- sync wined3d, d3d8, d3d9, ddraw with Wine 1.1.19
[reactos.git] / reactos / dll / directx / wine / wined3d / buffer.c
1 /*
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
8 *
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.
13 *
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.
18 *
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
22 *
23 */
24
25 #include "config.h"
26 #include "wine/port.h"
27
28 #include "wined3d_private.h"
29
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31
32 #define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
33
34 #define VB_MAXDECLCHANGES 100 /* After that number we stop converting */
35 #define VB_RESETDECLCHANGE 1000 /* Reset the changecount after that number of draws */
36
37 static void buffer_create_buffer_object(struct wined3d_buffer *This)
38 {
39 GLenum error, gl_usage;
40 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
41
42 TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n",
43 This, debug_d3dusage(This->resource.usage));
44
45 /* Make sure that a context is there. Needed in a multithreaded environment. Otherwise this call is a nop */
46 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
47 ENTER_GL();
48
49 /* Make sure that the gl error is cleared. Do not use checkGLcall
50 * here because checkGLcall just prints a fixme and continues. However,
51 * if an error during VBO creation occurs we can fall back to non-vbo operation
52 * with full functionality(but performance loss)
53 */
54 while (glGetError() != GL_NO_ERROR);
55
56 /* Basically the FVF parameter passed to CreateVertexBuffer is no good
57 * It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
58 * IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
59 * look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
60 * to check if the rhw and color values are in the correct format.
61 */
62
63 GL_EXTCALL(glGenBuffersARB(1, &This->buffer_object));
64 error = glGetError();
65 if (!This->buffer_object || error != GL_NO_ERROR)
66 {
67 ERR("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error);
68 goto fail;
69 }
70
71 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
72 {
73 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
74 }
75 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
76 error = glGetError();
77 if (error != GL_NO_ERROR)
78 {
79 ERR("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error);
80 goto fail;
81 }
82
83 /* Don't use static, because dx apps tend to update the buffer
84 * quite often even if they specify 0 usage. Because we always keep the local copy
85 * we never read from the vbo and can create a write only opengl buffer.
86 */
87 switch(This->resource.usage & (WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC))
88 {
89 case WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC:
90 case WINED3DUSAGE_DYNAMIC:
91 TRACE("Gl usage = GL_STREAM_DRAW\n");
92 gl_usage = GL_STREAM_DRAW_ARB;
93 break;
94
95 case WINED3DUSAGE_WRITEONLY:
96 default:
97 TRACE("Gl usage = GL_DYNAMIC_DRAW\n");
98 gl_usage = GL_DYNAMIC_DRAW_ARB;
99 break;
100 }
101
102 /* Reserve memory for the buffer. The amount of data won't change
103 * so we are safe with calling glBufferData once and
104 * calling glBufferSubData on updates. Upload the actual data in case
105 * we're not double buffering, so we can release the heap mem afterwards
106 */
107 GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, This->resource.size, This->resource.allocatedMemory, gl_usage));
108 error = glGetError();
109 if (error != GL_NO_ERROR)
110 {
111 ERR("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error);
112 goto fail;
113 }
114
115 LEAVE_GL();
116
117 This->buffer_object_size = This->resource.size;
118 This->buffer_object_usage = gl_usage;
119 This->dirty_start = 0;
120 This->dirty_end = This->resource.size;
121
122 if(This->flags & WINED3D_BUFFER_DOUBLEBUFFER)
123 {
124 This->flags |= WINED3D_BUFFER_DIRTY;
125 }
126 else
127 {
128 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
129 This->resource.allocatedMemory = NULL;
130 This->resource.heapMemory = NULL;
131 This->flags &= ~WINED3D_BUFFER_DIRTY;
132 }
133
