2 * Copyright 2002-2005 Jason Edmeades
3 * Copyright 2002-2005 Raphael Junqueira
4 * Copyright 2004 Christian Costa
5 * Copyright 2005 Oliver Stieber
6 * Copyright 2007-2010 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.device->adapter->gl_info
34 #define VB_MAXDECLCHANGES 100 /* After that number of decl changes we stop converting */
35 #define VB_RESETDECLCHANGE 1000 /* Reset the decl changecount after that number of draws */
36 #define VB_MAXFULLCONVERSIONS 5 /* Number of full conversions before we stop converting */
37 #define VB_RESETFULLCONVS 20 /* Reset full conversion counts after that number of draws */
39 static inline BOOL buffer_add_dirty_area(struct wined3d_buffer *This, UINT offset, UINT size)
41 if (!This->buffer_object) return TRUE;
43 if (This->maps_size <= This->modified_areas)
45 void *new = HeapReAlloc(GetProcessHeap(), 0, This->maps,
46 This->maps_size * 2 * sizeof(*This->maps));
49 ERR("Out of memory\n");
59 if(offset > This->resource.size || offset + size > This->resource.size)
61 WARN("Invalid range dirtified, marking entire buffer dirty\n");
63 size = This->resource.size;
65 else if(!offset && !size)
67 size = This->resource.size;
70 This->maps[This->modified_areas].offset = offset;
71 This->maps[This->modified_areas].size = size;
72 This->modified_areas++;
76 static inline void buffer_clear_dirty_areas(struct wined3d_buffer *This)
78 This->modified_areas = 0;
81 static inline BOOL buffer_is_dirty(struct wined3d_buffer *This)
83 return This->modified_areas != 0;
86 static inline BOOL buffer_is_fully_dirty(struct wined3d_buffer *This)
90 for(i = 0; i < This->modified_areas; i++)
92 if(This->maps[i].offset == 0 && This->maps[i].size == This->resource.size)
100 /* Context activation is done by the caller. */
101 static void buffer_create_buffer_object(struct wined3d_buffer *This)
103 GLenum error, gl_usage;
104 const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
106 TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n",
107 This, debug_d3dusage(This->resource.usage));
111 /* Make sure that the gl error is cleared. Do not use checkGLcall
112 * here because checkGLcall just prints a fixme and continues. However,
113 * if an error during VBO creation occurs we can fall back to non-vbo operation
114 * with full functionality(but performance loss)
116 while (glGetError() != GL_NO_ERROR);
118 /* Basically the FVF parameter passed to CreateVertexBuffer is no good
119 * It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
120 * IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
121 * look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
122 * to check if the rhw and color values are in the correct format.
125 GL_EXTCALL(glGenBuffersARB(1, &This->buffer_object));
126 error = glGetError();
127 if (!This->buffer_object || error != GL_NO_ERROR)
129 ERR("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error);
134 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
136 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
138 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
139 error = glGetError();
140 if (error != GL_NO_ERROR)
142 ERR("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error);
147 /* Don't use static, because dx apps tend to update the buffer
148 * quite often even if they specify 0 usage.
150 if(This->resource.usage & WINED3DUSAGE_DYNAMIC)
152 TRACE("Gl usage = GL_STREAM_DRAW_ARB\n");
153 gl_usage = GL_STREAM_DRAW_ARB;
155 if(gl_info->supported[APPLE_FLUSH_BUFFER_RANGE])
157 GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE));
158 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE)");
159 This->flags |= WINED3D_BUFFER_FLUSH;
161 /* No setup is needed here for GL_ARB_map_buffer_range */
165 TRACE("Gl usage = GL_DYNAMIC_DRAW_ARB\n");
166 gl_usage = GL_DYNAMIC_DRAW_ARB;
169 /* Reserve memory for the buffer. The amount of data won't change
170 * so we are safe with calling glBufferData once and
171 * calling glBufferSubData on updates. Upload the actual data in case
172 * we're not double buffering, so we can release the heap mem afterwards
174 GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, This->resource.size, This->resource.allocatedMemory, gl_usage));
175 error = glGetError();
177 if (error != GL_NO_ERROR)
179 ERR("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error);
183 This->buffer_object_size = This->resource.size;
184 This->buffer_object_usage = gl_usage;
186 if(This->flags & WINED3D_BUFFER_DOUBLEBUFFER)
188 if(!buffer_add_dirty_area(This, 0, 0))
190 ERR("buffer_add_dirty_area failed, this is not expected\n");
196 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
