[PATCH 2/5] d3d8: Use dynamic buffers for DrawIndexedPrimitiveUP
Stefan Dösinger
stefan at codeweavers.com
Tue Dec 18 15:53:13 CST 2012
---
dlls/d3d8/d3d8_private.h | 3 +
dlls/d3d8/device.c | 119 +++++++++++++++++++++++++++++++++++++++++++---
2 files changed, 115 insertions(+), 7 deletions(-)
diff --git a/dlls/d3d8/d3d8_private.h b/dlls/d3d8/d3d8_private.h
index 4c50e82..fc79fe1 100644
--- a/dlls/d3d8/d3d8_private.h
+++ b/dlls/d3d8/d3d8_private.h
@@ -162,6 +162,9 @@ struct d3d8_device
struct wined3d_buffer *vertex_buffer;
UINT vertex_buffer_size;
UINT vertex_buffer_pos;
+ struct wined3d_buffer *index_buffer;
+ UINT index_buffer_size;
+ UINT index_buffer_pos;
/* Avoids recursion with nested ReleaseRef to 0 */
BOOL inDestruction;
diff --git a/dlls/d3d8/device.c b/dlls/d3d8/device.c
index e1e8e78..7a13344 100644
--- a/dlls/d3d8/device.c
+++ b/dlls/d3d8/device.c
@@ -359,6 +359,8 @@ static ULONG WINAPI d3d8_device_Release(IDirect3DDevice8 *iface)
if (device->vertex_buffer)
wined3d_buffer_decref(device->vertex_buffer);
+ if (device->index_buffer)
+ wined3d_buffer_decref(device->index_buffer);
wined3d_device_uninit_3d(device->wined3d_device);
wined3d_device_release_focus_window(device->wined3d_device);
@@ -605,6 +607,12 @@ static HRESULT WINAPI d3d8_device_Reset(IDirect3DDevice8 *iface,
device->vertex_buffer = NULL;
device->vertex_buffer_size = 0;
}
+ if (device->index_buffer)
+ {
+ wined3d_buffer_decref(device->index_buffer);
+ device->index_buffer = NULL;
+ device->index_buffer_size = 0;
+ }
wined3d_swapchain_desc_from_present_parameters(&swapchain_desc, present_parameters);
if (SUCCEEDED(hr = wined3d_device_reset(device->wined3d_device, &swapchain_desc,
@@ -1989,26 +1997,123 @@ done:
return hr;
}
+/* The caller is responsible for wined3d locking */
+static HRESULT d3d8_device_prepare_index_buffer(struct d3d8_device *device, UINT min_size)
+{
+ HRESULT hr;
+
+ if (device->index_buffer_size < min_size || !device->index_buffer)
+ {
+ UINT size = max(device->index_buffer_size * 2, min_size);
+ struct wined3d_buffer *buffer;
+
+ TRACE("Growing index buffer to %u bytes\n", size);
+
+ hr = wined3d_buffer_create_ib(device->wined3d_device, size, WINED3DUSAGE_DYNAMIC | WINED3DUSAGE_WRITEONLY,
+ WINED3D_POOL_DEFAULT, NULL, &d3d8_null_wined3d_parent_ops, &buffer);
+ if (FAILED(hr))
+ {
+ ERR("(%p) wined3d_buffer_create_ib failed with hr = %08x\n", device, hr);
+ return hr;
+ }
+
+ if (device->index_buffer)
+ wined3d_buffer_decref(device->index_buffer);
+
+ device->index_buffer = buffer;
+ device->index_buffer_size = size;
+ device->index_buffer_pos = 0;
+ }
+ return D3D_OK;
+}
+
static HRESULT WINAPI d3d8_device_DrawIndexedPrimitiveUP(IDirect3DDevice8 *iface,
- D3DPRIMITIVETYPE primitive_type, UINT min_vertex_idx, UINT index_count,
+ D3DPRIMITIVETYPE primitive_type, UINT min_vertex_idx, UINT vertex_count,
UINT primitive_count, const void *index_data, D3DFORMAT index_format,
const void *vertex_data, UINT vertex_stride)
{
struct d3d8_device *device = impl_from_IDirect3DDevice8(iface);
HRESULT hr;
+ BYTE *buffer_data;
+
+ UINT idx_count = vertex_count_from_primitive_count(primitive_type, primitive_count);
