2 * IWineD3DVertexBuffer Implementation
4 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2004 Christian Costa
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #include "wined3d_private.h"
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
27 #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
29 #define VB_MAXDECLCHANGES 100 /* After that number we stop converting */
30 #define VB_RESETDECLCHANGE 1000 /* Reset the changecount after that number of draws */
32 /* *******************************************
33 IWineD3DVertexBuffer IUnknown parts follow
34 ******************************************* */
35 static HRESULT WINAPI IWineD3DVertexBufferImpl_QueryInterface(IWineD3DVertexBuffer *iface, REFIID riid, LPVOID *ppobj)
37 IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
38 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
39 if (IsEqualGUID(riid, &IID_IUnknown)
40 || IsEqualGUID(riid, &IID_IWineD3DBase)
41 || IsEqualGUID(riid, &IID_IWineD3DResource)
42 || IsEqualGUID(riid, &IID_IWineD3DVertexBuffer)){
43 IUnknown_AddRef(iface);
51 static ULONG WINAPI IWineD3DVertexBufferImpl_AddRef(IWineD3DVertexBuffer *iface) {
52 IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
53 ULONG ref = InterlockedIncrement(&This->resource.ref);
54 TRACE("(%p) : AddRef increasing from %d\n", This, ref - 1);
58 static ULONG WINAPI IWineD3DVertexBufferImpl_Release(IWineD3DVertexBuffer *iface) {
59 IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
60 ULONG ref = InterlockedDecrement(&This->resource.ref);
61 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
66 GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
67 checkGLcall("glDeleteBuffersARB");
71 IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
72 HeapFree(GetProcessHeap(), 0, This);
77 /* ****************************************************
78 IWineD3DVertexBuffer IWineD3DResource parts follow
79 **************************************************** */
80 static HRESULT WINAPI IWineD3DVertexBufferImpl_GetDevice(IWineD3DVertexBuffer *iface, IWineD3DDevice** ppDevice) {
81 return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
84 static HRESULT WINAPI IWineD3DVertexBufferImpl_SetPrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
85 return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
88 static HRESULT WINAPI IWineD3DVertexBufferImpl_GetPrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
89 return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
92 static HRESULT WINAPI IWineD3DVertexBufferImpl_FreePrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid) {
93 return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
96 static DWORD WINAPI IWineD3DVertexBufferImpl_SetPriority(IWineD3DVertexBuffer *iface, DWORD PriorityNew) {
97 return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
100 static DWORD WINAPI IWineD3DVertexBufferImpl_GetPriority(IWineD3DVertexBuffer *iface) {
101 return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
104 static void fixup_vertices(BYTE *src, BYTE *dst, int stride, int num, BYTE *pos, BOOL haspos, BYTE *diffuse, BOOL hasdiffuse, BYTE *specular, BOOL hasspecular) {
108 for(i = num - 1; i >= 0; i--) {
110 float *p = (float *) (((int) src + (int) pos) + i * stride);
112 /* rhw conversion like in drawStridedSlow */
113 if(p[3] == 1.0 || ((p[3] < eps) && (p[3] > -eps))) {
124 p = (float *) ((int) dst + i * stride + (int) pos);
131 DWORD srcColor, *dstColor = (DWORD *) (dst + i * stride + (int) diffuse);
132 srcColor = * (DWORD *) ( ((int) src + (int) diffuse) + i * stride);
134 /* Color conversion like in drawStridedSlow. watch out for little endianity
135 * If we want that stuff to work on big endian machines too we have to consider more things
137 * 0xff000000: Alpha mask
138 * 0x00ff0000: Blue mask
139 * 0x0000ff00: Green mask
140 * 0x000000ff: Red mask
144 *dstColor |= (srcColor & 0xff00ff00) ; /* Alpha Green */
145 *dstColor |= (srcColor & 0x00ff0000) >> 16; /* Red */
146 *dstColor |= (srcColor & 0x000000ff) << 16; /* Blue */
149 DWORD srcColor, *dstColor = (DWORD *) (dst + i * stride + (int) specular);
150 srcColor = * (DWORD *) ( ((int) src + (int) specular) + i * stride);
152 /* Similar to diffuse
153 * TODO: Write the alpha value out for fog coords
156 *dstColor |= (srcColor & 0xff00ff00) ; /* Alpha Green */
157 *dstColor |= (srcColor & 0x00ff0000) >> 16; /* Red */
158 *dstColor |= (srcColor & 0x000000ff) << 16; /* Blue */
163 inline BOOL WINAPI IWineD3DVertexBufferImpl_FindDecl(IWineD3DVertexBufferImpl *This)
165 WineDirect3DVertexStridedData strided;
166 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
168 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
169 * Once we have our declaration there is no need to look it up again.
