[HAL]
[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 2007-2010 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.device->adapter->gl_info
33
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 */
38
39 static inline BOOL buffer_add_dirty_area(struct wined3d_buffer *This, UINT offset, UINT size)
40 {
41 if (!This->buffer_object) return TRUE;
42
43 if (This->maps_size <= This->modified_areas)
44 {
45 void *new = HeapReAlloc(GetProcessHeap(), 0, This->maps,
46 This->maps_size * 2 * sizeof(*This->maps));
47 if (!new)
48 {
49 ERR("Out of memory\n");
50 return FALSE;
51 }
52 else
53 {
54 This->maps = new;
55 This->maps_size *= 2;
56 }
57 }
58
59 if(offset > This->resource.size || offset + size > This->resource.size)
60 {
61 WARN("Invalid range dirtified, marking entire buffer dirty\n");
62 offset = 0;
63 size = This->resource.size;
64 }
65 else if(!offset && !size)
66 {
67 size = This->resource.size;
68 }
69
70 This->maps[This->modified_areas].offset = offset;
71 This->maps[This->modified_areas].size = size;
72 This->modified_areas++;
73 return TRUE;
74 }
75
76 static inline void buffer_clear_dirty_areas(struct wined3d_buffer *This)
77 {
78 This->modified_areas = 0;
79 }
80
81 static inline BOOL buffer_is_dirty(struct wined3d_buffer *This)
82 {
83 return This->modified_areas != 0;
84 }
85
86 static inline BOOL buffer_is_fully_dirty(struct wined3d_buffer *This)
87 {
88 unsigned int i;
89
90 for(i = 0; i < This->modified_areas; i++)
91 {
92 if(This->maps[i].offset == 0 && This->maps[i].size == This->resource.size)
93 {
94 return TRUE;
95 }
96 }
97 return FALSE;
98 }
99
100 /* Context activation is done by the caller. */
101 static void buffer_create_buffer_object(struct wined3d_buffer *This)
102 {
103 GLenum error, gl_usage;
104 const struct wined3d_gl_info *gl_info = &This->resource.device->adapter->gl_info;
105
106 TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n",
107 This, debug_d3dusage(This->resource.usage));
108
109 ENTER_GL();
110
111 /* Make sure that the gl error is cleared. Do not use checkGLcall
112 * here because checkGLcall just prints a fixme and continues. However,
113 * if an error during VBO creation occurs we can fall back to non-vbo operation
114 * with full functionality(but performance loss)
115 */
116 while (glGetError() != GL_NO_ERROR);
117
118 /* Basically the FVF parameter passed to CreateVertexBuffer is no good
119 * It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
120 * IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
121 * look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
122 * to check if the rhw and color values are in the correct format.
123 */
124
125 GL_EXTCALL(glGenBuffersARB(1, &This->buffer_object));
126 error = glGetError();
127 if (!This->buffer_object || error != GL_NO_ERROR)
128 {
129 ERR("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error);
130 LEAVE_GL();
131 goto fail;
132 }
133
134 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
135 {
136 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
137 }
138 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
139 error = glGetError();
140 if (error != GL_NO_ERROR)
141 {
142 ERR("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error);
143 LEAVE_GL();
144 goto fail;
145 }
146
147 /* Don't use static, because dx apps tend to update the buffer
148 * quite often even if they specify 0 usage.