134 return;
135
136 fail:
137 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
138 ERR("Failed to create a vertex buffer object. Continuing, but performance issues may occur\n");
139 if (This->buffer_object) GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
140 This->buffer_object = 0;
141 LEAVE_GL();
142
143 return;
144 }
145
146 static BOOL buffer_process_converted_attribute(struct wined3d_buffer *This,
147 const enum wined3d_buffer_conversion_type conversion_type,
148 const struct wined3d_stream_info_element *attrib, DWORD *stride_this_run)
149 {
150 DWORD attrib_size;
151 BOOL ret = FALSE;
152 unsigned int i;
153 DWORD offset = This->resource.wineD3DDevice->stateBlock->streamOffset[attrib->stream_idx];
154 DWORD_PTR data;
155
156 /* Check for some valid situations which cause us pain. One is if the buffer is used for
157 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
158 * with different strides. In the 2nd case we might have to drop conversion entirely,
159 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
160 */
161 if (!attrib->stride)
162 {
163 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n",
164 debug_d3dformat(attrib->format_desc->format));
165 }
166 else if(attrib->stride != *stride_this_run && *stride_this_run)
167 {
168 FIXME("Got two concurrent strides, %d and %d\n", attrib->stride, *stride_this_run);
169 }
170 else
171 {
172 *stride_this_run = attrib->stride;
173 if (This->stride != *stride_this_run)
174 {
175 /* We rely that this happens only on the first converted attribute that is found,
176 * if at all. See above check
177 */
178 TRACE("Reconverting because converted attributes occur, and the stride changed\n");
179 This->stride = *stride_this_run;
180 HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY, This->conversion_map);
181 This->conversion_map = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
182 sizeof(*This->conversion_map) * This->stride);
183 ret = TRUE;
184 }
185 }
186
187 data = (((DWORD_PTR)attrib->data) + offset) % This->stride;
188 attrib_size = attrib->format_desc->component_count * attrib->format_desc->component_size;
189 for (i = 0; i < attrib_size; ++i)
190 {
191 if (This->conversion_map[data + i] != conversion_type)
192 {
193 TRACE("Byte %ld in vertex changed\n", i + data);
194 TRACE("It was type %d, is %d now\n", This->conversion_map[data + i], conversion_type);
195 ret = TRUE;
196 This->conversion_map[data + i] = conversion_type;
197 }
198 }
199
200 return ret;
201 }
202
203 static BOOL buffer_check_attribute(struct wined3d_buffer *This,
204 const struct wined3d_stream_info_element *attrib, const BOOL check_d3dcolor, const BOOL is_ffp_position,
205 const BOOL is_ffp_color, DWORD *stride_this_run, BOOL *float16_used)
206 {
207 BOOL ret = FALSE;
208 WINED3DFORMAT format;
209
210 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
211 * there, on nonexistent attribs the vbo is 0.
212 */
213 if (attrib->buffer_object != This->buffer_object) return FALSE;
214
215 format = attrib->format_desc->format;
216 /* Look for newly appeared conversion */
217 if (!GL_SUPPORT(NV_HALF_FLOAT) && (format == WINED3DFMT_R16G16_FLOAT || format == WINED3DFMT_R16G16B16A16_FLOAT))
218 {
219 ret = buffer_process_converted_attribute(This, CONV_FLOAT16_2, attrib, stride_this_run);
220
221 if (is_ffp_position) FIXME("Test FLOAT16 fixed function processing positions\n");
222 else if (is_ffp_color) FIXME("test FLOAT16 fixed function processing colors\n");
223 *float16_used = TRUE;
224 }
225 else if (check_d3dcolor && format == WINED3DFMT_A8R8G8B8)
226 {
227 ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run);
228
229 if (!is_ffp_color) FIXME("Test for non-color fixed function WINED3DFMT_A8R8G8B8 format\n");
230 }
231 else if (is_ffp_position && format == WINED3DFMT_R32G32B32A32_FLOAT)
232 {
233 ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run);
234 }
235 else if (This->conversion_map)
236 {
237 ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run);
238 }
239
240 return ret;
241 }
242
243 static UINT *find_conversion_shift(struct wined3d_buffer *This,
244 const struct wined3d_stream_info *strided, UINT stride)
