IWineD3DResource *)iface, guid, data, data_size, flags);
+}
+
+static HRESULT STDMETHODCALLTYPE IWineD3DVertexBufferImpl_GetPrivateData(IWineD3DVertexBuffer *iface,
+ REFGUID guid, void *data, DWORD *data_size)
+{
+ return resource_get_private_data((IWineD3DResource *)iface, guid, data, data_size);
+}
+
+static HRESULT STDMETHODCALLTYPE IWineD3DVertexBufferImpl_FreePrivateData(IWineD3DVertexBuffer *iface, REFGUID guid)
+{
+ return resource_free_private_data((IWineD3DResource *)iface, guid);
+}
+
+static DWORD STDMETHODCALLTYPE IWineD3DVertexBufferImpl_SetPriority(IWineD3DVertexBuffer *iface, DWORD priority)
+{
+ return resource_set_priority((IWineD3DResource *)iface, priority);
+}
+
+static DWORD STDMETHODCALLTYPE IWineD3DVertexBufferImpl_GetPriority(IWineD3DVertexBuffer *iface)
+{
+ return resource_get_priority((IWineD3DResource *)iface);
+}
+
+static inline void fixup_d3dcolor(DWORD *pos)
+{
+ DWORD srcColor = *pos;
+
+ /* Color conversion like in drawStridedSlow. watch out for little endianity
+ * If we want that stuff to work on big endian machines too we have to consider more things
+ *
+ * 0xff000000: Alpha mask
+ * 0x00ff0000: Blue mask
+ * 0x0000ff00: Green mask
+ * 0x000000ff: Red mask
+ */
+ *pos = 0;
+ *pos |= (srcColor & 0xff00ff00) ; /* Alpha Green */
+ *pos |= (srcColor & 0x00ff0000) >> 16; /* Red */
+ *pos |= (srcColor & 0x000000ff) << 16; /* Blue */
+}
+
+static inline void fixup_transformed_pos(float *p)
+{
+ float x, y, z, w;
+
+ /* rhw conversion like in drawStridedSlow */
+ if (p[3] == 1.0 || ((p[3] < eps) && (p[3] > -eps)))
+ {
+ x = p[0];
+ y = p[1];
+ z = p[2];
+ w = 1.0;
+ }
+ else
+ {
+ w = 1.0 / p[3];
+ x = p[0] * w;
+ y = p[1] * w;
+ z = p[2] * w;
+ }
+ p[0] = x;
+ p[1] = y;
+ p[2] = z;
+ p[3] = w;
+}
+
+static DWORD *find_conversion_shift(IWineD3DVertexBufferImpl *This,
+ const WineDirect3DVertexStridedData *strided, DWORD stride)
+{
+ DWORD *ret, i, shift, j, type;
+ DWORD orig_type_size;
+
+ if (!stride)
+ {
+ TRACE("No shift\n");
+ return NULL;
+ }
+
+ This->conv_stride = stride;
+ ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(DWORD) * stride);
+ for (i = 0; i < MAX_ATTRIBS; ++i)
+ {
+ if (strided->u.input[i].VBO != This->vbo) continue;
+
+ type = strided->u.input[i].dwType;
+ if (type == WINED3DDECLTYPE_FLOAT16_2)
+ {
+ shift = 4;
+ }
+ else if (type == WINED3DDECLTYPE_FLOAT16_4)
+ {
+ shift = 8;
+ /* Pre-shift the last 4 bytes in the FLOAT16_4 by 4 bytes - this makes FLOAT16_2 and FLOAT16_4 conversions
+ * compatible
+ */
+ for (j = 4; j < 8; ++j)
+ {
+ ret[(DWORD_PTR)strided->u.input[i].lpData + j] += 4;
+ }
+ }
+ else
+ {
+ shift = 0;
+ }
+ This->conv_stride += shift;
+
+ if (shift)
+ {
+ orig_type_size = WINED3D_ATR_TYPESIZE(type) * WINED3D_ATR_SIZE(type);
+ for (j = (DWORD_PTR)strided->u.input[i].lpData + orig_type_size; j < stride; ++j)
+ {
+ ret[j] += shift;
+ }
+ }
+ }
+
+ if (TRACE_ON(d3d))
+ {
+ TRACE("Dumping conversion shift:\n");
+ for (i = 0; i < stride; ++i)
+ {
+ TRACE("[%d]", ret[i]);
+ }
+ TRACE("\n");
+ }
+
+ return ret;
+}
+
+static inline BOOL process_converted_attribute(IWineD3DVertexBufferImpl *This,
+ const enum vbo_conversion_type conv_type, const WineDirect3DStridedData *attrib,
+ DWORD *stride_this_run, const DWORD type)
+{
+ DWORD attrib_size;
+ BOOL ret = FALSE;
+ int i;
+ DWORD offset = This->resource.wineD3DDevice->stateBlock->streamOffset[attrib->streamNo];
+ DWORD_PTR data;
+
+ /* Check for some valid situations which cause us pain. One is if the buffer is used for
+ * constant attributes(stride = 0), the other one is if the buffer is used on two streams
+ * with different strides. In the 2nd case we might have to drop conversion entirely,
+ * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
+ */
+ if (attrib->dwStride == 0)
+ {
+ FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n",
+ debug_d3ddecltype(type));
+ }
+ else if(attrib->dwStride != *stride_this_run && *stride_this_run)
+ {
+ FIXME("Got two concurrent strides, %d and %d\n", attrib->dwStride, *stride_this_run);
+ }
+ else
+ {
+ *stride_this_run = attrib->dwStride;
+ if (This->stride != *stride_this_run)
+ {
+ /* We rely that this happens only on the first converted attribute that is found,
+ * if at all. See above check
+ */
+ TRACE("Reconverting because converted attributes occur, and the stride changed\n");
+ This->stride = *stride_this_run;
+ HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY, This->conv_map);
+ This->conv_map = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*This->conv_map) * This->stride);
+ ret = TRUE;
+ }
+ }
+
+ data = (((DWORD_PTR) attrib->lpData) + offset) % This->stride;
+ attrib_size = WINED3D_ATR_SIZE(type) * WINED3D_ATR_TYPESIZE(type);
+ for (i = 0; i < attrib_size; ++i)
+ {
+ if (This->conv_map[data + i] != conv_type)
+ {
+ TRACE("Byte %ld in vertex changed\n", i + data);
+ TRACE("It was type %d, is %d now\n", This->conv_map[data + i], conv_type);
+ ret = TRUE;
+ This->conv_map[data + i] = conv_type;
+ }
+ }
+
+ return ret;
+}
+
+static inline BOOL check_attribute(IWineD3DVertexBufferImpl *This,
+ const WineDirect3DStridedData *attrib, const BOOL check_d3dcolor, const BOOL is_ffp_position,
+ const BOOL is_ffp_color, DWORD *stride_this_run, BOOL *float16_used)
+{
+ BOOL ret = FALSE;
+ DWORD type;
+
+ /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
+ * there, on nonexistent attribs the vbo is 0.
