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 /* Context activation is done by the caller. */
38 static void buffer_create_buffer_object(struct wined3d_buffer *This)
40 GLenum error, gl_usage;
42 TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n",
43 This, debug_d3dusage(This->resource.usage));
47 /* Make sure that the gl error is cleared. Do not use checkGLcall
48 * here because checkGLcall just prints a fixme and continues. However,
49 * if an error during VBO creation occurs we can fall back to non-vbo operation
50 * with full functionality(but performance loss)
52 while (glGetError() != GL_NO_ERROR);
54 /* Basically the FVF parameter passed to CreateVertexBuffer is no good
55 * It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
56 * IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
57 * look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
58 * to check if the rhw and color values are in the correct format.
61 GL_EXTCALL(glGenBuffersARB(1, &This->buffer_object));
63 if (!This->buffer_object || error != GL_NO_ERROR)
65 ERR("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error);
69 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
71 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
73 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
75 if (error != GL_NO_ERROR)
77 ERR("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error);
81 /* Don't use static, because dx apps tend to update the buffer
82 * quite often even if they specify 0 usage. Because we always keep the local copy
83 * we never read from the vbo and can create a write only opengl buffer.
85 switch(This->resource.usage & (WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC))
87 case WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC:
88 case WINED3DUSAGE_DYNAMIC:
89 TRACE("Gl usage = GL_STREAM_DRAW\n");
90 gl_usage = GL_STREAM_DRAW_ARB;
93 case WINED3DUSAGE_WRITEONLY:
95 TRACE("Gl usage = GL_DYNAMIC_DRAW\n");
96 gl_usage = GL_DYNAMIC_DRAW_ARB;
100 /* Reserve memory for the buffer. The amount of data won't change
101 * so we are safe with calling glBufferData once and
102 * calling glBufferSubData on updates. Upload the actual data in case
103 * we're not double buffering, so we can release the heap mem afterwards
105 GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, This->resource.size, This->resource.allocatedMemory, gl_usage));
106 error = glGetError();
107 if (error != GL_NO_ERROR)
109 ERR("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error);
115 This->buffer_object_size = This->resource.size;
116 This->buffer_object_usage = gl_usage;
117 This->dirty_start = 0;
118 This->dirty_end = This->resource.size;
120 if(This->flags & WINED3D_BUFFER_DOUBLEBUFFER)
122 This->flags |= WINED3D_BUFFER_DIRTY;
126 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
127 This->resource.allocatedMemory = NULL;
128 This->resource.heapMemory = NULL;
129 This->flags &= ~WINED3D_BUFFER_DIRTY;
135 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
136 ERR("Failed to create a vertex buffer object. Continuing, but performance issues may occur\n");
137 if (This->buffer_object) GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
138 This->buffer_object = 0;
144 static BOOL buffer_process_converted_attribute(struct wined3d_buffer *This,
145 const enum wined3d_buffer_conversion_type conversion_type,
146 const struct wined3d_stream_info_element *attrib, DWORD *stride_this_run)
151 DWORD offset = This->resource.wineD3DDevice->stateBlock->streamOffset[attrib->stream_idx];
154 /* Check for some valid situations which cause us pain. One is if the buffer is used for
155 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
156 * with different strides. In the 2nd case we might have to drop conversion entirely,
157 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
161 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n",
162 debug_d3dformat(attrib->format_desc->format));
164 else if(attrib->stride != *stride_this_run && *stride_this_run)
166 FIXME("Got two concurrent strides, %d and %d\n", attrib->stride, *stride_this_run);
170 *stride_this_run = attrib->stride;
171 if (This->stride != *stride_this_run)
173 /* We rely that this happens only on the first converted attribute that is found,
174 * if at all. See above check
176 TRACE("Reconverting because converted attributes occur, and the stride changed\n");
177 This->stride = *stride_this_run;
178 HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY, This->conversion_map);
179 This->conversion_map = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
180 sizeof(*This->conversion_map) * This->stride);
185 data = (((DWORD_PTR)attrib->data) + offset) % This->stride;
186 attrib_size = attrib->format_desc->component_count * attrib->format_desc->component_size;
187 for (i = 0; i < attrib_size; ++i)
189 if (This->conversion_map[data + i] != conversion_type)
191 TRACE("Byte %ld in vertex changed\n", i + data);
192 TRACE("It was type %d, is %d now\n", This->conversion_map[data + i], conversion_type);
194 This->conversion_map[data + i] = conversion_type;
201 static BOOL buffer_check_attribute(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
202 UINT attrib_idx, const BOOL check_d3dcolor, const BOOL is_ffp_position, const BOOL is_ffp_color,
203 DWORD *stride_this_run, BOOL *float16_used)
205 const struct wined3d_stream_info_element *attrib = &si->elements[attrib_idx];
207 WINED3DFORMAT format;
209 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
210 * there, on nonexistent attribs the vbo is 0.