245 {
246 UINT *ret, i, j, shift, orig_type_size;
247
248 if (!stride)
249 {
250 TRACE("No shift\n");
251 return NULL;
252 }
253
254 This->conversion_stride = stride;
255 ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(DWORD) * stride);
256 for (i = 0; i < MAX_ATTRIBS; ++i)
257 {
258 WINED3DFORMAT format;
259
260 if (strided->elements[i].buffer_object != This->buffer_object) continue;
261
262 format = strided->elements[i].format_desc->format;
263 if (format == WINED3DFMT_R16G16_FLOAT)
264 {
265 shift = 4;
266 }
267 else if (format == WINED3DFMT_R16G16B16A16_FLOAT)
268 {
269 shift = 8;
270 /* Pre-shift the last 4 bytes in the FLOAT16_4 by 4 bytes - this makes FLOAT16_2 and FLOAT16_4 conversions
271 * compatible
272 */
273 for (j = 4; j < 8; ++j)
274 {
275 ret[(DWORD_PTR)strided->elements[i].data + j] += 4;
276 }
277 }
278 else
279 {
280 shift = 0;
281 }
282 This->conversion_stride += shift;
283
284 if (shift)
285 {
286 orig_type_size = strided->elements[i].format_desc->component_count
287 * strided->elements[i].format_desc->component_size;
288 for (j = (DWORD_PTR)strided->elements[i].data + orig_type_size; j < stride; ++j)
289 {
290 ret[j] += shift;
291 }
292 }
293 }
294
295 if (TRACE_ON(d3d))
296 {
297 TRACE("Dumping conversion shift:\n");
298 for (i = 0; i < stride; ++i)
299 {
300 TRACE("[%d]", ret[i]);
301 }
302 TRACE("\n");
303 }
304
305 return ret;
306 }
307
308 static BOOL buffer_find_decl(struct wined3d_buffer *This)
309 {
310 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
311 UINT stride_this_run = 0;
312 BOOL float16_used = FALSE;
313 BOOL ret = FALSE;
314 unsigned int i;
315
316 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
317 * Once we have our declaration there is no need to look it up again. Index buffers also never need
318 * conversion, so once the (empty) conversion structure is created don't bother checking again
319 */
320 if (This->flags & WINED3D_BUFFER_HASDESC)
321 {
322 if(((IWineD3DImpl *)device->wineD3D)->dxVersion == 7 ||
323 This->resource.format_desc->format != WINED3DFMT_VERTEXDATA) return FALSE;
324 }
325
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_NV_half_float is not supported.
331 *
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
340 * as needed.
341 *
342 * We have to distinguish between vertex shaders and fixed function to
343 * pick the way we access the strided vertex information.
344 *
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:
349 *
350 * POSITIONT, FLOAT4
351 * NORMAL, FLOAT3
352 * DIFFUSE, FLOAT16_4
353 * SPECULAR, D3DCOLOR
354 *
355 * Will result in
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]
358 *
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).
362 *
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
370 */
371 if (use_vs(device->stateBlock))
372 {
373 TRACE("vshader\n");
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
377 */
378 if (!((IWineD3DVertexDeclarationImpl *) device->stateBlock->vertexDecl)->half_float_conv_needed)
379 {
380 if (This->conversion_map)
381 {
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;
386 This->stride = 0;
387 This->conversion_shift = NULL;
388 This->conversion_stride = 0;
389 return TRUE;
390 }
391 else
392 {
393 return FALSE;
394 }
395 }
396 for (i = 0; i < MAX_ATTRIBS; ++i)
397 {
398 ret = buffer_check_attribute(This, &device->strided_streams.elements[i],
399 FALSE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
400 }
401
402 /* Recalculate the conversion shift map if the declaration has changed,
403 * and we're using float16 conversion or used it on the last run
404 */
405 if (ret && (float16_used || This->conversion_map))
406 {
407 HeapFree(GetProcessHeap(), 0, This->conversion_shift);
408 This->conversion_shift = find_conversion_shift(This, &device->strided_streams, This->stride);
409 }
410 }
411 else
412 {
413 /* Fixed function is a bit trickier. We have to take care for D3DCOLOR types, FLOAT4 positions and of course
414 * FLOAT16s if not supported. Also, we can't iterate over the array, so use macros to generate code for all
415 * the attributes that our current fixed function pipeline implementation cares for.