171 if(((IWineD3DImpl *)device->wineD3D)->dxVersion == 7 && This->Flags & VBFLAG_HASDESC) {
175 memset(&strided, 0, sizeof(strided));
176 /* There are certain vertex data types that need to be fixed up. The Vertex Buffers FVF doesn't
177 * help finding them, only the vertex declaration or the device FVF can determine that at drawPrim
178 * time. Rules are as follows:
180 * -> No modification when Vertex Shaders are used
181 * -> Fix up position1 and position 2 if they are XYZRHW
182 * -> Fix up diffuse color
183 * -> Fix up specular color
185 * The Declaration is only known at drawing time, and it can change from draw to draw. If any converted values
186 * are changed, the whole buffer has to be reconverted and reloaded. (Converting is SLOW, so if this happens too
187 * often PreLoad stops converting entirely and falls back to drawStridedSlow).
190 * -> New semantics that have to be converted appear
191 * -> The position of semantics that have to be converted changes
192 * -> The stride of the vertex changed AND there is stuff that needs conversion
193 * -> (If a vertex shader is bound and in use assume that nothing that needs conversion is there)
196 * TRUE: Reload is needed
200 if(device->stateBlock->vertexShader && ((IWineD3DVertexShaderImpl *) device->stateBlock->vertexShader)->baseShader.function) {
201 /* Assume no conversion */
202 memset(&strided, 0, sizeof(strided));
204 /* we need a copy because we modify some params */
205 memcpy(&strided, &device->strided_streams, sizeof(strided));
207 /* Filter out data that does not come from this VBO */
208 if(strided.u.s.position.VBO != This->vbo) memset(&strided.u.s.position, 0, sizeof(strided.u.s.position));
209 if(strided.u.s.diffuse.VBO != This->vbo) memset(&strided.u.s.diffuse, 0, sizeof(strided.u.s.diffuse));
210 if(strided.u.s.specular.VBO != This->vbo) memset(&strided.u.s.specular, 0, sizeof(strided.u.s.specular));
211 if(strided.u.s.position2.VBO != This->vbo) memset(&strided.u.s.position2, 0, sizeof(strided.u.s.position2));
214 /* Filter out data that does not come from this VBO */
215 if(strided.u.s.position.VBO != This->vbo) memset(&strided.u.s.position, 0, sizeof(strided.u.s.position));
216 if(strided.u.s.diffuse.VBO != This->vbo) memset(&strided.u.s.diffuse, 0, sizeof(strided.u.s.diffuse));
217 if(strided.u.s.specular.VBO != This->vbo) memset(&strided.u.s.specular, 0, sizeof(strided.u.s.specular));
218 if(strided.u.s.position2.VBO != This->vbo) memset(&strided.u.s.position2, 0, sizeof(strided.u.s.position2));
220 /* We have a declaration now in the buffer */
221 This->Flags |= VBFLAG_HASDESC;
223 /* Find out if reload is needed
224 * Position of the semantic in the vertex and the stride must be equal to the stored type. Don't mind if only unconverted stuff changed.
