2 * Copyright 2002-2005 Jason Edmeades
3 * Copyright 2002-2005 Raphael Junqueira
4 * Copyright 2004 Christian Costa
5 * Copyright 2005 Oliver Stieber
6 * Copyright 2007 Stefan Dösinger for CodeWeavers
7 * Copyright 2009 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "wine/port.h"
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
32 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
34 #define VB_MAXDECLCHANGES 100 /* After that number we stop converting */
35 #define VB_RESETDECLCHANGE 1000 /* Reset the changecount after that number of draws */
37 static void buffer_create_buffer_object(struct wined3d_buffer *This)
39 GLenum error, gl_usage;
40 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
42 TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n",
43 This, debug_d3dusage(This->resource.usage));
45 /* Make sure that a context is there. Needed in a multithreaded environment. Otherwise this call is a nop */
46 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
49 /* Make sure that the gl error is cleared. Do not use checkGLcall
50 * here because checkGLcall just prints a fixme and continues. However,
51 * if an error during VBO creation occurs we can fall back to non-vbo operation
52 * with full functionality(but performance loss)
54 while (glGetError() != GL_NO_ERROR);
56 /* Basically the FVF parameter passed to CreateVertexBuffer is no good
57 * It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
58 * IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
59 * look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
60 * to check if the rhw and color values are in the correct format.
63 GL_EXTCALL(glGenBuffersARB(1, &This->buffer_object));
65 if (!This->buffer_object || error != GL_NO_ERROR)
67 ERR("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error);
71 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
73 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
75 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
77 if (error != GL_NO_ERROR)
79 ERR("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error);
83 /* Don't use static, because dx apps tend to update the buffer
84 * quite often even if they specify 0 usage. Because we always keep the local copy
85 * we never read from the vbo and can create a write only opengl buffer.
87 switch(This->resource.usage & (WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC))
89 case WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC:
90 case WINED3DUSAGE_DYNAMIC:
91 TRACE("Gl usage = GL_STREAM_DRAW\n");
92 gl_usage = GL_STREAM_DRAW_ARB;
95 case WINED3DUSAGE_WRITEONLY:
97 TRACE("Gl usage = GL_DYNAMIC_DRAW\n");
98 gl_usage = GL_DYNAMIC_DRAW_ARB;
102 /* Reserve memory for the buffer. The amount of data won't change
103 * so we are safe with calling glBufferData once and
104 * calling glBufferSubData on updates. Upload the actual data in case
105 * we're not double buffering, so we can release the heap mem afterwards
107 GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, This->resource.size, This->resource.allocatedMemory, gl_usage));
108 error = glGetError();
109 if (error != GL_NO_ERROR)
111 ERR("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error);
117 This->buffer_object_size = This->resource.size;
118 This->buffer_object_usage = gl_usage;
119 This->dirty_start = 0;
120 This->dirty_end = This->resource.size;
122 if(This->flags & WINED3D_BUFFER_DOUBLEBUFFER)
124 This->flags |= WINED3D_BUFFER_DIRTY;
128 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
129 This->resource.allocatedMemory = NULL;
130 This->resource.heapMemory = NULL;
131 This->flags &= ~WINED3D_BUFFER_DIRTY;
137 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
138 ERR("Failed to create a vertex buffer object. Continuing, but performance issues may occur\n");
139 if (This->buffer_object) GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
140 This->buffer_object = 0;
146 static BOOL buffer_process_converted_attribute(struct wined3d_buffer *This,
147 const enum wined3d_buffer_conversion_type conversion_type,
148 const struct wined3d_stream_info_element *attrib, DWORD *stride_this_run)
153 DWORD offset = This->resource.wineD3DDevice->stateBlock->streamOffset[attrib->stream_idx];
156 /* Check for some valid situations which cause us pain. One is if the buffer is used for
157 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
158 * with different strides. In the 2nd case we might have to drop conversion entirely,
159 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
163 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n",
164 debug_d3dformat(attrib->format_desc->format));