416 */
417 BOOL support_d3dcolor = GL_SUPPORT(EXT_VERTEX_ARRAY_BGRA);
418 ret = buffer_check_attribute(This, &device->strided_streams.elements[WINED3D_FFP_POSITION],
419 TRUE, TRUE, FALSE, &stride_this_run, &float16_used) || ret;
420 ret = buffer_check_attribute(This, &device->strided_streams.elements[WINED3D_FFP_NORMAL],
421 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
422 ret = buffer_check_attribute(This, &device->strided_streams.elements[WINED3D_FFP_DIFFUSE],
423 !support_d3dcolor, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
424 ret = buffer_check_attribute(This, &device->strided_streams.elements[WINED3D_FFP_SPECULAR],
425 !support_d3dcolor, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
426 ret = buffer_check_attribute(This, &device->strided_streams.elements[WINED3D_FFP_TEXCOORD0],
427 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
428 ret = buffer_check_attribute(This, &device->strided_streams.elements[WINED3D_FFP_TEXCOORD1],
429 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
430 ret = buffer_check_attribute(This, &device->strided_streams.elements[WINED3D_FFP_TEXCOORD2],
431 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
432 ret = buffer_check_attribute(This, &device->strided_streams.elements[WINED3D_FFP_TEXCOORD3],
433 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
434 ret = buffer_check_attribute(This, &device->strided_streams.elements[WINED3D_FFP_TEXCOORD4],
435 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
436 ret = buffer_check_attribute(This, &device->strided_streams.elements[WINED3D_FFP_TEXCOORD5],
437 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
438 ret = buffer_check_attribute(This, &device->strided_streams.elements[WINED3D_FFP_TEXCOORD6],
439 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
440 ret = buffer_check_attribute(This, &device->strided_streams.elements[WINED3D_FFP_TEXCOORD7],
441 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
442
443 if (float16_used) FIXME("Float16 conversion used with fixed function vertex processing\n");
444 }
445
446 if (stride_this_run == 0 && This->conversion_map)
447 {
448 /* Sanity test */
449 if (!ret) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
450 HeapFree(GetProcessHeap(), 0, This->conversion_map);
451 This->conversion_map = NULL;
452 This->stride = 0;
453 }
454
455 if (ret) TRACE("Conversion information changed\n");
456
457 return ret;
458 }
459
460 static void buffer_check_buffer_object_size(struct wined3d_buffer *This)
461 {
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)
465 {
466 TRACE("Old size %u, creating new size %u\n", This->buffer_object_size, size);
467
468 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
469 {
470 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
471 }
472
473 /* Rescue the data before resizing the buffer object if we do not have our backup copy */
474 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
475 {
476 buffer_get_sysmem(This);
477 }
478
479 ENTER_GL();
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");
485 LEAVE_GL();
486 }
487 }
488
489 static inline void fixup_d3dcolor(DWORD *dst_color)
490 {
491 DWORD src_color = *dst_color;
492
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
495 *
496 * 0xff000000: Alpha mask
497 * 0x00ff0000: Blue mask
498 * 0x0000ff00: Green mask
499 * 0x000000ff: Red mask
500 */
501 *dst_color = 0;
502 *dst_color |= (src_color & 0xff00ff00); /* Alpha Green */
503 *dst_color |= (src_color & 0x00ff0000) >> 16; /* Red */
504 *dst_color |= (src_color & 0x000000ff) << 16; /* Blue */
505 }
506
507 static inline void fixup_transformed_pos(float *p)
508 {
509 float x, y, z, w;
510
511 /* rhw conversion like in drawStridedSlow */
512 if (p[3] == 1.0 || ((p[3] < eps) && (p[3] > -eps)))
513 {
514 x = p[0];
515 y = p[1];
516 z = p[2];
517 w = 1.0;
518 }
519 else
520 {
521 w = 1.0 / p[3];
522 x = p[0] * w;
523 y = p[1] * w;
524 z = p[2] * w;
525 }
526 p[0] = x;
527 p[1] = y;
528 p[2] = z;
529 p[3] = w;
530 }
531
532 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object)
533 {
534 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
535
