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 we stop converting */
35 #define VB_RESETDECLCHANGE 1000 /* Reset the changecount after that number of draws */
37 /* Context activation is done by the caller. */
38 static void buffer_create_buffer_object(struct wined3d_buffer *This)
40 GLenum error, gl_usage;
42 TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n",
43 This, debug_d3dusage(This->resource.usage));
47 /* Make sure that the gl error is cleared. Do not use checkGLcall
48 * here because checkGLcall just prints a fixme and continues. However,
49 * if an error during VBO creation occurs we can fall back to non-vbo operation
50 * with full functionality(but performance loss)
52 while (glGetError() != GL_NO_ERROR);
54 /* Basically the FVF parameter passed to CreateVertexBuffer is no good
55 * It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
56 * IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
57 * look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
58 * to check if the rhw and color values are in the correct format.
61 GL_EXTCALL(glGenBuffersARB(1, &This->buffer_object));
63 if (!This->buffer_object || error != GL_NO_ERROR)
65 ERR("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error);
69 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
71 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
73 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
75 if (error != GL_NO_ERROR)
77 ERR("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error);
81 /* Don't use static, because dx apps tend to update the buffer
82 * quite often even if they specify 0 usage.
84 if(This->resource.usage & WINED3DUSAGE_DYNAMIC)
86 TRACE("Gl usage = GL_DYNAMIC_DRAW\n");
87 gl_usage = GL_DYNAMIC_DRAW_ARB;
91 TRACE("Gl usage = GL_STREAM_DRAW\n");
92 gl_usage = GL_STREAM_DRAW_ARB;
95 /* Reserve memory for the buffer. The amount of data won't change
96 * so we are safe with calling glBufferData once and
97 * calling glBufferSubData on updates. Upload the actual data in case
98 * we're not double buffering, so we can release the heap mem afterwards
100 GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, This->resource.size, This->resource.allocatedMemory, gl_usage));
101 error = glGetError();
102 if (error != GL_NO_ERROR)
104 ERR("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error);
110 This->buffer_object_size = This->resource.size;
111 This->buffer_object_usage = gl_usage;
112 This->dirty_start = 0;
113 This->dirty_end = This->resource.size;
115 if(This->flags & WINED3D_BUFFER_DOUBLEBUFFER)
117 This->flags |= WINED3D_BUFFER_DIRTY;
121 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
122 This->resource.allocatedMemory = NULL;
123 This->resource.heapMemory = NULL;
124 This->flags &= ~WINED3D_BUFFER_DIRTY;
130 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
131 ERR("Failed to create a vertex buffer object. Continuing, but performance issues may occur\n");
132 if (This->buffer_object) GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
133 This->buffer_object = 0;
139 static BOOL buffer_process_converted_attribute(struct wined3d_buffer *This,
140 const enum wined3d_buffer_conversion_type conversion_type,
141 const struct wined3d_stream_info_element *attrib, DWORD *stride_this_run)
146 DWORD offset = This->resource.device->stateBlock->streamOffset[attrib->stream_idx];
149 /* Check for some valid situations which cause us pain. One is if the buffer is used for
150 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
151 * with different strides. In the 2nd case we might have to drop conversion entirely,
152 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
156 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n",
157 debug_d3dformat(attrib->format_desc->format));
159 else if(attrib->stride != *stride_this_run && *stride_this_run)
161 FIXME("Got two concurrent strides, %d and %d\n", attrib->stride, *stride_this_run);
165 *stride_this_run = attrib->stride;
166 if (This->stride != *stride_this_run)
168 /* We rely that this happens only on the first converted attribute that is found,
169 * if at all. See above check
171 TRACE("Reconverting because converted attributes occur, and the stride changed\n");
172 This->stride = *stride_this_run;
173 HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY, This->conversion_map);
174 This->conversion_map = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
175 sizeof(*This->conversion_map) * This->stride);
180 data = (((DWORD_PTR)attrib->data) + offset) % This->stride;
181 attrib_size = attrib->format_desc->component_count * attrib->format_desc->component_size;
182 for (i = 0; i < attrib_size; ++i)
184 if (This->conversion_map[data + i] != conversion_type)
186 TRACE("Byte %ld in vertex changed\n", i + data);
187 TRACE("It was type %d, is %d now\n", This->conversion_map[data + i], conversion_type);
189 This->conversion_map[data + i] = conversion_type;
196 static BOOL buffer_check_attribute(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
197 UINT attrib_idx, const BOOL check_d3dcolor, const BOOL is_ffp_position, const BOOL is_ffp_color,
198 DWORD *stride_this_run, BOOL *float16_used)
200 const struct wined3d_stream_info_element *attrib = &si->elements[attrib_idx];
201 IWineD3DDeviceImpl *device = This->resource.device;
202 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
204 WINED3DFORMAT format;
206 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
207 * there, on nonexistent attribs the vbo is 0.