149 */
150 if(This->resource.usage & WINED3DUSAGE_DYNAMIC)
151 {
152 TRACE("Gl usage = GL_STREAM_DRAW_ARB\n");
153 gl_usage = GL_STREAM_DRAW_ARB;
154
155 if(gl_info->supported[APPLE_FLUSH_BUFFER_RANGE])
156 {
157 GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE));
158 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE)");
159 This->flags |= WINED3D_BUFFER_FLUSH;
160 }
161 /* No setup is needed here for GL_ARB_map_buffer_range */
162 }
163 else
164 {
165 TRACE("Gl usage = GL_DYNAMIC_DRAW_ARB\n");
166 gl_usage = GL_DYNAMIC_DRAW_ARB;
167 }
168
169 /* Reserve memory for the buffer. The amount of data won't change
170 * so we are safe with calling glBufferData once and
171 * calling glBufferSubData on updates. Upload the actual data in case
172 * we're not double buffering, so we can release the heap mem afterwards
173 */
174 GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, This->resource.size, This->resource.allocatedMemory, gl_usage));
175 error = glGetError();
176 LEAVE_GL();
177 if (error != GL_NO_ERROR)
178 {
179 ERR("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error);
180 goto fail;
181 }
182
183 This->buffer_object_size = This->resource.size;
184 This->buffer_object_usage = gl_usage;
185
186 if(This->flags & WINED3D_BUFFER_DOUBLEBUFFER)
187 {
188 if(!buffer_add_dirty_area(This, 0, 0))
189 {
190 ERR("buffer_add_dirty_area failed, this is not expected\n");
191 goto fail;
192 }
193 }
194 else
195 {
196 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
197 This->resource.allocatedMemory = NULL;
198 This->resource.heapMemory = NULL;
199 }
200
201 return;
202
203 fail:
204 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
205 ERR("Failed to create a vertex buffer object. Continuing, but performance issues may occur\n");
206 if (This->buffer_object)
207 {
208 ENTER_GL();
209 GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
210 LEAVE_GL();
211 }
212 This->buffer_object = 0;
213 buffer_clear_dirty_areas(This);
214 }
215
216 static BOOL buffer_process_converted_attribute(struct wined3d_buffer *This,
217 const enum wined3d_buffer_conversion_type conversion_type,
218 const struct wined3d_stream_info_element *attrib, DWORD *stride_this_run)
219 {
220 DWORD attrib_size;
221 BOOL ret = FALSE;
222 unsigned int i;
223 DWORD offset = This->resource.device->stateBlock->streamOffset[attrib->stream_idx];
224 DWORD_PTR data;
225
226 /* Check for some valid situations which cause us pain. One is if the buffer is used for
227 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
228 * with different strides. In the 2nd case we might have to drop conversion entirely,
229 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
230 */
231 if (!attrib->stride)
232 {
233 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n",
234 debug_d3dformat(attrib->format_desc->format));
235 }
236 else if(attrib->stride != *stride_this_run && *stride_this_run)
237 {
238 FIXME("Got two concurrent strides, %d and %d\n", attrib->stride, *stride_this_run);
239 }
240 else
241 {
242 *stride_this_run = attrib->stride;
243 if (This->stride != *stride_this_run)
244 {
245 /* We rely that this happens only on the first converted attribute that is found,
246 * if at all. See above check
247 */
248 TRACE("Reconverting because converted attributes occur, and the stride changed\n");
249 This->stride = *stride_this_run;
250 HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY, This->conversion_map);
251 This->conversion_map = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
252 sizeof(*This->conversion_map) * This->stride);
253 ret = TRUE;
254 }
255 }
256
257 data = (((DWORD_PTR)attrib->data) + offset) % This->stride;
258 attrib_size = attrib->format_desc->component_count * attrib->format_desc->component_size;
259 for (i = 0; i < attrib_size; ++i)
260 {
261 if (This->conversion_map[data + i] != conversion_type)
262 {
263 TRACE("Byte %ld in vertex changed\n", i + data);
264 TRACE("It was type %d, is %d now\n", This->conversion_map[data + i], conversion_type);
265 ret = TRUE;
266 This->conversion_map[data + i] = conversion_type;
267 }
268 }
269
270 return ret;
271 }
272
273 static BOOL buffer_check_attribute(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
274 UINT attrib_idx, const BOOL check_d3dcolor, const BOOL is_ffp_position, const BOOL is_ffp_color,
275 DWORD *stride_this_run, BOOL *float16_used)
276 {
277 const struct wined3d_stream_info_element *attrib = &si->elements[attrib_idx];
278 IWineD3DDeviceImpl *device = This->resource.device;
279 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
280 BOOL ret = FALSE;
281 WINED3DFORMAT format;
282
283 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
284 * there, on nonexistent attribs the vbo is 0.