536 *buffer_object = This->buffer_object;
537 if (!This->buffer_object)
538 {
539 if (This->flags & WINED3D_BUFFER_CREATEBO)
540 {
541 buffer_create_buffer_object(This);
542 This->flags &= ~WINED3D_BUFFER_CREATEBO;
543 if (This->buffer_object)
544 {
545 *buffer_object = This->buffer_object;
546 return (const BYTE *)offset;
547 }
548 }
549 return This->resource.allocatedMemory + offset;
550 }
551 else
552 {
553 return (const BYTE *)offset;
554 }
555 }
556
557 /* IUnknown methods */
558
559 static HRESULT STDMETHODCALLTYPE buffer_QueryInterface(IWineD3DBuffer *iface,
560 REFIID riid, void **object)
561 {
562 TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object);
563
564 if (IsEqualGUID(riid, &IID_IWineD3DBuffer)
565 || IsEqualGUID(riid, &IID_IWineD3DResource)
566 || IsEqualGUID(riid, &IID_IWineD3DBase)
567 || IsEqualGUID(riid, &IID_IUnknown))
568 {
569 IUnknown_AddRef(iface);
570 *object = iface;
571 return S_OK;
572 }
573
574 WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
575
576 *object = NULL;
577
578 return E_NOINTERFACE;
579 }
580
581 static ULONG STDMETHODCALLTYPE buffer_AddRef(IWineD3DBuffer *iface)
582 {
583 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
584 ULONG refcount = InterlockedIncrement(&This->resource.ref);
585
586 TRACE("%p increasing refcount to %u\n", This, refcount);
587
588 return refcount;
589 }
590
591 const BYTE *buffer_get_sysmem(struct wined3d_buffer *This)
592 {
593 if(This->flags & WINED3D_BUFFER_DOUBLEBUFFER) return This->resource.allocatedMemory;
594
595 This->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + RESOURCE_ALIGNMENT);
596 This->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
597 ENTER_GL();
598 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
599 GL_EXTCALL(glGetBufferSubDataARB(This->buffer_type_hint, 0, This->resource.size, This->resource.allocatedMemory));
600 LEAVE_GL();
601 This->flags |= WINED3D_BUFFER_DOUBLEBUFFER;
602
603 return This->resource.allocatedMemory;
604 }
605
606 static void STDMETHODCALLTYPE buffer_UnLoad(IWineD3DBuffer *iface)
607 {
608 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
609
610 TRACE("iface %p\n", iface);
611
612 if (This->buffer_object)
613 {
614 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
615
616 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
617
618 /* Download the buffer, but don't permanently enable double buffering */
619 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
620 {
621 buffer_get_sysmem(This);
622 This->flags &= ~WINED3D_BUFFER_DOUBLEBUFFER;
623 }
624
625 ENTER_GL();
626 GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
627 checkGLcall("glDeleteBuffersARB");
628 LEAVE_GL();
629 This->buffer_object = 0;
630 This->flags |= WINED3D_BUFFER_CREATEBO; /* Recreate the buffer object next load */
631 }
632 }
633
634 static ULONG STDMETHODCALLTYPE buffer_Release(IWineD3DBuffer *iface)
635 {
636 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
637 ULONG refcount = InterlockedDecrement(&This->resource.ref);
638
639 TRACE("%p decreasing refcount to %u\n", This, refcount);
640
641 if (!refcount)
642 {
643 buffer_UnLoad(iface);
644 resource_cleanup((IWineD3DResource *)iface);
645 HeapFree(GetProcessHeap(), 0, This);
646 }
647
648 return refcount;
649 }
650
651 /* IWineD3DBase methods */
652
653 static HRESULT STDMETHODCALLTYPE buffer_GetParent(IWineD3DBuffer *iface, IUnknown **parent)
654 {
655 return resource_get_parent((IWineD3DResource *)iface, parent);
656 }
657
658 /* IWineD3DResource methods */
659
660 static HRESULT STDMETHODCALLTYPE buffer_GetDevice(IWineD3DBuffer *iface, IWineD3DDevice **device)
661 {
662 return resource_get_device((IWineD3DResource *)iface, device);
663 }
664
665 static HRESULT STDMETHODCALLTYPE buffer_SetPrivateData(IWineD3DBuffer *iface,
666 REFGUID guid, const void *data, DWORD data_size, DWORD flags)
667 {
668 return resource_set_private_data((IWineD3DResource *)iface, guid, data, data_size, flags);
669 }
670
671 static HRESULT STDMETHODCALLTYPE buffer_GetPrivateData(IWineD3DBuffer *iface,
672 REFGUID guid, void *data, DWORD *data_size)
673 {
674 return resource_get_private_data((IWineD3DResource *)iface, guid, data, data_size);
