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");
61 size = This->resource.size;
64 This->maps[This->modified_areas].offset = offset;
65 This->maps[This->modified_areas].size = size;
66 This->modified_areas++;
70 static inline void buffer_clear_dirty_areas(struct wined3d_buffer *This)
72 This->modified_areas = 0;
75 static inline BOOL buffer_is_dirty(struct wined3d_buffer *This)
77 return This->modified_areas != 0;
80 static inline BOOL buffer_is_fully_dirty(struct wined3d_buffer *This)
84 for(i = 0; i < This->modified_areas; i++)
86 if(This->maps[i].offset == 0 && This->maps[i].size == This->resource.size)
94 /* Context activation is done by the caller. */
95 static void buffer_create_buffer_object(struct wined3d_buffer *This)
97 GLenum error, gl_usage;
99 TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n",
100 This, debug_d3dusage(This->resource.usage));
104 /* Make sure that the gl error is cleared. Do not use checkGLcall
105 * here because checkGLcall just prints a fixme and continues. However,
106 * if an error during VBO creation occurs we can fall back to non-vbo operation
107 * with full functionality(but performance loss)
109 while (glGetError() != GL_NO_ERROR);
111 /* Basically the FVF parameter passed to CreateVertexBuffer is no good
112 * It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
113 * IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
114 * look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
115 * to check if the rhw and color values are in the correct format.
118 GL_EXTCALL(glGenBuffersARB(1, &This->buffer_object));
119 error = glGetError();
120 if (!This->buffer_object || error != GL_NO_ERROR)
122 ERR("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error);
127 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
129 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
131 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
132 error = glGetError();
133 if (error != GL_NO_ERROR)
135 ERR("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error);
140 /* Don't use static, because dx apps tend to update the buffer
141 * quite often even if they specify 0 usage.
143 if(This->resource.usage & WINED3DUSAGE_DYNAMIC)
145 TRACE("Gl usage = GL_STREAM_DRAW_ARB\n");
146 gl_usage = GL_STREAM_DRAW_ARB;
150 TRACE("Gl usage = GL_DYNAMIC_DRAW_ARB\n");
151 gl_usage = GL_DYNAMIC_DRAW_ARB;
154 /* Reserve memory for the buffer. The amount of data won't change
155 * so we are safe with calling glBufferData once and
156 * calling glBufferSubData on updates. Upload the actual data in case
157 * we're not double buffering, so we can release the heap mem afterwards
159 GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, This->resource.size, This->resource.allocatedMemory, gl_usage));
160 error = glGetError();
162 if (error != GL_NO_ERROR)
164 ERR("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error);
168 This->buffer_object_size = This->resource.size;
169 This->buffer_object_usage = gl_usage;
171 if(This->flags & WINED3D_BUFFER_DOUBLEBUFFER)
173 if(!buffer_add_dirty_area(This, 0, 0))
175 ERR("buffer_add_dirty_area failed, this is not expected\n");
181 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
182 This->resource.allocatedMemory = NULL;
183 This->resource.heapMemory = NULL;
189 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
190 ERR("Failed to create a vertex buffer object. Continuing, but performance issues may occur\n");
191 if (This->buffer_object)
194 GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
197 This->buffer_object = 0;
198 buffer_clear_dirty_areas(This);
201 static BOOL buffer_process_converted_attribute(struct wined3d_buffer *This,
202 const enum wined3d_buffer_conversion_type conversion_type,
203 const struct wined3d_stream_info_element *attrib, DWORD *stride_this_run)
208 DWORD offset = This->resource.device->stateBlock->streamOffset[attrib->stream_idx];
211 /* Check for some valid situations which cause us pain. One is if the buffer is used for
212 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
213 * with different strides. In the 2nd case we might have to drop conversion entirely,
214 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
218 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n",
219 debug_d3dformat(attrib->format_desc->format));
221 else if(attrib->stride != *stride_this_run && *stride_this_run)
223 FIXME("Got two concurrent strides, %d and %d\n", attrib->stride, *stride_this_run);
227 *stride_this_run = attrib->stride;
228 if (This->stride != *stride_this_run)
230 /* We rely that this happens only on the first converted attribute that is found,
