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.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;
164 TRACE("Gl usage = GL_DYNAMIC_DRAW_ARB\n");
165 gl_usage = GL_DYNAMIC_DRAW_ARB;
168 /* Reserve memory for the buffer. The amount of data won't change
169 * so we are safe with calling glBufferData once and
170 * calling glBufferSubData on updates. Upload the actual data in case
171 * we're not double buffering, so we can release the heap mem afterwards
173 GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, This->resource.size, This->resource.allocatedMemory, gl_usage));
174 error = glGetError();
176 if (error != GL_NO_ERROR)
178 ERR("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error);
182 This->buffer_object_size = This->resource.size;
183 This->buffer_object_usage = gl_usage;
185 if(This->flags & WINED3D_BUFFER_DOUBLEBUFFER)
187 if(!buffer_add_dirty_area(This, 0, 0))
189 ERR("buffer_add_dirty_area failed, this is not expected\n");
195 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
196 This->resource.allocatedMemory = NULL;
197 This->resource.heapMemory = NULL;
203 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
204 ERR("Failed to create a vertex buffer object. Continuing, but performance issues may occur\n");
205 if (This->buffer_object)
208 GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
211 This->buffer_object = 0;
212 buffer_clear_dirty_areas(This);
215 static BOOL buffer_process_converted_attribute(struct wined3d_buffer *This,
216 const enum wined3d_buffer_conversion_type conversion_type,
217 const struct wined3d_stream_info_element *attrib, DWORD *stride_this_run)
222 DWORD offset = This->resource.device->stateBlock->streamOffset[attrib->stream_idx];
225 /* Check for some valid situations which cause us pain. One is if the buffer is used for
226 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
227 * with different strides. In the 2nd case we might have to drop conversion entirely,
228 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
232 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n",
233 debug_d3dformat(attrib->format_desc->format));
235 else if(attrib->stride != *stride_this_run && *stride_this_run)
237 FIXME("Got two concurrent strides, %d and %d\n", attrib->stride, *stride_this_run);
241 *stride_this_run = attrib->stride;
242 if (This->stride != *stride_this_run)
244 /* We rely that this happens only on the first converted attribute that is found,
245 * if at all. See above check
247 TRACE("Reconverting because converted attributes occur, and the stride changed\n");
248 This->stride = *stride_this_run;
249 HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY, This->conversion_map);
250 This->conversion_map = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
251 sizeof(*This->conversion_map) * This->stride);
256 data = (((DWORD_PTR)attrib->data) + offset) % This->stride;
257 attrib_size = attrib->format_desc->component_count * attrib->format_desc->component_size;
258 for (i = 0; i < attrib_size; ++i)
260 if (This->conversion_map[data + i] != conversion_type)
262 TRACE("Byte %ld in vertex changed\n", i + data);
263 TRACE("It was type %d, is %d now\n", This->conversion_map[data + i], conversion_type);
265 This->conversion_map[data + i] = conversion_type;
272 static BOOL buffer_check_attribute(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
273 UINT attrib_idx, const BOOL check_d3dcolor, const BOOL is_ffp_position, const BOOL is_ffp_color,
274 DWORD *stride_this_run, BOOL *float16_used)
276 const struct wined3d_stream_info_element *attrib = &si->elements[attrib_idx];
277 IWineD3DDeviceImpl *device = This->resource.device;
278 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
280 WINED3DFORMAT format;
282 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
283 * there, on nonexistent attribs the vbo is 0.