166 else if(attrib->stride != *stride_this_run && *stride_this_run)
168 FIXME("Got two concurrent strides, %d and %d\n", attrib->stride, *stride_this_run);
172 *stride_this_run = attrib->stride;
173 if (This->stride != *stride_this_run)
175 /* We rely that this happens only on the first converted attribute that is found,
176 * if at all. See above check
178 TRACE("Reconverting because converted attributes occur, and the stride changed\n");
179 This->stride = *stride_this_run;
180 HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY, This->conversion_map);
181 This->conversion_map = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
182 sizeof(*This->conversion_map) * This->stride);
187 data = (((DWORD_PTR)attrib->data) + offset) % This->stride;
188 attrib_size = attrib->format_desc->component_count * attrib->format_desc->component_size;
189 for (i = 0; i < attrib_size; ++i)
191 if (This->conversion_map[data + i] != conversion_type)
193 TRACE("Byte %ld in vertex changed\n", i + data);
194 TRACE("It was type %d, is %d now\n", This->conversion_map[data + i], conversion_type);
196 This->conversion_map[data + i] = conversion_type;
203 static BOOL buffer_check_attribute(struct wined3d_buffer *This,
204 const struct wined3d_stream_info_element *attrib, const BOOL check_d3dcolor, const BOOL is_ffp_position,
205 const BOOL is_ffp_color, DWORD *stride_this_run, BOOL *float16_used)
208 WINED3DFORMAT format;
210 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
211 * there, on nonexistent attribs the vbo is 0.
213 if (attrib->buffer_object != This->buffer_object) return FALSE;
215 format = attrib->format_desc->format;
216 /* Look for newly appeared conversion */
217 if (!GL_SUPPORT(ARB_HALF_FLOAT_VERTEX) && (format == WINED3DFMT_R16G16_FLOAT || format == WINED3DFMT_R16G16B16A16_FLOAT))
219 ret = buffer_process_converted_attribute(This, CONV_FLOAT16_2, attrib, stride_this_run);
221 if (is_ffp_position) FIXME("Test FLOAT16 fixed function processing positions\n");
222 else if (is_ffp_color) FIXME("test FLOAT16 fixed function processing colors\n");
223 *float16_used = TRUE;
225 else if (check_d3dcolor && format == WINED3DFMT_A8R8G8B8)
227 ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run);
229 if (!is_ffp_color) FIXME("Test for non-color fixed function WINED3DFMT_A8R8G8B8 format\n");
231 else if (is_ffp_position && format == WINED3DFMT_R32G32B32A32_FLOAT)
233 ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run);
235 else if (This->conversion_map)
237 ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run);
243 static UINT *find_conversion_shift(struct wined3d_buffer *This,
244 const struct wined3d_stream_info *strided, UINT stride)
246 UINT *ret, i, j, shift, orig_type_size;
254 This->conversion_stride = stride;
255 ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(DWORD) * stride);
256 for (i = 0; i < MAX_ATTRIBS; ++i)
258 WINED3DFORMAT format;
260 if (strided->elements[i].buffer_object != This->buffer_object) continue;
262 format = strided->elements[i].format_desc->format;
263 if (format == WINED3DFMT_R16G16_FLOAT)
267 else if (format == WINED3DFMT_R16G16B16A16_FLOAT)
270 /* Pre-shift the last 4 bytes in the FLOAT16_4 by 4 bytes - this makes FLOAT16_2 and FLOAT16_4 conversions
273 for (j = 4; j < 8; ++j)
275 ret[(DWORD_PTR)strided->elements[i].data + j] += 4;
282 This->conversion_stride += shift;
286 orig_type_size = strided->elements[i].format_desc->component_count
287 * strided->elements[i].format_desc->component_size;
288 for (j = (DWORD_PTR)strided->elements[i].data + orig_type_size; j < stride; ++j)
297 TRACE("Dumping conversion shift:\n");
298 for (i = 0; i < stride; ++i)
300 TRACE("[%d]", ret[i]);
308 static BOOL buffer_find_decl(struct wined3d_buffer *This)
310 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
311 UINT stride_this_run = 0;
312 BOOL float16_used = FALSE;
316 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
317 * Once we have our declaration there is no need to look it up again. Index buffers also never need
318 * conversion, so once the (empty) conversion structure is created don't bother checking again
320 if (This->flags & WINED3D_BUFFER_HASDESC)
322 if(((IWineD3DImpl *)device->wineD3D)->dxVersion == 7 ||
323 This->resource.format_desc->format != WINED3DFMT_VERTEXDATA) return FALSE;
326 TRACE("Finding vertex buffer conversion information\n");
327 /* Certain declaration types need some fixups before we can pass them to
328 * opengl. This means D3DCOLOR attributes with fixed function vertex
329 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
330 * GL_ARB_half_float_vertex is not supported.