+ */
+ if (attrib->VBO != This->vbo) return FALSE;
+
+ type = attrib->dwType;
+ /* Look for newly appeared conversion */
+ if (!GL_SUPPORT(NV_HALF_FLOAT) && (type == WINED3DDECLTYPE_FLOAT16_2 || type == WINED3DDECLTYPE_FLOAT16_4))
+ {
+ ret = process_converted_attribute(This, CONV_FLOAT16_2, attrib, stride_this_run, type);
+
+ if (is_ffp_position) FIXME("Test FLOAT16 fixed function processing positions\n");
+ else if (is_ffp_color) FIXME("test FLOAT16 fixed function processing colors\n");
+ *float16_used = TRUE;
+ }
+ else if (check_d3dcolor && type == WINED3DDECLTYPE_D3DCOLOR)
+ {
+ ret = process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run, WINED3DDECLTYPE_D3DCOLOR);
+
+ if (!is_ffp_color) FIXME("Test for non-color fixed function D3DCOLOR type\n");
+ }
+ else if (is_ffp_position && type == WINED3DDECLTYPE_FLOAT4)
+ {
+ ret = process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run, WINED3DDECLTYPE_FLOAT4);
+ }
+ else if (This->conv_map)
+ {
+ ret = process_converted_attribute(This, CONV_NONE, attrib, stride_this_run, type);
+ }
+
+ return ret;
+}
+
+static inline BOOL IWineD3DVertexBufferImpl_FindDecl(IWineD3DVertexBufferImpl *This)
+{
+ IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
+ BOOL ret = FALSE;
+ int i;
+ DWORD stride_this_run = 0;
+ BOOL float16_used = FALSE;
+
+ /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
+ * Once we have our declaration there is no need to look it up again.
+ */
+ if (((IWineD3DImpl *)device->wineD3D)->dxVersion == 7 && This->Flags & VBFLAG_HASDESC) return FALSE;
+
+ TRACE("Finding vertex buffer conversion information\n");
+ /* Certain declaration types need some fixups before we can pass them to
+ * opengl. This means D3DCOLOR attributes with fixed function vertex
+ * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
+ * GL_NV_half_float is not supported.
+ *
+ * The vertex buffer FVF doesn't help with finding them, we have to use
+ * the decoded vertex declaration and pick the things that concern the
+ * current buffer. A problem with this is that this can change between
+ * draws, so we have to validate the information and reprocess the buffer
+ * if it changes, and avoid false positives for performance reasons.
+ *
+ * We have to distinguish between vertex shaders and fixed function to
+ * pick the way we access the strided vertex information.
+ *
+ * This code sets up a per-byte array with the size of the detected
+ * stride of the arrays in the buffer. For each byte we have a field
+ * that marks the conversion needed on this byte. For example, the
+ * following declaration with fixed function vertex processing:
+ *
+ * POSITIONT, FLOAT4
+ * NORMAL, FLOAT3
+ * DIFFUSE, FLOAT16_4
+ * SPECULAR, D3DCOLOR
+ *
+ * Will result in
+ * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
+ * [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]
+ *
+ * Where in this example map P means 4 component position conversion, 0
+ * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
+ * conversion (red / blue swizzle).
+ *
+ * If we're doing conversion and the stride changes we have to reconvert
+ * the whole buffer. Note that we do not mind if the semantic changes,
+ * we only care for the conversion type. So if the NORMAL is replaced
+ * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
+ * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
+ * conversion types depend on the semantic as well, for example a FLOAT4
+ * texcoord needs no conversion while a FLOAT4 positiont needs one
+ */
+ if (use_vs(device->stateBlock))
+ {
+ TRACE("vshader\n");
+ /* If the current vertex declaration is marked for no half float conversion don't bother to
+ * analyse the strided streams in depth, just set them up for no conversion. Return decl changed
+ * if we used conversion before
+ */
+ if (!((IWineD3DVertexDeclarationImpl *) device->stateBlock->vertexDecl)->half_float_conv_needed)
+ {
+ if (This->conv_map)
+ {
+ TRACE("Now using shaders without conversion, but conversion used before\n");
+ HeapFree(GetProcessHeap(), 0, This->conv_map);
+ HeapFree(GetProcessHeap(), 0, This->conv_shift);
+ This->conv_map = NULL;
+ This->stride = 0;
+ This->conv_shift = NULL;
+ This->conv_stride = 0;
+ return TRUE;
+ }
+ else
+ {
+ return FALSE;
+ }
+ }
+ for (i = 0; i < MAX_ATTRIBS; ++i)
+ {
+ ret = check_attribute(This, &device->strided_streams.u.input[i],
+ FALSE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
+ }
+
+ /* Recalculate the conversion shift map if the declaration has changed,
+ * and we're using float16 conversion or used it on the last run
+ */
+ if (ret && (float16_used || This->conv_map))
+ {
+ HeapFree(GetProcessHeap(), 0, This->conv_shift);
+ This->conv_shift = find_conversion_shift(This, &device->strided_streams, This->stride);
+ }
+ }
+ else
+ {
+ /* Fixed function is a bit trickier. We have to take care for D3DCOLOR types, FLOAT4 positions and of course
+ * FLOAT16s if not supported. Also, we can't iterate over the array, so use macros to generate code for all
+ * the attributes that our current fixed function pipeline implementation cares for.
+ */
+ BOOL support_d3dcolor = GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA);
+ ret = check_attribute(This, &device->strided_streams.u.s.position,
+ TRUE, TRUE, FALSE, &stride_this_run, &float16_used) || ret;
+ ret = check_attribute(This, &device->strided_streams.u.s.normal,
+ TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
+ ret = check_attribute(This, &device->strided_streams.u.s.diffuse,
+ !support_d3dcolor, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
+ ret = check_attribute(This, &device->strided_streams.u.s.specular,
+ !support_d3dcolor, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
+ ret = check_attribute(This, &device->strided_streams.u.s.texCoords[0],
+ TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
+ ret = check_attribute(This, &device->strided_streams.u.s.texCoords[1],
+ TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
+ ret = check_attribute(This, &device->strided_streams.u.s.texCoords[2],
+ TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
+ ret = check_attribute(This, &device->strided_streams.u.s.texCoords[3],
+ TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
+ ret = check_attribute(This, &device->strided_streams.u.s.texCoords[4],
+ TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
+ ret = check_attribute(This, &device->strided_streams.u.s.texCoords[5],
+ TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
+ ret = check_attribute(This, &device->strided_streams.u.s.texCoords[6],
+ TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
+ ret = check_attribute(This, &device->strided_streams.u.s.texCoords[7],
+ TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
+
+ if (float16_used) FIXME("Float16 conversion used with fixed function vertex processing\n");
+ }
+
+ if (stride_this_run == 0 && This->conv_map)
+ {
+ /* Sanity test */
+ if (!ret) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
+ HeapFree(GetProcessHeap(), 0, This->conv_map);
+ This->conv_map = NULL;
+ This->stride = 0;
+ }
+ This->Flags |= VBFLAG_HASDESC;
+
+ if (ret) TRACE("Conversion information changed\n");
+
+ return ret;
+}
+
+static void check_vbo_size(IWineD3DVertexBufferImpl *This)
+{
+ DWORD size = This->conv_stride ? This->conv_stride * (This->resource.size / This->stride) : This->resource.size;
+ if (This->vbo_size != size)
+ {
+ TRACE("Old size %d, creating new size %d\n", This->vbo_size, size);
+ ENTER_GL();
+ GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
+ checkGLcall("glBindBufferARB");
+ GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB, size, NULL, This->vbo_usage));
+ This->vbo_size = size;
+ checkGLcall("glBufferDataARB");
+ LEAVE_GL();
+ }
+}
+
+static void CreateVBO(IWineD3DVertexBufferImpl *This)
+{
+ GLenum error, glUsage;
+ DWORD vboUsage = This->resource.usage;
+ IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
+
+ TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n",
+ This, debug_d3dusage(vboUsage));
+
+ /* Make sure that a context is there. Needed in a multithreaded environment. Otherwise this call is a nop */
+ ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
+ ENTER_GL();
+
+ /* Make sure that the gl error is cleared. Do not use checkGLcall
+ * here because checkGLcall just prints a fixme and continues. However,
+ * if an error during VBO creation occurs we can fall back to non-vbo operation
+ * with full functionality(but performance loss)
+ */
+ while(glGetError() != GL_NO_ERROR);
+
+ /* Basically the FVF parameter passed to CreateVertexBuffer is no good
+ * It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
+ * IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
+ * look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
+ * to check if the rhw and color values are in the correct format.
