wined3d: Fixed function vertex attribute types are flexible.
[wine] / dlls / wined3d / indexbuffer.c
1 /*
2  * IWineD3DIndexBuffer Implementation
3  *
4  * Copyright 2002-2004 Jason Edmeades
5  * Copyright 2003-2004 Raphael Junqueira
6  * Copyright 2004 Christian Costa
7  * Copyright 2005 Oliver Stieber
8  *
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.
13  *
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.
18  *
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
22  */
23
24 #include "config.h"
25 #include "wined3d_private.h"
26
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
28 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
29
30 /* *******************************************
31    IWineD3DIndexBuffer IUnknown parts follow
32    ******************************************* */
33 static HRESULT WINAPI IWineD3DIndexBufferImpl_QueryInterface(IWineD3DIndexBuffer *iface, REFIID riid, LPVOID *ppobj)
34 {
35     IWineD3DIndexBufferImpl *This = (IWineD3DIndexBufferImpl *)iface;
36     TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
37     if (IsEqualGUID(riid, &IID_IUnknown)
38         || IsEqualGUID(riid, &IID_IWineD3DBase)
39         || IsEqualGUID(riid, &IID_IWineD3DResource)
40         || IsEqualGUID(riid, &IID_IWineD3DIndexBuffer)){
41         IUnknown_AddRef(iface);
42         *ppobj = This;
43         return S_OK;
44     }
45     *ppobj = NULL;
46     return E_NOINTERFACE;
47 }
48
49 static ULONG WINAPI IWineD3DIndexBufferImpl_AddRef(IWineD3DIndexBuffer *iface) {
50     IWineD3DIndexBufferImpl *This = (IWineD3DIndexBufferImpl *)iface;
51     ULONG ref = InterlockedIncrement(&This->resource.ref);
52     TRACE("(%p) : AddRef increasing from %d\n", This, ref - 1);
53     return ref;
54 }
55
56 static ULONG WINAPI IWineD3DIndexBufferImpl_Release(IWineD3DIndexBuffer *iface) {
57     IWineD3DIndexBufferImpl *This = (IWineD3DIndexBufferImpl *)iface;
58     ULONG ref = InterlockedDecrement(&This->resource.ref);
59     TRACE("(%p) : Releasing from %d\n", This, ref + 1);
60     if (ref == 0) {
61         if(This->vbo) {
62             IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
63
64             ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
65             ENTER_GL();
66             /* No need to manually unset the buffer. glDeleteBuffers unsets it for the current context,
67              * but not for other contexts. However, because the d3d buffer is destroyed the app has to
68              * unset it before doing the next draw, thus dirtifying the index buffer state and forcing
69              * binding a new buffer
70              */
71             GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
72             checkGLcall("glDeleteBuffersARB");
73             LEAVE_GL();
74         }
75
76         IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
77         HeapFree(GetProcessHeap(), 0, This);
78     }
79     return ref;
80 }
81
82 /* ****************************************************
83    IWineD3DIndexBuffer IWineD3DResource parts follow
84    **************************************************** */
85 static HRESULT WINAPI IWineD3DIndexBufferImpl_GetDevice(IWineD3DIndexBuffer *iface, IWineD3DDevice** ppDevice) {
86     return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
87 }
88
89 static HRESULT WINAPI IWineD3DIndexBufferImpl_SetPrivateData(IWineD3DIndexBuffer *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
90     return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
91 }
92
93 static HRESULT WINAPI IWineD3DIndexBufferImpl_GetPrivateData(IWineD3DIndexBuffer *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
94     return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
95 }
96
97 static HRESULT WINAPI IWineD3DIndexBufferImpl_FreePrivateData(IWineD3DIndexBuffer *iface, REFGUID refguid) {
98     return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
99 }
100
101 static DWORD WINAPI IWineD3DIndexBufferImpl_SetPriority(IWineD3DIndexBuffer *iface, DWORD PriorityNew) {
102     return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
103 }
104
105 static DWORD WINAPI IWineD3DIndexBufferImpl_GetPriority(IWineD3DIndexBuffer *iface) {
106     return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
107 }
108
109 static void WINAPI IWineD3DIndexBufferImpl_PreLoad(IWineD3DIndexBuffer *iface) {
110     IWineD3DResourceImpl_PreLoad((IWineD3DResource *)iface);
111 }
112