197 This->resource.allocatedMemory = NULL;
198 This->resource.heapMemory = NULL;
204 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
205 ERR("Failed to create a vertex buffer object. Continuing, but performance issues may occur\n");
206 if (This->buffer_object)
209 GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
212 This->buffer_object = 0;
213 buffer_clear_dirty_areas(This);
216 static BOOL buffer_process_converted_attribute(struct wined3d_buffer *This,
217 const enum wined3d_buffer_conversion_type conversion_type,
218 const struct wined3d_stream_info_element *attrib, DWORD *stride_this_run)
223 DWORD offset = This->resource.device->stateBlock->streamOffset[attrib->stream_idx];
226 /* Check for some valid situations which cause us pain. One is if the buffer is used for
227 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
228 * with different strides. In the 2nd case we might have to drop conversion entirely,
229 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
233 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n",
234 debug_d3dformat(attrib->format_desc->format));
236 else if(attrib->stride != *stride_this_run && *stride_this_run)
238 FIXME("Got two concurrent strides, %d and %d\n", attrib->stride, *stride_this_run);
242 *stride_this_run = attrib->stride;
243 if (This->stride != *stride_this_run)
245 /* We rely that this happens only on the first converted attribute that is found,
246 * if at all. See above check
248 TRACE("Reconverting because converted attributes occur, and the stride changed\n");
249 This->stride = *stride_this_run;
250 HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY, This->conversion_map);
251 This->conversion_map = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
252 sizeof(*This->conversion_map) * This->stride);
257 data = (((DWORD_PTR)attrib->data) + offset) % This->stride;
258 attrib_size = attrib->format_desc->component_count * attrib->format_desc->component_size;
259 for (i = 0; i < attrib_size; ++i)
261 if (This->conversion_map[data + i] != conversion_type)
263 TRACE("Byte %ld in vertex changed\n", i + data);
264 TRACE("It was type %d, is %d now\n", This->conversion_map[data + i], conversion_type);
266 This->conversion_map[data + i] = conversion_type;
273 static BOOL buffer_check_attribute(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
274 UINT attrib_idx, const BOOL check_d3dcolor, const BOOL is_ffp_position, const BOOL is_ffp_color,
275 DWORD *stride_this_run, BOOL *float16_used)
277 const struct wined3d_stream_info_element *attrib = &si->elements[attrib_idx];
278 IWineD3DDeviceImpl *device = This->resource.device;
279 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
281 WINED3DFORMAT format;
283 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
284 * there, on nonexistent attribs the vbo is 0.
286 if (!(si->use_map & (1 << attrib_idx))
287 || attrib->buffer_object != This->buffer_object)
290 format = attrib->format_desc->format;
291 /* Look for newly appeared conversion */
292 if (!gl_info->supported[ARB_HALF_FLOAT_VERTEX]
293 && (format == WINED3DFMT_R16G16_FLOAT || format == WINED3DFMT_R16G16B16A16_FLOAT))
295 ret = buffer_process_converted_attribute(This, CONV_FLOAT16_2, attrib, stride_this_run);
297 if (is_ffp_position) FIXME("Test FLOAT16 fixed function processing positions\n");
298 else if (is_ffp_color) FIXME("test FLOAT16 fixed function processing colors\n");
299 *float16_used = TRUE;
301 else if (check_d3dcolor && format == WINED3DFMT_B8G8R8A8_UNORM)
303 ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run);
305 if (!is_ffp_color) FIXME("Test for non-color fixed function WINED3DFMT_B8G8R8A8_UNORM format\n");
307 else if (is_ffp_position && format == WINED3DFMT_R32G32B32A32_FLOAT)
309 ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run);
311 else if (This->conversion_map)
313 ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run);
319 static UINT *find_conversion_shift(struct wined3d_buffer *This,
320 const struct wined3d_stream_info *strided, UINT stride)
322 UINT *ret, i, j, shift, orig_type_size;
330 This->conversion_stride = stride;
331 ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(DWORD) * stride);
332 for (i = 0; i < MAX_ATTRIBS; ++i)
334 WINED3DFORMAT format;
336 if (!(strided->use_map & (1 << i)) || strided->elements[i].buffer_object != This->buffer_object) continue;
338 format = strided->elements[i].format_desc->format;
339 if (format == WINED3DFMT_R16G16_FLOAT)
343 else if (format == WINED3DFMT_R16G16B16A16_FLOAT)
346 /* Pre-shift the last 4 bytes in the FLOAT16_4 by 4 bytes - this makes FLOAT16_2 and FLOAT16_4 conversions
349 for (j = 4; j < 8; ++j)