231 * if at all. See above check
233 TRACE("Reconverting because converted attributes occur, and the stride changed\n");
234 This->stride = *stride_this_run;
235 HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY, This->conversion_map);
236 This->conversion_map = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
237 sizeof(*This->conversion_map) * This->stride);
242 data = (((DWORD_PTR)attrib->data) + offset) % This->stride;
243 attrib_size = attrib->format_desc->component_count * attrib->format_desc->component_size;
244 for (i = 0; i < attrib_size; ++i)
246 if (This->conversion_map[data + i] != conversion_type)
248 TRACE("Byte %ld in vertex changed\n", i + data);
249 TRACE("It was type %d, is %d now\n", This->conversion_map[data + i], conversion_type);
251 This->conversion_map[data + i] = conversion_type;
258 static BOOL buffer_check_attribute(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
259 UINT attrib_idx, const BOOL check_d3dcolor, const BOOL is_ffp_position, const BOOL is_ffp_color,
260 DWORD *stride_this_run, BOOL *float16_used)
262 const struct wined3d_stream_info_element *attrib = &si->elements[attrib_idx];
263 IWineD3DDeviceImpl *device = This->resource.device;
264 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
266 WINED3DFORMAT format;
268 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
269 * there, on nonexistent attribs the vbo is 0.
271 if (!(si->use_map & (1 << attrib_idx))
272 || attrib->buffer_object != This->buffer_object)
275 format = attrib->format_desc->format;
276 /* Look for newly appeared conversion */
277 if (!gl_info->supported[ARB_HALF_FLOAT_VERTEX]
278 && (format == WINED3DFMT_R16G16_FLOAT || format == WINED3DFMT_R16G16B16A16_FLOAT))
280 ret = buffer_process_converted_attribute(This, CONV_FLOAT16_2, attrib, stride_this_run);
282 if (is_ffp_position) FIXME("Test FLOAT16 fixed function processing positions\n");
283 else if (is_ffp_color) FIXME("test FLOAT16 fixed function processing colors\n");
284 *float16_used = TRUE;
286 else if (check_d3dcolor && format == WINED3DFMT_B8G8R8A8_UNORM)
288 ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run);
290 if (!is_ffp_color) FIXME("Test for non-color fixed function WINED3DFMT_B8G8R8A8_UNORM format\n");
292 else if (is_ffp_position && format == WINED3DFMT_R32G32B32A32_FLOAT)
294 ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run);
296 else if (This->conversion_map)
298 ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run);
304 static UINT *find_conversion_shift(struct wined3d_buffer *This,
305 const struct wined3d_stream_info *strided, UINT stride)
307 UINT *ret, i, j, shift, orig_type_size;
315 This->conversion_stride = stride;
316 ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(DWORD) * stride);
317 for (i = 0; i < MAX_ATTRIBS; ++i)
319 WINED3DFORMAT format;
321 if (!(strided->use_map & (1 << i)) || strided->elements[i].buffer_object != This->buffer_object) continue;
323 format = strided->elements[i].format_desc->format;
324 if (format == WINED3DFMT_R16G16_FLOAT)
328 else if (format == WINED3DFMT_R16G16B16A16_FLOAT)
331 /* Pre-shift the last 4 bytes in the FLOAT16_4 by 4 bytes - this makes FLOAT16_2 and FLOAT16_4 conversions
334 for (j = 4; j < 8; ++j)
336 ret[(DWORD_PTR)strided->elements[i].data + j] += 4;
343 This->conversion_stride += shift;
347 orig_type_size = strided->elements[i].format_desc->component_count
348 * strided->elements[i].format_desc->component_size;
349 for (j = (DWORD_PTR)strided->elements[i].data + orig_type_size; j < stride; ++j)
358 TRACE("Dumping conversion shift:\n");
359 for (i = 0; i < stride; ++i)
361 TRACE("[%d]", ret[i]);
369 static BOOL buffer_find_decl(struct wined3d_buffer *This)
371 IWineD3DDeviceImpl *device = This->resource.device;
372 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
373 const struct wined3d_stream_info *si = &device->strided_streams;
374 UINT stride_this_run = 0;
375 BOOL float16_used = FALSE;
379 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
380 * Once we have our declaration there is no need to look it up again. Index buffers also never need
381 * conversion, so once the (empty) conversion structure is created don't bother checking again
383 if (This->flags & WINED3D_BUFFER_HASDESC)
385 if(This->resource.usage & WINED3DUSAGE_STATICDECL) return FALSE;
388 TRACE("Finding vertex buffer conversion information\n");
389 /* Certain declaration types need some fixups before we can pass them to
390 * opengl. This means D3DCOLOR attributes with fixed function vertex
391 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
392 * GL_ARB_half_float_vertex is not supported.