209 if (!(si->use_map & (1 << attrib_idx))
210 || attrib->buffer_object != This->buffer_object)
213 format = attrib->format_desc->format;
214 /* Look for newly appeared conversion */
215 if (!gl_info->supported[ARB_HALF_FLOAT_VERTEX]
216 && (format == WINED3DFMT_R16G16_FLOAT || format == WINED3DFMT_R16G16B16A16_FLOAT))
218 ret = buffer_process_converted_attribute(This, CONV_FLOAT16_2, attrib, stride_this_run);
220 if (is_ffp_position) FIXME("Test FLOAT16 fixed function processing positions\n");
221 else if (is_ffp_color) FIXME("test FLOAT16 fixed function processing colors\n");
222 *float16_used = TRUE;
224 else if (check_d3dcolor && format == WINED3DFMT_B8G8R8A8_UNORM)
226 ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run);
228 if (!is_ffp_color) FIXME("Test for non-color fixed function WINED3DFMT_B8G8R8A8_UNORM format\n");
230 else if (is_ffp_position && format == WINED3DFMT_R32G32B32A32_FLOAT)
232 ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run);
234 else if (This->conversion_map)
236 ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run);
242 static UINT *find_conversion_shift(struct wined3d_buffer *This,
243 const struct wined3d_stream_info *strided, UINT stride)
245 UINT *ret, i, j, shift, orig_type_size;
253 This->conversion_stride = stride;
254 ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(DWORD) * stride);
255 for (i = 0; i < MAX_ATTRIBS; ++i)
257 WINED3DFORMAT format;
259 if (!(strided->use_map & (1 << i)) || strided->elements[i].buffer_object != This->buffer_object) continue;
261 format = strided->elements[i].format_desc->format;
262 if (format == WINED3DFMT_R16G16_FLOAT)
266 else if (format == WINED3DFMT_R16G16B16A16_FLOAT)
269 /* Pre-shift the last 4 bytes in the FLOAT16_4 by 4 bytes - this makes FLOAT16_2 and FLOAT16_4 conversions
272 for (j = 4; j < 8; ++j)
274 ret[(DWORD_PTR)strided->elements[i].data + j] += 4;
281 This->conversion_stride += shift;
285 orig_type_size = strided->elements[i].format_desc->component_count
286 * strided->elements[i].format_desc->component_size;
287 for (j = (DWORD_PTR)strided->elements[i].data + orig_type_size; j < stride; ++j)
296 TRACE("Dumping conversion shift:\n");
297 for (i = 0; i < stride; ++i)
299 TRACE("[%d]", ret[i]);
307 static BOOL buffer_find_decl(struct wined3d_buffer *This)
309 IWineD3DDeviceImpl *device = This->resource.device;
310 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
311 const struct wined3d_stream_info *si = &device->strided_streams;
312 UINT stride_this_run = 0;
313 BOOL float16_used = FALSE;
317 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
318 * Once we have our declaration there is no need to look it up again. Index buffers also never need
319 * conversion, so once the (empty) conversion structure is created don't bother checking again
321 if (This->flags & WINED3D_BUFFER_HASDESC)
323 if(This->resource.usage & WINED3DUSAGE_STATICDECL) return FALSE;
326 TRACE("Finding vertex buffer conversion information\n");
327 /* Certain declaration types need some fixups before we can pass them to
328 * opengl. This means D3DCOLOR attributes with fixed function vertex
329 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
330 * GL_ARB_half_float_vertex is not supported.