351 ret[(DWORD_PTR)strided->elements[i].data + j] += 4;
358 This->conversion_stride += shift;
362 orig_type_size = strided->elements[i].format_desc->component_count
363 * strided->elements[i].format_desc->component_size;
364 for (j = (DWORD_PTR)strided->elements[i].data + orig_type_size; j < stride; ++j)
373 TRACE("Dumping conversion shift:\n");
374 for (i = 0; i < stride; ++i)
376 TRACE("[%d]", ret[i]);
384 static BOOL buffer_find_decl(struct wined3d_buffer *This)
386 IWineD3DDeviceImpl *device = This->resource.device;
387 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
388 const struct wined3d_stream_info *si = &device->strided_streams;
389 UINT stride_this_run = 0;
390 BOOL float16_used = FALSE;
394 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
395 * Once we have our declaration there is no need to look it up again. Index buffers also never need
396 * conversion, so once the (empty) conversion structure is created don't bother checking again
398 if (This->flags & WINED3D_BUFFER_HASDESC)
400 if(This->resource.usage & WINED3DUSAGE_STATICDECL) return FALSE;
403 TRACE("Finding vertex buffer conversion information\n");
404 /* Certain declaration types need some fixups before we can pass them to
405 * opengl. This means D3DCOLOR attributes with fixed function vertex
406 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
407 * GL_ARB_half_float_vertex is not supported.
409 * Note for d3d8 and d3d9:
410 * The vertex buffer FVF doesn't help with finding them, we have to use
411 * the decoded vertex declaration and pick the things that concern the
412 * current buffer. A problem with this is that this can change between
413 * draws, so we have to validate the information and reprocess the buffer
414 * if it changes, and avoid false positives for performance reasons.
415 * WineD3D doesn't even know the vertex buffer any more, it is managed
416 * by the client libraries and passed to SetStreamSource and ProcessVertices
419 * We have to distinguish between vertex shaders and fixed function to
420 * pick the way we access the strided vertex information.
422 * This code sets up a per-byte array with the size of the detected
423 * stride of the arrays in the buffer. For each byte we have a field
424 * that marks the conversion needed on this byte. For example, the
425 * following declaration with fixed function vertex processing:
433 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
434 * [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]
436 * Where in this example map P means 4 component position conversion, 0
437 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
438 * conversion (red / blue swizzle).
440 * If we're doing conversion and the stride changes we have to reconvert
441 * the whole buffer. Note that we do not mind if the semantic changes,
442 * we only care for the conversion type. So if the NORMAL is replaced
443 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
444 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
445 * conversion types depend on the semantic as well, for example a FLOAT4
446 * texcoord needs no conversion while a FLOAT4 positiont needs one
448 if (use_vs(device->stateBlock))
451 /* If the current vertex declaration is marked for no half float conversion don't bother to
452 * analyse the strided streams in depth, just set them up for no conversion. Return decl changed
453 * if we used conversion before
455 if (!((IWineD3DVertexDeclarationImpl *) device->stateBlock->vertexDecl)->half_float_conv_needed)
457 if (This->conversion_map)
459 TRACE("Now using shaders without conversion, but conversion used before\n");
460 HeapFree(GetProcessHeap(), 0, This->conversion_map);
461 HeapFree(GetProcessHeap(), 0, This->conversion_shift);
462 This->conversion_map = NULL;
464 This->conversion_shift = NULL;
465 This->conversion_stride = 0;
473 for (i = 0; i < MAX_ATTRIBS; ++i)
475 ret = buffer_check_attribute(This, si, i, FALSE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
478 /* Recalculate the conversion shift map if the declaration has changed,
479 * and we're using float16 conversion or used it on the last run
481 if (ret && (float16_used || This->conversion_map))
483 HeapFree(GetProcessHeap(), 0, This->conversion_shift);
484 This->conversion_shift = find_conversion_shift(This, si, This->stride);
489 /* Fixed function is a bit trickier. We have to take care for D3DCOLOR types, FLOAT4 positions and of course
490 * FLOAT16s if not supported. Also, we can't iterate over the array, so use macros to generate code for all
491 * the attributes that our current fixed function pipeline implementation cares for.