332 * Note for d3d8 and d3d9:
333 * The vertex buffer FVF doesn't help with finding them, we have to use
334 * the decoded vertex declaration and pick the things that concern the
335 * current buffer. A problem with this is that this can change between
336 * draws, so we have to validate the information and reprocess the buffer
337 * if it changes, and avoid false positives for performance reasons.
338 * WineD3D doesn't even know the vertex buffer any more, it is managed
339 * by the client libraries and passed to SetStreamSource and ProcessVertices
342 * We have to distinguish between vertex shaders and fixed function to
343 * pick the way we access the strided vertex information.
345 * This code sets up a per-byte array with the size of the detected
346 * stride of the arrays in the buffer. For each byte we have a field
347 * that marks the conversion needed on this byte. For example, the
348 * following declaration with fixed function vertex processing:
356 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
357 * [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]
359 * Where in this example map P means 4 component position conversion, 0
360 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
361 * conversion (red / blue swizzle).
363 * If we're doing conversion and the stride changes we have to reconvert
364 * the whole buffer. Note that we do not mind if the semantic changes,
365 * we only care for the conversion type. So if the NORMAL is replaced
366 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
367 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
368 * conversion types depend on the semantic as well, for example a FLOAT4
369 * texcoord needs no conversion while a FLOAT4 positiont needs one
371 if (use_vs(device->stateBlock))
374 /* If the current vertex declaration is marked for no half float conversion don't bother to
375 * analyse the strided streams in depth, just set them up for no conversion. Return decl changed
376 * if we used conversion before
378 if (!((IWineD3DVertexDeclarationImpl *) device->stateBlock->vertexDecl)->half_float_conv_needed)
380 if (This->conversion_map)
382 TRACE("Now using shaders without conversion, but conversion used before\n");
383 HeapFree(GetProcessHeap(), 0, This->conversion_map);
384 HeapFree(GetProcessHeap(), 0, This->conversion_shift);
385 This->conversion_map = NULL;
387 This->conversion_shift = NULL;
388 This->conversion_stride = 0;
396 for (i = 0; i < MAX_ATTRIBS; ++i)
398 ret = buffer_check_attribute(This, &device->strided_streams.elements[i],
399 FALSE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
402 /* Recalculate the conversion shift map if the declaration has changed,
403 * and we're using float16 conversion or used it on the last run
405 if (ret && (float16_used || This->conversion_map))
407 HeapFree(GetProcessHeap(), 0, This->conversion_shift);
408 This->conversion_shift = find_conversion_shift(This, &device->strided_streams, This->stride);
413 /* Fixed function is a bit trickier. We have to take care for D3DCOLOR types, FLOAT4 positions and of course
414 * FLOAT16s if not supported. Also, we can't iterate over the array, so use macros to generate code for all
415 * the attributes that our current fixed function pipeline implementation cares for.