285 */
286 if (!(si->use_map & (1 << attrib_idx))
287 || attrib->buffer_object != This->buffer_object)
288 return FALSE;
289
290 format = attrib->format_desc->format;
291 /* Look for newly appeared conversion */
292 if (!gl_info->supported[ARB_HALF_FLOAT_VERTEX]
293 && (format == WINED3DFMT_R16G16_FLOAT || format == WINED3DFMT_R16G16B16A16_FLOAT))
294 {
295 ret = buffer_process_converted_attribute(This, CONV_FLOAT16_2, attrib, stride_this_run);
296
297 if (is_ffp_position) FIXME("Test FLOAT16 fixed function processing positions\n");
298 else if (is_ffp_color) FIXME("test FLOAT16 fixed function processing colors\n");
299 *float16_used = TRUE;
300 }
301 else if (check_d3dcolor && format == WINED3DFMT_B8G8R8A8_UNORM)
302 {
303 ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run);
304
305 if (!is_ffp_color) FIXME("Test for non-color fixed function WINED3DFMT_B8G8R8A8_UNORM format\n");
306 }
307 else if (is_ffp_position && format == WINED3DFMT_R32G32B32A32_FLOAT)
308 {
309 ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run);
310 }
311 else if (This->conversion_map)
312 {
313 ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run);
314 }
315
316 return ret;
317 }
318
319 static UINT *find_conversion_shift(struct wined3d_buffer *This,
320 const struct wined3d_stream_info *strided, UINT stride)
321 {
322 UINT *ret, i, j, shift, orig_type_size;
323
324 if (!stride)
325 {
326 TRACE("No shift\n");
327 return NULL;
328 }
329
330 This->conversion_stride = stride;
331 ret = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(DWORD) * stride);
332 for (i = 0; i < MAX_ATTRIBS; ++i)
333 {
334 WINED3DFORMAT format;
335
336 if (!(strided->use_map & (1 << i)) || strided->elements[i].buffer_object != This->buffer_object) continue;
337
338 format = strided->elements[i].format_desc->format;
339 if (format == WINED3DFMT_R16G16_FLOAT)
340 {
341 shift = 4;
342 }
343 else if (format == WINED3DFMT_R16G16B16A16_FLOAT)
344 {
345 shift = 8;
346 /* Pre-shift the last 4 bytes in the FLOAT16_4 by 4 bytes - this makes FLOAT16_2 and FLOAT16_4 conversions
347 * compatible
348 */
349 for (j = 4; j < 8; ++j)
350 {
351 ret[(DWORD_PTR)strided->elements[i].data + j] += 4;
352 }
353 }
354 else
355 {
356 shift = 0;
357 }
358 This->conversion_stride += shift;
359
360 if (shift)
361 {
362 orig_type_size = strided->elements[i].format_desc->component_count
363 * strided->elements[i].format_desc->component_size;
364 for (j = (DWORD_PTR)strided->elements[i].data + orig_type_size; j < stride; ++j)
365 {
366 ret[j] += shift;
367 }
368 }
369 }
370
371 if (TRACE_ON(d3d))
372 {
373 TRACE("Dumping conversion shift:\n");
374 for (i = 0; i < stride; ++i)
375 {
376 TRACE("[%d]", ret[i]);
377 }
378 TRACE("\n");
379 }
380
381 return ret;
382 }
383
384 static BOOL buffer_find_decl(struct wined3d_buffer *This)
385 {
386 IWineD3DDeviceImpl *device = This->resource.device;
387 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
388 const struct wined3d_stream_info *si = &device->strided_streams;
389 UINT stride_this_run = 0;
390 BOOL float16_used = FALSE;
391 BOOL ret = FALSE;
392 unsigned int i;
393
394 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
395 * Once we have our declaration there is no need to look it up again. Index buffers also never need
396 * conversion, so once the (empty) conversion structure is created don't bother checking again
397 */
398 if (This->flags & WINED3D_BUFFER_HASDESC)
399 {
400 if(This->resource.usage & WINED3DUSAGE_STATICDECL) return FALSE;
401 }
402
403 TRACE("Finding vertex buffer conversion information\n");
404 /* Certain declaration types need some fixups before we can pass them to
405 * opengl. This means D3DCOLOR attributes with fixed function vertex
406 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
407 * GL_ARB_half_float_vertex is not supported.