493 BOOL support_d3dcolor = gl_info->supported[ARB_VERTEX_ARRAY_BGRA];
494 ret = buffer_check_attribute(This, si, WINED3D_FFP_POSITION,
495 TRUE, TRUE, FALSE, &stride_this_run, &float16_used) || ret;
496 ret = buffer_check_attribute(This, si, WINED3D_FFP_NORMAL,
497 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
498 ret = buffer_check_attribute(This, si, WINED3D_FFP_DIFFUSE,
499 !support_d3dcolor, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
500 ret = buffer_check_attribute(This, si, WINED3D_FFP_SPECULAR,
501 !support_d3dcolor, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
502 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD0,
503 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
504 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD1,
505 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
506 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD2,
507 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
508 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD3,
509 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
510 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD4,
511 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
512 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD5,
513 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
514 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD6,
515 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
516 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD7,
517 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
519 if (float16_used) FIXME("Float16 conversion used with fixed function vertex processing\n");
522 if (stride_this_run == 0 && This->conversion_map)
525 if (!ret) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
526 HeapFree(GetProcessHeap(), 0, This->conversion_map);
527 This->conversion_map = NULL;
531 if (ret) TRACE("Conversion information changed\n");
536 /* Context activation is done by the caller. */
537 static void buffer_check_buffer_object_size(struct wined3d_buffer *This)
539 UINT size = This->conversion_stride ?
540 This->conversion_stride * (This->resource.size / This->stride) : This->resource.size;
541 if (This->buffer_object_size != size)
543 TRACE("Old size %u, creating new size %u\n", This->buffer_object_size, size);
545 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
547 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
550 /* Rescue the data before resizing the buffer object if we do not have our backup copy */
551 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
553 buffer_get_sysmem(This);
557 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
558 checkGLcall("glBindBufferARB");
559 GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, size, NULL, This->buffer_object_usage));
560 This->buffer_object_size = size;
561 checkGLcall("glBufferDataARB");
566 static inline void fixup_d3dcolor(DWORD *dst_color)
568 DWORD src_color = *dst_color;
570 /* Color conversion like in drawStridedSlow. watch out for little endianity
571 * If we want that stuff to work on big endian machines too we have to consider more things
573 * 0xff000000: Alpha mask
574 * 0x00ff0000: Blue mask
575 * 0x0000ff00: Green mask
576 * 0x000000ff: Red mask
579 *dst_color |= (src_color & 0xff00ff00); /* Alpha Green */
580 *dst_color |= (src_color & 0x00ff0000) >> 16; /* Red */
581 *dst_color |= (src_color & 0x000000ff) << 16; /* Blue */
584 static inline void fixup_transformed_pos(float *p)
586 /* rhw conversion like in position_float4(). */
587 if (p[3] != 1.0f && p[3] != 0.0f)
589 float w = 1.0f / p[3];
597 /* Context activation is done by the caller. */
598 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object)
600 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
602 *buffer_object = This->buffer_object;
603 if (!This->buffer_object)
605 if (This->flags & WINED3D_BUFFER_CREATEBO)
607 buffer_create_buffer_object(This);
608 This->flags &= ~WINED3D_BUFFER_CREATEBO;
609 if (This->buffer_object)
611 *buffer_object = This->buffer_object;
612 return (const BYTE *)offset;
615 return This->resource.allocatedMemory + offset;
619 return (const BYTE *)offset;
623 /* IUnknown methods */
625 static HRESULT STDMETHODCALLTYPE buffer_QueryInterface(IWineD3DBuffer *iface,
626 REFIID riid, void **object)
628 TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object);
630 if (IsEqualGUID(riid, &IID_IWineD3DBuffer)
631 || IsEqualGUID(riid, &IID_IWineD3DResource)
632 || IsEqualGUID(riid, &IID_IWineD3DBase)
633 || IsEqualGUID(riid, &IID_IUnknown))