394 * Note for d3d8 and d3d9:
395 * The vertex buffer FVF doesn't help with finding them, we have to use
396 * the decoded vertex declaration and pick the things that concern the
397 * current buffer. A problem with this is that this can change between
398 * draws, so we have to validate the information and reprocess the buffer
399 * if it changes, and avoid false positives for performance reasons.
400 * WineD3D doesn't even know the vertex buffer any more, it is managed
401 * by the client libraries and passed to SetStreamSource and ProcessVertices
404 * We have to distinguish between vertex shaders and fixed function to
405 * pick the way we access the strided vertex information.
407 * This code sets up a per-byte array with the size of the detected
408 * stride of the arrays in the buffer. For each byte we have a field
409 * that marks the conversion needed on this byte. For example, the
410 * following declaration with fixed function vertex processing:
418 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
419 * [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]
421 * Where in this example map P means 4 component position conversion, 0
422 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
423 * conversion (red / blue swizzle).
425 * If we're doing conversion and the stride changes we have to reconvert
426 * the whole buffer. Note that we do not mind if the semantic changes,
427 * we only care for the conversion type. So if the NORMAL is replaced
428 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
429 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
430 * conversion types depend on the semantic as well, for example a FLOAT4
431 * texcoord needs no conversion while a FLOAT4 positiont needs one
433 if (use_vs(device->stateBlock))
436 /* If the current vertex declaration is marked for no half float conversion don't bother to
437 * analyse the strided streams in depth, just set them up for no conversion. Return decl changed
438 * if we used conversion before
440 if (!((IWineD3DVertexDeclarationImpl *) device->stateBlock->vertexDecl)->half_float_conv_needed)
442 if (This->conversion_map)
444 TRACE("Now using shaders without conversion, but conversion used before\n");
445 HeapFree(GetProcessHeap(), 0, This->conversion_map);
446 HeapFree(GetProcessHeap(), 0, This->conversion_shift);
447 This->conversion_map = NULL;
449 This->conversion_shift = NULL;
450 This->conversion_stride = 0;
458 for (i = 0; i < MAX_ATTRIBS; ++i)
460 ret = buffer_check_attribute(This, si, i, FALSE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
463 /* Recalculate the conversion shift map if the declaration has changed,
464 * and we're using float16 conversion or used it on the last run
466 if (ret && (float16_used || This->conversion_map))
468 HeapFree(GetProcessHeap(), 0, This->conversion_shift);
469 This->conversion_shift = find_conversion_shift(This, si, This->stride);
474 /* Fixed function is a bit trickier. We have to take care for D3DCOLOR types, FLOAT4 positions and of course
475 * FLOAT16s if not supported. Also, we can't iterate over the array, so use macros to generate code for all
476 * the attributes that our current fixed function pipeline implementation cares for.