417 BOOL support_d3dcolor = GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA);
418 ret = buffer_check_attribute(This, &device->strided_streams.elements[WINED3D_FFP_POSITION],
419 TRUE, TRUE, FALSE, &stride_this_run, &float16_used) || ret;
420 ret = buffer_check_attribute(This, &device->strided_streams.elements[WINED3D_FFP_NORMAL],
421 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
422 ret = buffer_check_attribute(This, &device->strided_streams.elements[WINED3D_FFP_DIFFUSE],
423 !support_d3dcolor, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
424 ret = buffer_check_attribute(This, &device->strided_streams.elements[WINED3D_FFP_SPECULAR],
425 !support_d3dcolor, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
426 ret = buffer_check_attribute(This, &device->strided_streams.elements[WINED3D_FFP_TEXCOORD0],
427 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
428 ret = buffer_check_attribute(This, &device->strided_streams.elements[WINED3D_FFP_TEXCOORD1],
429 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
430 ret = buffer_check_attribute(This, &device->strided_streams.elements[WINED3D_FFP_TEXCOORD2],
431 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
432 ret = buffer_check_attribute(This, &device->strided_streams.elements[WINED3D_FFP_TEXCOORD3],
433 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
434 ret = buffer_check_attribute(This, &device->strided_streams.elements[WINED3D_FFP_TEXCOORD4],
435 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
436 ret = buffer_check_attribute(This, &device->strided_streams.elements[WINED3D_FFP_TEXCOORD5],
437 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
438 ret = buffer_check_attribute(This, &device->strided_streams.elements[WINED3D_FFP_TEXCOORD6],
439 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
440 ret = buffer_check_attribute(This, &device->strided_streams.elements[WINED3D_FFP_TEXCOORD7],
441 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
443 if (float16_used) FIXME("Float16 conversion used with fixed function vertex processing\n");
446 if (stride_this_run == 0 && This->conversion_map)
449 if (!ret) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
450 HeapFree(GetProcessHeap(), 0, This->conversion_map);
451 This->conversion_map = NULL;
455 if (ret) TRACE("Conversion information changed\n");
460 static void buffer_check_buffer_object_size(struct wined3d_buffer *This)
462 UINT size = This->conversion_stride ?
463 This->conversion_stride * (This->resource.size / This->stride) : This->resource.size;
464 if (This->buffer_object_size != size)
466 TRACE("Old size %u, creating new size %u\n", This->buffer_object_size, size);
468 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
470 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
473 /* Rescue the data before resizing the buffer object if we do not have our backup copy */
474 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
476 buffer_get_sysmem(This);
480 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
481 checkGLcall("glBindBufferARB");
482 GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, size, NULL, This->buffer_object_usage));
483 This->buffer_object_size = size;
484 checkGLcall("glBufferDataARB");
489 static inline void fixup_d3dcolor(DWORD *dst_color)
491 DWORD src_color = *dst_color;
493 /* Color conversion like in drawStridedSlow. watch out for little endianity
494 * If we want that stuff to work on big endian machines too we have to consider more things
496 * 0xff000000: Alpha mask
497 * 0x00ff0000: Blue mask
498 * 0x0000ff00: Green mask
499 * 0x000000ff: Red mask
502 *dst_color |= (src_color & 0xff00ff00); /* Alpha Green */
503 *dst_color |= (src_color & 0x00ff0000) >> 16; /* Red */
504 *dst_color |= (src_color & 0x000000ff) << 16; /* Blue */
507 static inline void fixup_transformed_pos(float *p)
511 /* rhw conversion like in drawStridedSlow */
512 if (p[3] == 1.0 || ((p[3] < eps) && (p[3] > -eps)))
532 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object)
534 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
536 *buffer_object = This->buffer_object;
537 if (!This->buffer_object)
539 if (This->flags & WINED3D_BUFFER_CREATEBO)
541 buffer_create_buffer_object(This);
542 This->flags &= ~WINED3D_BUFFER_CREATEBO;
543 if (This->buffer_object)
545 *buffer_object = This->buffer_object;
546 return (const BYTE *)offset;