408 *
409 * Note for d3d8 and d3d9:
410 * The vertex buffer FVF doesn't help with finding them, we have to use
411 * the decoded vertex declaration and pick the things that concern the
412 * current buffer. A problem with this is that this can change between
413 * draws, so we have to validate the information and reprocess the buffer
414 * if it changes, and avoid false positives for performance reasons.
415 * WineD3D doesn't even know the vertex buffer any more, it is managed
416 * by the client libraries and passed to SetStreamSource and ProcessVertices
417 * as needed.
418 *
419 * We have to distinguish between vertex shaders and fixed function to
420 * pick the way we access the strided vertex information.
421 *
422 * This code sets up a per-byte array with the size of the detected
423 * stride of the arrays in the buffer. For each byte we have a field
424 * that marks the conversion needed on this byte. For example, the
425 * following declaration with fixed function vertex processing:
426 *
427 * POSITIONT, FLOAT4
428 * NORMAL, FLOAT3
429 * DIFFUSE, FLOAT16_4
430 * SPECULAR, D3DCOLOR
431 *
432 * Will result in
433 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
434 * [P][P][P][P][P][P][P][P][P][P][P][P][P][P][P][P][0][0][0][0][0][0][0][0][0][0][0][0][F][F][F][F][F][F][F][F][C][C][C][C]
435 *
436 * Where in this example map P means 4 component position conversion, 0
437 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
438 * conversion (red / blue swizzle).
439 *
440 * If we're doing conversion and the stride changes we have to reconvert
441 * the whole buffer. Note that we do not mind if the semantic changes,
442 * we only care for the conversion type. So if the NORMAL is replaced
443 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
444 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
445 * conversion types depend on the semantic as well, for example a FLOAT4
446 * texcoord needs no conversion while a FLOAT4 positiont needs one
447 */
448 if (use_vs(device->stateBlock))
449 {
450 TRACE("vshader\n");
451 /* If the current vertex declaration is marked for no half float conversion don't bother to
452 * analyse the strided streams in depth, just set them up for no conversion. Return decl changed
453 * if we used conversion before
454 */
455 if (!((IWineD3DVertexDeclarationImpl *) device->stateBlock->vertexDecl)->half_float_conv_needed)
456 {
457 if (This->conversion_map)
458 {
459 TRACE("Now using shaders without conversion, but conversion used before\n");
460 HeapFree(GetProcessHeap(), 0, This->conversion_map);
461 HeapFree(GetProcessHeap(), 0, This->conversion_shift);
462 This->conversion_map = NULL;
463 This->stride = 0;
464 This->conversion_shift = NULL;
465 This->conversion_stride = 0;
466 return TRUE;
467 }
468 else
469 {
470 return FALSE;
471 }
472 }
473 for (i = 0; i < MAX_ATTRIBS; ++i)
474 {
475 ret = buffer_check_attribute(This, si, i, FALSE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
476 }
477
478 /* Recalculate the conversion shift map if the declaration has changed,
479 * and we're using float16 conversion or used it on the last run
480 */
481 if (ret && (float16_used || This->conversion_map))
482 {
483 HeapFree(GetProcessHeap(), 0, This->conversion_shift);
484 This->conversion_shift = find_conversion_shift(This, si, This->stride);
485 }
486 }
487 else
488 {
489 /* Fixed function is a bit trickier. We have to take care for D3DCOLOR types, FLOAT4 positions and of course
490 * FLOAT16s if not supported. Also, we can't iterate over the array, so use macros to generate code for all
491 * the attributes that our current fixed function pipeline implementation cares for.