478 BOOL support_d3dcolor = gl_info->supported[EXT_VERTEX_ARRAY_BGRA];
479 ret = buffer_check_attribute(This, si, WINED3D_FFP_POSITION,
480 TRUE, TRUE, FALSE, &stride_this_run, &float16_used) || ret;
481 ret = buffer_check_attribute(This, si, WINED3D_FFP_NORMAL,
482 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
483 ret = buffer_check_attribute(This, si, WINED3D_FFP_DIFFUSE,
484 !support_d3dcolor, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
485 ret = buffer_check_attribute(This, si, WINED3D_FFP_SPECULAR,
486 !support_d3dcolor, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
487 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD0,
488 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
489 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD1,
490 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
491 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD2,
492 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
493 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD3,
494 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
495 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD4,
496 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
497 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD5,
498 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
499 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD6,
500 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
501 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD7,
502 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
504 if (float16_used) FIXME("Float16 conversion used with fixed function vertex processing\n");
507 if (stride_this_run == 0 && This->conversion_map)
510 if (!ret) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
511 HeapFree(GetProcessHeap(), 0, This->conversion_map);
512 This->conversion_map = NULL;
516 if (ret) TRACE("Conversion information changed\n");
521 /* Context activation is done by the caller. */
522 static void buffer_check_buffer_object_size(struct wined3d_buffer *This)
524 UINT size = This->conversion_stride ?
525 This->conversion_stride * (This->resource.size / This->stride) : This->resource.size;
526 if (This->buffer_object_size != size)
528 TRACE("Old size %u, creating new size %u\n", This->buffer_object_size, size);
530 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
532 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
535 /* Rescue the data before resizing the buffer object if we do not have our backup copy */
536 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
538 buffer_get_sysmem(This);
542 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
543 checkGLcall("glBindBufferARB");
544 GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, size, NULL, This->buffer_object_usage));
545 This->buffer_object_size = size;
546 checkGLcall("glBufferDataARB");
551 static inline void fixup_d3dcolor(DWORD *dst_color)
553 DWORD src_color = *dst_color;
555 /* Color conversion like in drawStridedSlow. watch out for little endianity
556 * If we want that stuff to work on big endian machines too we have to consider more things
558 * 0xff000000: Alpha mask
559 * 0x00ff0000: Blue mask
560 * 0x0000ff00: Green mask
561 * 0x000000ff: Red mask
564 *dst_color |= (src_color & 0xff00ff00); /* Alpha Green */
565 *dst_color |= (src_color & 0x00ff0000) >> 16; /* Red */
566 *dst_color |= (src_color & 0x000000ff) << 16; /* Blue */
569 static inline void fixup_transformed_pos(float *p)
571 /* rhw conversion like in position_float4(). */
572 if (p[3] != 1.0f && p[3] != 0.0f)
574 float w = 1.0f / p[3];
582 /* Context activation is done by the caller. */
583 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object)
585 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
587 *buffer_object = This->buffer_object;
588 if (!This->buffer_object)
590 if (This->flags & WINED3D_BUFFER_CREATEBO)