549 return This->resource.allocatedMemory + offset;
553 return (const BYTE *)offset;
557 /* IUnknown methods */
559 static HRESULT STDMETHODCALLTYPE buffer_QueryInterface(IWineD3DBuffer *iface,
560 REFIID riid, void **object)
562 TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object);
564 if (IsEqualGUID(riid, &IID_IWineD3DBuffer)
565 || IsEqualGUID(riid, &IID_IWineD3DResource)
566 || IsEqualGUID(riid, &IID_IWineD3DBase)
567 || IsEqualGUID(riid, &IID_IUnknown))
569 IUnknown_AddRef(iface);
574 WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
578 return E_NOINTERFACE;
581 static ULONG STDMETHODCALLTYPE buffer_AddRef(IWineD3DBuffer *iface)
583 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
584 ULONG refcount = InterlockedIncrement(&This->resource.ref);
586 TRACE("%p increasing refcount to %u\n", This, refcount);
591 const BYTE *buffer_get_sysmem(struct wined3d_buffer *This)
593 /* AllocatedMemory exists if the buffer is double buffered or has no buffer object at all */
594 if(This->resource.allocatedMemory) return This->resource.allocatedMemory;
596 This->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + RESOURCE_ALIGNMENT);
597 This->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
599 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
600 GL_EXTCALL(glGetBufferSubDataARB(This->buffer_type_hint, 0, This->resource.size, This->resource.allocatedMemory));
602 This->flags |= WINED3D_BUFFER_DOUBLEBUFFER;
604 return This->resource.allocatedMemory;
607 static void STDMETHODCALLTYPE buffer_UnLoad(IWineD3DBuffer *iface)
609 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
611 TRACE("iface %p\n", iface);
613 if (This->buffer_object)
615 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
617 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
619 /* Download the buffer, but don't permanently enable double buffering */
620 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
622 buffer_get_sysmem(This);
623 This->flags &= ~WINED3D_BUFFER_DOUBLEBUFFER;
627 GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
628 checkGLcall("glDeleteBuffersARB");
630 This->buffer_object = 0;
631 This->flags |= WINED3D_BUFFER_CREATEBO; /* Recreate the buffer object next load */
635 static ULONG STDMETHODCALLTYPE buffer_Release(IWineD3DBuffer *iface)
637 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
638 ULONG refcount = InterlockedDecrement(&This->resource.ref);
640 TRACE("%p decreasing refcount to %u\n", This, refcount);
644 buffer_UnLoad(iface);
645 resource_cleanup((IWineD3DResource *)iface);
646 HeapFree(GetProcessHeap(), 0, This);
652 /* IWineD3DBase methods */
654 static HRESULT STDMETHODCALLTYPE buffer_GetParent(IWineD3DBuffer *iface, IUnknown **parent)
656 return resource_get_parent((IWineD3DResource *)iface, parent);
659 /* IWineD3DResource methods */
661 static HRESULT STDMETHODCALLTYPE buffer_GetDevice(IWineD3DBuffer *iface, IWineD3DDevice **device)
663 return resource_get_device((IWineD3DResource *)iface, device);
666 static HRESULT STDMETHODCALLTYPE buffer_SetPrivateData(IWineD3DBuffer *iface,
667 REFGUID guid, const void *data, DWORD data_size, DWORD flags)
669 return resource_set_private_data((IWineD3DResource *)iface, guid, data, data_size, flags);
672 static HRESULT STDMETHODCALLTYPE buffer_GetPrivateData(IWineD3DBuffer *iface,
673 REFGUID guid, void *data, DWORD *data_size)
675 return resource_get_private_data((IWineD3DResource *)iface, guid, data, data_size);
678 static HRESULT STDMETHODCALLTYPE buffer_FreePrivateData(IWineD3DBuffer *iface, REFGUID guid)
680 return resource_free_private_data((IWineD3DResource *)iface, guid);
683 static DWORD STDMETHODCALLTYPE buffer_SetPriority(IWineD3DBuffer *iface, DWORD priority)
685 return resource_set_priority((IWineD3DResource *)iface, priority);
688 static DWORD STDMETHODCALLTYPE buffer_GetPriority(IWineD3DBuffer *iface)
690 return resource_get_priority((IWineD3DResource *)iface);
693 static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
695 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
696 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
697 UINT start = 0, end = 0, vertices;
698 BOOL decl_changed = FALSE;
702 TRACE("iface %p\n", iface);
704 if (!This->buffer_object)
706 /* TODO: Make converting independent from VBOs */
707 if (This->flags & WINED3D_BUFFER_CREATEBO)
709 buffer_create_buffer_object(This);