675 }
676
677 static HRESULT STDMETHODCALLTYPE buffer_FreePrivateData(IWineD3DBuffer *iface, REFGUID guid)
678 {
679 return resource_free_private_data((IWineD3DResource *)iface, guid);
680 }
681
682 static DWORD STDMETHODCALLTYPE buffer_SetPriority(IWineD3DBuffer *iface, DWORD priority)
683 {
684 return resource_set_priority((IWineD3DResource *)iface, priority);
685 }
686
687 static DWORD STDMETHODCALLTYPE buffer_GetPriority(IWineD3DBuffer *iface)
688 {
689 return resource_get_priority((IWineD3DResource *)iface);
690 }
691
692 static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
693 {
694 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
695 IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
696 UINT start = 0, end = 0, vertices;
697 BOOL decl_changed = FALSE;
698 unsigned int i, j;
699 BYTE *data;
700
701 TRACE("iface %p\n", iface);
702
703 if (!This->buffer_object)
704 {
705 /* TODO: Make converting independent from VBOs */
706 if (This->flags & WINED3D_BUFFER_CREATEBO)
707 {
708 buffer_create_buffer_object(This);
709 This->flags &= ~WINED3D_BUFFER_CREATEBO;
710 }
711 else
712 {
713 return; /* Not doing any conversion */
714 }
715 }
716
717 /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
718 if (device->isInDraw && This->bind_count > 0)
719 {
720 decl_changed = buffer_find_decl(This);
721 This->flags |= WINED3D_BUFFER_HASDESC;
722 }
723
724 if (!decl_changed && !(This->flags & WINED3D_BUFFER_HASDESC && This->flags & WINED3D_BUFFER_DIRTY)) return;
725
726 /* If applications change the declaration over and over, reconverting all the time is a huge
727 * performance hit. So count the declaration changes and release the VBO if there are too many
728 * of them (and thus stop converting)
729 */
730 if (decl_changed)
731 {
732 ++This->conversion_count;
733 This->draw_count = 0;
734
735 if (This->conversion_count > VB_MAXDECLCHANGES)
736 {
737 FIXME("Too many declaration changes, stopping converting\n");
738 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
739 ENTER_GL();
740 GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
741 checkGLcall("glDeleteBuffersARB");
742 LEAVE_GL();
743 This->buffer_object = 0;
744 HeapFree(GetProcessHeap(), 0, This->conversion_shift);
745
746 /* The stream source state handler might have read the memory of the vertex buffer already
747 * and got the memory in the vbo which is not valid any longer. Dirtify the stream source
748 * to force a reload. This happens only once per changed vertexbuffer and should occur rather
749 * rarely
750 */
751 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
752
753 return;
754 }
755 buffer_check_buffer_object_size(This);
756 }
757 else
758 {
759 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
760 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
761 * decl changes and reset the decl change count after a specific number of them
762 */
763 ++This->draw_count;
764 if (This->draw_count > VB_RESETDECLCHANGE) This->conversion_count = 0;
765 }
766
767 if (decl_changed)
768 {
769 /* The declaration changed, reload the whole buffer */
770 WARN("Reloading buffer because of decl change\n");
771 start = 0;
772 end = This->resource.size;
773 }
774 else
775 {
776 /* No decl change, but dirty data, reload the changed stuff */
777 if (This->conversion_shift)
778 {
779 if (This->dirty_start != 0 || This->dirty_end != 0)
780 {
781 FIXME("Implement partial buffer loading with shifted conversion\n");
782 }
783 }
784 start = This->dirty_start;
785 end = This->dirty_end;
786 }
787
788 /* Mark the buffer clean */
789 This->flags &= ~WINED3D_BUFFER_DIRTY;
790 This->dirty_start = 0;
791 This->dirty_end = 0;
792
793 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
794 {
795 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
796 }
797
798 if (!This->conversion_map)
799 {
800 /* That means that there is nothing to fixup. Just upload from This->resource.allocatedMemory
801 * directly into the vbo. Do not free the system memory copy because drawPrimitive may need it if
802 * the stride is 0, for instancing emulation, vertex blending emulation or shader emulation.