492 */
493 BOOL support_d3dcolor = gl_info->supported[ARB_VERTEX_ARRAY_BGRA];
494 ret = buffer_check_attribute(This, si, WINED3D_FFP_POSITION,
495 TRUE, TRUE, FALSE, &stride_this_run, &float16_used) || ret;
496 ret = buffer_check_attribute(This, si, WINED3D_FFP_NORMAL,
497 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
498 ret = buffer_check_attribute(This, si, WINED3D_FFP_DIFFUSE,
499 !support_d3dcolor, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
500 ret = buffer_check_attribute(This, si, WINED3D_FFP_SPECULAR,
501 !support_d3dcolor, FALSE, TRUE, &stride_this_run, &float16_used) || ret;
502 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD0,
503 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
504 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD1,
505 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
506 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD2,
507 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
508 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD3,
509 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
510 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD4,
511 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
512 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD5,
513 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
514 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD6,
515 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
516 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD7,
517 TRUE, FALSE, FALSE, &stride_this_run, &float16_used) || ret;
518
519 if (float16_used) FIXME("Float16 conversion used with fixed function vertex processing\n");
520 }
521
522 if (stride_this_run == 0 && This->conversion_map)
523 {
524 /* Sanity test */
525 if (!ret) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
526 HeapFree(GetProcessHeap(), 0, This->conversion_map);
527 This->conversion_map = NULL;
528 This->stride = 0;
529 }
530
531 if (ret) TRACE("Conversion information changed\n");
532
533 return ret;
534 }
535
536 /* Context activation is done by the caller. */
537 static void buffer_check_buffer_object_size(struct wined3d_buffer *This)
538 {
539 UINT size = This->conversion_stride ?
540 This->conversion_stride * (This->resource.size / This->stride) : This->resource.size;
541 if (This->buffer_object_size != size)
542 {
543 TRACE("Old size %u, creating new size %u\n", This->buffer_object_size, size);
544
545 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
546 {
547 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
548 }
549
550 /* Rescue the data before resizing the buffer object if we do not have our backup copy */
551 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
552 {
553 buffer_get_sysmem(This);
554 }
555
556 ENTER_GL();
557 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
558 checkGLcall("glBindBufferARB");
559 GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, size, NULL, This->buffer_object_usage));
560 This->buffer_object_size = size;
561 checkGLcall("glBufferDataARB");
562 LEAVE_GL();
563 }
564 }
565
566 static inline void fixup_d3dcolor(DWORD *dst_color)
567 {
568 DWORD src_color = *dst_color;
569
570 /* Color conversion like in drawStridedSlow. watch out for little endianity
571 * If we want that stuff to work on big endian machines too we have to consider more things
572 *
573 * 0xff000000: Alpha mask
574 * 0x00ff0000: Blue mask
575 * 0x0000ff00: Green mask
576 * 0x000000ff: Red mask
577 */
578 *dst_color = 0;
579 *dst_color |= (src_color & 0xff00ff00); /* Alpha Green */
580 *dst_color |= (src_color & 0x00ff0000) >> 16; /* Red */
581 *dst_color |= (src_color & 0x000000ff) << 16; /* Blue */
582 }
583
584 static inline void fixup_transformed_pos(float *p)
585 {
586 /* rhw conversion like in position_float4(). */
587 if (p[3] != 1.0f && p[3] != 0.0f)
588 {
589 float w = 1.0f / p[3];
590 p[0] *= w;
591 p[1] *= w;
592 p[2] *= w;
593 p[3] = w;
594 }
595 }
596
597 /* Context activation is done by the caller. */