710 This->flags &= ~WINED3D_BUFFER_CREATEBO;
714 return; /* Not doing any conversion */
718 /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
719 if (device->isInDraw && This->bind_count > 0)
721 decl_changed = buffer_find_decl(This);
722 This->flags |= WINED3D_BUFFER_HASDESC;
725 if (!decl_changed && !(This->flags & WINED3D_BUFFER_HASDESC && This->flags & WINED3D_BUFFER_DIRTY)) return;
727 /* If applications change the declaration over and over, reconverting all the time is a huge
728 * performance hit. So count the declaration changes and release the VBO if there are too many
729 * of them (and thus stop converting)
733 ++This->conversion_count;
734 This->draw_count = 0;
736 if (This->conversion_count > VB_MAXDECLCHANGES)
738 FIXME("Too many declaration changes, stopping converting\n");
739 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
741 GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
742 checkGLcall("glDeleteBuffersARB");
744 This->buffer_object = 0;
745 HeapFree(GetProcessHeap(), 0, This->conversion_shift);
747 /* The stream source state handler might have read the memory of the vertex buffer already
748 * and got the memory in the vbo which is not valid any longer. Dirtify the stream source
749 * to force a reload. This happens only once per changed vertexbuffer and should occur rather
752 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
756 buffer_check_buffer_object_size(This);
760 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
761 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
762 * decl changes and reset the decl change count after a specific number of them
765 if (This->draw_count > VB_RESETDECLCHANGE) This->conversion_count = 0;
770 /* The declaration changed, reload the whole buffer */
771 WARN("Reloading buffer because of decl change\n");
773 end = This->resource.size;
777 /* No decl change, but dirty data, reload the changed stuff */
778 if (This->conversion_shift)
780 if (This->dirty_start != 0 || This->dirty_end != 0)
782 FIXME("Implement partial buffer loading with shifted conversion\n");
785 start = This->dirty_start;
786 end = This->dirty_end;
789 /* Mark the buffer clean */
790 This->flags &= ~WINED3D_BUFFER_DIRTY;
791 This->dirty_start = 0;
794 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
796 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
799 if (!This->conversion_map)
801 /* That means that there is nothing to fixup. Just upload from This->resource.allocatedMemory
802 * directly into the vbo. Do not free the system memory copy because drawPrimitive may need it if
803 * the stride is 0, for instancing emulation, vertex blending emulation or shader emulation.
805 TRACE("No conversion needed\n");
807 /* Nothing to do because we locked directly into the vbo */
808 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER)) return;
810 if (!device->isInDraw)
812 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
815 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
816 checkGLcall("glBindBufferARB");
817 GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, start, end-start, This->resource.allocatedMemory + start));
818 checkGLcall("glBufferSubDataARB");
823 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
825 buffer_get_sysmem(This);
828 /* Now for each vertex in the buffer that needs conversion */
829 vertices = This->resource.size / This->stride;
831 if (This->conversion_shift)
833 TRACE("Shifted conversion\n");
834 data = HeapAlloc(GetProcessHeap(), 0, vertices * This->conversion_stride);
836 for (i = start / This->stride; i < min((end / This->stride) + 1, vertices); ++i)
838 for (j = 0; j < This->stride; ++j)
840 switch(This->conversion_map[j])
843 data[This->conversion_stride * i + j + This->conversion_shift[j]]
844 = This->resource.allocatedMemory[This->stride * i + j];
849 float *out = (float *)(&data[This->conversion_stride * i + j + This->conversion_shift[j]]);
850 const WORD *in = (WORD *)(&This->resource.allocatedMemory[i * This->stride + j]);
852 out[1] = float_16_to_32(in + 1);
853 out[0] = float_16_to_32(in + 0);
854 j += 3; /* Skip 3 additional bytes,as a FLOAT16_2 has 4 bytes */
859 FIXME("Unimplemented conversion %d in shifted conversion\n", This->conversion_map[j]);
866 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
867 checkGLcall("glBindBufferARB");
868 GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, 0, vertices * This->conversion_stride, data));