226 * If some stuff does not exist in the buffer, then lpData, dwStride and dwType are memsetted to 0. So if the semantic didn't exist before
227 * and does not exist now all 3 values will be equal(=0).
229 * Checking the lpData field alone is not enough, because data may appear at offset 0 in the buffer. This is the same location as nonexistent
230 * data uses, so we have to check the type and stride too. Colors can be at offset 0 too, because it is perfectly fine to render from 2 or more
231 * buffers at the same time and get the position from one and the color from the other buffer.
233 if( /* Position transformed vs untransformed */
234 ((This->strided.u.s.position_transformed || strided.u.s.position_transformed) &&
235 This->strided.u.s.position.lpData != strided.u.s.position.lpData) ||
236 /* Diffuse position and data type */
237 This->strided.u.s.diffuse.lpData != strided.u.s.diffuse.lpData || This->strided.u.s.diffuse.dwStride != strided.u.s.diffuse.dwStride ||
238 This->strided.u.s.diffuse.dwType != strided.u.s.diffuse.dwType ||
239 /* Specular position and data type */
240 This->strided.u.s.specular.lpData != strided.u.s.specular.lpData || This->strided.u.s.specular.dwStride != strided.u.s.specular.dwStride ||
241 This->strided.u.s.specular.dwType != strided.u.s.specular.dwType) {
243 TRACE("Declaration changed, reloading buffer\n");
244 /* Set the new description */
245 memcpy(&This->strided, &strided, sizeof(strided));
252 static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *iface) {
253 IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface;
255 UINT start = 0, end = 0, stride = 0;
256 BOOL declChanged = FALSE;
257 TRACE("(%p)->()\n", This);
259 if(This->Flags & VBFLAG_LOAD) {
260 return; /* Already doing that stuff */
264 /* TODO: Make converting independent from VBOs */
265 return; /* Not doing any conversion */
268 /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
269 if(This->resource.wineD3DDevice->isInDraw && This->bindCount > 0) {
270 declChanged = IWineD3DVertexBufferImpl_FindDecl(This);
271 } else if(This->Flags & VBFLAG_HASDESC) {
272 /* Reuse the declaration stored in the buffer. It will most likely not change, and if it does
273 * the stream source state handler will call PreLoad again and the change will be cought
276 /* Cannot get a declaration, and no declaration is stored in the buffer. It is pointless to preload
277 * now. When the buffer is used, PreLoad will be called by the stream source state handler and a valid
278 * declaration for the buffer can be found
283 /* If applications change the declaration over and over, reconverting all the time is a huge
284 * performance hit. So count the declaration changes and release the VBO if there are too much
285 * of them(and thus stop converting)
291 if(This->declChanges > VB_MAXDECLCHANGES) {
292 if(This->resource.allocatedMemory) {
293 FIXME("Too much declaration changes, stopping converting\n");
295 GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
296 checkGLcall("glDeleteBuffersARB");
300 /* The stream source state handler might have read the memory of the vertex buffer already
301 * and got the memory in the vbo which is not valid any longer. Dirtify the stream source
302 * to force a reload. This happens only once per changed vertexbuffer and should occur rather
305 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_STREAMSRC);
309 /* Otherwise do not bother to release the VBO. If we're doing direct locking now,
310 * and the declarations changed the code below will fetch the VBO's contents, convert
311 * and on the next decl change the data will be in sysmem too and we can just release the VBO
315 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
316 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