592 buffer_create_buffer_object(This);
593 This->flags &= ~WINED3D_BUFFER_CREATEBO;
594 if (This->buffer_object)
596 *buffer_object = This->buffer_object;
597 return (const BYTE *)offset;
600 return This->resource.allocatedMemory + offset;
604 return (const BYTE *)offset;
608 /* IUnknown methods */
610 static HRESULT STDMETHODCALLTYPE buffer_QueryInterface(IWineD3DBuffer *iface,
611 REFIID riid, void **object)
613 TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object);
615 if (IsEqualGUID(riid, &IID_IWineD3DBuffer)
616 || IsEqualGUID(riid, &IID_IWineD3DResource)
617 || IsEqualGUID(riid, &IID_IWineD3DBase)
618 || IsEqualGUID(riid, &IID_IUnknown))
620 IUnknown_AddRef(iface);
625 WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
629 return E_NOINTERFACE;
632 static ULONG STDMETHODCALLTYPE buffer_AddRef(IWineD3DBuffer *iface)
634 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
635 ULONG refcount = InterlockedIncrement(&This->resource.ref);
637 TRACE("%p increasing refcount to %u\n", This, refcount);
642 /* Context activation is done by the caller. */
643 BYTE *buffer_get_sysmem(struct wined3d_buffer *This)
645 /* AllocatedMemory exists if the buffer is double buffered or has no buffer object at all */
646 if(This->resource.allocatedMemory) return This->resource.allocatedMemory;
648 This->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + RESOURCE_ALIGNMENT);
649 This->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
651 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
652 GL_EXTCALL(glGetBufferSubDataARB(This->buffer_type_hint, 0, This->resource.size, This->resource.allocatedMemory));
654 This->flags |= WINED3D_BUFFER_DOUBLEBUFFER;
656 return This->resource.allocatedMemory;
659 static void STDMETHODCALLTYPE buffer_UnLoad(IWineD3DBuffer *iface)
661 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
663 TRACE("iface %p\n", iface);
665 if (This->buffer_object)
667 IWineD3DDeviceImpl *device = This->resource.device;
668 struct wined3d_context *context;
670 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
672 /* Download the buffer, but don't permanently enable double buffering */
673 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
675 buffer_get_sysmem(This);
676 This->flags &= ~WINED3D_BUFFER_DOUBLEBUFFER;
680 GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
681 checkGLcall("glDeleteBuffersARB");
683 This->buffer_object = 0;
684 This->flags |= WINED3D_BUFFER_CREATEBO; /* Recreate the buffer object next load */
685 buffer_clear_dirty_areas(This);
687 context_release(context);
689 HeapFree(GetProcessHeap(), 0, This->conversion_shift);
690 This->conversion_shift = NULL;
691 HeapFree(GetProcessHeap(), 0, This->conversion_map);
692 This->conversion_map = NULL;
694 This->conversion_stride = 0;
695 This->flags &= ~WINED3D_BUFFER_HASDESC;
699 static ULONG STDMETHODCALLTYPE buffer_Release(IWineD3DBuffer *iface)
701 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
702 ULONG refcount = InterlockedDecrement(&This->resource.ref);
704 TRACE("%p decreasing refcount to %u\n", This, refcount);
708 buffer_UnLoad(iface);
709 resource_cleanup((IWineD3DResource *)iface);
710 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
711 HeapFree(GetProcessHeap(), 0, This->maps);
712 HeapFree(GetProcessHeap(), 0, This);
718 /* IWineD3DBase methods */
720 static HRESULT STDMETHODCALLTYPE buffer_GetParent(IWineD3DBuffer *iface, IUnknown **parent)
722 return resource_get_parent((IWineD3DResource *)iface, parent);
725 /* IWineD3DResource methods */
727 static HRESULT STDMETHODCALLTYPE buffer_SetPrivateData(IWineD3DBuffer *iface,
728 REFGUID guid, const void *data, DWORD data_size, DWORD flags)
730 return resource_set_private_data((IWineD3DResource *)iface, guid, data, data_size, flags);
733 static HRESULT STDMETHODCALLTYPE buffer_GetPrivateData(IWineD3DBuffer *iface,
734 REFGUID guid, void *data, DWORD *data_size)