598 const BYTE *buffer_get_memory(IWineD3DBuffer *iface, UINT offset, GLuint *buffer_object)
599 {
600 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
601
602 *buffer_object = This->buffer_object;
603 if (!This->buffer_object)
604 {
605 if (This->flags & WINED3D_BUFFER_CREATEBO)
606 {
607 buffer_create_buffer_object(This);
608 This->flags &= ~WINED3D_BUFFER_CREATEBO;
609 if (This->buffer_object)
610 {
611 *buffer_object = This->buffer_object;
612 return (const BYTE *)offset;
613 }
614 }
615 return This->resource.allocatedMemory + offset;
616 }
617 else
618 {
619 return (const BYTE *)offset;
620 }
621 }
622
623 /* IUnknown methods */
624
625 static HRESULT STDMETHODCALLTYPE buffer_QueryInterface(IWineD3DBuffer *iface,
626 REFIID riid, void **object)
627 {
628 TRACE("iface %p, riid %s, object %p\n", iface, debugstr_guid(riid), object);
629
630 if (IsEqualGUID(riid, &IID_IWineD3DBuffer)
631 || IsEqualGUID(riid, &IID_IWineD3DResource)
632 || IsEqualGUID(riid, &IID_IWineD3DBase)
633 || IsEqualGUID(riid, &IID_IUnknown))
634 {
635 IUnknown_AddRef(iface);
636 *object = iface;
637 return S_OK;
638 }
639
640 WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid));
641
642 *object = NULL;
643
644 return E_NOINTERFACE;
645 }
646
647 static ULONG STDMETHODCALLTYPE buffer_AddRef(IWineD3DBuffer *iface)
648 {
649 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
650 ULONG refcount = InterlockedIncrement(&This->resource.ref);
651
652 TRACE("%p increasing refcount to %u\n", This, refcount);
653
654 return refcount;
655 }
656
657 /* Context activation is done by the caller. */
658 BYTE *buffer_get_sysmem(struct wined3d_buffer *This)
659 {
660 /* AllocatedMemory exists if the buffer is double buffered or has no buffer object at all */
661 if(This->resource.allocatedMemory) return This->resource.allocatedMemory;
662
663 This->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + RESOURCE_ALIGNMENT);
664 This->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
665 ENTER_GL();
666 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
667 GL_EXTCALL(glGetBufferSubDataARB(This->buffer_type_hint, 0, This->resource.size, This->resource.allocatedMemory));
668 LEAVE_GL();
669 This->flags |= WINED3D_BUFFER_DOUBLEBUFFER;
670
671 return This->resource.allocatedMemory;
672 }
673
674 static void STDMETHODCALLTYPE buffer_UnLoad(IWineD3DBuffer *iface)
675 {
676 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
677
678 TRACE("iface %p\n", iface);
679
680 if (This->buffer_object)
681 {
682 IWineD3DDeviceImpl *device = This->resource.device;
683 struct wined3d_context *context;
684
685 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
686
687 /* Download the buffer, but don't permanently enable double buffering */
688 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
689 {
690 buffer_get_sysmem(This);
691 This->flags &= ~WINED3D_BUFFER_DOUBLEBUFFER;
692 }
693
694 ENTER_GL();
695 GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
696 checkGLcall("glDeleteBuffersARB");
697 LEAVE_GL();
698 This->buffer_object = 0;
699 This->flags |= WINED3D_BUFFER_CREATEBO; /* Recreate the buffer object next load */
700 buffer_clear_dirty_areas(This);
701
702 context_release(context);
703
704 HeapFree(GetProcessHeap(), 0, This->conversion_shift);
705 This->conversion_shift = NULL;
706 HeapFree(GetProcessHeap(), 0, This->conversion_map);
707 This->conversion_map = NULL;
708 This->stride = 0;
709 This->conversion_stride = 0;
710 This->flags &= ~WINED3D_BUFFER_HASDESC;
711 }
712 }
713
714 static ULONG STDMETHODCALLTYPE buffer_Release(IWineD3DBuffer *iface)
715 {
716 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
717 ULONG refcount = InterlockedDecrement(&This->resource.ref);
718
719 TRACE("%p decreasing refcount to %u\n", This, refcount);
720
721 if (!refcount)
722 {
723 buffer_UnLoad(iface);
724 resource_cleanup((IWineD3DResource *)iface);
725 This->resource.parent_ops->wined3d_object_destroyed(This->resource.parent);
726 HeapFree(GetProcessHeap(), 0, This->maps);