212 if (!(si->use_map & (1 << attrib_idx))
213 || attrib->buffer_object != This->buffer_object)
216 format = attrib->format_desc->format;
217 /* Look for newly appeared conversion */
218 if (!GL_SUPPORT(ARB_HALF_FLOAT_VERTEX) && (format == WINED3DFMT_R16G16_FLOAT || format == WINED3DFMT_R16G16B16A16_FLOAT))
220 ret = buffer_process_converted_attribute(This, CONV_FLOAT16_2, attrib, stride_this_run);
222 if (is_ffp_position) FIXME("Test FLOAT16 fixed function processing positions\n");
223 else if (is_ffp_color) FIXME("test FLOAT16 fixed function processing colors\n");
224 *float16_used = TRUE;
226 else if (check_d3dcolor && format == WINED3DFMT_A8R8G8B8)
228 ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run);
230 if (!is_ffp_color) FIXME("Test for non-color fixed function WINED3DFMT_A8R8G8B8 format\n");
232 else if (is_ffp_position && format == WINED3DFMT_R32G32B32A32_FLOAT)
234 ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run);
236 else if (This->conversion_map)
238 ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run);
244 static UINT *find_conversion_shift(struct wined3d_buffer *This,
245 const struct wined3d_stream_info *strided, UINT stride)
247 UINT *ret, i, j, shift, orig_type_size;
255 This->conversion_stride = stride;
256 ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(DWORD) * stride);
257 for (i = 0; i < MAX_ATTRIBS; ++i)
259 WINED3DFORMAT format;
261 if (!(strided->use_map & (1 << i)) || strided->elements[i].buffer_object != This->buffer_object) continue;
263 format = strided->elements[i].format_desc->format;
264 if (format == WINED3DFMT_R16G16_FLOAT)
268 else if (format == WINED3DFMT_R16G16B16A16_FLOAT)
271 /* Pre-shift the last 4 bytes in the FLOAT16_4 by 4 bytes - this makes FLOAT16_2 and FLOAT16_4 conversions
274 for (j = 4; j < 8; ++j)
276 ret[(DWORD_PTR)strided->elements[i].data + j] += 4;
283 This->conversion_stride += shift;
287 orig_type_size = strided->elements[i].format_desc->component_count
288 * strided->elements[i].format_desc->component_size;
289 for (j = (DWORD_PTR)strided->elements[i].data + orig_type_size; j < stride; ++j)
298 TRACE("Dumping conversion shift:\n");
299 for (i = 0; i < stride; ++i)
301 TRACE("[%d]", ret[i]);
309 static BOOL buffer_find_decl(struct wined3d_buffer *This)
311 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
312 const struct wined3d_stream_info *si = &device->strided_streams;
313 UINT stride_this_run = 0;
314 BOOL float16_used = FALSE;
318 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
319 * Once we have our declaration there is no need to look it up again. Index buffers also never need
320 * conversion, so once the (empty) conversion structure is created don't bother checking again
322 if (This->flags & WINED3D_BUFFER_HASDESC)
324 if(((IWineD3DImpl *)device->wineD3D)->dxVersion == 7 ||
325 This->resource.format_desc->format != WINED3DFMT_VERTEXDATA) return FALSE;
328 TRACE("Finding vertex buffer conversion information\n");
329 /* Certain declaration types need some fixups before we can pass them to
330 * opengl. This means D3DCOLOR attributes with fixed function vertex
331 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
332 * GL_ARB_half_float_vertex is not supported.