+ */
+
+ GL_EXTCALL(glGenBuffersARB(1, &This->vbo));
+ error = glGetError();
+ if (This->vbo == 0 || error != GL_NO_ERROR)
+ {
+ WARN("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error);
+ goto error;
+ }
+
+ GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
+ error = glGetError();
+ if (error != GL_NO_ERROR)
+ {
+ WARN("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error);
+ goto error;
+ }
+
+ /* Don't use static, because dx apps tend to update the buffer
+ * quite often even if they specify 0 usage. Because we always keep the local copy
+ * we never read from the vbo and can create a write only opengl buffer.
+ */
+ switch(vboUsage & (WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC))
+ {
+ case WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC:
+ case WINED3DUSAGE_DYNAMIC:
+ TRACE("Gl usage = GL_STREAM_DRAW\n");
+ glUsage = GL_STREAM_DRAW_ARB;
+ break;
+
+ case WINED3DUSAGE_WRITEONLY:
+ default:
+ TRACE("Gl usage = GL_DYNAMIC_DRAW\n");
+ glUsage = GL_DYNAMIC_DRAW_ARB;
+ break;
+ }
+
+ /* Reserve memory for the buffer. The amount of data won't change
+ * so we are safe with calling glBufferData once with a NULL ptr and
+ * calling glBufferSubData on updates
+ */
+ GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB, This->resource.size, NULL, glUsage));
+ error = glGetError();
+ if (error != GL_NO_ERROR)
+ {
+ WARN("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error);
+ goto error;
+ }
+ This->vbo_size = This->resource.size;
+ This->vbo_usage = glUsage;
+ This->dirtystart = 0;
+ This->dirtyend = This->resource.size;
+ This->Flags |= VBFLAG_DIRTY;
+
+ LEAVE_GL();
+
+ return;
+
+error:
+ /* Clean up all vbo init, but continue because we can work without a vbo :-) */
+ FIXME("Failed to create a vertex buffer object. Continuing, but performance issues can occur\n");
+ if (This->vbo) GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
+ This->vbo = 0;
+ LEAVE_GL();
+
+ return;
+}
+
+static void STDMETHODCALLTYPE IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *iface)
+{
+ IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface;
+ IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
+ BYTE *data;
+ UINT start = 0, end = 0, vertices;
+ BOOL declChanged = FALSE;
+ int i, j;
+ TRACE("(%p)->()\n", This);
+
+ if (!This->vbo)
+ {
+ /* TODO: Make converting independent from VBOs */
+ if (This->Flags & VBFLAG_CREATEVBO)
+ {
+ CreateVBO(This);
+ This->Flags &= ~VBFLAG_CREATEVBO;
+ }
+ else
+ {
+ return; /* Not doing any conversion */
+ }
+ }
+
+ /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
+ if (device->isInDraw && This->bindCount > 0)
+ {
+ declChanged = IWineD3DVertexBufferImpl_FindDecl(This);
+ }
+ else if (This->Flags & VBFLAG_HASDESC)
+ {
+ /* Reuse the declaration stored in the buffer. It will most likely not change, and if it does
+ * the stream source state handler will call PreLoad again and the change will be caught
+ */
+ }
+ else
+ {
+ /* Cannot get a declaration, and no declaration is stored in the buffer. It is pointless to preload
+ * now. When the buffer is used, PreLoad will be called by the stream source state handler and a valid
+ * declaration for the buffer can be found
+ */
+ return;
+ }
+
+ /* If applications change the declaration over and over, reconverting all the time is a huge
+ * performance hit. So count the declaration changes and release the VBO if there are too many
+ * of them (and thus stop converting)
+ */
+ if (declChanged)
+ {
+ ++This->declChanges;
+ This->draws = 0;
+
+ if (This->declChanges > VB_MAXDECLCHANGES)
+ {
+ FIXME("Too many declaration changes, stopping converting\n");
+ ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
+ ENTER_GL();
+ GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
+ checkGLcall("glDeleteBuffersARB");
+ LEAVE_GL();
+ This->vbo = 0;
+ HeapFree(GetProcessHeap(), 0, This->conv_shift);
+
+ /* The stream source state handler might have read the memory of the vertex buffer already
+ * and got the memory in the vbo which is not valid any longer. Dirtify the stream source
+ * to force a reload. This happens only once per changed vertexbuffer and should occur rather
+ * rarely
+ */
+ IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
+
+ return;
+ }
+ check_vbo_size(This);
+ }
+ else
+ {
+ /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
+ * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
+ * decl changes and reset the decl change count after a specific number of them
+ */
+ ++This->draws;
+ if (This->draws > VB_RESETDECLCHANGE) This->declChanges = 0;
+ }
+
+ if (declChanged)
+ {
+ /* The declaration changed, reload the whole buffer */
+ WARN("Reloading buffer because of decl change\n");
+ start = 0;
+ end = This->resource.size;
+ }
+ else if(This->Flags & VBFLAG_DIRTY)
+ {
+ /* No decl change, but dirty data, reload the changed stuff */
+ if (This->conv_shift)
+ {
+ if (This->dirtystart != 0 || This->dirtyend != 0)
+ {
+ FIXME("Implement partial buffer loading with shifted conversion\n");
+ }
+ }
+ start = This->dirtystart;
+ end = This->dirtyend;
+ }
+ else
+ {
+ /* Desc not changed, buffer not dirty, nothing to do :-) */
+ return;
+ }
+
+ /* Mark the buffer clean */
+ This->Flags &= ~VBFLAG_DIRTY;
+ This->dirtystart = 0;
+ This->dirtyend = 0;
+
+ if (!This->conv_map)
+ {
+ /* That means that there is nothing to fixup. Just upload from This->resource.allocatedMemory
+ * directly into the vbo. Do not free the system memory copy because drawPrimitive may need it if
+ * the stride is 0, for instancing emulation, vertex blending emulation or shader emulation.