635 IUnknown_AddRef(iface);
640 WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
644 return E_NOINTERFACE;
647 static ULONG STDMETHODCALLTYPE buffer_AddRef(IWineD3DBuffer *iface)
649 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
650 ULONG refcount = InterlockedIncrement(&This->resource.ref);
652 TRACE("%p increasing refcount to %u\n", This, refcount);
657 /* Context activation is done by the caller. */
658 BYTE *buffer_get_sysmem(struct wined3d_buffer *This)
660 /* AllocatedMemory exists if the buffer is double buffered or has no buffer object at all */
661 if(This->resource.allocatedMemory) return This->resource.allocatedMemory;
663 This->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + RESOURCE_ALIGNMENT);
664 This->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
666 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
667 GL_EXTCALL(glGetBufferSubDataARB(This->buffer_type_hint, 0, This->resource.size, This->resource.allocatedMemory));
669 This->flags |= WINED3D_BUFFER_DOUBLEBUFFER;
671 return This->resource.allocatedMemory;
674 static void STDMETHODCALLTYPE buffer_UnLoad(IWineD3DBuffer *iface)
676 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
678 TRACE("iface %p\n", iface);
680 if (This->buffer_object)
682 IWineD3DDeviceImpl *device = This->resource.device;
683 struct wined3d_context *context;
685 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
687 /* Download the buffer, but don't permanently enable double buffering */
688 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
690 buffer_get_sysmem(This);
691 This->flags &= ~WINED3D_BUFFER_DOUBLEBUFFER;
695 GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
696 checkGLcall("glDeleteBuffersARB");
698 This->buffer_object = 0;
699 This->flags |= WINED3D_BUFFER_CREATEBO; /* Recreate the buffer object next load */
700 buffer_clear_dirty_areas(This);
702 context_release(context);
704 HeapFree(GetProcessHeap(), 0, This->conversion_shift);
705 This->conversion_shift = NULL;
706 HeapFree(GetProcessHeap(), 0, This->conversion_map);
707 This->conversion_map = NULL;
709 This->conversion_stride = 0;
710 This->flags &= ~WINED3D_BUFFER_HASDESC;
714 static ULONG STDMETHODCALLTYPE buffer_Release(IWineD3DBuffer *iface)
716 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
717 ULONG refcount = InterlockedDecrement(&This->resource.ref);
719 TRACE("%p decreasing refcount to %u\n", This, refcount);
723 buffer_UnLoad(iface);
724 resource_cleanup((IWineD3DResource *)iface);
725 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
726 HeapFree(GetProcessHeap(), 0, This->maps);
727 HeapFree(GetProcessHeap(), 0, This);
733 /* IWineD3DBase methods */
735 static HRESULT STDMETHODCALLTYPE buffer_GetParent(IWineD3DBuffer *iface, IUnknown **parent)
737 return resource_get_parent((IWineD3DResource *)iface, parent);
740 /* IWineD3DResource methods */
742 static HRESULT STDMETHODCALLTYPE buffer_SetPrivateData(IWineD3DBuffer *iface,
743 REFGUID guid, const void *data, DWORD data_size, DWORD flags)
745 return resource_set_private_data((IWineD3DResource *)iface, guid, data, data_size, flags);
748 static HRESULT STDMETHODCALLTYPE buffer_GetPrivateData(IWineD3DBuffer *iface,
749 REFGUID guid, void *data, DWORD *data_size)
751 return resource_get_private_data((IWineD3DResource *)iface, guid, data, data_size);
754 static HRESULT STDMETHODCALLTYPE buffer_FreePrivateData(IWineD3DBuffer *iface, REFGUID guid)
756 return resource_free_private_data((IWineD3DResource *)iface, guid);
759 static DWORD STDMETHODCALLTYPE buffer_SetPriority(IWineD3DBuffer *iface, DWORD priority)
761 return resource_set_priority((IWineD3DResource *)iface, priority);
764 static DWORD STDMETHODCALLTYPE buffer_GetPriority(IWineD3DBuffer *iface)
766 return resource_get_priority((IWineD3DResource *)iface);
769 static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
771 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
772 IWineD3DDeviceImpl *device = This->resource.device;
773 UINT start = 0, end = 0, len = 0, vertices;
774 struct wined3d_context *context;
775 BOOL decl_changed = FALSE;
779 TRACE("iface %p\n", iface);
781 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
783 if (!This->buffer_object)
785 /* TODO: Make converting independent from VBOs */
786 if (This->flags & WINED3D_BUFFER_CREATEBO)
788 buffer_create_buffer_object(This);
789 This->flags &= ~WINED3D_BUFFER_CREATEBO;
793 /* Not doing any conversion */
798 /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
799 if (device->isInDraw && This->bind_count > 0)