334 * Note for d3d8 and d3d9:
335 * The vertex buffer FVF doesn't help with finding them, we have to use
336 * the decoded vertex declaration and pick the things that concern the
337 * current buffer. A problem with this is that this can change between
338 * draws, so we have to validate the information and reprocess the buffer
339 * if it changes, and avoid false positives for performance reasons.
340 * WineD3D doesn't even know the vertex buffer any more, it is managed
341 * by the client libraries and passed to SetStreamSource and ProcessVertices
344 * We have to distinguish between vertex shaders and fixed function to
345 * pick the way we access the strided vertex information.
347 * This code sets up a per-byte array with the size of the detected
348 * stride of the arrays in the buffer. For each byte we have a field
349 * that marks the conversion needed on this byte. For example, the
350 * following declaration with fixed function vertex processing:
358 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
359 * [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]
361 * Where in this example map P means 4 component position conversion, 0
362 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
363 * conversion (red / blue swizzle).
365 * If we're doing conversion and the stride changes we have to reconvert
366 * the whole buffer. Note that we do not mind if the semantic changes,
367 * we only care for the conversion type. So if the NORMAL is replaced
368 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
369 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
370 * conversion types depend on the semantic as well, for example a FLOAT4
371 * texcoord needs no conversion while a FLOAT4 positiont needs one
373 if (use_vs(device->stateBlock))
376 /* If the current vertex declaration is marked for no half float conversion don't bother to
377 * analyse the strided streams in depth, just set them up for no conversion. Return decl changed
378 * if we used conversion before
380 if (!((IWineD3DVertexDeclarationImpl *) device->stateBlock->vertexDecl)->half_float_conv_needed)
382 if (This->conversion_map)
384 TRACE("Now using shaders without conversion, but conversion used before\n");
385 HeapFree(GetProcessHeap(), 0, This->conversion_map);
386 HeapFree(GetProcessHeap(), 0, This->conversion_shift);
387 This->conversion_map = NULL;
389 This->conversion_shift = NULL;
390 This->conversion_stride = 0;
398 for (i = 0; i < MAX_ATTRIBS; ++i)
400 ret = buffer_check_attribute(This, si, i, FALSE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
403 /* Recalculate the conversion shift map if the declaration has changed,
404 * and we're using float16 conversion or used it on the last run
406 if (ret && (float16_used || This->conversion_map))
408 HeapFree(GetProcessHeap(), 0, This->conversion_shift);
409 This->conversion_shift = find_conversion_shift(This, si, This->stride);
414 /* Fixed function is a bit trickier. We have to take care for D3DCOLOR types, FLOAT4 positions and of course
415 * FLOAT16s if not supported. Also, we can't iterate over the array, so use macros to generate code for all
416 * the attributes that our current fixed function pipeline implementation cares for.