113 static WINED3DRESOURCETYPE WINAPI IWineD3DIndexBufferImpl_GetType(IWineD3DIndexBuffer *iface) {
114     return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
115 }
116
117 static HRESULT WINAPI IWineD3DIndexBufferImpl_GetParent(IWineD3DIndexBuffer *iface, IUnknown **pParent) {
118     return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
119 }
120
121 /* ******************************************************
122    IWineD3DIndexBuffer IWineD3DIndexBuffer parts follow
123    ****************************************************** */
124 static HRESULT WINAPI IWineD3DIndexBufferImpl_Lock(IWineD3DIndexBuffer *iface, UINT OffsetToLock, UINT SizeToLock, BYTE** ppbData, DWORD Flags) {
125     IWineD3DIndexBufferImpl *This = (IWineD3DIndexBufferImpl *)iface;
126     TRACE("(%p) : offset %d, size %d, Flags=%x\n", This, OffsetToLock, SizeToLock, Flags);
127
128     InterlockedIncrement(&This->lockcount);
129     *ppbData = (BYTE *)This->resource.allocatedMemory + OffsetToLock;
130
131     if(Flags & (WINED3DLOCK_READONLY | WINED3DLOCK_NO_DIRTY_UPDATE) || This->vbo == 0) {
132         return WINED3D_OK;
133     }
134
135     if(This->dirtystart != This->dirtyend) {
136         if(This->dirtystart > OffsetToLock) This->dirtystart = OffsetToLock;
137         if(SizeToLock) {
138             if(This->dirtyend < OffsetToLock + SizeToLock) This->dirtyend = OffsetToLock + SizeToLock;
139         } else {
140             This->dirtyend = This->resource.size;
141         }
142     } else {
143         This->dirtystart = OffsetToLock;
144         if(SizeToLock)
145             This->dirtyend = OffsetToLock + SizeToLock;
146         else
147             This->dirtyend = This->resource.size;
148     }
149
150     return WINED3D_OK;
151 }
152 static HRESULT WINAPI IWineD3DIndexBufferImpl_Unlock(IWineD3DIndexBuffer *iface) {
153     IWineD3DIndexBufferImpl *This = (IWineD3DIndexBufferImpl *)iface;
154     unsigned long locks = InterlockedDecrement(&This->lockcount);
155     TRACE("(%p)\n", This);
156
157     /* For now load in unlock */
158     if(locks == 0 && This->vbo && (This->dirtyend - This->dirtystart) > 0) {
159         IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
160
161         if(device->createParms.BehaviorFlags & WINED3DCREATE_MULTITHREADED) {
162             ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
163         }
164
165         ENTER_GL();
166         GL_EXTCALL(glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, This->vbo));
167         checkGLcall("glBindBufferARB");
168         GL_EXTCALL(glBufferSubDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB,
169                 This->dirtystart, This->dirtyend - This->dirtystart, This->resource.allocatedMemory + This->dirtystart));
170         checkGLcall("glBufferSubDataARB");
171         LEAVE_GL();
172         This->dirtystart = 0;
173         This->dirtyend = 0;
174         /* TODO: Move loading into preload when the buffer is used, that avoids dirtifying the state */
175         IWineD3DDeviceImpl_MarkStateDirty(device, STATE_INDEXBUFFER);
176     }
177     return WINED3D_OK;
178 }
179 static HRESULT WINAPI IWineD3DIndexBufferImpl_GetDesc(IWineD3DIndexBuffer *iface, WINED3DINDEXBUFFER_DESC *pDesc) {
180     IWineD3DIndexBufferImpl *This = (IWineD3DIndexBufferImpl *)iface;
181
182     TRACE("(%p)\n", This);
183     pDesc->Format = This->resource.format;
184     pDesc->Type   = This->resource.resourceType;
185     pDesc->Usage  = This->resource.usage;
186     pDesc->Pool   = This->resource.pool;
187     pDesc->Size   = This->resource.size;
188     return WINED3D_OK;
189 }
190
191 const IWineD3DIndexBufferVtbl IWineD3DIndexBuffer_Vtbl =
192 {
193     /* IUnknown */
194     IWineD3DIndexBufferImpl_QueryInterface,
195     IWineD3DIndexBufferImpl_AddRef,
196     IWineD3DIndexBufferImpl_Release,
197     /* IWineD3DResource */
198     IWineD3DIndexBufferImpl_GetParent,
199     IWineD3DIndexBufferImpl_GetDevice,
200     IWineD3DIndexBufferImpl_SetPrivateData,
201     IWineD3DIndexBufferImpl_GetPrivateData,
202     IWineD3DIndexBufferImpl_FreePrivateData,
203     IWineD3DIndexBufferImpl_SetPriority,
204     IWineD3DIndexBufferImpl_GetPriority,
205     IWineD3DIndexBufferImpl_PreLoad,
206     IWineD3DIndexBufferImpl_GetType,
207     /* IWineD3DIndexBuffer */
208     IWineD3DIndexBufferImpl_Lock,
209     IWineD3DIndexBufferImpl_Unlock,
210     IWineD3DIndexBufferImpl_GetDesc
211 };