803 */
804 TRACE("No conversion needed\n");
805
806 /* Nothing to do because we locked directly into the vbo */
807 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER)) return;
808
809 if (!device->isInDraw)
810 {
811 ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
812 }
813 ENTER_GL();
814 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
815 checkGLcall("glBindBufferARB");
816 GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, start, end-start, This->resource.allocatedMemory + start));
817 checkGLcall("glBufferSubDataARB");
818 LEAVE_GL();
819 return;
820 }
821
822 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
823 {
824 buffer_get_sysmem(This);
825 }
826
827 /* Now for each vertex in the buffer that needs conversion */
828 vertices = This->resource.size / This->stride;
829
830 if (This->conversion_shift)
831 {
832 TRACE("Shifted conversion\n");
833 data = HeapAlloc(GetProcessHeap(), 0, vertices * This->conversion_stride);
834
835 for (i = start / This->stride; i < min((end / This->stride) + 1, vertices); ++i)
836 {
837 for (j = 0; j < This->stride; ++j)
838 {
839 switch(This->conversion_map[j])
840 {
841 case CONV_NONE:
842 data[This->conversion_stride * i + j + This->conversion_shift[j]]
843 = This->resource.allocatedMemory[This->stride * i + j];
844 break;
845
846 case CONV_FLOAT16_2:
847 {
848 float *out = (float *)(&data[This->conversion_stride * i + j + This->conversion_shift[j]]);
849 const WORD *in = (WORD *)(&This->resource.allocatedMemory[i * This->stride + j]);
850
851 out[1] = float_16_to_32(in + 1);
852 out[0] = float_16_to_32(in + 0);
853 j += 3; /* Skip 3 additional bytes,as a FLOAT16_2 has 4 bytes */
854 break;
855 }
856
857 default:
858 FIXME("Unimplemented conversion %d in shifted conversion\n", This->conversion_map[j]);
859 break;
860 }
861 }
862 }
863
864 ENTER_GL();
865 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
866 checkGLcall("glBindBufferARB");
867 GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, 0, vertices * This->conversion_stride, data));
868 checkGLcall("glBufferSubDataARB");
869 LEAVE_GL();
870 }
871 else
872 {
873 data = HeapAlloc(GetProcessHeap(), 0, This->resource.size);
874 memcpy(data + start, This->resource.allocatedMemory + start, end - start);
875 for (i = start / This->stride; i < min((end / This->stride) + 1, vertices); ++i)
876 {
877 for (j = 0; j < This->stride; ++j)
878 {
879 switch(This->conversion_map[j])
880 {
881 case CONV_NONE:
882 /* Done already */
883 j += 3;
884 break;
885 case CONV_D3DCOLOR:
886 fixup_d3dcolor((DWORD *) (data + i * This->stride + j));
887 j += 3;
888 break;
889
890 case CONV_POSITIONT:
891 fixup_transformed_pos((float *) (data + i * This->stride + j));
892 j += 15;
893 break;
894
895 case CONV_FLOAT16_2:
896 ERR("Did not expect FLOAT16 conversion in unshifted conversion\n");
897 default:
898 FIXME("Unimplemented conversion %d in shifted conversion\n", This->conversion_map[j]);
899 }
900 }
901 }
902
903 ENTER_GL();
904 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
905 checkGLcall("glBindBufferARB");
906 GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, start, end - start, data + start));
907 checkGLcall("glBufferSubDataARB");
908 LEAVE_GL();
909 }
910
911 HeapFree(GetProcessHeap(), 0, data);
912 }
913
914 static WINED3DRESOURCETYPE STDMETHODCALLTYPE buffer_GetType(IWineD3DBuffer *iface)
915 {
916 return resource_get_type((IWineD3DResource *)iface);
917 }
918