418 BOOL support_d3dcolor = GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA);
419 ret = buffer_check_attribute(This, si, WINED3D_FFP_POSITION,
420 TRUE, TRUE, FALSE, &stride_this_run, &float16_used) || ret;
421 ret = buffer_check_attribute(This, si, WINED3D_FFP_NORMAL,
422 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
423 ret = buffer_check_attribute(This, si, WINED3D_FFP_DIFFUSE,
424 !support_d3dcolor, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
425 ret = buffer_check_attribute(This, si, WINED3D_FFP_SPECULAR,
426 !support_d3dcolor, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
427 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD0,
428 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
429 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD1,
430 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
431 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD2,
432 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
433 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD3,
434 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
435 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD4,
436 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
437 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD5,
438 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
439 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD6,
440 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
441 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD7,
442 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
444 if (float16_used) FIXME("Float16 conversion used with fixed function vertex processing\n");
447 if (stride_this_run == 0 && This->conversion_map)
450 if (!ret) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
451 HeapFree(GetProcessHeap(), 0, This->conversion_map);
452 This->conversion_map = NULL;
456 if (ret) TRACE("Conversion information changed\n");
461 /* Context activation is done by the caller. */
462 static void buffer_check_buffer_object_size(struct wined3d_buffer *This)
464 UINT size = This->conversion_stride ?
465 This->conversion_stride * (This->resource.size / This->stride) : This->resource.size;
466 if (This->buffer_object_size != size)
468 TRACE("Old size %u, creating new size %u\n", This->buffer_object_size, size);
470 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
472 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
475 /* Rescue the data before resizing the buffer object if we do not have our backup copy */
476 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
478 buffer_get_sysmem(This);
482 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
483 checkGLcall("glBindBufferARB");
484 GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, size, NULL, This->buffer_object_usage));
485 This->buffer_object_size = size;
486 checkGLcall("glBufferDataARB");
491 static inline void fixup_d3dcolor(DWORD *dst_color)
493 DWORD src_color = *dst_color;
495 /* Color conversion like in drawStridedSlow. watch out for little endianity
496 * If we want that stuff to work on big endian machines too we have to consider more things
498 * 0xff000000: Alpha mask
499 * 0x00ff0000: Blue mask
500 * 0x0000ff00: Green mask
501 * 0x000000ff: Red mask
504 *dst_color |= (src_color & 0xff00ff00); /* Alpha Green */
505 *dst_color |= (src_color & 0x00ff0000) >> 16; /* Red */
506 *dst_color |= (src_color & 0x000000ff) << 16; /* Blue */
509 static inline void fixup_transformed_pos(float *p)
511 /* rhw conversion like in position_float4(). */
512 if (p[3] != 1.0f && p[3] != 0.0f)
514 float w = 1.0f / p[3];
522 /* Context activation is done by the caller. */
523 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object)
525 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
527 *buffer_object = This->buffer_object;
528 if (!This->buffer_object)
530 if (This->flags & WINED3D_BUFFER_CREATEBO)
532 buffer_create_buffer_object(This);
533 This->flags &= ~WINED3D_BUFFER_CREATEBO;
534 if (This->buffer_object)
536 *buffer_object = This->buffer_object;
537 return (const BYTE *)offset;
540 return This->resource.allocatedMemory + offset;
544 return (const BYTE *)offset;
548 /* IUnknown methods */
550 static HRESULT STDMETHODCALLTYPE buffer_QueryInterface(IWineD3DBuffer *iface,
551 REFIID riid, void **object)
