2 * IWineD3DVertexBuffer Implementation
4 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2004 Christian Costa
8 * This library is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU Lesser General Public
10 * License as published by the Free Software Foundation; either
11 * version 2.1 of the License, or (at your option) any later version.
13 * This library is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
16 * Lesser General Public License for more details.
18 * You should have received a copy of the GNU Lesser General Public
19 * License along with this library; if not, write to the Free Software
20 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
24 #include "wined3d_private.h"
26 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
27 #define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
29 #define VB_MAXDECLCHANGES 100 /* After that number we stop converting */
30 #define VB_RESETDECLCHANGE 1000 /* Reset the changecount after that number of draws */
32 /* *******************************************
33 IWineD3DVertexBuffer IUnknown parts follow
34 ******************************************* */
35 static HRESULT WINAPI IWineD3DVertexBufferImpl_QueryInterface(IWineD3DVertexBuffer *iface, REFIID riid, LPVOID *ppobj)
37 IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
38 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
39 if (IsEqualGUID(riid, &IID_IUnknown)
40 || IsEqualGUID(riid, &IID_IWineD3DBase)
41 || IsEqualGUID(riid, &IID_IWineD3DResource)
42 || IsEqualGUID(riid, &IID_IWineD3DVertexBuffer)){
43 IUnknown_AddRef(iface);
51 static ULONG WINAPI IWineD3DVertexBufferImpl_AddRef(IWineD3DVertexBuffer *iface) {
52 IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
53 ULONG ref = InterlockedIncrement(&This->resource.ref);
54 TRACE("(%p) : AddRef increasing from %d\n", This, ref - 1);
58 static ULONG WINAPI IWineD3DVertexBufferImpl_Release(IWineD3DVertexBuffer *iface) {
59 IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
60 ULONG ref = InterlockedDecrement(&This->resource.ref);
61 TRACE("(%p) : Releasing from %d\n", This, ref + 1);
66 GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
67 checkGLcall("glDeleteBuffersARB");
71 IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
72 HeapFree(GetProcessHeap(), 0, This);
77 /* ****************************************************
78 IWineD3DVertexBuffer IWineD3DResource parts follow
79 **************************************************** */
80 static HRESULT WINAPI IWineD3DVertexBufferImpl_GetDevice(IWineD3DVertexBuffer *iface, IWineD3DDevice** ppDevice) {
81 return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
84 static HRESULT WINAPI IWineD3DVertexBufferImpl_SetPrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
85 return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
88 static HRESULT WINAPI IWineD3DVertexBufferImpl_GetPrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
89 return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
92 static HRESULT WINAPI IWineD3DVertexBufferImpl_FreePrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid) {
93 return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
96 static DWORD WINAPI IWineD3DVertexBufferImpl_SetPriority(IWineD3DVertexBuffer *iface, DWORD PriorityNew) {
97 return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
100 static DWORD WINAPI IWineD3DVertexBufferImpl_GetPriority(IWineD3DVertexBuffer *iface) {
101 return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
104 static void fixup_vertices(BYTE *src, BYTE *dst, int stride, int num, BYTE *pos, BOOL haspos, BYTE *diffuse, BOOL hasdiffuse, BYTE *specular, BOOL hasspecular) {
108 for(i = num - 1; i >= 0; i--) {
110 float *p = (float *) (((int) src + (int) pos) + i * stride);
112 /* rhw conversion like in drawStridedSlow */
113 if(p[3] == 1.0 || ((p[3] < eps) && (p[3] > -eps))) {
124 p = (float *) ((int) dst + i * stride + (int) pos);
131 DWORD srcColor, *dstColor = (DWORD *) (dst + i * stride + (int) diffuse);
132 srcColor = * (DWORD *) ( ((int) src + (int) diffuse) + i * stride);
134 /* Color conversion like in drawStridedSlow. watch out for little endianity
135 * If we want that stuff to work on big endian machines too we have to consider more things
137 * 0xff000000: Alpha mask
138 * 0x00ff0000: Blue mask
139 * 0x0000ff00: Green mask
140 * 0x000000ff: Red mask
144 *dstColor |= (srcColor & 0xff00ff00) ; /* Alpha Green */
145 *dstColor |= (srcColor & 0x00ff0000) >> 16; /* Red */
146 *dstColor |= (srcColor & 0x000000ff) << 16; /* Blue */
149 DWORD srcColor, *dstColor = (DWORD *) (dst + i * stride + (int) specular);
150 srcColor = * (DWORD *) ( ((int) src + (int) specular) + i * stride);
152 /* Similar to diffuse
153 * TODO: Write the alpha value out for fog coords
156 *dstColor |= (srcColor & 0xff00ff00) ; /* Alpha Green */
157 *dstColor |= (srcColor & 0x00ff0000) >> 16; /* Red */
158 *dstColor |= (srcColor & 0x000000ff) << 16; /* Blue */
163 inline BOOL WINAPI IWineD3DVertexBufferImpl_FindDecl(IWineD3DVertexBufferImpl *This)
165 WineDirect3DVertexStridedData strided;
166 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
168 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
169 * Once we have our declaration there is no need to look it up again.