736 return resource_get_private_data((IWineD3DResource *)iface, guid, data, data_size);
739 static HRESULT STDMETHODCALLTYPE buffer_FreePrivateData(IWineD3DBuffer *iface, REFGUID guid)
741 return resource_free_private_data((IWineD3DResource *)iface, guid);
744 static DWORD STDMETHODCALLTYPE buffer_SetPriority(IWineD3DBuffer *iface, DWORD priority)
746 return resource_set_priority((IWineD3DResource *)iface, priority);
749 static DWORD STDMETHODCALLTYPE buffer_GetPriority(IWineD3DBuffer *iface)
751 return resource_get_priority((IWineD3DResource *)iface);
754 static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
756 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
757 IWineD3DDeviceImpl *device = This->resource.device;
758 UINT start = 0, end = 0, len = 0, vertices;
759 struct wined3d_context *context;
760 BOOL decl_changed = FALSE;
764 TRACE("iface %p\n", iface);
766 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
768 if (!This->buffer_object)
770 /* TODO: Make converting independent from VBOs */
771 if (This->flags & WINED3D_BUFFER_CREATEBO)
773 buffer_create_buffer_object(This);
774 This->flags &= ~WINED3D_BUFFER_CREATEBO;
778 /* Not doing any conversion */
783 /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
784 if (device->isInDraw && This->bind_count > 0)
786 decl_changed = buffer_find_decl(This);
787 This->flags |= WINED3D_BUFFER_HASDESC;
790 if (!decl_changed && !(This->flags & WINED3D_BUFFER_HASDESC && buffer_is_dirty(This)))
792 context_release(context);
794 if (This->draw_count > VB_RESETDECLCHANGE) This->decl_change_count = 0;
795 if (This->draw_count > VB_RESETFULLCONVS) This->full_conversion_count = 0;
799 /* If applications change the declaration over and over, reconverting all the time is a huge
800 * performance hit. So count the declaration changes and release the VBO if there are too many
801 * of them (and thus stop converting)
805 ++This->decl_change_count;
806 This->draw_count = 0;
808 if (This->decl_change_count > VB_MAXDECLCHANGES)
810 FIXME("Too many declaration changes, stopping converting\n");
812 IWineD3DBuffer_UnLoad(iface);
813 This->flags &= ~WINED3D_BUFFER_CREATEBO;
815 /* The stream source state handler might have read the memory of the vertex buffer already
816 * and got the memory in the vbo which is not valid any longer. Dirtify the stream source
817 * to force a reload. This happens only once per changed vertexbuffer and should occur rather
820 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
823 buffer_check_buffer_object_size(This);
827 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
828 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
829 * decl changes and reset the decl change count after a specific number of them
831 if(buffer_is_fully_dirty(This))
833 ++This->full_conversion_count;
834 if(This->full_conversion_count > VB_MAXFULLCONVERSIONS)
836 FIXME("Too many full buffer conversions, stopping converting\n");
837 IWineD3DBuffer_UnLoad(iface);
838 This->flags &= ~WINED3D_BUFFER_CREATEBO;
839 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
846 if (This->draw_count > VB_RESETDECLCHANGE) This->decl_change_count = 0;
847 if (This->draw_count > VB_RESETFULLCONVS) This->full_conversion_count = 0;
853 /* The declaration changed, reload the whole buffer */
854 WARN("Reloading buffer because of decl change\n");
855 buffer_clear_dirty_areas(This);
856 if(!buffer_add_dirty_area(This, 0, 0))
858 ERR("buffer_add_dirty_area failed, this is not expected\n");
863 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
865 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
868 if (!This->conversion_map)
870 /* That means that there is nothing to fixup. Just upload from This->resource.allocatedMemory
871 * directly into the vbo. Do not free the system memory copy because drawPrimitive may need it if
872 * the stride is 0, for instancing emulation, vertex blending emulation or shader emulation.