+ */
+ TRACE("No conversion needed\n");
+
+ if (!device->isInDraw)
+ {
+ ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
+ }
+ ENTER_GL();
+ GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
+ checkGLcall("glBindBufferARB");
+ GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, start, end-start, This->resource.allocatedMemory + start));
+ checkGLcall("glBufferSubDataARB");
+ LEAVE_GL();
+ return;
+ }
+
+ /* Now for each vertex in the buffer that needs conversion */
+ vertices = This->resource.size / This->stride;
+
+ if (This->conv_shift)
+ {
+ TRACE("Shifted conversion\n");
+ data = HeapAlloc(GetProcessHeap(), 0, vertices * This->conv_stride);
+
+ for (i = start / This->stride; i < min((end / This->stride) + 1, vertices); ++i)
+ {
+ for (j = 0; j < This->stride; ++j)
+ {
+ switch(This->conv_map[j])
+ {
+ case CONV_NONE:
+ data[This->conv_stride * i + j + This->conv_shift[j]] = This->resource.allocatedMemory[This->stride * i + j];
+ break;
+
+ case CONV_FLOAT16_2:
+ {
+ float *out = (float *)(&data[This->conv_stride * i + j + This->conv_shift[j]]);
+ const WORD *in = (WORD *)(&This->resource.allocatedMemory[i * This->stride + j]);
+
+ out[1] = float_16_to_32(in + 1);
+ out[0] = float_16_to_32(in + 0);
+ j += 3; /* Skip 3 additional bytes,as a FLOAT16_2 has 4 bytes */
+ break;
+ }
+
+ default:
+ FIXME("Unimplemented conversion %d in shifted conversion\n", This->conv_map[j]);
+ }
+ }
+ }
+
+ ENTER_GL();
+ GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
+ checkGLcall("glBindBufferARB");
+ GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, vertices * This->conv_stride, data));
+ checkGLcall("glBufferSubDataARB");
+ LEAVE_GL();
+ }
+ else
+ {
+ data = HeapAlloc(GetProcessHeap(), 0, This->resource.size);
+ memcpy(data + start, This->resource.allocatedMemory + start, end - start);
+ for (i = start / This->stride; i < min((end / This->stride) + 1, vertices); ++i)
+ {
+ for (j = 0; j < This->stride; ++j)
+ {
+ switch(This->conv_map[j])
+ {
+ case CONV_NONE:
+ /* Done already */
+ j += 3;
+ break;
+ case CONV_D3DCOLOR:
+ fixup_d3dcolor((DWORD *) (data + i * This->stride + j));
+ j += 3;
+ break;
+
+ case CONV_POSITIONT:
+ fixup_transformed_pos((float *) (data + i * This->stride + j));
+ j += 15;
+ break;
+
+ case CONV_FLOAT16_2:
+ ERR("Did not expect FLOAT16 conversion in unshifted conversion\n");
+ default:
+ FIXME("Unimplemented conversion %d in shifted conversion\n", This->conv_map[j]);
+ }
+ }
+ }
+
+ ENTER_GL();
+ GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
+ checkGLcall("glBindBufferARB");
+ GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, start, end - start, data + start));
+ checkGLcall("glBufferSubDataARB");
+ LEAVE_GL();
+ }
+
+ HeapFree(GetProcessHeap(), 0, data);
+}
+
+static void STDMETHODCALLTYPE IWineD3DVertexBufferImpl_UnLoad(IWineD3DVertexBuffer *iface)
+{
+ IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
+ IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
+
+ TRACE("(%p)\n", This);
+
+ /* This is easy: The whole content is shadowed in This->resource.allocatedMemory,
+ * so we only have to destroy the vbo. Only do it if we have a vbo, which implies
+ * that vbos are supported
+ */
+ if (This->vbo)
+ {
+ ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
+ ENTER_GL();
+ GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
+ checkGLcall("glDeleteBuffersARB");
+ LEAVE_GL();
+ This->vbo = 0;
+ This->Flags |= VBFLAG_CREATEVBO; /* Recreate the VBO next load */
+ }
+}
+
+static WINED3DRESOURCETYPE STDMETHODCALLTYPE IWineD3DVertexBufferImpl_GetType(IWineD3DVertexBuffer *iface)
+{
+ return resource_get_type((IWineD3DResource *)iface);
+}
+
+/* IWineD3DVertexBuffer methods */
+
+static HRESULT STDMETHODCALLTYPE IWineD3DVertexBufferImpl_Lock(IWineD3DVertexBuffer *iface,
+ UINT OffsetToLock, UINT SizeToLock, BYTE **ppbData, DWORD Flags)
+{
+ IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
+ BYTE *data;
+
+ TRACE("(%p)->%d, %d, %p, %08x\n", This, OffsetToLock, SizeToLock, ppbData, Flags);
+
+ InterlockedIncrement(&This->lockcount);
+
+ if (This->Flags & VBFLAG_DIRTY)
+ {
+ if (This->dirtystart > OffsetToLock) This->dirtystart = OffsetToLock;
+ if (SizeToLock)
+ {
+ if (This->dirtyend < OffsetToLock + SizeToLock) This->dirtyend = OffsetToLock + SizeToLock;
+ }
+ else
+ {
+ This->dirtyend = This->resource.size;
+ }
+ }
+ else
+ {
+ This->dirtystart = OffsetToLock;
+ if (SizeToLock) This->dirtyend = OffsetToLock + SizeToLock;
+ else This->dirtyend = This->resource.size;
+ }
+
+ data = This->resource.allocatedMemory;
+ This->Flags |= VBFLAG_DIRTY;
+ *ppbData = data + OffsetToLock;
+
+ TRACE("(%p) : returning memory of %p (base:%p,offset:%u)\n", This, data + OffsetToLock, data, OffsetToLock);
+ /* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
+
+ return WINED3D_OK;
+}
+
+static HRESULT STDMETHODCALLTYPE IWineD3DVertexBufferImpl_Unlock(IWineD3DVertexBuffer *iface)
+{
+ IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
+ LONG lockcount;
+
+ TRACE("(%p)\n", This);
+
+ lockcount = InterlockedDecrement(&This->lockcount);
+ if (lockcount > 0)
+ {
+ /* Delay loading the buffer until everything is unlocked */
+ TRACE("Ignoring the unlock\n");
+ return WINED3D_OK;
+ }
+
+ if (This->Flags & VBFLAG_HASDESC)
+ {
+ IWineD3DVertexBufferImpl_PreLoad(iface);
+ }
+
+ return WINED3D_OK;
+}
+
+static HRESULT STDMETHODCALLTYPE IWineD3DVertexBufferImpl_GetDesc(IWineD3DVertexBuffer *iface,
+ WINED3DVERTEXBUFFER_DESC *pDesc)
+{
+ IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
+
+ TRACE("(%p)\n", This);
+
+ pDesc->Format = This->resource.format;
+ pDesc->Type = This->resource.resourceType;
+ pDesc->Usage = This->resource.usage;
+ pDesc->Pool = This->resource.pool;
+ pDesc->Size = This->resource.size;
+ pDesc->FVF = This->fvf;
+
+ return WINED3D_OK;
+}
+
+const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl =
+{
+ /* IUnknown methods */
+ IWineD3DVertexBufferImpl_QueryInterface,
+ IWineD3DVertexBufferImpl_AddRef,
+ IWineD3DVertexBufferImpl_Release,
+ /* IWineD3DBase methods */
+ IWineD3DVertexBufferImpl_GetParent,
+ /* IWineD3DResource methods */
+ IWineD3DVertexBufferImpl_GetDevice,
+ IWineD3DVertexBufferImpl_SetPrivateData,
+ IWineD3DVertexBufferImpl_GetPrivateData,
+ IWineD3DVertexBufferImpl_FreePrivateData,
+ IWineD3DVertexBufferImpl_SetPriority,
+ IWineD3DVertexBufferImpl_GetPriority,
+ IWineD3DVertexBufferImpl_PreLoad,
+ IWineD3DVertexBufferImpl_UnLoad,
+ IWineD3DVertexBufferImpl_GetType,
+ /* IWineD3DVertexBuffer methods */
+ IWineD3DVertexBufferImpl_Lock,
+ IWineD3DVertexBufferImpl_Unlock,
+ IWineD3DVertexBufferImpl_GetDesc,
+};
+
+const BYTE *IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer *iface, DWORD iOffset, GLint *vbo)
+{
+ IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
+
+ *vbo = This->vbo;
+ if (!This->vbo)
+ {
+ if (This->Flags & VBFLAG_CREATEVBO)
+ {
+ CreateVBO(This);
+ This->Flags &= ~VBFLAG_CREATEVBO;
+ if (This->vbo)
+ {
+ *vbo = This->vbo;
+ return (const BYTE *)iOffset;
+ }
+ }
+ return This->resource.allocatedMemory + iOffset;
+ }
+ else
+ {
+ return (const BYTE *)iOffset;
+ }
+}
diff --git a/dlls/wined3d/vertexbuffer.c b/dlls/wined3d/vertexbuffer.c
deleted file mode 100644
index 0408819..0000000
--- a/dlls/wined3d/vertexbuffer.c
+++ /dev/null
@@ -1,820 +0,0 @@
-/*
- * IWineD3DVertexBuffer Implementation
- *
- * Copyright 2002-2005 Jason Edmeades
- * Raphael Junqueira
- * Copyright 2004 Christian Costa
- * Copyright 2007 Stefan Dösinger for CodeWeavers
- *
- * This library is free software; you can redistribute it and/or
- * modify it under the terms of the GNU Lesser General Public
- * License as published by the Free Software Foundation; either
- * version 2.1 of the License, or (at your option) any later version.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
- * Lesser General Public License for more details.