801 decl_changed = buffer_find_decl(This);
802 This->flags |= WINED3D_BUFFER_HASDESC;
805 if (!decl_changed && !(This->flags & WINED3D_BUFFER_HASDESC && buffer_is_dirty(This)))
807 context_release(context);
809 if (This->draw_count > VB_RESETDECLCHANGE) This->decl_change_count = 0;
810 if (This->draw_count > VB_RESETFULLCONVS) This->full_conversion_count = 0;
814 /* If applications change the declaration over and over, reconverting all the time is a huge
815 * performance hit. So count the declaration changes and release the VBO if there are too many
816 * of them (and thus stop converting)
820 ++This->decl_change_count;
821 This->draw_count = 0;
823 if (This->decl_change_count > VB_MAXDECLCHANGES ||
824 (This->conversion_map && (This->resource.usage & WINED3DUSAGE_DYNAMIC)))
826 FIXME("Too many declaration changes or converting dynamic buffer, stopping converting\n");
828 IWineD3DBuffer_UnLoad(iface);
829 This->flags &= ~WINED3D_BUFFER_CREATEBO;
831 /* The stream source state handler might have read the memory of the vertex buffer already
832 * and got the memory in the vbo which is not valid any longer. Dirtify the stream source
833 * to force a reload. This happens only once per changed vertexbuffer and should occur rather
836 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
839 buffer_check_buffer_object_size(This);
843 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
844 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
845 * decl changes and reset the decl change count after a specific number of them
847 if(buffer_is_fully_dirty(This))
849 ++This->full_conversion_count;
850 if(This->full_conversion_count > VB_MAXFULLCONVERSIONS)
852 FIXME("Too many full buffer conversions, stopping converting\n");
853 IWineD3DBuffer_UnLoad(iface);
854 This->flags &= ~WINED3D_BUFFER_CREATEBO;
855 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
862 if (This->draw_count > VB_RESETDECLCHANGE) This->decl_change_count = 0;
863 if (This->draw_count > VB_RESETFULLCONVS) This->full_conversion_count = 0;
869 /* The declaration changed, reload the whole buffer */
870 WARN("Reloading buffer because of decl change\n");
871 buffer_clear_dirty_areas(This);
872 if(!buffer_add_dirty_area(This, 0, 0))
874 ERR("buffer_add_dirty_area failed, this is not expected\n");
879 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
881 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
884 if (!This->conversion_map)
886 /* That means that there is nothing to fixup. Just upload from This->resource.allocatedMemory
887 * directly into the vbo. Do not free the system memory copy because drawPrimitive may need it if
888 * the stride is 0, for instancing emulation, vertex blending emulation or shader emulation.
890 TRACE("No conversion needed\n");
892 /* Nothing to do because we locked directly into the vbo */
893 if (!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
895 context_release(context);
900 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
901 checkGLcall("glBindBufferARB");
902 while(This->modified_areas)
904 This->modified_areas--;
905 start = This->maps[This->modified_areas].offset;
906 len = This->maps[This->modified_areas].size;
907 GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, start, len, This->resource.allocatedMemory + start));
908 checkGLcall("glBufferSubDataARB");
912 context_release(context);
916 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
918 buffer_get_sysmem(This);
921 /* Now for each vertex in the buffer that needs conversion */
922 vertices = This->resource.size / This->stride;
924 if (This->conversion_shift)
926 TRACE("Shifted conversion\n");
927 data = HeapAlloc(GetProcessHeap(), 0, vertices * This->conversion_stride);
930 len = This->resource.size;
933 if (This->maps[0].offset || This->maps[0].size != This->resource.size)
935 FIXME("Implement partial buffer load with shifted conversion\n");
938 for (i = start / This->stride; i < min((end / This->stride) + 1, vertices); ++i)
940 for (j = 0; j < This->stride; ++j)
942 switch(This->conversion_map[j])
945 data[This->conversion_stride * i + j + This->conversion_shift[j]]
946 = This->resource.allocatedMemory[This->stride * i + j];
951 float *out = (float *)(&data[This->conversion_stride * i + j + This->conversion_shift[j]]);
952 const WORD *in = (WORD *)(&This->resource.allocatedMemory[i * This->stride + j]);
954 out[1] = float_16_to_32(in + 1);
955 out[0] = float_16_to_32(in + 0);
956 j += 3; /* Skip 3 additional bytes,as a FLOAT16_2 has 4 bytes */