+ UINT idx_fmt_size = index_format == D3DFMT_INDEX16 ? 2 : 4;
+ UINT idx_size = idx_count * idx_fmt_size;
+ UINT ib_pos;
- TRACE("iface %p, primitive_type %#x, min_vertex_idx %u, index_count %u, primitive_count %u,\n"
+ UINT vtx_size = vertex_count * vertex_stride;
+ UINT vb_pos, align;
+
+ TRACE("iface %p, primitive_type %#x, min_vertex_idx %u, vertex_count %u, primitive_count %u,\n"
"index_data %p, index_format %#x, vertex_data %p, vertex_stride %u.\n",
- iface, primitive_type, min_vertex_idx, index_count, primitive_count,
+ iface, primitive_type, min_vertex_idx, vertex_count, primitive_count,
index_data, index_format, vertex_data, vertex_stride);
+ if (!primitive_count)
+ {
+ WARN("primitive_count is 0, returning D3D_OK\n");
+ return D3D_OK;
+ }
+
wined3d_mutex_lock();
+
+ hr = d3d8_device_prepare_vertex_buffer(device, vtx_size);
+ if (FAILED(hr))
+ goto done;
+
+ vb_pos = device->vertex_buffer_pos;
+ align = vb_pos % vertex_stride;
+ if (align) align = vertex_stride - align;
+ if (vb_pos + vtx_size + align > device->vertex_buffer_size)
+ vb_pos = 0;
+ else
+ vb_pos += align;
+
+ hr = wined3d_buffer_map(device->vertex_buffer, vb_pos, vtx_size, &buffer_data,
+ vb_pos ? WINED3D_MAP_NOOVERWRITE : WINED3D_MAP_DISCARD);
+ if (FAILED(hr))
+ goto done;
+ memcpy(buffer_data, vertex_data, vtx_size);
+ wined3d_buffer_unmap(device->vertex_buffer);
+ device->vertex_buffer_pos = vb_pos + vtx_size;
+
+ hr = d3d8_device_prepare_index_buffer(device, idx_size);
+ if (FAILED(hr))
+ goto done;
+
+ ib_pos = device->index_buffer_pos;
+ align = ib_pos % idx_fmt_size;
+ if (align) align = idx_fmt_size - align;
+ if (ib_pos + idx_size + align > device->index_buffer_size)
+ ib_pos = 0;
+ else
+ ib_pos += align;
+
+ hr = wined3d_buffer_map(device->index_buffer, ib_pos, idx_size, &buffer_data,
+ ib_pos ? WINED3D_MAP_NOOVERWRITE : WINED3D_MAP_DISCARD);
+ if (FAILED(hr))
+ goto done;
+ memcpy(buffer_data, index_data, idx_size);
+ wined3d_buffer_unmap(device->index_buffer);
+ device->index_buffer_pos = ib_pos + idx_size;
+
+ hr = wined3d_device_set_stream_source(device->wined3d_device, 0, device->vertex_buffer, 0, vertex_stride);
+ if (FAILED(hr))
+ goto done;
+
+ wined3d_device_set_index_buffer(device->wined3d_device, device->index_buffer,
+ wined3dformat_from_d3dformat(index_format));
+ wined3d_device_set_base_vertex_index(device->wined3d_device, vb_pos / vertex_stride);
+
wined3d_device_set_primitive_type(device->wined3d_device, primitive_type);
- hr = wined3d_device_draw_indexed_primitive_up(device->wined3d_device,
- vertex_count_from_primitive_count(primitive_type, primitive_count), index_data,
- wined3dformat_from_d3dformat(index_format), vertex_data, vertex_stride);
- wined3d_mutex_unlock();
+ hr = wined3d_device_draw_indexed_primitive(device->wined3d_device, ib_pos / idx_fmt_size, idx_count);
+ wined3d_device_set_stream_source(device->wined3d_device, 0, NULL, 0, 0);
+ wined3d_device_set_index_buffer(device->wined3d_device, NULL, WINED3DFMT_UNKNOWN);
+ wined3d_device_set_base_vertex_index(device->wined3d_device, 0);
+
+done:
+ wined3d_mutex_unlock();
return hr;
}
--
1.7.8.6
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