- *
- * You should have received a copy of the GNU Lesser General Public
- * License along with this library; if not, write to the Free Software
- * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
- */
-
-#include "config.h"
-#include "wined3d_private.h"
-
-WINE_DEFAULT_DEBUG_CHANNEL(d3d);
-#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
-
-#define VB_MAXDECLCHANGES 100 /* After that number we stop converting */
-#define VB_RESETDECLCHANGE 1000 /* Reset the changecount after that number of draws */
-
-/* *******************************************
- IWineD3DVertexBuffer IUnknown parts follow
- ******************************************* */
-static HRESULT WINAPI IWineD3DVertexBufferImpl_QueryInterface(IWineD3DVertexBuffer *iface, REFIID riid, LPVOID *ppobj)
-{
- IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
- TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
- if (IsEqualGUID(riid, &IID_IUnknown)
- || IsEqualGUID(riid, &IID_IWineD3DBase)
- || IsEqualGUID(riid, &IID_IWineD3DResource)
- || IsEqualGUID(riid, &IID_IWineD3DVertexBuffer)){
- IUnknown_AddRef(iface);
- *ppobj = This;
- return S_OK;
- }
- *ppobj = NULL;
- return E_NOINTERFACE;
-}
-
-static ULONG WINAPI IWineD3DVertexBufferImpl_AddRef(IWineD3DVertexBuffer *iface) {
- IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
- ULONG ref = InterlockedIncrement(&This->resource.ref);
- TRACE("(%p) : AddRef increasing from %d\n", This, ref - 1);
- return ref;
-}
-
-static ULONG WINAPI IWineD3DVertexBufferImpl_Release(IWineD3DVertexBuffer *iface) {
- IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
- ULONG ref = InterlockedDecrement(&This->resource.ref);
- TRACE("(%p) : Releasing from %d\n", This, ref + 1);
- if (ref == 0) {
-
- if(This->vbo) {
- IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
-
- ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
- ENTER_GL();
- GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
- checkGLcall("glDeleteBuffersARB");
- LEAVE_GL();
- }
-
- resource_cleanup((IWineD3DResource *)iface);
- HeapFree(GetProcessHeap(), 0, This);
- }
- return ref;
-}
-
-/* ****************************************************
- IWineD3DVertexBuffer IWineD3DResource parts follow
- **************************************************** */
-static HRESULT WINAPI IWineD3DVertexBufferImpl_GetDevice(IWineD3DVertexBuffer *iface, IWineD3DDevice** ppDevice) {
- return resource_get_device((IWineD3DResource *)iface, ppDevice);
-}
-
-static HRESULT WINAPI IWineD3DVertexBufferImpl_SetPrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
- return resource_set_private_data((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
-}
-
-static HRESULT WINAPI IWineD3DVertexBufferImpl_GetPrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
- return resource_get_private_data((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
-}
-
-static HRESULT WINAPI IWineD3DVertexBufferImpl_FreePrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid) {
- return resource_free_private_data((IWineD3DResource *)iface, refguid);
-}
-
-static DWORD WINAPI IWineD3DVertexBufferImpl_SetPriority(IWineD3DVertexBuffer *iface, DWORD PriorityNew) {
- return resource_set_priority((IWineD3DResource *)iface, PriorityNew);
-}
-
-static DWORD WINAPI IWineD3DVertexBufferImpl_GetPriority(IWineD3DVertexBuffer *iface) {
- return resource_get_priority((IWineD3DResource *)iface);
-}
-
-static inline void fixup_d3dcolor(DWORD *pos) {
- DWORD srcColor = *pos;
-
- /* Color conversion like in drawStridedSlow. watch out for little endianity
- * If we want that stuff to work on big endian machines too we have to consider more things
- *
- * 0xff000000: Alpha mask
- * 0x00ff0000: Blue mask
- * 0x0000ff00: Green mask
- * 0x000000ff: Red mask
- */
- *pos = 0;
- *pos |= (srcColor & 0xff00ff00) ; /* Alpha Green */
- *pos |= (srcColor & 0x00ff0000) >> 16; /* Red */
- *pos |= (srcColor & 0x000000ff) << 16; /* Blue */
-}
-
-static inline void fixup_transformed_pos(float *p) {
- float x, y, z, w;
-
- /* rhw conversion like in drawStridedSlow */
- if(p[3] == 1.0 || ((p[3] < eps) && (p[3] > -eps))) {
- x = p[0];
- y = p[1];
- z = p[2];
- w = 1.0;
- } else {
- w = 1.0 / p[3];
- x = p[0] * w;
- y = p[1] * w;
- z = p[2] * w;
- }
- p[0] = x;
- p[1] = y;
- p[2] = z;
- p[3] = w;
-}
-
-static DWORD *find_conversion_shift(IWineD3DVertexBufferImpl *This, const WineDirect3DVertexStridedData *strided, DWORD stride)
-{
- DWORD *ret, i, shift, j, type;
- DWORD orig_type_size;
-
- if(!stride) {
- TRACE("No shift\n");
- return NULL;
- }
-
- This->conv_stride = stride;
- ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(DWORD) * stride);
- for(i = 0; i < MAX_ATTRIBS; i++) {
- if(strided->u.input[i].VBO != This->vbo) continue;
-
- type = strided->u.input[i].dwType;
- if(type == WINED3DDECLTYPE_FLOAT16_2) {
- shift = 4;
- } else if(type == WINED3DDECLTYPE_FLOAT16_4) {
- shift = 8;
- /* Pre-shift the last 4 bytes in the FLOAT16_4 by 4 bytes - this makes FLOAT16_2 and FLOAT16_4 conversions
- * compatible
- */
- for(j = 4; j < 8; j++) {
- ret[(DWORD_PTR) strided->u.input[i].lpData + j ] += 4;
- }
- } else {
- shift = 0;
- }
- This->conv_stride += shift;
-
- if(shift) {
- orig_type_size = WINED3D_ATR_TYPESIZE(type) * WINED3D_ATR_SIZE(type);
- for(j = (DWORD_PTR) strided->u.input[i].lpData + orig_type_size; j < stride; j++) {
- ret[j] += shift;
- }
- }
- }
-
- if(TRACE_ON(d3d)) {
- TRACE("Dumping conversion shift:\n");
- for(i = 0; i < stride; i++) {
- TRACE("[%d]", ret[i]);
- }
- TRACE("\n");
- }
- return ret;
-}
-
-static inline BOOL process_converted_attribute(IWineD3DVertexBufferImpl *This,
- const enum vbo_conversion_type conv_type,
- const WineDirect3DStridedData *attrib,
- DWORD *stride_this_run, const DWORD type) {
- DWORD attrib_size;
- BOOL ret = FALSE;
- int i;
- DWORD offset = This->resource.wineD3DDevice->stateBlock->streamOffset[attrib->streamNo];
- DWORD_PTR data;
-
- /* Check for some valid situations which cause us pain. One is if the buffer is used for
- * constant attributes(stride = 0), the other one is if the buffer is used on two streams
- * with different strides. In the 2nd case we might have to drop conversion entirely,
- * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
- */
- if(attrib->dwStride == 0) {
- FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n",
- debug_d3ddecltype(type));
- } else if(attrib->dwStride != *stride_this_run &&
- *stride_this_run) {
- FIXME("Got two concurrent strides, %d and %d\n", attrib->dwStride, *stride_this_run);
- } else {
- *stride_this_run = attrib->dwStride;
- if(This->stride != *stride_this_run) {
- /* We rely that this happens only on the first converted attribute that is found,
- * if at all. See above check
- */
- TRACE("Reconverting because converted attributes occur, and the stride changed\n");
- This->stride = *stride_this_run;
- HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY, This->conv_map);
- This->conv_map = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*This->conv_map) * This->stride);
- ret = TRUE;
- }
- }
-
- data = (((DWORD_PTR) attrib->lpData) + offset) % This->stride;
- attrib_size = WINED3D_ATR_SIZE(type) * WINED3D_ATR_TYPESIZE(type);
- for(i = 0; i < attrib_size; i++) {
- if(This->conv_map[data + i] != conv_type) {
- TRACE("Byte %ld in vertex changed\n", i + data);
- TRACE("It was type %d, is %d now\n", This->conv_map[data + i], conv_type);
- ret = TRUE;
- This->conv_map[data + i] = conv_type;
- }
- }
- return ret;
-}
-
-static inline BOOL check_attribute(IWineD3DVertexBufferImpl *This, const WineDirect3DStridedData *attrib,
- const BOOL check_d3dcolor, const BOOL is_ffp_position, const BOOL is_ffp_color,
- DWORD *stride_this_run, BOOL *float16_used) {
- BOOL ret = FALSE;
- DWORD type;
-
- /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
- * there, on nonexistent attribs the vbo is 0.