332 * Note for d3d8 and d3d9:
333 * The vertex buffer FVF doesn't help with finding them, we have to use
334 * the decoded vertex declaration and pick the things that concern the
335 * current buffer. A problem with this is that this can change between
336 * draws, so we have to validate the information and reprocess the buffer
337 * if it changes, and avoid false positives for performance reasons.
338 * WineD3D doesn't even know the vertex buffer any more, it is managed
339 * by the client libraries and passed to SetStreamSource and ProcessVertices
342 * We have to distinguish between vertex shaders and fixed function to
343 * pick the way we access the strided vertex information.
345 * This code sets up a per-byte array with the size of the detected
346 * stride of the arrays in the buffer. For each byte we have a field
347 * that marks the conversion needed on this byte. For example, the
348 * following declaration with fixed function vertex processing:
356 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
357 * [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]
359 * Where in this example map P means 4 component position conversion, 0
360 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
361 * conversion (red / blue swizzle).
363 * If we're doing conversion and the stride changes we have to reconvert
364 * the whole buffer. Note that we do not mind if the semantic changes,
365 * we only care for the conversion type. So if the NORMAL is replaced
366 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
367 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
368 * conversion types depend on the semantic as well, for example a FLOAT4
369 * texcoord needs no conversion while a FLOAT4 positiont needs one
371 if (use_vs(device->stateBlock))
374 /* If the current vertex declaration is marked for no half float conversion don't bother to
375 * analyse the strided streams in depth, just set them up for no conversion. Return decl changed
376 * if we used conversion before
378 if (!((IWineD3DVertexDeclarationImpl *) device->stateBlock->vertexDecl)->half_float_conv_needed)
380 if (This->conversion_map)
382 TRACE("Now using shaders without conversion, but conversion used before\n");
383 HeapFree(GetProcessHeap(), 0, This->conversion_map);
384 HeapFree(GetProcessHeap(), 0, This->conversion_shift);
385 This->conversion_map = NULL;
387 This->conversion_shift = NULL;
388 This->conversion_stride = 0;
396 for (i = 0; i < MAX_ATTRIBS; ++i)
398 ret = buffer_check_attribute(This, si, i, FALSE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
401 /* Recalculate the conversion shift map if the declaration has changed,
402 * and we're using float16 conversion or used it on the last run
404 if (ret && (float16_used || This->conversion_map))
406 HeapFree(GetProcessHeap(), 0, This->conversion_shift);
407 This->conversion_shift = find_conversion_shift(This, si, This->stride);
412 /* Fixed function is a bit trickier. We have to take care for D3DCOLOR types, FLOAT4 positions and of course
413 * FLOAT16s if not supported. Also, we can't iterate over the array, so use macros to generate code for all
414 * the attributes that our current fixed function pipeline implementation cares for.
416 BOOL support_d3dcolor = gl_info->supported[EXT_VERTEX_ARRAY_BGRA];
417 ret = buffer_check_attribute(This, si, WINED3D_FFP_POSITION,
418 TRUE, TRUE, FALSE, &stride_this_run, &float16_used) || ret;
419 ret = buffer_check_attribute(This, si, WINED3D_FFP_NORMAL,
420 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
421 ret = buffer_check_attribute(This, si, WINED3D_FFP_DIFFUSE,
422 !support_d3dcolor, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
423 ret = buffer_check_attribute(This, si, WINED3D_FFP_SPECULAR,
424 !support_d3dcolor, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
425 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD0,
426 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
427 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD1,
428 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
429 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD2,
430 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
431 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD3,
432 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
433 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD4,
434 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
435 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD5,
436 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
437 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD6,
438 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
439 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD7,
440 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
442 if (float16_used) FIXME("Float16 conversion used with fixed function vertex processing\n");
445 if (stride_this_run == 0 && This->conversion_map)
448 if (!ret) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
449 HeapFree(GetProcessHeap(), 0, This->conversion_map);
450 This->conversion_map = NULL;
454 if (ret) TRACE("Conversion information changed\n");
459 /* Context activation is done by the caller. */
460 static void buffer_check_buffer_object_size(struct wined3d_buffer *This)