285 if (!(si->use_map & (1 << attrib_idx))
286 || attrib->buffer_object != This->buffer_object)
289 format = attrib->format_desc->format;
290 /* Look for newly appeared conversion */
291 if (!gl_info->supported[ARB_HALF_FLOAT_VERTEX]
292 && (format == WINED3DFMT_R16G16_FLOAT || format == WINED3DFMT_R16G16B16A16_FLOAT))
294 ret = buffer_process_converted_attribute(This, CONV_FLOAT16_2, attrib, stride_this_run);
296 if (is_ffp_position) FIXME("Test FLOAT16 fixed function processing positions\n");
297 else if (is_ffp_color) FIXME("test FLOAT16 fixed function processing colors\n");
298 *float16_used = TRUE;
300 else if (check_d3dcolor && format == WINED3DFMT_B8G8R8A8_UNORM)
302 ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run);
304 if (!is_ffp_color) FIXME("Test for non-color fixed function WINED3DFMT_B8G8R8A8_UNORM format\n");
306 else if (is_ffp_position && format == WINED3DFMT_R32G32B32A32_FLOAT)
308 ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run);
310 else if (This->conversion_map)
312 ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run);
318 static UINT *find_conversion_shift(struct wined3d_buffer *This,
319 const struct wined3d_stream_info *strided, UINT stride)
321 UINT *ret, i, j, shift, orig_type_size;
329 This->conversion_stride = stride;
330 ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(DWORD) * stride);
331 for (i = 0; i < MAX_ATTRIBS; ++i)
333 WINED3DFORMAT format;
335 if (!(strided->use_map & (1 << i)) || strided->elements[i].buffer_object != This->buffer_object) continue;
337 format = strided->elements[i].format_desc->format;
338 if (format == WINED3DFMT_R16G16_FLOAT)
342 else if (format == WINED3DFMT_R16G16B16A16_FLOAT)
345 /* Pre-shift the last 4 bytes in the FLOAT16_4 by 4 bytes - this makes FLOAT16_2 and FLOAT16_4 conversions
348 for (j = 4; j < 8; ++j)
350 ret[(DWORD_PTR)strided->elements[i].data + j] += 4;
357 This->conversion_stride += shift;
361 orig_type_size = strided->elements[i].format_desc->component_count
362 * strided->elements[i].format_desc->component_size;
363 for (j = (DWORD_PTR)strided->elements[i].data + orig_type_size; j < stride; ++j)
372 TRACE("Dumping conversion shift:\n");
373 for (i = 0; i < stride; ++i)
375 TRACE("[%d]", ret[i]);
383 static BOOL buffer_find_decl(struct wined3d_buffer *This)
385 IWineD3DDeviceImpl *device = This->resource.device;
386 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
387 const struct wined3d_stream_info *si = &device->strided_streams;
388 UINT stride_this_run = 0;
389 BOOL float16_used = FALSE;
393 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
394 * Once we have our declaration there is no need to look it up again. Index buffers also never need
395 * conversion, so once the (empty) conversion structure is created don't bother checking again
397 if (This->flags & WINED3D_BUFFER_HASDESC)
399 if(This->resource.usage & WINED3DUSAGE_STATICDECL) return FALSE;
402 TRACE("Finding vertex buffer conversion information\n");
403 /* Certain declaration types need some fixups before we can pass them to
404 * opengl. This means D3DCOLOR attributes with fixed function vertex
405 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
406 * GL_ARB_half_float_vertex is not supported.
408 * Note for d3d8 and d3d9:
409 * The vertex buffer FVF doesn't help with finding them, we have to use
410 * the decoded vertex declaration and pick the things that concern the
411 * current buffer. A problem with this is that this can change between
412 * draws, so we have to validate the information and reprocess the buffer
413 * if it changes, and avoid false positives for performance reasons.
414 * WineD3D doesn't even know the vertex buffer any more, it is managed
415 * by the client libraries and passed to SetStreamSource and ProcessVertices
418 * We have to distinguish between vertex shaders and fixed function to
419 * pick the way we access the strided vertex information.
421 * This code sets up a per-byte array with the size of the detected
422 * stride of the arrays in the buffer. For each byte we have a field
423 * that marks the conversion needed on this byte. For example, the
424 * following declaration with fixed function vertex processing:
432 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
433 * [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]
435 * Where in this example map P means 4 component position conversion, 0
436 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
437 * conversion (red / blue swizzle).