317 * decl changes and reset the decl change count after a specific number of them
320 if(This->draws > VB_RESETDECLCHANGE) This->declChanges = 0;
324 /* The declaration changed, reload the whole buffer */
325 WARN("Reloading buffer because of decl change\n");
327 end = This->resource.size;
328 } else if(This->Flags & VBFLAG_DIRTY) {
329 /* No decl change, but dirty data, reload the changed stuff */
330 start = This->dirtystart;
331 end = This->dirtyend;
333 /* Desc not changed, buffer not dirty, nothing to do :-) */
337 /* Mark the buffer clean */
338 This->Flags &= ~VBFLAG_DIRTY;
339 This->dirtystart = 0;
342 /* If there was no conversion done before, then resource.allocatedMemory does not exist
343 * because locking was done directly into the VBO. In this case get the data out
345 if(declChanged && !This->resource.allocatedMemory) {
347 This->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), 0, This->resource.size);
348 if(!This->resource.allocatedMemory) {
349 ERR("Out of memory when allocating memory for a vertex buffer\n");
352 ERR("Was locking directly into the VBO, reading data back because conv is needed\n");
355 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
356 checkGLcall("glBindBufferARB");
357 data = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_WRITE_ARB));
359 ERR("glMapBuffer failed!\n");
363 memcpy(This->resource.allocatedMemory, data, This->resource.size);
364 GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB));
365 checkGLcall("glUnmapBufferARB");
369 if (This->strided.u.s.position.dwStride) stride = This->strided.u.s.position.dwStride;
370 else if(This->strided.u.s.specular.dwStride) stride = This->strided.u.s.specular.dwStride;
371 else if(This->strided.u.s.diffuse.dwStride) stride = This->strided.u.s.diffuse.dwStride;
373 /* That means that there is nothing to fixup. Upload everything into the VBO and
374 * free This->resource.allocatedMemory
376 TRACE("No conversion needed, locking directly into the VBO in future\n");
379 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
380 checkGLcall("glBindBufferARB");
381 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
382 checkGLcall("glBufferSubDataARB");
387 /* OK, we have the original data from the app, the description of the buffer and the dirty area.
388 * so convert the stuff
390 data = HeapAlloc(GetProcessHeap(), 0, end-start);
392 ERR("Out of memory\n");
395 memcpy(data, This->resource.allocatedMemory + start, end - start);
397 fixup_vertices(data, data, stride, ( end - start) / stride,
399 This->strided.u.s.position.lpData, /* Data location */
400 This->strided.u.s.position_transformed, /* Do convert? */
402 This->strided.u.s.diffuse.lpData, /* Location */
403 This->strided.u.s.diffuse.dwType == WINED3DDECLTYPE_SHORT4 || This->strided.u.s.diffuse.dwType == WINED3DDECLTYPE_D3DCOLOR, /* Convert? */
405 This->strided.u.s.specular.lpData, /* location */
406 This->strided.u.s.specular.dwType == WINED3DDECLTYPE_SHORT4 || This->strided.u.s.specular.dwType == WINED3DDECLTYPE_D3DCOLOR);
409 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
410 checkGLcall("glBindBufferARB");
411 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, start, end - start, data));
412 checkGLcall("glBufferSubDataARB");
415 HeapFree(GetProcessHeap(), 0, data);
418 static WINED3DRESOURCETYPE WINAPI IWineD3DVertexBufferImpl_GetType(IWineD3DVertexBuffer *iface) {
419 return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
422 static HRESULT WINAPI IWineD3DVertexBufferImpl_GetParent(IWineD3DVertexBuffer *iface, IUnknown **pParent) {
423 return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
426 /* ******************************************************
427 IWineD3DVertexBuffer IWineD3DVertexBuffer parts follow