171 if(((IWineD3DImpl *)device->wineD3D)->dxVersion == 7 && This->Flags & VBFLAG_HASDESC) {
175 /* There are certain vertex data types that need to be fixed up. The Vertex Buffers FVF doesn't
176 * help finding them, only the vertex declaration or the device FVF can determine that at drawPrim
177 * time. Rules are as follows:
179 * -> No modification when Vertex Shaders are used
180 * -> Fix up position1 and position 2 if they are XYZRHW
181 * -> Fix up diffuse color
182 * -> Fix up specular color
184 * The Declaration is only known at drawing time, and it can change from draw to draw. If any converted values
185 * are changed, the whole buffer has to be reconverted and reloaded. (Converting is SLOW, so if this happens too
186 * often PreLoad stops converting entirely and falls back to drawStridedSlow).
189 * -> New semantics that have to be converted appear
190 * -> The position of semantics that have to be converted changes
191 * -> The stride of the vertex changed AND there is stuff that needs conversion
192 * -> (If a vertex shader is bound and in use assume that nothing that needs conversion is there)
195 * TRUE: Reload is needed
199 if (use_vs(device)) {
200 /* Assume no conversion */
201 memset(&strided, 0, sizeof(strided));
203 /* we need a copy because we modify some params */
204 memcpy(&strided, &device->strided_streams, sizeof(strided));
206 /* Filter out data that does not come from this VBO */
207 if(strided.u.s.position.VBO != This->vbo) memset(&strided.u.s.position, 0, sizeof(strided.u.s.position));
208 if(strided.u.s.diffuse.VBO != This->vbo) memset(&strided.u.s.diffuse, 0, sizeof(strided.u.s.diffuse));
209 if(strided.u.s.specular.VBO != This->vbo) memset(&strided.u.s.specular, 0, sizeof(strided.u.s.specular));
210 if(strided.u.s.position2.VBO != This->vbo) memset(&strided.u.s.position2, 0, sizeof(strided.u.s.position2));
213 /* We have a declaration now in the buffer */
214 This->Flags |= VBFLAG_HASDESC;
216 /* Find out if reload is needed
217 * Position of the semantic in the vertex and the stride must be equal to the stored type. Don't mind if only unconverted stuff changed.
219 * If some stuff does not exist in the buffer, then lpData, dwStride and dwType are memsetted to 0. So if the semantic didn't exist before
220 * and does not exist now all 3 values will be equal(=0).
222 * Checking the lpData field alone is not enough, because data may appear at offset 0 in the buffer. This is the same location as nonexistent
223 * data uses, so we have to check the type and stride too. Colors can be at offset 0 too, because it is perfectly fine to render from 2 or more
224 * buffers at the same time and get the position from one and the color from the other buffer.