439 * If we're doing conversion and the stride changes we have to reconvert
440 * the whole buffer. Note that we do not mind if the semantic changes,
441 * we only care for the conversion type. So if the NORMAL is replaced
442 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
443 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
444 * conversion types depend on the semantic as well, for example a FLOAT4
445 * texcoord needs no conversion while a FLOAT4 positiont needs one
447 if (use_vs(device->stateBlock))
450 /* If the current vertex declaration is marked for no half float conversion don't bother to
451 * analyse the strided streams in depth, just set them up for no conversion. Return decl changed
452 * if we used conversion before
454 if (!((IWineD3DVertexDeclarationImpl *) device->stateBlock->vertexDecl)->half_float_conv_needed)
456 if (This->conversion_map)
458 TRACE("Now using shaders without conversion, but conversion used before\n");
459 HeapFree(GetProcessHeap(), 0, This->conversion_map);
460 HeapFree(GetProcessHeap(), 0, This->conversion_shift);
461 This->conversion_map = NULL;
463 This->conversion_shift = NULL;
464 This->conversion_stride = 0;
472 for (i = 0; i < MAX_ATTRIBS; ++i)
474 ret = buffer_check_attribute(This, si, i, FALSE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
477 /* Recalculate the conversion shift map if the declaration has changed,
478 * and we're using float16 conversion or used it on the last run
480 if (ret && (float16_used || This->conversion_map))
482 HeapFree(GetProcessHeap(), 0, This->conversion_shift);
483 This->conversion_shift = find_conversion_shift(This, si, This->stride);
488 /* Fixed function is a bit trickier. We have to take care for D3DCOLOR types, FLOAT4 positions and of course
489 * FLOAT16s if not supported. Also, we can't iterate over the array, so use macros to generate code for all
490 * the attributes that our current fixed function pipeline implementation cares for.
492 BOOL support_d3dcolor = gl_info->supported[ARB_VERTEX_ARRAY_BGRA];
493 ret = buffer_check_attribute(This, si, WINED3D_FFP_POSITION,
494 TRUE, TRUE, FALSE, &stride_this_run, &float16_used) || ret;
495 ret = buffer_check_attribute(This, si, WINED3D_FFP_NORMAL,
496 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
497 ret = buffer_check_attribute(This, si, WINED3D_FFP_DIFFUSE,
498 !support_d3dcolor, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
499 ret = buffer_check_attribute(This, si, WINED3D_FFP_SPECULAR,
500 !support_d3dcolor, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
501 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD0,
502 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
503 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD1,
504 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
505 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD2,
506 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
507 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD3,
508 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
509 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD4,
510 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
511 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD5,
512 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
513 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD6,
514 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
515 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD7,
516 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
518 if (float16_used) FIXME("Float16 conversion used with fixed function vertex processing\n");
521 if (stride_this_run == 0 && This->conversion_map)
524 if (!ret) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
525 HeapFree(GetProcessHeap(), 0, This->conversion_map);
526 This->conversion_map = NULL;
530 if (ret) TRACE("Conversion information changed\n");
535 /* Context activation is done by the caller. */
536 static void buffer_check_buffer_object_size(struct wined3d_buffer *This)