462 UINT size = This->conversion_stride ?
463 This->conversion_stride * (This->resource.size / This->stride) : This->resource.size;
464 if (This->buffer_object_size != size)
466 TRACE("Old size %u, creating new size %u\n", This->buffer_object_size, size);
468 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
470 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
473 /* Rescue the data before resizing the buffer object if we do not have our backup copy */
474 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
476 buffer_get_sysmem(This);
480 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
481 checkGLcall("glBindBufferARB");
482 GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, size, NULL, This->buffer_object_usage));
483 This->buffer_object_size = size;
484 checkGLcall("glBufferDataARB");
489 static inline void fixup_d3dcolor(DWORD *dst_color)
491 DWORD src_color = *dst_color;
493 /* Color conversion like in drawStridedSlow. watch out for little endianity
494 * If we want that stuff to work on big endian machines too we have to consider more things
496 * 0xff000000: Alpha mask
497 * 0x00ff0000: Blue mask
498 * 0x0000ff00: Green mask
499 * 0x000000ff: Red mask
502 *dst_color |= (src_color & 0xff00ff00); /* Alpha Green */
503 *dst_color |= (src_color & 0x00ff0000) >> 16; /* Red */
504 *dst_color |= (src_color & 0x000000ff) << 16; /* Blue */
507 static inline void fixup_transformed_pos(float *p)
509 /* rhw conversion like in position_float4(). */
510 if (p[3] != 1.0f && p[3] != 0.0f)
512 float w = 1.0f / p[3];
520 /* Context activation is done by the caller. */
521 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object)
523 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
525 *buffer_object = This->buffer_object;
526 if (!This->buffer_object)
528 if (This->flags & WINED3D_BUFFER_CREATEBO)
530 buffer_create_buffer_object(This);
531 This->flags &= ~WINED3D_BUFFER_CREATEBO;
532 if (This->buffer_object)
534 *buffer_object = This->buffer_object;
535 return (const BYTE *)offset;
538 return This->resource.allocatedMemory + offset;
542 return (const BYTE *)offset;
546 /* IUnknown methods */
548 static HRESULT STDMETHODCALLTYPE buffer_QueryInterface(IWineD3DBuffer *iface,
549 REFIID riid, void **object)
551 TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object);
553 if (IsEqualGUID(riid, &IID_IWineD3DBuffer)
554 || IsEqualGUID(riid, &IID_IWineD3DResource)
555 || IsEqualGUID(riid, &IID_IWineD3DBase)
556 || IsEqualGUID(riid, &IID_IUnknown))
558 IUnknown_AddRef(iface);
563 WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
567 return E_NOINTERFACE;
570 static ULONG STDMETHODCALLTYPE buffer_AddRef(IWineD3DBuffer *iface)
572 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
573 ULONG refcount = InterlockedIncrement(&This->resource.ref);
575 TRACE("%p increasing refcount to %u\n", This, refcount);
580 /* Context activation is done by the caller. */
581 BYTE *buffer_get_sysmem(struct wined3d_buffer *This)
583 /* AllocatedMemory exists if the buffer is double buffered or has no buffer object at all */
584 if(This->resource.allocatedMemory) return This->resource.allocatedMemory;
586 This->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + RESOURCE_ALIGNMENT);
587 This->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
589 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
590 GL_EXTCALL(glGetBufferSubDataARB(This->buffer_type_hint, 0, This->resource.size, This->resource.allocatedMemory));
592 This->flags |= WINED3D_BUFFER_DOUBLEBUFFER;
594 return This->resource.allocatedMemory;
597 static void STDMETHODCALLTYPE buffer_UnLoad(IWineD3DBuffer *iface)
599 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
601 TRACE("iface %p\n", iface);
603 if (This->buffer_object)
605 IWineD3DDeviceImpl *device = This->resource.device;
606 struct wined3d_context *context;
608 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
610 /* Download the buffer, but don't permanently enable double buffering */
611 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
613 buffer_get_sysmem(This);
614 This->flags &= ~WINED3D_BUFFER_DOUBLEBUFFER;
618 GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
619 checkGLcall("glDeleteBuffersARB");
621 This->buffer_object = 0;
622 This->flags |= WINED3D_BUFFER_CREATEBO; /* Recreate the buffer object next load */
624 context_release(context);
626 HeapFree(GetProcessHeap(), 0, This->conversion_shift);
627 This->conversion_shift = NULL;
628 HeapFree(GetProcessHeap(), 0, This->conversion_map);
629 This->conversion_map = NULL;
631 This->conversion_stride = 0;
632 This->flags &= ~WINED3D_BUFFER_HASDESC;
636 static ULONG STDMETHODCALLTYPE buffer_Release(IWineD3DBuffer *iface)