874 TRACE("No conversion needed\n");
876 /* Nothing to do because we locked directly into the vbo */
877 if (!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
879 context_release(context);
884 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
885 checkGLcall("glBindBufferARB");
886 while(This->modified_areas)
888 This->modified_areas--;
889 start = This->maps[This->modified_areas].offset;
890 len = This->maps[This->modified_areas].size;
891 GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, start, len, This->resource.allocatedMemory + start));
892 checkGLcall("glBufferSubDataARB");
896 context_release(context);
900 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
902 buffer_get_sysmem(This);
905 /* Now for each vertex in the buffer that needs conversion */
906 vertices = This->resource.size / This->stride;
908 if (This->conversion_shift)
910 TRACE("Shifted conversion\n");
911 data = HeapAlloc(GetProcessHeap(), 0, vertices * This->conversion_stride);
914 len = This->resource.size;
917 if (This->maps[0].offset || This->maps[0].size != This->resource.size)
919 FIXME("Implement partial buffer load with shifted conversion\n");
922 for (i = start / This->stride; i < min((end / This->stride) + 1, vertices); ++i)
924 for (j = 0; j < This->stride; ++j)
926 switch(This->conversion_map[j])
929 data[This->conversion_stride * i + j + This->conversion_shift[j]]
930 = This->resource.allocatedMemory[This->stride * i + j];
935 float *out = (float *)(&data[This->conversion_stride * i + j + This->conversion_shift[j]]);
936 const WORD *in = (WORD *)(&This->resource.allocatedMemory[i * This->stride + j]);
938 out[1] = float_16_to_32(in + 1);
939 out[0] = float_16_to_32(in + 0);
940 j += 3; /* Skip 3 additional bytes,as a FLOAT16_2 has 4 bytes */
945 FIXME("Unimplemented conversion %d in shifted conversion\n", This->conversion_map[j]);
952 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
953 checkGLcall("glBindBufferARB");
954 GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, 0, vertices * This->conversion_stride, data));
955 checkGLcall("glBufferSubDataARB");
960 data = HeapAlloc(GetProcessHeap(), 0, This->resource.size);
962 while(This->modified_areas)
964 This->modified_areas--;
965 start = This->maps[This->modified_areas].offset;
966 len = This->maps[This->modified_areas].size;
969 memcpy(data + start, This->resource.allocatedMemory + start, end - start);
970 for (i = start / This->stride; i < min((end / This->stride) + 1, vertices); ++i)
972 for (j = 0; j < This->stride; ++j)
974 switch(This->conversion_map[j])
981 fixup_d3dcolor((DWORD *) (data + i * This->stride + j));
986 fixup_transformed_pos((float *) (data + i * This->stride + j));
991 ERR("Did not expect FLOAT16 conversion in unshifted conversion\n");
993 FIXME("Unimplemented conversion %d in shifted conversion\n", This->conversion_map[j]);
999 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
1000 checkGLcall("glBindBufferARB");
1001 GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, start, len, data + start));
1002 checkGLcall("glBufferSubDataARB");
1007 HeapFree(GetProcessHeap(), 0, data);
1010 context_release(context);
1013 static WINED3DRESOURCETYPE STDMETHODCALLTYPE buffer_GetType(IWineD3DBuffer *iface)
1015 return resource_get_type((IWineD3DResource *)iface);
1018 /* IWineD3DBuffer methods */
1020 static HRESULT STDMETHODCALLTYPE buffer_Map(IWineD3DBuffer *iface, UINT offset, UINT size, BYTE **data, DWORD flags)
1022 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
1025 TRACE("iface %p, offset %u, size %u, data %p, flags %#x\n", iface, offset, size, data, flags);
1027 if (!buffer_add_dirty_area(This, offset, size)) return E_OUTOFMEMORY;
1029 count = InterlockedIncrement(&This->lock_count);
1031 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER) && This->buffer_object)
1035 IWineD3DDeviceImpl *device = This->resource.device;
1036 struct wined3d_context *context;
1038 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
1040 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
1043 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
1045 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
1046 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(This->buffer_type_hint, GL_READ_WRITE_ARB));
1048 context_release(context);
1052 *data = This->resource.allocatedMemory + offset;
1054 TRACE("Returning memory at %p (base %p, offset %u)\n", *data, This->resource.allocatedMemory, offset);
1055 /* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
1060 static HRESULT STDMETHODCALLTYPE buffer_Unmap(IWineD3DBuffer *iface)
1062 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
1064 TRACE("(%p)\n", This);
1066 /* In the case that the number of Unmap calls > the
1067 * number of Map calls, d3d returns always D3D_OK.