- */
- if(attrib->VBO != This->vbo) return FALSE;
-
- type = attrib->dwType;
- /* Look for newly appeared conversion */
- if(!GL_SUPPORT(NV_HALF_FLOAT) && (
- type == WINED3DDECLTYPE_FLOAT16_2 ||
- type == WINED3DDECLTYPE_FLOAT16_4)) {
-
- ret = process_converted_attribute(This, CONV_FLOAT16_2, attrib, stride_this_run, type);
-
- if(is_ffp_position) {
- FIXME("Test FLOAT16 fixed function processing positions\n");
- } else if(is_ffp_color) {
- FIXME("test FLOAT16 fixed function processing colors\n");
- }
- *float16_used = TRUE;
- } else if(check_d3dcolor && type == WINED3DDECLTYPE_D3DCOLOR) {
-
- ret = process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run, WINED3DDECLTYPE_D3DCOLOR);
-
- if(!is_ffp_color) {
- FIXME("Test for non-color fixed function D3DCOLOR type\n");
- }
- } else if(is_ffp_position && type == WINED3DDECLTYPE_FLOAT4) {
- ret = process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run, WINED3DDECLTYPE_FLOAT4);
- } else if(This->conv_map) {
- ret = process_converted_attribute(This, CONV_NONE, attrib, stride_this_run, type);
- }
- return ret;
-}
-
-static inline BOOL IWineD3DVertexBufferImpl_FindDecl(IWineD3DVertexBufferImpl *This)
-{
- IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
- BOOL ret = FALSE;
- int i;
- DWORD stride_this_run = 0;
- BOOL float16_used = FALSE;
-
- /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
- * Once we have our declaration there is no need to look it up again.
- */
- if(((IWineD3DImpl *)device->wineD3D)->dxVersion == 7 && This->Flags & VBFLAG_HASDESC) {
- return FALSE;
- }
-
- TRACE("Finding vertex buffer conversion information\n");
- /* Certain declaration types need some fixups before we can pass them to opengl. This means D3DCOLOR attributes with fixed
- * function vertex processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if GL_NV_half_float is not supported.
- *
- * The vertex buffer FVF doesn't help with finding them, we have to use the decoded vertex declaration and pick the things
- * that concern the current buffer. A problem with this is that this can change between draws, so we have to validate
- * the information and reprocess the buffer if it changes, and avoid false positives for performance reasons.
- *
- * We have to distinguish between vertex shaders and fixed function to pick the way we access the
- * strided vertex information.
- *
- * This code sets up a per-byte array with the size of the detected stride of the arrays in the
- * buffer. For each byte we have a field that marks the conversion needed on this byte. For example,
- * the following declaration with fixed function vertex processing:
- *
- * POSITIONT, FLOAT4
- * NORMAL, FLOAT3
- * DIFFUSE, FLOAT16_4
- * SPECULAR, D3DCOLOR
- *
- * Will result in
- * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
- * [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]
- *
- * Where in this example map P means 4 component position conversion, 0 means no conversion, F means FLOAT16_2 conversion
- * and C means D3DCOLOR conversion(red / blue swizzle).
- *
- * If we're doing conversion and the stride changes we have to reconvert the whole buffer. Note that we do not mind if the
- * semantic changes, we only care for the conversion type. So if the NORMAL is replaced with a TEXCOORD, nothing has to be
- * done, or if the DIFFUSE is replaced with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some conversion types
- * depend on the semantic as well, for example a FLOAT4 texcoord needs no conversion while a FLOAT4 positiont needs one
- */
- if (use_vs(device->stateBlock))
- {
- TRACE("vshader\n");
- /* If the current vertex declaration is marked for no half float conversion don't bother to
- * analyse the strided streams in depth, just set them up for no conversion. Return decl changed
- * if we used conversion before
- */
- if(!((IWineD3DVertexDeclarationImpl *) device->stateBlock->vertexDecl)->half_float_conv_needed) {
- if(This->conv_map) {
- TRACE("Now using shaders without conversion, but conversion used before\n");
- HeapFree(GetProcessHeap(), 0, This->conv_map);
- HeapFree(GetProcessHeap(), 0, This->conv_shift);
- This->conv_map = NULL;
- This->stride = 0;
- This->conv_shift = NULL;
- This->conv_stride = 0;
- return TRUE;
- } else {
- return FALSE;
- }
- }
- for(i = 0; i < MAX_ATTRIBS; i++) {
- ret = check_attribute(This, &device->strided_streams.u.input[i], FALSE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
- }
-
- /* Recalculate the conversion shift map if the declaration has changed,
- * and we're using float16 conversion or used it on the last run
- */
- if(ret && (float16_used || This->conv_map)) {
- HeapFree(GetProcessHeap(), 0, This->conv_shift);
- This->conv_shift = find_conversion_shift(This, &device->strided_streams, This->stride);
- }
- } else {
- /* Fixed function is a bit trickier. We have to take care for D3DCOLOR types, FLOAT4 positions and of course
- * FLOAT16s if not supported. Also, we can't iterate over the array, so use macros to generate code for all
- * the attributes that our current fixed function pipeline implementation cares for.