638 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
639 ULONG refcount = InterlockedDecrement(&This->resource.ref);
641 TRACE("%p decreasing refcount to %u\n", This, refcount);
645 buffer_UnLoad(iface);
646 resource_cleanup((IWineD3DResource *)iface);
647 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
648 HeapFree(GetProcessHeap(), 0, This);
654 /* IWineD3DBase methods */
656 static HRESULT STDMETHODCALLTYPE buffer_GetParent(IWineD3DBuffer *iface, IUnknown **parent)
658 return resource_get_parent((IWineD3DResource *)iface, parent);
661 /* IWineD3DResource methods */
663 static HRESULT STDMETHODCALLTYPE buffer_SetPrivateData(IWineD3DBuffer *iface,
664 REFGUID guid, const void *data, DWORD data_size, DWORD flags)
666 return resource_set_private_data((IWineD3DResource *)iface, guid, data, data_size, flags);
669 static HRESULT STDMETHODCALLTYPE buffer_GetPrivateData(IWineD3DBuffer *iface,
670 REFGUID guid, void *data, DWORD *data_size)
672 return resource_get_private_data((IWineD3DResource *)iface, guid, data, data_size);
675 static HRESULT STDMETHODCALLTYPE buffer_FreePrivateData(IWineD3DBuffer *iface, REFGUID guid)
677 return resource_free_private_data((IWineD3DResource *)iface, guid);
680 static DWORD STDMETHODCALLTYPE buffer_SetPriority(IWineD3DBuffer *iface, DWORD priority)
682 return resource_set_priority((IWineD3DResource *)iface, priority);
685 static DWORD STDMETHODCALLTYPE buffer_GetPriority(IWineD3DBuffer *iface)
687 return resource_get_priority((IWineD3DResource *)iface);
690 static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
692 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
693 IWineD3DDeviceImpl *device = This->resource.device;
694 UINT start = 0, end = 0, vertices;
695 struct wined3d_context *context;
696 BOOL decl_changed = FALSE;
700 TRACE("iface %p\n", iface);
702 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
704 if (!This->buffer_object)
706 /* TODO: Make converting independent from VBOs */
707 if (This->flags & WINED3D_BUFFER_CREATEBO)
709 buffer_create_buffer_object(This);
710 This->flags &= ~WINED3D_BUFFER_CREATEBO;
714 context_release(context);
715 return; /* Not doing any conversion */
719 /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
720 if (device->isInDraw && This->bind_count > 0)
722 decl_changed = buffer_find_decl(This);
723 This->flags |= WINED3D_BUFFER_HASDESC;
726 if (!decl_changed && !(This->flags & WINED3D_BUFFER_HASDESC && This->flags & WINED3D_BUFFER_DIRTY))
728 context_release(context);
732 /* If applications change the declaration over and over, reconverting all the time is a huge
733 * performance hit. So count the declaration changes and release the VBO if there are too many
734 * of them (and thus stop converting)
738 ++This->decl_change_count;
739 This->draw_count = 0;
741 if (This->decl_change_count > VB_MAXDECLCHANGES)
743 FIXME("Too many declaration changes, stopping converting\n");
745 IWineD3DBuffer_UnLoad(iface);
746 This->flags &= ~WINED3D_BUFFER_CREATEBO;
748 /* The stream source state handler might have read the memory of the vertex buffer already
749 * and got the memory in the vbo which is not valid any longer. Dirtify the stream source
750 * to force a reload. This happens only once per changed vertexbuffer and should occur rather
753 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
754 context_release(context);
757 buffer_check_buffer_object_size(This);
761 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
762 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
763 * decl changes and reset the decl change count after a specific number of them
766 if (This->draw_count > VB_RESETDECLCHANGE) This->decl_change_count = 0;
771 /* The declaration changed, reload the whole buffer */
772 WARN("Reloading buffer because of decl change\n");
774 end = This->resource.size;
778 /* No decl change, but dirty data, reload the changed stuff */
779 if (This->conversion_shift)
781 if (This->dirty_start != 0 || This->dirty_end != 0)
783 FIXME("Implement partial buffer loading with shifted conversion\n");
786 start = This->dirty_start;
787 end = This->dirty_end;
790 /* Mark the buffer clean */
791 This->flags &= ~WINED3D_BUFFER_DIRTY;
792 This->dirty_start = 0;
795 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
797 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
800 if (!This->conversion_map)
802 /* That means that there is nothing to fixup. Just upload from This->resource.allocatedMemory
803 * directly into the vbo. Do not free the system memory copy because drawPrimitive may need it if
804 * the stride is 0, for instancing emulation, vertex blending emulation or shader emulation.