1068 * This is also needed to prevent Map from returning garbage on
1069 * the next call (this will happen if the lock_count is < 0). */
1070 if(This->lock_count == 0)
1072 TRACE("Unmap called without a previous Map call!\n");
1076 if (InterlockedDecrement(&This->lock_count))
1078 /* Delay loading the buffer until everything is unlocked */
1079 TRACE("Ignoring unlock\n");
1083 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER) && This->buffer_object)
1085 IWineD3DDeviceImpl *device = This->resource.device;
1086 struct wined3d_context *context;
1088 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
1090 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
1093 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
1095 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
1096 GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
1098 context_release(context);
1100 This->resource.allocatedMemory = NULL;
1101 buffer_clear_dirty_areas(This);
1103 else if (This->flags & WINED3D_BUFFER_HASDESC)
1105 buffer_PreLoad(iface);
1111 static HRESULT STDMETHODCALLTYPE buffer_GetDesc(IWineD3DBuffer *iface, WINED3DBUFFER_DESC *desc)
1113 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
1115 TRACE("(%p)\n", This);
1117 desc->Type = This->resource.resourceType;
1118 desc->Usage = This->resource.usage;
1119 desc->Pool = This->resource.pool;
1120 desc->Size = This->resource.size;
1125 static const struct IWineD3DBufferVtbl wined3d_buffer_vtbl =
1127 /* IUnknown methods */
1128 buffer_QueryInterface,
1131 /* IWineD3DBase methods */
1133 /* IWineD3DResource methods */
1134 buffer_SetPrivateData,
1135 buffer_GetPrivateData,
1136 buffer_FreePrivateData,
1142 /* IWineD3DBuffer methods */
1148 HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
1149 UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, GLenum bind_hint,
1150 const char *data, IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
1152 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(format, &device->adapter->gl_info);
1154 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1158 WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
1159 return WINED3DERR_INVALIDCALL;
1162 buffer->vtbl = &wined3d_buffer_vtbl;
1164 hr = resource_init((IWineD3DResource *)buffer, WINED3DRTYPE_BUFFER,
1165 device, size, usage, format_desc, pool, parent, parent_ops);
1168 WARN("Failed to initialize resource, hr %#x\n", hr);
1171 buffer->buffer_type_hint = bind_hint;
1173 TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer->resource.size, buffer->resource.usage,
1174 debug_d3dformat(buffer->resource.format_desc->format), buffer->resource.allocatedMemory, buffer);
1176 /* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
1177 * drawStridedFast (half-life 2 and others).
1179 * Basically converting the vertices in the buffer is quite expensive, and observations
1180 * show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
1181 * Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
1183 if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
1185 TRACE("Not creating a vbo because GL_ARB_vertex_buffer is not supported\n");
1187 else if(buffer->resource.pool == WINED3DPOOL_SYSTEMMEM)
1189 TRACE("Not creating a vbo because the vertex buffer is in system memory\n");
1191 else if(buffer->resource.usage & WINED3DUSAGE_DYNAMIC)
1193 TRACE("Not creating a vbo because the buffer has dynamic usage\n");
1197 buffer->flags |= WINED3D_BUFFER_CREATEBO;
1204 hr = IWineD3DBuffer_Map((IWineD3DBuffer *)buffer, 0, size, &ptr, 0);
1207 ERR("Failed to map buffer, hr %#x\n", hr);
1208 buffer_UnLoad((IWineD3DBuffer *)buffer);
1209 resource_cleanup((IWineD3DResource *)buffer);
1213 memcpy(ptr, data, size);
1215 hr = IWineD3DBuffer_Unmap((IWineD3DBuffer *)buffer);
1218 ERR("Failed to unmap buffer, hr %#x\n", hr);
1219 buffer_UnLoad((IWineD3DBuffer *)buffer);
1220 resource_cleanup((IWineD3DResource *)buffer);
1225 buffer->maps = HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer->maps));
1228 ERR("Out of memory\n");
1229 buffer_UnLoad((IWineD3DBuffer *)buffer);
1230 resource_cleanup((IWineD3DResource *)buffer);
1231 return E_OUTOFMEMORY;
1233 buffer->maps_size = 1;