- */
- BOOL support_d3dcolor = GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA);
- ret = check_attribute(This, &device->strided_streams.u.s.position, TRUE, TRUE, FALSE, &stride_this_run, &float16_used) || ret;
- ret = check_attribute(This, &device->strided_streams.u.s.normal, TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
- ret = check_attribute(This, &device->strided_streams.u.s.diffuse, !support_d3dcolor, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
- ret = check_attribute(This, &device->strided_streams.u.s.specular, !support_d3dcolor, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
- ret = check_attribute(This, &device->strided_streams.u.s.texCoords[0], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
- ret = check_attribute(This, &device->strided_streams.u.s.texCoords[1], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
- ret = check_attribute(This, &device->strided_streams.u.s.texCoords[2], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
- ret = check_attribute(This, &device->strided_streams.u.s.texCoords[3], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
- ret = check_attribute(This, &device->strided_streams.u.s.texCoords[4], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
- ret = check_attribute(This, &device->strided_streams.u.s.texCoords[5], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
- ret = check_attribute(This, &device->strided_streams.u.s.texCoords[6], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
- ret = check_attribute(This, &device->strided_streams.u.s.texCoords[7], TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
-
- if(float16_used) FIXME("Float16 conversion used with fixed function vertex processing\n");
- }
-
- if(stride_this_run == 0 && This->conv_map) {
- /* Sanity test */
- if(ret == FALSE) {
- ERR("no converted attributes found, old conversion map exists, and no declaration change???\n");
- }
- HeapFree(GetProcessHeap(), 0, This->conv_map);
- This->conv_map = NULL;
- This->stride = 0;
- }
- This->Flags |= VBFLAG_HASDESC;
-
- if(ret) TRACE("Conversion information changed\n");
- return ret;
-}
-
-static void check_vbo_size(IWineD3DVertexBufferImpl *This) {
- DWORD size = This->conv_stride ? This->conv_stride * (This->resource.size / This->stride) : This->resource.size;
- if(This->vbo_size != size) {
- TRACE("Old size %d, creating new size %d\n", This->vbo_size, size);
- ENTER_GL();
- GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
- checkGLcall("glBindBufferARB");
- GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB, size, NULL, This->vbo_usage));
- This->vbo_size = size;
- checkGLcall("glBufferDataARB");
- LEAVE_GL();
- }
-}
-
-static void CreateVBO(IWineD3DVertexBufferImpl *This) {
- GLenum error, glUsage;
- DWORD vboUsage = This->resource.usage;
- IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
-
- TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n", This, debug_d3dusage(vboUsage));
-
- /* Make sure that a context is there. Needed in a multithreaded environment. Otherwise this call is a nop */
- ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
- ENTER_GL();
-
- /* Make sure that the gl error is cleared. Do not use checkGLcall
- * here because checkGLcall just prints a fixme and continues. However,
- * if an error during VBO creation occurs we can fall back to non-vbo operation
- * with full functionality(but performance loss)
- */
- while(glGetError() != GL_NO_ERROR);
-
- /* Basically the FVF parameter passed to CreateVertexBuffer is no good
- * It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
- * IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
- * look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
- * to check if the rhw and color values are in the correct format.
- */
-
- GL_EXTCALL(glGenBuffersARB(1, &This->vbo));
- error = glGetError();
- if(This->vbo == 0 || error != GL_NO_ERROR) {
- WARN("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error);
- goto error;
- }
-
- GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
- error = glGetError();
- if(error != GL_NO_ERROR) {
- WARN("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error);
- goto error;
- }
-
- /* Don't use static, because dx apps tend to update the buffer
- * quite often even if they specify 0 usage. Because we always keep the local copy
- * we never read from the vbo and can create a write only opengl buffer.
- */
- switch(vboUsage & (WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC) ) {
- case WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC:
- case WINED3DUSAGE_DYNAMIC:
- TRACE("Gl usage = GL_STREAM_DRAW\n");
- glUsage = GL_STREAM_DRAW_ARB;
- break;
- case WINED3DUSAGE_WRITEONLY:
- default:
- TRACE("Gl usage = GL_DYNAMIC_DRAW\n");
- glUsage = GL_DYNAMIC_DRAW_ARB;
- break;
- }
-
- /* Reserve memory for the buffer. The amount of data won't change
- * so we are safe with calling glBufferData once with a NULL ptr and
- * calling glBufferSubData on updates
- */
- GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB, This->resource.size, NULL, glUsage));
- error = glGetError();
- if(error != GL_NO_ERROR) {
- WARN("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error);
- goto error;
- }
- This->vbo_size = This->resource.size;
- This->vbo_usage = glUsage;
- This->dirtystart = 0;
- This->dirtyend = This->resource.size;
- This->Flags |= VBFLAG_DIRTY;
-
- LEAVE_GL();
-
- return;
- error:
- /* Clean up all vbo init, but continue because we can work without a vbo :-) */
- FIXME("Failed to create a vertex buffer object. Continuing, but performance issues can occur\n");
- if(This->vbo) GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
- This->vbo = 0;
- LEAVE_GL();
- return;
-}
-
-static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *iface) {
- IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface;
- IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
- BYTE *data;
- UINT start = 0, end = 0, vertices;
- BOOL declChanged = FALSE;
- int i, j;
- TRACE("(%p)->()\n", This);
-
- if(!This->vbo) {
- /* TODO: Make converting independent from VBOs */
- if(This->Flags & VBFLAG_CREATEVBO) {
- CreateVBO(This);
- This->Flags &= ~VBFLAG_CREATEVBO;
- } else {
- return; /* Not doing any conversion */
- }
- }
-
- /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
- if(device->isInDraw && This->bindCount > 0) {
- declChanged = IWineD3DVertexBufferImpl_FindDecl(This);
- } else if(This->Flags & VBFLAG_HASDESC) {
- /* Reuse the declaration stored in the buffer. It will most likely not change, and if it does
- * the stream source state handler will call PreLoad again and the change will be caught
- */
- } else {
- /* Cannot get a declaration, and no declaration is stored in the buffer. It is pointless to preload
- * now. When the buffer is used, PreLoad will be called by the stream source state handler and a valid
- * declaration for the buffer can be found
- */
- return;
- }
-
- /* If applications change the declaration over and over, reconverting all the time is a huge
- * performance hit. So count the declaration changes and release the VBO if there are too many
- * of them (and thus stop converting)
- */
- if(declChanged) {
- This->declChanges++;
- This->draws = 0;
-
- if(This->declChanges > VB_MAXDECLCHANGES) {
- FIXME("Too many declaration changes, stopping converting\n");
- ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
- ENTER_GL();
- GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
- checkGLcall("glDeleteBuffersARB");
- LEAVE_GL();
- This->vbo = 0;
- HeapFree(GetProcessHeap(), 0, This->conv_shift);
-
- /* The stream source state handler might have read the memory of the vertex buffer already
- * and got the memory in the vbo which is not valid any longer. Dirtify the stream source
- * to force a reload. This happens only once per changed vertexbuffer and should occur rather
- * rarely
- */
- IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
-
- return;
- }
- check_vbo_size(This);
- } else {
- /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
- * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
- * decl changes and reset the decl change count after a specific number of them
- */
- This->draws++;
- if(This->draws > VB_RESETDECLCHANGE) This->declChanges = 0;
- }
-
- if(declChanged) {
- /* The declaration changed, reload the whole buffer */
- WARN("Reloading buffer because of decl change\n");
- start = 0;
- end = This->resource.size;
- } else if(This->Flags & VBFLAG_DIRTY) {
- /* No decl change, but dirty data, reload the changed stuff */
- if(This->conv_shift) {
- if(This->dirtystart != 0 || This->dirtyend != 0) {
- FIXME("Implement partial buffer loading with shifted conversion\n");
- }
- }
- start = This->dirtystart;
- end = This->dirtyend;
- } else {
- /* Desc not changed, buffer not dirty, nothing to do :-) */
- return;
- }
-
- /* Mark the buffer clean */
- This->Flags &= ~VBFLAG_DIRTY;
- This->dirtystart = 0;
- This->dirtyend = 0;
-
- if(!This->conv_map) {
- /* That means that there is nothing to fixup. Just upload from This->resource.allocatedMemory
- * directly into the vbo. Do not free the system memory copy because drawPrimitive may need it if
- * the stride is 0, for instancing emulation, vertex blending emulation or shader emulation.