806 TRACE("No conversion needed\n");
808 /* Nothing to do because we locked directly into the vbo */
809 if (!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
811 context_release(context);
816 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
817 checkGLcall("glBindBufferARB");
818 GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, start, end-start, This->resource.allocatedMemory + start));
819 checkGLcall("glBufferSubDataARB");
822 context_release(context);
826 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
828 buffer_get_sysmem(This);
831 /* Now for each vertex in the buffer that needs conversion */
832 vertices = This->resource.size / This->stride;
834 if (This->conversion_shift)
836 TRACE("Shifted conversion\n");
837 data = HeapAlloc(GetProcessHeap(), 0, vertices * This->conversion_stride);
839 for (i = start / This->stride; i < min((end / This->stride) + 1, vertices); ++i)
841 for (j = 0; j < This->stride; ++j)
843 switch(This->conversion_map[j])
846 data[This->conversion_stride * i + j + This->conversion_shift[j]]
847 = This->resource.allocatedMemory[This->stride * i + j];
852 float *out = (float *)(&data[This->conversion_stride * i + j + This->conversion_shift[j]]);
853 const WORD *in = (WORD *)(&This->resource.allocatedMemory[i * This->stride + j]);
855 out[1] = float_16_to_32(in + 1);
856 out[0] = float_16_to_32(in + 0);
857 j += 3; /* Skip 3 additional bytes,as a FLOAT16_2 has 4 bytes */
862 FIXME("Unimplemented conversion %d in shifted conversion\n", This->conversion_map[j]);
869 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
870 checkGLcall("glBindBufferARB");
871 GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, 0, vertices * This->conversion_stride, data));
872 checkGLcall("glBufferSubDataARB");
877 data = HeapAlloc(GetProcessHeap(), 0, This->resource.size);
878 memcpy(data + start, This->resource.allocatedMemory + start, end - start);
879 for (i = start / This->stride; i < min((end / This->stride) + 1, vertices); ++i)
881 for (j = 0; j < This->stride; ++j)
883 switch(This->conversion_map[j])
890 fixup_d3dcolor((DWORD *) (data + i * This->stride + j));
895 fixup_transformed_pos((float *) (data + i * This->stride + j));
900 ERR("Did not expect FLOAT16 conversion in unshifted conversion\n");
902 FIXME("Unimplemented conversion %d in shifted conversion\n", This->conversion_map[j]);
908 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
909 checkGLcall("glBindBufferARB");
910 GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, start, end - start, data + start));
911 checkGLcall("glBufferSubDataARB");
915 HeapFree(GetProcessHeap(), 0, data);
916 context_release(context);
919 static WINED3DRESOURCETYPE STDMETHODCALLTYPE buffer_GetType(IWineD3DBuffer *iface)
921 return resource_get_type((IWineD3DResource *)iface);
924 /* IWineD3DBuffer methods */
926 static HRESULT STDMETHODCALLTYPE buffer_Map(IWineD3DBuffer *iface, UINT offset, UINT size, BYTE **data, DWORD flags)
928 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
931 TRACE("iface %p, offset %u, size %u, data %p, flags %#x\n", iface, offset, size, data, flags);
933 count = InterlockedIncrement(&This->lock_count);
935 if (This->flags & WINED3D_BUFFER_DIRTY)
937 if (This->dirty_start > offset) This->dirty_start = offset;
941 if (This->dirty_end < offset + size) This->dirty_end = offset + size;
945 This->dirty_end = This->resource.size;
950 This->dirty_start = offset;
951 if (size) This->dirty_end = offset + size;
952 else This->dirty_end = This->resource.size;
955 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER) && This->buffer_object)
959 IWineD3DDeviceImpl *device = This->resource.device;
960 struct wined3d_context *context;
962 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
964 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
967 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
969 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
970 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(This->buffer_type_hint, GL_READ_WRITE_ARB));
972 context_release(context);
977 This->flags |= WINED3D_BUFFER_DIRTY;
980 *data = This->resource.allocatedMemory + offset;
982 TRACE("Returning memory at %p (base %p, offset %u)\n", *data, This->resource.allocatedMemory, offset);
983 /* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
988 static HRESULT STDMETHODCALLTYPE buffer_Unmap(IWineD3DBuffer *iface)
990 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
992 TRACE("(%p)\n", This);
994 /* In the case that the number of Unmap calls > the
995 * number of Map calls, d3d returns always D3D_OK.