538 UINT size = This->conversion_stride ?
539 This->conversion_stride * (This->resource.size / This->stride) : This->resource.size;
540 if (This->buffer_object_size != size)
542 TRACE("Old size %u, creating new size %u\n", This->buffer_object_size, size);
544 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
546 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
549 /* Rescue the data before resizing the buffer object if we do not have our backup copy */
550 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
552 buffer_get_sysmem(This);
556 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
557 checkGLcall("glBindBufferARB");
558 GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, size, NULL, This->buffer_object_usage));
559 This->buffer_object_size = size;
560 checkGLcall("glBufferDataARB");
565 static inline void fixup_d3dcolor(DWORD *dst_color)
567 DWORD src_color = *dst_color;
569 /* Color conversion like in drawStridedSlow. watch out for little endianity
570 * If we want that stuff to work on big endian machines too we have to consider more things
572 * 0xff000000: Alpha mask
573 * 0x00ff0000: Blue mask
574 * 0x0000ff00: Green mask
575 * 0x000000ff: Red mask
578 *dst_color |= (src_color & 0xff00ff00); /* Alpha Green */
579 *dst_color |= (src_color & 0x00ff0000) >> 16; /* Red */
580 *dst_color |= (src_color & 0x000000ff) << 16; /* Blue */
583 static inline void fixup_transformed_pos(float *p)
585 /* rhw conversion like in position_float4(). */
586 if (p[3] != 1.0f && p[3] != 0.0f)
588 float w = 1.0f / p[3];
596 /* Context activation is done by the caller. */
597 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object)
599 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
601 *buffer_object = This->buffer_object;
602 if (!This->buffer_object)
604 if (This->flags & WINED3D_BUFFER_CREATEBO)
606 buffer_create_buffer_object(This);
607 This->flags &= ~WINED3D_BUFFER_CREATEBO;
608 if (This->buffer_object)
610 *buffer_object = This->buffer_object;
611 return (const BYTE *)offset;
614 return This->resource.allocatedMemory + offset;
618 return (const BYTE *)offset;
622 /* IUnknown methods */
624 static HRESULT STDMETHODCALLTYPE buffer_QueryInterface(IWineD3DBuffer *iface,
625 REFIID riid, void **object)
627 TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object);
629 if (IsEqualGUID(riid, &IID_IWineD3DBuffer)
630 || IsEqualGUID(riid, &IID_IWineD3DResource)
631 || IsEqualGUID(riid, &IID_IWineD3DBase)
632 || IsEqualGUID(riid, &IID_IUnknown))
634 IUnknown_AddRef(iface);
639 WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
643 return E_NOINTERFACE;
646 static ULONG STDMETHODCALLTYPE buffer_AddRef(IWineD3DBuffer *iface)
648 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
649 ULONG refcount = InterlockedIncrement(&This->resource.ref);
651 TRACE("%p increasing refcount to %u\n", This, refcount);
656 /* Context activation is done by the caller. */
657 BYTE *buffer_get_sysmem(struct wined3d_buffer *This)
659 /* AllocatedMemory exists if the buffer is double buffered or has no buffer object at all */
660 if(This->resource.allocatedMemory) return This->resource.allocatedMemory;
662 This->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + RESOURCE_ALIGNMENT);
663 This->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
665 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
666 GL_EXTCALL(glGetBufferSubDataARB(This->buffer_type_hint, 0, This->resource.size, This->resource.allocatedMemory));
668 This->flags |= WINED3D_BUFFER_DOUBLEBUFFER;
670 return This->resource.allocatedMemory;
673 static void STDMETHODCALLTYPE buffer_UnLoad(IWineD3DBuffer *iface)
675 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
677 TRACE("iface %p\n", iface);
679 if (This->buffer_object)
681 IWineD3DDeviceImpl *device = This->resource.device;
682 struct wined3d_context *context;