553 TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object);
555 if (IsEqualGUID(riid, &IID_IWineD3DBuffer)
556 || IsEqualGUID(riid, &IID_IWineD3DResource)
557 || IsEqualGUID(riid, &IID_IWineD3DBase)
558 || IsEqualGUID(riid, &IID_IUnknown))
560 IUnknown_AddRef(iface);
565 WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
569 return E_NOINTERFACE;
572 static ULONG STDMETHODCALLTYPE buffer_AddRef(IWineD3DBuffer *iface)
574 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
575 ULONG refcount = InterlockedIncrement(&This->resource.ref);
577 TRACE("%p increasing refcount to %u\n", This, refcount);
582 /* Context activation is done by the caller. */
583 BYTE *buffer_get_sysmem(struct wined3d_buffer *This)
585 /* AllocatedMemory exists if the buffer is double buffered or has no buffer object at all */
586 if(This->resource.allocatedMemory) return This->resource.allocatedMemory;
588 This->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + RESOURCE_ALIGNMENT);
589 This->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
591 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
592 GL_EXTCALL(glGetBufferSubDataARB(This->buffer_type_hint, 0, This->resource.size, This->resource.allocatedMemory));
594 This->flags |= WINED3D_BUFFER_DOUBLEBUFFER;
596 return This->resource.allocatedMemory;
599 static void STDMETHODCALLTYPE buffer_UnLoad(IWineD3DBuffer *iface)
601 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
603 TRACE("iface %p\n", iface);
605 if (This->buffer_object)
607 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
609 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
611 /* Download the buffer, but don't permanently enable double buffering */
612 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
614 buffer_get_sysmem(This);
615 This->flags &= ~WINED3D_BUFFER_DOUBLEBUFFER;
619 GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
620 checkGLcall("glDeleteBuffersARB");
622 This->buffer_object = 0;
623 This->flags |= WINED3D_BUFFER_CREATEBO; /* Recreate the buffer object next load */
627 static ULONG STDMETHODCALLTYPE buffer_Release(IWineD3DBuffer *iface)
629 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
630 ULONG refcount = InterlockedDecrement(&This->resource.ref);
632 TRACE("%p decreasing refcount to %u\n", This, refcount);
636 buffer_UnLoad(iface);
637 resource_cleanup((IWineD3DResource *)iface);
638 HeapFree(GetProcessHeap(), 0, This);
644 /* IWineD3DBase methods */
646 static HRESULT STDMETHODCALLTYPE buffer_GetParent(IWineD3DBuffer *iface, IUnknown **parent)
648 return resource_get_parent((IWineD3DResource *)iface, parent);
651 /* IWineD3DResource methods */
653 static HRESULT STDMETHODCALLTYPE buffer_GetDevice(IWineD3DBuffer *iface, IWineD3DDevice **device)
655 return resource_get_device((IWineD3DResource *)iface, device);
658 static HRESULT STDMETHODCALLTYPE buffer_SetPrivateData(IWineD3DBuffer *iface,
659 REFGUID guid, const void *data, DWORD data_size, DWORD flags)
661 return resource_set_private_data((IWineD3DResource *)iface, guid, data, data_size, flags);
664 static HRESULT STDMETHODCALLTYPE buffer_GetPrivateData(IWineD3DBuffer *iface,
665 REFGUID guid, void *data, DWORD *data_size)
667 return resource_get_private_data((IWineD3DResource *)iface, guid, data, data_size);
670 static HRESULT STDMETHODCALLTYPE buffer_FreePrivateData(IWineD3DBuffer *iface, REFGUID guid)
672 return resource_free_private_data((IWineD3DResource *)iface, guid);
675 static DWORD STDMETHODCALLTYPE buffer_SetPriority(IWineD3DBuffer *iface, DWORD priority)
677 return resource_set_priority((IWineD3DResource *)iface, priority);
680 static DWORD STDMETHODCALLTYPE buffer_GetPriority(IWineD3DBuffer *iface)
682 return resource_get_priority((IWineD3DResource *)iface);
685 static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
687 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
688 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
689 UINT start = 0, end = 0, vertices;
690 BOOL decl_changed = FALSE;
694 TRACE("iface %p\n", iface);
696 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
698 if (!This->buffer_object)
700 /* TODO: Make converting independent from VBOs */
701 if (This->flags & WINED3D_BUFFER_CREATEBO)
703 buffer_create_buffer_object(This);
704 This->flags &= ~WINED3D_BUFFER_CREATEBO;
708 return; /* Not doing any conversion */