996 * This is also needed to prevent Map from returning garbage on
997 * the next call (this will happen if the lock_count is < 0). */
998 if(This->lock_count == 0)
1000 TRACE("Unmap called without a previous Map call!\n");
1004 if (InterlockedDecrement(&This->lock_count))
1006 /* Delay loading the buffer until everything is unlocked */
1007 TRACE("Ignoring unlock\n");
1011 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER) && This->buffer_object)
1013 IWineD3DDeviceImpl *device = This->resource.device;
1014 struct wined3d_context *context;
1016 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
1018 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
1021 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
1023 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
1024 GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
1026 context_release(context);
1028 This->resource.allocatedMemory = NULL;
1030 else if (This->flags & WINED3D_BUFFER_HASDESC)
1032 buffer_PreLoad(iface);
1038 static HRESULT STDMETHODCALLTYPE buffer_GetDesc(IWineD3DBuffer *iface, WINED3DBUFFER_DESC *desc)
1040 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
1042 TRACE("(%p)\n", This);
1044 desc->Type = This->resource.resourceType;
1045 desc->Usage = This->resource.usage;
1046 desc->Pool = This->resource.pool;
1047 desc->Size = This->resource.size;
1052 static const struct IWineD3DBufferVtbl wined3d_buffer_vtbl =
1054 /* IUnknown methods */
1055 buffer_QueryInterface,
1058 /* IWineD3DBase methods */
1060 /* IWineD3DResource methods */
1061 buffer_SetPrivateData,
1062 buffer_GetPrivateData,
1063 buffer_FreePrivateData,
1069 /* IWineD3DBuffer methods */
1075 HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
1076 UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, GLenum bind_hint,
1077 const char *data, IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
1079 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(format, &device->adapter->gl_info);
1084 WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
1085 return WINED3DERR_INVALIDCALL;
1088 buffer->vtbl = &wined3d_buffer_vtbl;
1090 hr = resource_init((IWineD3DResource *)buffer, WINED3DRTYPE_BUFFER,
1091 device, size, usage, format_desc, pool, parent, parent_ops);
1094 WARN("Failed to initialize resource, hr %#x\n", hr);
1097 buffer->buffer_type_hint = bind_hint;
1099 TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer->resource.size, buffer->resource.usage,
1100 debug_d3dformat(buffer->resource.format_desc->format), buffer->resource.allocatedMemory, buffer);
1106 hr = IWineD3DBuffer_Map((IWineD3DBuffer *)buffer, 0, size, &ptr, 0);
1109 ERR("Failed to map buffer, hr %#x\n", hr);
1110 buffer_UnLoad((IWineD3DBuffer *)buffer);
1111 resource_cleanup((IWineD3DResource *)buffer);
1115 memcpy(ptr, data, size);
1117 hr = IWineD3DBuffer_Unmap((IWineD3DBuffer *)buffer);
1120 ERR("Failed to unmap buffer, hr %#x\n", hr);
1121 buffer_UnLoad((IWineD3DBuffer *)buffer);
1122 resource_cleanup((IWineD3DResource *)buffer);