869 checkGLcall("glBufferSubDataARB");
874 data = HeapAlloc(GetProcessHeap(), 0, This->resource.size);
875 memcpy(data + start, This->resource.allocatedMemory + start, end - start);
876 for (i = start / This->stride; i < min((end / This->stride) + 1, vertices); ++i)
878 for (j = 0; j < This->stride; ++j)
880 switch(This->conversion_map[j])
887 fixup_d3dcolor((DWORD *) (data + i * This->stride + j));
892 fixup_transformed_pos((float *) (data + i * This->stride + j));
897 ERR("Did not expect FLOAT16 conversion in unshifted conversion\n");
899 FIXME("Unimplemented conversion %d in shifted conversion\n", This->conversion_map[j]);
905 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
906 checkGLcall("glBindBufferARB");
907 GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, start, end - start, data + start));
908 checkGLcall("glBufferSubDataARB");
912 HeapFree(GetProcessHeap(), 0, data);
915 static WINED3DRESOURCETYPE STDMETHODCALLTYPE buffer_GetType(IWineD3DBuffer *iface)
917 return resource_get_type((IWineD3DResource *)iface);
920 /* IWineD3DBuffer methods */
922 static HRESULT STDMETHODCALLTYPE buffer_Map(IWineD3DBuffer *iface, UINT offset, UINT size, BYTE **data, DWORD flags)
924 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
927 TRACE("iface %p, offset %u, size %u, data %p, flags %#x\n", iface, offset, size, data, flags);
929 count = InterlockedIncrement(&This->lock_count);
931 if (This->flags & WINED3D_BUFFER_DIRTY)
933 if (This->dirty_start > offset) This->dirty_start = offset;
937 if (This->dirty_end < offset + size) This->dirty_end = offset + size;
941 This->dirty_end = This->resource.size;
946 This->dirty_start = offset;
947 if (size) This->dirty_end = offset + size;
948 else This->dirty_end = This->resource.size;
951 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER) && This->buffer_object)
955 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
957 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
959 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
962 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
964 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
965 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(This->buffer_type_hint, GL_READ_WRITE_ARB));
971 This->flags |= WINED3D_BUFFER_DIRTY;
974 *data = This->resource.allocatedMemory + offset;
976 TRACE("Returning memory at %p (base %p, offset %u)\n", *data, This->resource.allocatedMemory, offset);
977 /* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
982 static HRESULT STDMETHODCALLTYPE buffer_Unmap(IWineD3DBuffer *iface)
984 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
986 TRACE("(%p)\n", This);
988 /* In the case that the number of Unmap calls > the
989 * number of Map calls, d3d returns always D3D_OK.
990 * This is also needed to prevent Map from returning garbage on
991 * the next call (this will happen if the lock_count is < 0). */
992 if(This->lock_count == 0)
994 TRACE("Unmap called without a previous Map call!\n");
998 if (InterlockedDecrement(&This->lock_count))
1000 /* Delay loading the buffer until everything is unlocked */
1001 TRACE("Ignoring unlock\n");
1005 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER) && This->buffer_object)
1007 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1009 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
1011 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
1014 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
1016 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
1017 GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
1020 This->resource.allocatedMemory = NULL;
1022 else if (This->flags & WINED3D_BUFFER_HASDESC)
1024 buffer_PreLoad(iface);
1030 static HRESULT STDMETHODCALLTYPE buffer_GetDesc(IWineD3DBuffer *iface, WINED3DBUFFER_DESC *desc)
1032 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
1034 TRACE("(%p)\n", This);
1036 desc->Type = This->resource.resourceType;
1037 desc->Usage = This->resource.usage;
1038 desc->Pool = This->resource.pool;
1039 desc->Size = This->resource.size;
1044 const struct IWineD3DBufferVtbl wined3d_buffer_vtbl =
1046 /* IUnknown methods */
1047 buffer_QueryInterface,
1050 /* IWineD3DBase methods */
1052 /* IWineD3DResource methods */
1054 buffer_SetPrivateData,
1055 buffer_GetPrivateData,
1056 buffer_FreePrivateData,
1062 /* IWineD3DBuffer methods */