712 /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
713 if (device->isInDraw && This->bind_count > 0)
715 decl_changed = buffer_find_decl(This);
716 This->flags |= WINED3D_BUFFER_HASDESC;
719 if (!decl_changed && !(This->flags & WINED3D_BUFFER_HASDESC && This->flags & WINED3D_BUFFER_DIRTY)) return;
721 /* If applications change the declaration over and over, reconverting all the time is a huge
722 * performance hit. So count the declaration changes and release the VBO if there are too many
723 * of them (and thus stop converting)
727 ++This->conversion_count;
728 This->draw_count = 0;
730 if (This->conversion_count > VB_MAXDECLCHANGES)
732 FIXME("Too many declaration changes, stopping converting\n");
735 GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
736 checkGLcall("glDeleteBuffersARB");
738 This->buffer_object = 0;
739 HeapFree(GetProcessHeap(), 0, This->conversion_shift);
741 /* The stream source state handler might have read the memory of the vertex buffer already
742 * and got the memory in the vbo which is not valid any longer. Dirtify the stream source
743 * to force a reload. This happens only once per changed vertexbuffer and should occur rather
746 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
750 buffer_check_buffer_object_size(This);
754 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
755 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
756 * decl changes and reset the decl change count after a specific number of them
759 if (This->draw_count > VB_RESETDECLCHANGE) This->conversion_count = 0;
764 /* The declaration changed, reload the whole buffer */
765 WARN("Reloading buffer because of decl change\n");
767 end = This->resource.size;
771 /* No decl change, but dirty data, reload the changed stuff */
772 if (This->conversion_shift)
774 if (This->dirty_start != 0 || This->dirty_end != 0)
776 FIXME("Implement partial buffer loading with shifted conversion\n");
779 start = This->dirty_start;
780 end = This->dirty_end;
783 /* Mark the buffer clean */
784 This->flags &= ~WINED3D_BUFFER_DIRTY;
785 This->dirty_start = 0;
788 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
790 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
793 if (!This->conversion_map)
795 /* That means that there is nothing to fixup. Just upload from This->resource.allocatedMemory
796 * directly into the vbo. Do not free the system memory copy because drawPrimitive may need it if
797 * the stride is 0, for instancing emulation, vertex blending emulation or shader emulation.
799 TRACE("No conversion needed\n");
801 /* Nothing to do because we locked directly into the vbo */
802 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER)) return;
804 if (!device->isInDraw)
806 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
809 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
810 checkGLcall("glBindBufferARB");
811 GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, start, end-start, This->resource.allocatedMemory + start));
812 checkGLcall("glBufferSubDataARB");
817 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
819 buffer_get_sysmem(This);
822 /* Now for each vertex in the buffer that needs conversion */
823 vertices = This->resource.size / This->stride;
825 if (This->conversion_shift)
827 TRACE("Shifted conversion\n");
828 data = HeapAlloc(GetProcessHeap(), 0, vertices * This->conversion_stride);
830 for (i = start / This->stride; i < min((end / This->stride) + 1, vertices); ++i)
832 for (j = 0; j < This->stride; ++j)
834 switch(This->conversion_map[j])
837 data[This->conversion_stride * i + j + This->conversion_shift[j]]
838 = This->resource.allocatedMemory[This->stride * i + j];
843 float *out = (float *)(&data[This->conversion_stride * i + j + This->conversion_shift[j]]);
844 const WORD *in = (WORD *)(&This->resource.allocatedMemory[i * This->stride + j]);
846 out[1] = float_16_to_32(in + 1);
847 out[0] = float_16_to_32(in + 0);
848 j += 3; /* Skip 3 additional bytes,as a FLOAT16_2 has 4 bytes */
853 FIXME("Unimplemented conversion %d in shifted conversion\n", This->conversion_map[j]);
860 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
861 checkGLcall("glBindBufferARB");
862 GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, 0, vertices * This->conversion_stride, data));
863 checkGLcall("glBufferSubDataARB");