684 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
686 /* Download the buffer, but don't permanently enable double buffering */
687 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
689 buffer_get_sysmem(This);
690 This->flags &= ~WINED3D_BUFFER_DOUBLEBUFFER;
694 GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
695 checkGLcall("glDeleteBuffersARB");
697 This->buffer_object = 0;
698 This->flags |= WINED3D_BUFFER_CREATEBO; /* Recreate the buffer object next load */
699 buffer_clear_dirty_areas(This);
701 context_release(context);
703 HeapFree(GetProcessHeap(), 0, This->conversion_shift);
704 This->conversion_shift = NULL;
705 HeapFree(GetProcessHeap(), 0, This->conversion_map);
706 This->conversion_map = NULL;
708 This->conversion_stride = 0;
709 This->flags &= ~WINED3D_BUFFER_HASDESC;
713 static ULONG STDMETHODCALLTYPE buffer_Release(IWineD3DBuffer *iface)
715 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
716 ULONG refcount = InterlockedDecrement(&This->resource.ref);
718 TRACE("%p decreasing refcount to %u\n", This, refcount);
722 buffer_UnLoad(iface);
723 resource_cleanup((IWineD3DResource *)iface);
724 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
725 HeapFree(GetProcessHeap(), 0, This->maps);
726 HeapFree(GetProcessHeap(), 0, This);
732 /* IWineD3DBase methods */
734 static HRESULT STDMETHODCALLTYPE buffer_GetParent(IWineD3DBuffer *iface, IUnknown **parent)
736 return resource_get_parent((IWineD3DResource *)iface, parent);
739 /* IWineD3DResource methods */
741 static HRESULT STDMETHODCALLTYPE buffer_SetPrivateData(IWineD3DBuffer *iface,
742 REFGUID guid, const void *data, DWORD data_size, DWORD flags)
744 return resource_set_private_data((IWineD3DResource *)iface, guid, data, data_size, flags);
747 static HRESULT STDMETHODCALLTYPE buffer_GetPrivateData(IWineD3DBuffer *iface,
748 REFGUID guid, void *data, DWORD *data_size)
750 return resource_get_private_data((IWineD3DResource *)iface, guid, data, data_size);
753 static HRESULT STDMETHODCALLTYPE buffer_FreePrivateData(IWineD3DBuffer *iface, REFGUID guid)
755 return resource_free_private_data((IWineD3DResource *)iface, guid);
758 static DWORD STDMETHODCALLTYPE buffer_SetPriority(IWineD3DBuffer *iface, DWORD priority)
760 return resource_set_priority((IWineD3DResource *)iface, priority);
763 static DWORD STDMETHODCALLTYPE buffer_GetPriority(IWineD3DBuffer *iface)
765 return resource_get_priority((IWineD3DResource *)iface);
768 static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
770 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
771 IWineD3DDeviceImpl *device = This->resource.device;
772 UINT start = 0, end = 0, len = 0, vertices;
773 struct wined3d_context *context;
774 BOOL decl_changed = FALSE;
778 TRACE("iface %p\n", iface);
780 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
782 if (!This->buffer_object)
784 /* TODO: Make converting independent from VBOs */
785 if (This->flags & WINED3D_BUFFER_CREATEBO)
787 buffer_create_buffer_object(This);
788 This->flags &= ~WINED3D_BUFFER_CREATEBO;
792 /* Not doing any conversion */
797 /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
798 if (device->isInDraw && This->bind_count > 0)
800 decl_changed = buffer_find_decl(This);
801 This->flags |= WINED3D_BUFFER_HASDESC;
804 if (!decl_changed && !(This->flags & WINED3D_BUFFER_HASDESC && buffer_is_dirty(This)))
806 context_release(context);
808 if (This->draw_count > VB_RESETDECLCHANGE) This->decl_change_count = 0;
809 if (This->draw_count > VB_RESETFULLCONVS) This->full_conversion_count = 0;
813 /* If applications change the declaration over and over, reconverting all the time is a huge
814 * performance hit. So count the declaration changes and release the VBO if there are too many
815 * of them (and thus stop converting)
819 ++This->decl_change_count;
820 This->draw_count = 0;