961 FIXME("Unimplemented conversion %d in shifted conversion\n", This->conversion_map[j]);
968 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
969 checkGLcall("glBindBufferARB");
970 GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, 0, vertices * This->conversion_stride, data));
971 checkGLcall("glBufferSubDataARB");
976 data = HeapAlloc(GetProcessHeap(), 0, This->resource.size);
978 while(This->modified_areas)
980 This->modified_areas--;
981 start = This->maps[This->modified_areas].offset;
982 len = This->maps[This->modified_areas].size;
985 memcpy(data + start, This->resource.allocatedMemory + start, end - start);
986 for (i = start / This->stride; i < min((end / This->stride) + 1, vertices); ++i)
988 for (j = 0; j < This->stride; ++j)
990 switch(This->conversion_map[j])
997 fixup_d3dcolor((DWORD *) (data + i * This->stride + j));
1001 case CONV_POSITIONT:
1002 fixup_transformed_pos((float *) (data + i * This->stride + j));
1006 case CONV_FLOAT16_2:
1007 ERR("Did not expect FLOAT16 conversion in unshifted conversion\n");
1009 FIXME("Unimplemented conversion %d in shifted conversion\n", This->conversion_map[j]);
1015 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
1016 checkGLcall("glBindBufferARB");
1017 GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, start, len, data + start));
1018 checkGLcall("glBufferSubDataARB");
1023 HeapFree(GetProcessHeap(), 0, data);
1026 context_release(context);
1029 static WINED3DRESOURCETYPE STDMETHODCALLTYPE buffer_GetType(IWineD3DBuffer *iface)
1031 return resource_get_type((IWineD3DResource *)iface);
1034 /* IWineD3DBuffer methods */
1036 static DWORD buffer_sanitize_flags(DWORD flags)
1038 /* Not all flags make sense together, but Windows never returns an error. Catch the
1039 * cases that could cause issues */
1040 if(flags & WINED3DLOCK_READONLY)
1042 if(flags & WINED3DLOCK_DISCARD)
1044 WARN("WINED3DLOCK_READONLY combined with WINED3DLOCK_DISCARD, ignoring flags\n");
1047 if(flags & WINED3DLOCK_NOOVERWRITE)
1049 WARN("WINED3DLOCK_READONLY combined with WINED3DLOCK_NOOVERWRITE, ignoring flags\n");
1053 else if((flags & (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE)) == (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE))
1055 WARN("WINED3DLOCK_DISCARD and WINED3DLOCK_NOOVERWRITE used together, ignoring\n");
1062 static GLbitfield buffer_gl_map_flags(DWORD d3d_flags)
1064 GLbitfield ret = GL_MAP_FLUSH_EXPLICIT_BIT;
1066 if (!(d3d_flags & WINED3DLOCK_READONLY)) ret |= GL_MAP_WRITE_BIT;
1068 if (d3d_flags & (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE))
1070 if(d3d_flags & WINED3DLOCK_DISCARD) ret |= GL_MAP_INVALIDATE_BUFFER_BIT;
1071 ret |= GL_MAP_UNSYNCHRONIZED_BIT;
1075 ret |= GL_MAP_READ_BIT;
1081 static HRESULT STDMETHODCALLTYPE buffer_Map(IWineD3DBuffer *iface, UINT offset, UINT size, BYTE **data, DWORD flags)
1083 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
1086 TRACE("iface %p, offset %u, size %u, data %p, flags %#x\n", iface, offset, size, data, flags);
1088 flags = buffer_sanitize_flags(flags);
1089 if (!buffer_add_dirty_area(This, offset, size)) return E_OUTOFMEMORY;
1091 count = InterlockedIncrement(&This->lock_count);
1093 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER) && This->buffer_object)
1097 IWineD3DDeviceImpl *device = This->resource.device;
1098 struct wined3d_context *context;
1099 const struct wined3d_gl_info *gl_info;
1101 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
1103 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
1106 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
1107 gl_info = context->gl_info;
1109 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
1111 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
1113 GLbitfield mapflags = buffer_gl_map_flags(flags);
1114 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferRange(This->buffer_type_hint, 0,
1115 This->resource.size, mapflags));
1119 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(This->buffer_type_hint, GL_READ_WRITE_ARB));
1122 context_release(context);
1126 *data = This->resource.allocatedMemory + offset;
1128 TRACE("Returning memory at %p (base %p, offset %u)\n", *data, This->resource.allocatedMemory, offset);
1129 /* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
1134 static HRESULT STDMETHODCALLTYPE buffer_Unmap(IWineD3DBuffer *iface)
1136 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
1139 TRACE("(%p)\n", This);
1141 /* In the case that the number of Unmap calls > the
1142 * number of Map calls, d3d returns always D3D_OK.