868 data = HeapAlloc(GetProcessHeap(), 0, This->resource.size);
869 memcpy(data + start, This->resource.allocatedMemory + start, end - start);
870 for (i = start / This->stride; i < min((end / This->stride) + 1, vertices); ++i)
872 for (j = 0; j < This->stride; ++j)
874 switch(This->conversion_map[j])
881 fixup_d3dcolor((DWORD *) (data + i * This->stride + j));
886 fixup_transformed_pos((float *) (data + i * This->stride + j));
891 ERR("Did not expect FLOAT16 conversion in unshifted conversion\n");
893 FIXME("Unimplemented conversion %d in shifted conversion\n", This->conversion_map[j]);
899 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
900 checkGLcall("glBindBufferARB");
901 GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, start, end - start, data + start));
902 checkGLcall("glBufferSubDataARB");
906 HeapFree(GetProcessHeap(), 0, data);
909 static WINED3DRESOURCETYPE STDMETHODCALLTYPE buffer_GetType(IWineD3DBuffer *iface)
911 return resource_get_type((IWineD3DResource *)iface);
914 /* IWineD3DBuffer methods */
916 static HRESULT STDMETHODCALLTYPE buffer_Map(IWineD3DBuffer *iface, UINT offset, UINT size, BYTE **data, DWORD flags)
918 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
921 TRACE("iface %p, offset %u, size %u, data %p, flags %#x\n", iface, offset, size, data, flags);
923 count = InterlockedIncrement(&This->lock_count);
925 if (This->flags & WINED3D_BUFFER_DIRTY)
927 if (This->dirty_start > offset) This->dirty_start = offset;
931 if (This->dirty_end < offset + size) This->dirty_end = offset + size;
935 This->dirty_end = This->resource.size;
940 This->dirty_start = offset;
941 if (size) This->dirty_end = offset + size;
942 else This->dirty_end = This->resource.size;
945 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER) && This->buffer_object)
949 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
951 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
953 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
956 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
958 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
959 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(This->buffer_type_hint, GL_READ_WRITE_ARB));
965 This->flags |= WINED3D_BUFFER_DIRTY;
968 *data = This->resource.allocatedMemory + offset;
970 TRACE("Returning memory at %p (base %p, offset %u)\n", *data, This->resource.allocatedMemory, offset);
971 /* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
976 static HRESULT STDMETHODCALLTYPE buffer_Unmap(IWineD3DBuffer *iface)
978 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
980 TRACE("(%p)\n", This);
982 /* In the case that the number of Unmap calls > the
983 * number of Map calls, d3d returns always D3D_OK.
984 * This is also needed to prevent Map from returning garbage on
985 * the next call (this will happen if the lock_count is < 0). */
986 if(This->lock_count == 0)
988 TRACE("Unmap called without a previous Map call!\n");
992 if (InterlockedDecrement(&This->lock_count))
994 /* Delay loading the buffer until everything is unlocked */
995 TRACE("Ignoring unlock\n");
999 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER) && This->buffer_object)
1001 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
1003 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
1005 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
1008 ActivateContext(device, NULL, CTXUSAGE_RESOURCELOAD);
1010 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
1011 GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
1014 This->resource.allocatedMemory = NULL;
1016 else if (This->flags & WINED3D_BUFFER_HASDESC)
1018 buffer_PreLoad(iface);
1024 static HRESULT STDMETHODCALLTYPE buffer_GetDesc(IWineD3DBuffer *iface, WINED3DBUFFER_DESC *desc)
1026 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
1028 TRACE("(%p)\n", This);
1030 desc->Type = This->resource.resourceType;
1031 desc->Usage = This->resource.usage;
1032 desc->Pool = This->resource.pool;
1033 desc->Size = This->resource.size;
1038 const struct IWineD3DBufferVtbl wined3d_buffer_vtbl =
1040 /* IUnknown methods */
1041 buffer_QueryInterface,
1044 /* IWineD3DBase methods */
1046 /* IWineD3DResource methods */
1048 buffer_SetPrivateData,
1049 buffer_GetPrivateData,
1050 buffer_FreePrivateData,
1056 /* IWineD3DBuffer methods */