226 if( /* Position transformed vs untransformed */
227 ((This->strided.u.s.position_transformed || strided.u.s.position_transformed) &&
228 This->strided.u.s.position.lpData != strided.u.s.position.lpData) ||
229 /* Diffuse position and data type */
230 This->strided.u.s.diffuse.lpData != strided.u.s.diffuse.lpData || This->strided.u.s.diffuse.dwStride != strided.u.s.diffuse.dwStride ||
231 This->strided.u.s.diffuse.dwType != strided.u.s.diffuse.dwType ||
232 /* Specular position and data type */
233 This->strided.u.s.specular.lpData != strided.u.s.specular.lpData || This->strided.u.s.specular.dwStride != strided.u.s.specular.dwStride ||
234 This->strided.u.s.specular.dwType != strided.u.s.specular.dwType) {
236 TRACE("Declaration changed, reloading buffer\n");
237 /* Set the new description */
238 memcpy(&This->strided, &strided, sizeof(strided));
245 static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *iface) {
246 IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface;
248 UINT start = 0, end = 0, stride = 0;
249 BOOL declChanged = FALSE;
250 TRACE("(%p)->()\n", This);
252 if(This->Flags & VBFLAG_LOAD) {
253 return; /* Already doing that stuff */
257 /* TODO: Make converting independent from VBOs */
258 return; /* Not doing any conversion */
261 /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
262 if(This->resource.wineD3DDevice->isInDraw && This->bindCount > 0) {
263 declChanged = IWineD3DVertexBufferImpl_FindDecl(This);
264 } else if(This->Flags & VBFLAG_HASDESC) {
265 /* Reuse the declaration stored in the buffer. It will most likely not change, and if it does
266 * the stream source state handler will call PreLoad again and the change will be cought
269 /* Cannot get a declaration, and no declaration is stored in the buffer. It is pointless to preload
270 * now. When the buffer is used, PreLoad will be called by the stream source state handler and a valid
271 * declaration for the buffer can be found
276 /* If applications change the declaration over and over, reconverting all the time is a huge
277 * performance hit. So count the declaration changes and release the VBO if there are too much
278 * of them(and thus stop converting)
284 if(This->declChanges > VB_MAXDECLCHANGES) {
285 FIXME("Too much declaration changes, stopping converting\n");
287 GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
288 checkGLcall("glDeleteBuffersARB");
292 /* The stream source state handler might have read the memory of the vertex buffer already
293 * and got the memory in the vbo which is not valid any longer. Dirtify the stream source
294 * to force a reload. This happens only once per changed vertexbuffer and should occur rather
297 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_STREAMSRC);
302 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
303 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
304 * decl changes and reset the decl change count after a specific number of them
307 if(This->draws > VB_RESETDECLCHANGE) This->declChanges = 0;
311 /* The declaration changed, reload the whole buffer */
312 WARN("Reloading buffer because of decl change\n");
314 end = This->resource.size;
315 } else if(This->Flags & VBFLAG_DIRTY) {
316 /* No decl change, but dirty data, reload the changed stuff */
317 start = This->dirtystart;
318 end = This->dirtyend;
320 /* Desc not changed, buffer not dirty, nothing to do :-) */
324 /* Mark the buffer clean */
325 This->Flags &= ~VBFLAG_DIRTY;
326 This->dirtystart = 0;
329 if (This->strided.u.s.position.dwStride) stride = This->strided.u.s.position.dwStride;
330 else if(This->strided.u.s.specular.dwStride) stride = This->strided.u.s.specular.dwStride;
331 else if(This->strided.u.s.diffuse.dwStride) stride = This->strided.u.s.diffuse.dwStride;
333 /* That means that there is nothing to fixup. Just upload from This->resource.allocatedMemory
334 * directly into the vbo. Do not free the system memory copy because drawPrimitive may need it if
335 * the stride is 0, for instancing emulation, vertex blending emulation or shader emulation.
337 TRACE("No conversion needed, locking directly into the VBO in future\n");
340 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
341 checkGLcall("glBindBufferARB");
342 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, start, end-start, This->resource.allocatedMemory + start));
343 checkGLcall("glBufferSubDataARB");
348 /* OK, we have the original data from the app, the description of the buffer and the dirty area.