822 if (This->decl_change_count > VB_MAXDECLCHANGES ||
823 (This->conversion_map && (This->resource.usage & WINED3DUSAGE_DYNAMIC)))
825 FIXME("Too many declaration changes or converting dynamic buffer, stopping converting\n");
827 IWineD3DBuffer_UnLoad(iface);
828 This->flags &= ~WINED3D_BUFFER_CREATEBO;
830 /* The stream source state handler might have read the memory of the vertex buffer already
831 * and got the memory in the vbo which is not valid any longer. Dirtify the stream source
832 * to force a reload. This happens only once per changed vertexbuffer and should occur rather
835 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
838 buffer_check_buffer_object_size(This);
842 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
843 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
844 * decl changes and reset the decl change count after a specific number of them
846 if(buffer_is_fully_dirty(This))
848 ++This->full_conversion_count;
849 if(This->full_conversion_count > VB_MAXFULLCONVERSIONS)
851 FIXME("Too many full buffer conversions, stopping converting\n");
852 IWineD3DBuffer_UnLoad(iface);
853 This->flags &= ~WINED3D_BUFFER_CREATEBO;
854 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
861 if (This->draw_count > VB_RESETDECLCHANGE) This->decl_change_count = 0;
862 if (This->draw_count > VB_RESETFULLCONVS) This->full_conversion_count = 0;
868 /* The declaration changed, reload the whole buffer */
869 WARN("Reloading buffer because of decl change\n");
870 buffer_clear_dirty_areas(This);
871 if(!buffer_add_dirty_area(This, 0, 0))
873 ERR("buffer_add_dirty_area failed, this is not expected\n");
878 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
880 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
883 if (!This->conversion_map)
885 /* That means that there is nothing to fixup. Just upload from This->resource.allocatedMemory
886 * directly into the vbo. Do not free the system memory copy because drawPrimitive may need it if
887 * the stride is 0, for instancing emulation, vertex blending emulation or shader emulation.
889 TRACE("No conversion needed\n");
891 /* Nothing to do because we locked directly into the vbo */
892 if (!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
894 context_release(context);
899 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
900 checkGLcall("glBindBufferARB");
901 while(This->modified_areas)
903 This->modified_areas--;
904 start = This->maps[This->modified_areas].offset;
905 len = This->maps[This->modified_areas].size;
906 GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, start, len, This->resource.allocatedMemory + start));
907 checkGLcall("glBufferSubDataARB");
911 context_release(context);
915 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
917 buffer_get_sysmem(This);
920 /* Now for each vertex in the buffer that needs conversion */
921 vertices = This->resource.size / This->stride;
923 if (This->conversion_shift)
925 TRACE("Shifted conversion\n");
926 data = HeapAlloc(GetProcessHeap(), 0, vertices * This->conversion_stride);
929 len = This->resource.size;
932 if (This->maps[0].offset || This->maps[0].size != This->resource.size)
934 FIXME("Implement partial buffer load with shifted conversion\n");
937 for (i = start / This->stride; i < min((end / This->stride) + 1, vertices); ++i)
939 for (j = 0; j < This->stride; ++j)
941 switch(This->conversion_map[j])
944 data[This->conversion_stride * i + j + This->conversion_shift[j]]
945 = This->resource.allocatedMemory[This->stride * i + j];
950 float *out = (float *)(&data[This->conversion_stride * i + j + This->conversion_shift[j]]);
951 const WORD *in = (WORD *)(&This->resource.allocatedMemory[i * This->stride + j]);
953 out[1] = float_16_to_32(in + 1);
954 out[0] = float_16_to_32(in + 0);
955 j += 3; /* Skip 3 additional bytes,as a FLOAT16_2 has 4 bytes */