1143 * This is also needed to prevent Map from returning garbage on
1144 * the next call (this will happen if the lock_count is < 0). */
1145 if(This->lock_count == 0)
1147 TRACE("Unmap called without a previous Map call!\n");
1151 if (InterlockedDecrement(&This->lock_count))
1153 /* Delay loading the buffer until everything is unlocked */
1154 TRACE("Ignoring unlock\n");
1158 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER) && This->buffer_object)
1160 IWineD3DDeviceImpl *device = This->resource.device;
1161 const struct wined3d_gl_info *gl_info;
1162 struct wined3d_context *context;
1164 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
1166 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
1169 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
1170 gl_info = context->gl_info;
1172 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
1174 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
1176 for(i = 0; i < This->modified_areas; i++)
1178 GL_EXTCALL(glFlushMappedBufferRange(This->buffer_type_hint,
1179 This->maps[i].offset,
1180 This->maps[i].size));
1181 checkGLcall("glFlushMappedBufferRange");
1184 else if (This->flags & WINED3D_BUFFER_FLUSH)
1186 for(i = 0; i < This->modified_areas; i++)
1188 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This->buffer_type_hint,
1189 This->maps[i].offset,
1190 This->maps[i].size));
1191 checkGLcall("glFlushMappedBufferRangeAPPLE");
1195 GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
1197 context_release(context);
1199 This->resource.allocatedMemory = NULL;
1200 buffer_clear_dirty_areas(This);
1202 else if (This->flags & WINED3D_BUFFER_HASDESC)
1204 buffer_PreLoad(iface);
1210 static HRESULT STDMETHODCALLTYPE buffer_GetDesc(IWineD3DBuffer *iface, WINED3DBUFFER_DESC *desc)
1212 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
1214 TRACE("(%p)\n", This);
1216 desc->Type = This->resource.resourceType;
1217 desc->Usage = This->resource.usage;
1218 desc->Pool = This->resource.pool;
1219 desc->Size = This->resource.size;
1224 static const struct IWineD3DBufferVtbl wined3d_buffer_vtbl =
1226 /* IUnknown methods */
1227 buffer_QueryInterface,
1230 /* IWineD3DBase methods */
1232 /* IWineD3DResource methods */
1233 buffer_SetPrivateData,
1234 buffer_GetPrivateData,
1235 buffer_FreePrivateData,
1241 /* IWineD3DBuffer methods */
1247 HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
1248 UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, GLenum bind_hint,
1249 const char *data, IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
1251 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(format, &device->adapter->gl_info);
1253 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1254 BOOL dynamic_buffer_ok;
1258 WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
1259 return WINED3DERR_INVALIDCALL;
1262 buffer->vtbl = &wined3d_buffer_vtbl;
1264 hr = resource_init((IWineD3DResource *)buffer, WINED3DRTYPE_BUFFER,
1265 device, size, usage, format_desc, pool, parent, parent_ops);
1268 WARN("Failed to initialize resource, hr %#x\n", hr);
1271 buffer->buffer_type_hint = bind_hint;
1273 TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer->resource.size, buffer->resource.usage,
1274 debug_d3dformat(buffer->resource.format_desc->format), buffer->resource.allocatedMemory, buffer);
1276 dynamic_buffer_ok = gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] || gl_info->supported[ARB_MAP_BUFFER_RANGE];
1278 /* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
1279 * drawStridedFast (half-life 2 and others).
1281 * Basically converting the vertices in the buffer is quite expensive, and observations
1282 * show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
1283 * Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
1285 if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
1287 TRACE("Not creating a vbo because GL_ARB_vertex_buffer is not supported\n");
1289 else if(buffer->resource.pool == WINED3DPOOL_SYSTEMMEM)
1291 TRACE("Not creating a vbo because the vertex buffer is in system memory\n");
1293 else if(!dynamic_buffer_ok && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
1295 TRACE("Not creating a vbo because the buffer has dynamic usage and no GL support\n");
1299 buffer->flags |= WINED3D_BUFFER_CREATEBO;
1306 hr = IWineD3DBuffer_Map((IWineD3DBuffer *)buffer, 0, size, &ptr, 0);
1309 ERR("Failed to map buffer, hr %#x\n", hr);
1310 buffer_UnLoad((IWineD3DBuffer *)buffer);
1311 resource_cleanup((IWineD3DResource *)buffer);
1315 memcpy(ptr, data, size);
1317 hr = IWineD3DBuffer_Unmap((IWineD3DBuffer *)buffer);
1320 ERR("Failed to unmap buffer, hr %#x\n", hr);
1321 buffer_UnLoad((IWineD3DBuffer *)buffer);
1322 resource_cleanup((IWineD3DResource *)buffer);
1327 buffer->maps = HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer->maps));
1330 ERR("Out of memory\n");
1331 buffer_UnLoad((IWineD3DBuffer *)buffer);
1332 resource_cleanup((IWineD3DResource *)buffer);
1333 return E_OUTOFMEMORY;
1335 buffer->maps_size = 1;