349 * so convert the stuff
351 data = HeapAlloc(GetProcessHeap(), 0, end-start);
353 ERR("Out of memory\n");
356 memcpy(data, This->resource.allocatedMemory + start, end - start);
358 fixup_vertices(data, data, stride, ( end - start) / stride,
360 This->strided.u.s.position.lpData, /* Data location */
361 This->strided.u.s.position_transformed, /* Do convert? */
363 This->strided.u.s.diffuse.lpData, /* Location */
364 This->strided.u.s.diffuse.dwType == WINED3DDECLTYPE_SHORT4 || This->strided.u.s.diffuse.dwType == WINED3DDECLTYPE_D3DCOLOR, /* Convert? */
366 This->strided.u.s.specular.lpData, /* location */
367 This->strided.u.s.specular.dwType == WINED3DDECLTYPE_SHORT4 || This->strided.u.s.specular.dwType == WINED3DDECLTYPE_D3DCOLOR);
370 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
371 checkGLcall("glBindBufferARB");
372 GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, start, end - start, data));
373 checkGLcall("glBufferSubDataARB");
376 HeapFree(GetProcessHeap(), 0, data);
379 static WINED3DRESOURCETYPE WINAPI IWineD3DVertexBufferImpl_GetType(IWineD3DVertexBuffer *iface) {
380 return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
383 static HRESULT WINAPI IWineD3DVertexBufferImpl_GetParent(IWineD3DVertexBuffer *iface, IUnknown **pParent) {
384 return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
387 /* ******************************************************
388 IWineD3DVertexBuffer IWineD3DVertexBuffer parts follow
389 ****************************************************** */
390 static HRESULT WINAPI IWineD3DVertexBufferImpl_Lock(IWineD3DVertexBuffer *iface, UINT OffsetToLock, UINT SizeToLock, BYTE** ppbData, DWORD Flags) {
391 IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
393 TRACE("(%p)->%d, %d, %p, %08x\n", This, OffsetToLock, SizeToLock, ppbData, Flags);
395 InterlockedIncrement(&This->lockcount);
397 if(This->Flags & VBFLAG_DIRTY) {
398 if(This->dirtystart > OffsetToLock) This->dirtystart = OffsetToLock;
400 if(This->dirtyend < OffsetToLock + SizeToLock) This->dirtyend = OffsetToLock + SizeToLock;
402 This->dirtyend = This->resource.size;
405 This->dirtystart = OffsetToLock;
407 This->dirtyend = OffsetToLock + SizeToLock;
409 This->dirtyend = This->resource.size;
412 data = This->resource.allocatedMemory;
413 This->Flags |= VBFLAG_DIRTY;
414 *ppbData = data + OffsetToLock;
416 TRACE("(%p) : returning memory of %p (base:%p,offset:%u)\n", This, data + OffsetToLock, data, OffsetToLock);
417 /* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
420 HRESULT WINAPI IWineD3DVertexBufferImpl_Unlock(IWineD3DVertexBuffer *iface) {
421 IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface;
423 TRACE("(%p)\n", This);
425 lockcount = InterlockedDecrement(&This->lockcount);
427 /* Delay loading the buffer until everything is unlocked */
428 TRACE("Ignoring the unlock\n");
432 if(This->Flags & VBFLAG_HASDESC) {
433 IWineD3DVertexBufferImpl_PreLoad(iface);
437 static HRESULT WINAPI IWineD3DVertexBufferImpl_GetDesc(IWineD3DVertexBuffer *iface, WINED3DVERTEXBUFFER_DESC *pDesc) {
438 IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
440 TRACE("(%p)\n", This);
441 pDesc->Format = This->resource.format;
442 pDesc->Type = This->resource.resourceType;
443 pDesc->Usage = This->resource.usage;
444 pDesc->Pool = This->resource.pool;
445 pDesc->Size = This->resource.size;
446 pDesc->FVF = This->fvf;
450 const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl =
453 IWineD3DVertexBufferImpl_QueryInterface,
454 IWineD3DVertexBufferImpl_AddRef,
455 IWineD3DVertexBufferImpl_Release,
456 /* IWineD3DResource */
457 IWineD3DVertexBufferImpl_GetParent,
458 IWineD3DVertexBufferImpl_GetDevice,
459 IWineD3DVertexBufferImpl_SetPrivateData,
460 IWineD3DVertexBufferImpl_GetPrivateData,
461 IWineD3DVertexBufferImpl_FreePrivateData,
462 IWineD3DVertexBufferImpl_SetPriority,
463 IWineD3DVertexBufferImpl_GetPriority,
464 IWineD3DVertexBufferImpl_PreLoad,
465 IWineD3DVertexBufferImpl_GetType,
466 /* IWineD3DVertexBuffer */
467 IWineD3DVertexBufferImpl_Lock,
468 IWineD3DVertexBufferImpl_Unlock,
469 IWineD3DVertexBufferImpl_GetDesc
472 BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo) {
473 IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
477 return This->resource.allocatedMemory + iOffset;
479 return (BYTE *) iOffset;
483 HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface) {