- */
- TRACE("No conversion needed\n");
-
- if(!device->isInDraw) {
- ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
- }
- ENTER_GL();
- GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
- checkGLcall("glBindBufferARB");
- GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, start, end-start, This->resource.allocatedMemory + start));
- checkGLcall("glBufferSubDataARB");
- LEAVE_GL();
- return;
- }
-
- /* Now for each vertex in the buffer that needs conversion */
- vertices = This->resource.size / This->stride;
-
- if(This->conv_shift) {
- TRACE("Shifted conversion\n");
- data = HeapAlloc(GetProcessHeap(), 0, vertices * This->conv_stride);
-
- for(i = start / This->stride; i < min((end / This->stride) + 1, vertices); i++) {
- for(j = 0; j < This->stride; j++) {
- switch(This->conv_map[j]) {
- case CONV_NONE:
- data[This->conv_stride * i + j + This->conv_shift[j]] = This->resource.allocatedMemory[This->stride * i + j];
- break;
-
- case CONV_FLOAT16_2:
- {
- float *out = (float *) (&data[This->conv_stride * i + j + This->conv_shift[j]]);
- const WORD *in = (WORD *) (&This->resource.allocatedMemory[i * This->stride + j]);
-
- out[1] = float_16_to_32(in + 1);
- out[0] = float_16_to_32(in + 0);
- j += 3; /* Skip 3 additional bytes,as a FLOAT16_2 has 4 bytes */
- break;
- }
-
- default:
- FIXME("Unimplemented conversion %d in shifted conversion\n", This->conv_map[j]);
- }
- }
- }
-
- ENTER_GL();
- GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
- checkGLcall("glBindBufferARB");
- GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, vertices * This->conv_stride, data));
- checkGLcall("glBufferSubDataARB");
- LEAVE_GL();
-
- } else {
- data = HeapAlloc(GetProcessHeap(), 0, This->resource.size);
- memcpy(data + start, This->resource.allocatedMemory + start, end - start);
- for(i = start / This->stride; i < min((end / This->stride) + 1, vertices); i++) {
- for(j = 0; j < This->stride; j++) {
- switch(This->conv_map[j]) {
- case CONV_NONE:
- /* Done already */
- j += 3;
- break;
- case CONV_D3DCOLOR:
- fixup_d3dcolor((DWORD *) (data + i * This->stride + j));
- j += 3;
- break;
-
- case CONV_POSITIONT:
- fixup_transformed_pos((float *) (data + i * This->stride + j));
- j += 15;
- break;
-
- case CONV_FLOAT16_2:
- ERR("Did not expect FLOAT16 conversion in unshifted conversion\n");
- default:
- FIXME("Unimplemented conversion %d in shifted conversion\n", This->conv_map[j]);
- }
- }
- }
-
- ENTER_GL();
- GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
- checkGLcall("glBindBufferARB");
- GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, start, end - start, data + start));
- checkGLcall("glBufferSubDataARB");
- LEAVE_GL();
- }
-
- HeapFree(GetProcessHeap(), 0, data);
-}
-
-static void WINAPI IWineD3DVertexBufferImpl_UnLoad(IWineD3DVertexBuffer *iface) {
- IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface;
- IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
- TRACE("(%p)\n", This);
-
- /* This is easy: The whole content is shadowed in This->resource.allocatedMemory,
- * so we only have to destroy the vbo. Only do it if we have a vbo, which implies
- * that vbos are supported
- */
- if(This->vbo) {
- ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
- ENTER_GL();
- GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
- checkGLcall("glDeleteBuffersARB");
- LEAVE_GL();
- This->vbo = 0;
- This->Flags |= VBFLAG_CREATEVBO; /* Recreate the VBO next load */
- }
-}
-
-static WINED3DRESOURCETYPE WINAPI IWineD3DVertexBufferImpl_GetType(IWineD3DVertexBuffer *iface) {
- return resource_get_type((IWineD3DResource *)iface);
-}
-
-static HRESULT WINAPI IWineD3DVertexBufferImpl_GetParent(IWineD3DVertexBuffer *iface, IUnknown **pParent) {
- return resource_get_parent((IWineD3DResource *)iface, pParent);
-}
-
-/* ******************************************************
- IWineD3DVertexBuffer IWineD3DVertexBuffer parts follow
- ****************************************************** */
-static HRESULT WINAPI IWineD3DVertexBufferImpl_Lock(IWineD3DVertexBuffer *iface, UINT OffsetToLock, UINT SizeToLock, BYTE** ppbData, DWORD Flags) {
- IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
- BYTE *data;
- TRACE("(%p)->%d, %d, %p, %08x\n", This, OffsetToLock, SizeToLock, ppbData, Flags);
-
- InterlockedIncrement(&This->lockcount);
-
- if(This->Flags & VBFLAG_DIRTY) {
- if(This->dirtystart > OffsetToLock) This->dirtystart = OffsetToLock;
- if(SizeToLock) {
- if(This->dirtyend < OffsetToLock + SizeToLock) This->dirtyend = OffsetToLock + SizeToLock;
- } else {
- This->dirtyend = This->resource.size;
- }
- } else {
- This->dirtystart = OffsetToLock;
- if(SizeToLock)
- This->dirtyend = OffsetToLock + SizeToLock;
- else
- This->dirtyend = This->resource.size;
- }
-
- data = This->resource.allocatedMemory;
- This->Flags |= VBFLAG_DIRTY;
- *ppbData = data + OffsetToLock;
-
- TRACE("(%p) : returning memory of %p (base:%p,offset:%u)\n", This, data + OffsetToLock, data, OffsetToLock);
- /* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
- return WINED3D_OK;
-}
-static HRESULT WINAPI IWineD3DVertexBufferImpl_Unlock(IWineD3DVertexBuffer *iface) {
- IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface;
- LONG lockcount;
- TRACE("(%p)\n", This);
-
- lockcount = InterlockedDecrement(&This->lockcount);
- if(lockcount > 0) {
- /* Delay loading the buffer until everything is unlocked */
- TRACE("Ignoring the unlock\n");
- return WINED3D_OK;
- }
-
- if(This->Flags & VBFLAG_HASDESC) {
- IWineD3DVertexBufferImpl_PreLoad(iface);
- }
- return WINED3D_OK;
-}
-static HRESULT WINAPI IWineD3DVertexBufferImpl_GetDesc(IWineD3DVertexBuffer *iface, WINED3DVERTEXBUFFER_DESC *pDesc) {
- IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
-
- TRACE("(%p)\n", This);
- pDesc->Format = This->resource.format;
- pDesc->Type = This->resource.resourceType;
- pDesc->Usage = This->resource.usage;
- pDesc->Pool = This->resource.pool;
- pDesc->Size = This->resource.size;
- pDesc->FVF = This->fvf;
- return WINED3D_OK;
-}
-
-const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl =
-{
- /* IUnknown */
- IWineD3DVertexBufferImpl_QueryInterface,
- IWineD3DVertexBufferImpl_AddRef,
- IWineD3DVertexBufferImpl_Release,
- /* IWineD3DResource */
- IWineD3DVertexBufferImpl_GetParent,
- IWineD3DVertexBufferImpl_GetDevice,
- IWineD3DVertexBufferImpl_SetPrivateData,
- IWineD3DVertexBufferImpl_GetPrivateData,
- IWineD3DVertexBufferImpl_FreePrivateData,
- IWineD3DVertexBufferImpl_SetPriority,
- IWineD3DVertexBufferImpl_GetPriority,
- IWineD3DVertexBufferImpl_PreLoad,
- IWineD3DVertexBufferImpl_UnLoad,
- IWineD3DVertexBufferImpl_GetType,
- /* IWineD3DVertexBuffer */
- IWineD3DVertexBufferImpl_Lock,
- IWineD3DVertexBufferImpl_Unlock,
- IWineD3DVertexBufferImpl_GetDesc
-};
-
-const BYTE* IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo)
-{
- IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
-
- *vbo = This->vbo;
- if(This->vbo == 0) {
- if(This->Flags & VBFLAG_CREATEVBO) {
- CreateVBO(This);
- This->Flags &= ~VBFLAG_CREATEVBO;
- if(This->vbo) {
- *vbo = This->vbo;
- return (const BYTE *)iOffset;
- }
- }
- return This->resource.allocatedMemory + iOffset;
- } else {
- return (const BYTE *)iOffset;
- }
-}
--
1.6.0.6
--------------020700060609020907090006--
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