960 FIXME("Unimplemented conversion %d in shifted conversion\n", This->conversion_map[j]);
967 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
968 checkGLcall("glBindBufferARB");
969 GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, 0, vertices * This->conversion_stride, data));
970 checkGLcall("glBufferSubDataARB");
975 data = HeapAlloc(GetProcessHeap(), 0, This->resource.size);
977 while(This->modified_areas)
979 This->modified_areas--;
980 start = This->maps[This->modified_areas].offset;
981 len = This->maps[This->modified_areas].size;
984 memcpy(data + start, This->resource.allocatedMemory + start, end - start);
985 for (i = start / This->stride; i < min((end / This->stride) + 1, vertices); ++i)
987 for (j = 0; j < This->stride; ++j)
989 switch(This->conversion_map[j])
996 fixup_d3dcolor((DWORD *) (data + i * This->stride + j));
1000 case CONV_POSITIONT:
1001 fixup_transformed_pos((float *) (data + i * This->stride + j));
1005 case CONV_FLOAT16_2:
1006 ERR("Did not expect FLOAT16 conversion in unshifted conversion\n");
1008 FIXME("Unimplemented conversion %d in shifted conversion\n", This->conversion_map[j]);
1014 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
1015 checkGLcall("glBindBufferARB");
1016 GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, start, len, data + start));
1017 checkGLcall("glBufferSubDataARB");
1022 HeapFree(GetProcessHeap(), 0, data);
1025 context_release(context);
1028 static WINED3DRESOURCETYPE STDMETHODCALLTYPE buffer_GetType(IWineD3DBuffer *iface)
1030 return resource_get_type((IWineD3DResource *)iface);
1033 /* IWineD3DBuffer methods */
1035 static DWORD buffer_sanitize_flags(DWORD flags)
1037 /* Not all flags make sense together, but Windows never returns an error. Catch the
1038 * cases that could cause issues */
1039 if(flags & WINED3DLOCK_READONLY)
1041 if(flags & WINED3DLOCK_DISCARD)
1043 WARN("WINED3DLOCK_READONLY combined with WINED3DLOCK_DISCARD, ignoring flags\n");
1046 if(flags & WINED3DLOCK_NOOVERWRITE)
1048 WARN("WINED3DLOCK_READONLY combined with WINED3DLOCK_NOOVERWRITE, ignoring flags\n");
1052 else if((flags & (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE)) == (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE))
1054 WARN("WINED3DLOCK_DISCARD and WINED3DLOCK_NOOVERWRITE used together, ignoring\n");
1061 static HRESULT STDMETHODCALLTYPE buffer_Map(IWineD3DBuffer *iface, UINT offset, UINT size, BYTE **data, DWORD flags)
1063 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
1066 TRACE("iface %p, offset %u, size %u, data %p, flags %#x\n", iface, offset, size, data, flags);
1068 flags = buffer_sanitize_flags(flags);
1069 if (!buffer_add_dirty_area(This, offset, size)) return E_OUTOFMEMORY;
1071 count = InterlockedIncrement(&This->lock_count);
1073 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER) && This->buffer_object)
1077 IWineD3DDeviceImpl *device = This->resource.device;
1078 struct wined3d_context *context;
1080 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
1082 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
1085 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
1087 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
1088 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(This->buffer_type_hint, GL_READ_WRITE_ARB));
1090 context_release(context);
1094 *data = This->resource.allocatedMemory + offset;
1096 TRACE("Returning memory at %p (base %p, offset %u)\n", *data, This->resource.allocatedMemory, offset);
1097 /* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
1102 static HRESULT STDMETHODCALLTYPE buffer_Unmap(IWineD3DBuffer *iface)
1104 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
1107 TRACE("(%p)\n", This);
1109 /* In the case that the number of Unmap calls > the
1110 * number of Map calls, d3d returns always D3D_OK.