919 /* IWineD3DBuffer methods */
920
921 static HRESULT STDMETHODCALLTYPE buffer_Map(IWineD3DBuffer *iface, UINT offset, UINT size, BYTE **data, DWORD flags)
922 {
923 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
924 LONG count;
925
926 TRACE("iface %p, offset %u, size %u, data %p, flags %#x\n", iface, offset, size, data, flags);
927
928 count = InterlockedIncrement(&This->lock_count);
929
930 if (This->flags & WINED3D_BUFFER_DIRTY)
931 {
932 if (This->dirty_start > offset) This->dirty_start = offset;
933
934 if (size)
935 {
936 if (This->dirty_end < offset + size) This->dirty_end = offset + size;
937 }
938 else
939 {
940 This->dirty_end = This->resource.size;
941 }
942 }
943 else
944 {
945 This->dirty_start = offset;
946 if (size) This->dirty_end = offset + size;
947 else This->dirty_end = This->resource.size;
948 }
949
950 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER) && This->buffer_object)
951 {
952 if(count == 1)
953 {
954 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
955 {
956 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
957 }
958 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
959 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(This->buffer_type_hint, GL_READ_WRITE_ARB));
960 }
961 }
962 else
963 {
964 This->flags |= WINED3D_BUFFER_DIRTY;
965 }
966
967 *data = This->resource.allocatedMemory + offset;
968
969 TRACE("Returning memory at %p (base %p, offset %u)\n", *data, This->resource.allocatedMemory, offset);
970 /* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
971
972 return WINED3D_OK;
973 }
974
975 static HRESULT STDMETHODCALLTYPE buffer_Unmap(IWineD3DBuffer *iface)
976 {
977 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
978
979 TRACE("(%p)\n", This);
980
981 if (InterlockedDecrement(&This->lock_count))
982 {
983 /* Delay loading the buffer until everything is unlocked */
984 TRACE("Ignoring unlock\n");
985 return WINED3D_OK;
986 }
987
988 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER) && This->buffer_object)
989 {
990 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
991 {
992 IWineD3DDeviceImpl_MarkStateDirty(This->resource.wineD3DDevice, STATE_INDEXBUFFER);
993 }
994 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
995 GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
996 This->resource.allocatedMemory = NULL;
997 }
998 else if (This->flags & WINED3D_BUFFER_HASDESC)
999 {
1000 buffer_PreLoad(iface);
1001 }
1002
1003 return WINED3D_OK;
1004 }
1005
1006 static HRESULT STDMETHODCALLTYPE buffer_GetDesc(IWineD3DBuffer *iface, WINED3DBUFFER_DESC *desc)
1007 {
1008 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
1009
1010 TRACE("(%p)\n", This);
1011
1012 desc->Type = This->resource.resourceType;
1013 desc->Usage = This->resource.usage;
1014 desc->Pool = This->resource.pool;
1015 desc->Size = This->resource.size;
1016
1017 return WINED3D_OK;
1018 }
1019
1020 const struct IWineD3DBufferVtbl wined3d_buffer_vtbl =
1021 {
1022 /* IUnknown methods */
1023 buffer_QueryInterface,
1024 buffer_AddRef,
1025 buffer_Release,
1026 /* IWineD3DBase methods */
1027 buffer_GetParent,
1028 /* IWineD3DResource methods */
1029 buffer_GetDevice,
1030 buffer_SetPrivateData,
1031 buffer_GetPrivateData,
1032 buffer_FreePrivateData,
1033 buffer_SetPriority,
1034 buffer_GetPriority,
1035 buffer_PreLoad,
1036 buffer_UnLoad,
1037 buffer_GetType,
1038 /* IWineD3DBuffer methods */
1039 buffer_Map,
1040 buffer_Unmap,
1041 buffer_GetDesc,
1042 };