428 ****************************************************** */
429 static HRESULT WINAPI IWineD3DVertexBufferImpl_Lock(IWineD3DVertexBuffer *iface, UINT OffsetToLock, UINT SizeToLock, BYTE** ppbData, DWORD Flags) {
430 IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
432 TRACE("(%p)->%d, %d, %p, %08x\n", This, OffsetToLock, SizeToLock, ppbData, Flags);
434 InterlockedIncrement(&This->lockcount);
436 if(This->Flags & VBFLAG_DIRTY) {
437 if(This->dirtystart > OffsetToLock) This->dirtystart = OffsetToLock;
439 if(This->dirtyend < OffsetToLock + SizeToLock) This->dirtyend = OffsetToLock + SizeToLock;
441 This->dirtyend = This->resource.size;
444 This->dirtystart = OffsetToLock;
446 This->dirtyend = OffsetToLock + SizeToLock;
448 This->dirtyend = This->resource.size;
451 if(This->resource.allocatedMemory) {
452 data = This->resource.allocatedMemory;
453 This->Flags |= VBFLAG_DIRTY;
455 GLenum mode = GL_READ_WRITE_ARB;
456 /* Return data to the VBO */
458 TRACE("Locking directly into the buffer\n");
460 if((This->resource.usage & WINED3DUSAGE_WRITEONLY) || ( Flags & WINED3DLOCK_DISCARD) ) {
461 mode = GL_WRITE_ONLY_ARB;
462 } else if( Flags & (WINED3DLOCK_READONLY | WINED3DLOCK_NO_DIRTY_UPDATE) ) {
463 mode = GL_READ_ONLY_ARB;
467 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
468 checkGLcall("glBindBufferARB");
469 data = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, mode));
472 ERR("glMapBuffer failed\n");
473 return WINED3DERR_INVALIDCALL;
476 *ppbData = data + OffsetToLock;
478 TRACE("(%p) : returning memory of %p (base:%p,offset:%u)\n", This, data + OffsetToLock, data, OffsetToLock);
479 /* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
482 HRESULT WINAPI IWineD3DVertexBufferImpl_Unlock(IWineD3DVertexBuffer *iface) {
483 IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface;
485 TRACE("(%p)\n", This);
487 lockcount = InterlockedDecrement(&This->lockcount);
489 /* Delay loading the buffer until everything is unlocked */
490 TRACE("Ignoring the unlock\n");
494 if(!This->resource.allocatedMemory) {
496 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
497 checkGLcall("glBindBufferARB");
498 GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB));
499 checkGLcall("glUnmapBufferARB");
501 } else if(This->Flags & VBFLAG_HASDESC){
502 IWineD3DVertexBufferImpl_PreLoad(iface);
506 static HRESULT WINAPI IWineD3DVertexBufferImpl_GetDesc(IWineD3DVertexBuffer *iface, WINED3DVERTEXBUFFER_DESC *pDesc) {
507 IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
509 TRACE("(%p)\n", This);
510 pDesc->Format = This->resource.format;
511 pDesc->Type = This->resource.resourceType;
512 pDesc->Usage = This->resource.usage;
513 pDesc->Pool = This->resource.pool;
514 pDesc->Size = This->resource.size;
515 pDesc->FVF = This->fvf;
519 const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl =
522 IWineD3DVertexBufferImpl_QueryInterface,
523 IWineD3DVertexBufferImpl_AddRef,
524 IWineD3DVertexBufferImpl_Release,
525 /* IWineD3DResource */
526 IWineD3DVertexBufferImpl_GetParent,
527 IWineD3DVertexBufferImpl_GetDevice,
528 IWineD3DVertexBufferImpl_SetPrivateData,
529 IWineD3DVertexBufferImpl_GetPrivateData,
530 IWineD3DVertexBufferImpl_FreePrivateData,
531 IWineD3DVertexBufferImpl_SetPriority,
532 IWineD3DVertexBufferImpl_GetPriority,
533 IWineD3DVertexBufferImpl_PreLoad,
534 IWineD3DVertexBufferImpl_GetType,
535 /* IWineD3DVertexBuffer */
536 IWineD3DVertexBufferImpl_Lock,
537 IWineD3DVertexBufferImpl_Unlock,
538 IWineD3DVertexBufferImpl_GetDesc
541 BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo) {
542 IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
546 return This->resource.allocatedMemory + iOffset;
548 return (BYTE *) iOffset;
552 HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface) {