1111 * This is also needed to prevent Map from returning garbage on
1112 * the next call (this will happen if the lock_count is < 0). */
1113 if(This->lock_count == 0)
1115 TRACE("Unmap called without a previous Map call!\n");
1119 if (InterlockedDecrement(&This->lock_count))
1121 /* Delay loading the buffer until everything is unlocked */
1122 TRACE("Ignoring unlock\n");
1126 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER) && This->buffer_object)
1128 IWineD3DDeviceImpl *device = This->resource.device;
1129 struct wined3d_context *context;
1131 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
1133 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
1136 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
1138 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
1140 if(This->flags & WINED3D_BUFFER_FLUSH)
1142 for(i = 0; i < This->modified_areas; i++)
1144 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This->buffer_type_hint,
1145 This->maps[i].offset,
1146 This->maps[i].size));
1147 checkGLcall("glFlushMappedBufferRangeAPPLE");
1151 GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
1153 context_release(context);
1155 This->resource.allocatedMemory = NULL;
1156 buffer_clear_dirty_areas(This);
1158 else if (This->flags & WINED3D_BUFFER_HASDESC)
1160 buffer_PreLoad(iface);
1166 static HRESULT STDMETHODCALLTYPE buffer_GetDesc(IWineD3DBuffer *iface, WINED3DBUFFER_DESC *desc)
1168 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
1170 TRACE("(%p)\n", This);
1172 desc->Type = This->resource.resourceType;
1173 desc->Usage = This->resource.usage;
1174 desc->Pool = This->resource.pool;
1175 desc->Size = This->resource.size;
1180 static const struct IWineD3DBufferVtbl wined3d_buffer_vtbl =
1182 /* IUnknown methods */
1183 buffer_QueryInterface,
1186 /* IWineD3DBase methods */
1188 /* IWineD3DResource methods */
1189 buffer_SetPrivateData,
1190 buffer_GetPrivateData,
1191 buffer_FreePrivateData,
1197 /* IWineD3DBuffer methods */
1203 HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
1204 UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, GLenum bind_hint,
1205 const char *data, IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
1207 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(format, &device->adapter->gl_info);
1209 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1210 BOOL dynamic_buffer_ok;
1214 WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
1215 return WINED3DERR_INVALIDCALL;
1218 buffer->vtbl = &wined3d_buffer_vtbl;
1220 hr = resource_init((IWineD3DResource *)buffer, WINED3DRTYPE_BUFFER,
1221 device, size, usage, format_desc, pool, parent, parent_ops);
1224 WARN("Failed to initialize resource, hr %#x\n", hr);
1227 buffer->buffer_type_hint = bind_hint;
1229 TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer->resource.size, buffer->resource.usage,
1230 debug_d3dformat(buffer->resource.format_desc->format), buffer->resource.allocatedMemory, buffer);
1232 /* TODO: GL_ARB_map_buffer_range */
1233 dynamic_buffer_ok = gl_info->supported[APPLE_FLUSH_BUFFER_RANGE];
1235 /* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
1236 * drawStridedFast (half-life 2 and others).
1238 * Basically converting the vertices in the buffer is quite expensive, and observations
1239 * show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
1240 * Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
1242 if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
1244 TRACE("Not creating a vbo because GL_ARB_vertex_buffer is not supported\n");
1246 else if(buffer->resource.pool == WINED3DPOOL_SYSTEMMEM)
1248 TRACE("Not creating a vbo because the vertex buffer is in system memory\n");
1250 else if(!dynamic_buffer_ok && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
1252 TRACE("Not creating a vbo because the buffer has dynamic usage and no GL support\n");
1256 buffer->flags |= WINED3D_BUFFER_CREATEBO;
1263 hr = IWineD3DBuffer_Map((IWineD3DBuffer *)buffer, 0, size, &ptr, 0);
1266 ERR("Failed to map buffer, hr %#x\n", hr);
1267 buffer_UnLoad((IWineD3DBuffer *)buffer);
1268 resource_cleanup((IWineD3DResource *)buffer);
1272 memcpy(ptr, data, size);
1274 hr = IWineD3DBuffer_Unmap((IWineD3DBuffer *)buffer);
1277 ERR("Failed to unmap buffer, hr %#x\n", hr);
1278 buffer_UnLoad((IWineD3DBuffer *)buffer);
1279 resource_cleanup((IWineD3DResource *)buffer);
1284 buffer->maps = HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer->maps));
1287 ERR("Out of memory\n");
1288 buffer_UnLoad((IWineD3DBuffer *)buffer);
1289 resource_cleanup((IWineD3DResource *)buffer);
1290 return E_OUTOFMEMORY;
1292 buffer->maps_size = 1;