727 HeapFree(GetProcessHeap(), 0, This);
728 }
729
730 return refcount;
731 }
732
733 /* IWineD3DBase methods */
734
735 static HRESULT STDMETHODCALLTYPE buffer_GetParent(IWineD3DBuffer *iface, IUnknown **parent)
736 {
737 return resource_get_parent((IWineD3DResource *)iface, parent);
738 }
739
740 /* IWineD3DResource methods */
741
742 static HRESULT STDMETHODCALLTYPE buffer_SetPrivateData(IWineD3DBuffer *iface,
743 REFGUID guid, const void *data, DWORD data_size, DWORD flags)
744 {
745 return resource_set_private_data((IWineD3DResource *)iface, guid, data, data_size, flags);
746 }
747
748 static HRESULT STDMETHODCALLTYPE buffer_GetPrivateData(IWineD3DBuffer *iface,
749 REFGUID guid, void *data, DWORD *data_size)
750 {
751 return resource_get_private_data((IWineD3DResource *)iface, guid, data, data_size);
752 }
753
754 static HRESULT STDMETHODCALLTYPE buffer_FreePrivateData(IWineD3DBuffer *iface, REFGUID guid)
755 {
756 return resource_free_private_data((IWineD3DResource *)iface, guid);
757 }
758
759 static DWORD STDMETHODCALLTYPE buffer_SetPriority(IWineD3DBuffer *iface, DWORD priority)
760 {
761 return resource_set_priority((IWineD3DResource *)iface, priority);
762 }
763
764 static DWORD STDMETHODCALLTYPE buffer_GetPriority(IWineD3DBuffer *iface)
765 {
766 return resource_get_priority((IWineD3DResource *)iface);
767 }
768
769 static void STDMETHODCALLTYPE buffer_PreLoad(IWineD3DBuffer *iface)
770 {
771 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
772 IWineD3DDeviceImpl *device = This->resource.device;
773 UINT start = 0, end = 0, len = 0, vertices;
774 struct wined3d_context *context;
775 BOOL decl_changed = FALSE;
776 unsigned int i, j;
777 BYTE *data;
778
779 TRACE("iface %p\n", iface);
780
781 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
782
783 if (!This->buffer_object)
784 {
785 /* TODO: Make converting independent from VBOs */
786 if (This->flags & WINED3D_BUFFER_CREATEBO)
787 {
788 buffer_create_buffer_object(This);
789 This->flags &= ~WINED3D_BUFFER_CREATEBO;
790 }
791 else
792 {
793 /* Not doing any conversion */
794 goto end;
795 }
796 }
797
798 /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
799 if (device->isInDraw && This->bind_count > 0)
800 {
801 decl_changed = buffer_find_decl(This);
802 This->flags |= WINED3D_BUFFER_HASDESC;
803 }
804
805 if (!decl_changed && !(This->flags & WINED3D_BUFFER_HASDESC && buffer_is_dirty(This)))
806 {
807 context_release(context);
808 ++This->draw_count;
809 if (This->draw_count > VB_RESETDECLCHANGE) This->decl_change_count = 0;
810 if (This->draw_count > VB_RESETFULLCONVS) This->full_conversion_count = 0;
811 return;
812 }
813
814 /* If applications change the declaration over and over, reconverting all the time is a huge
815 * performance hit. So count the declaration changes and release the VBO if there are too many
816 * of them (and thus stop converting)
817 */
818 if (decl_changed)
819 {
820 ++This->decl_change_count;
821 This->draw_count = 0;
822
823 if (This->decl_change_count > VB_MAXDECLCHANGES ||
824 (This->conversion_map && (This->resource.usage & WINED3DUSAGE_DYNAMIC)))
825 {
826 FIXME("Too many declaration changes or converting dynamic buffer, stopping converting\n");
827
828 IWineD3DBuffer_UnLoad(iface);
829 This->flags &= ~WINED3D_BUFFER_CREATEBO;
830
831 /* The stream source state handler might have read the memory of the vertex buffer already
832 * and got the memory in the vbo which is not valid any longer. Dirtify the stream source
833 * to force a reload. This happens only once per changed vertexbuffer and should occur rather
834 * rarely
835 */
836 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
837 goto end;
838 }
839 buffer_check_buffer_object_size(This);
840 }
841 else
842 {
843 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
844 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
845 * decl changes and reset the decl change count after a specific number of them
846 */
847 if(buffer_is_fully_dirty(This))
848 {
849 ++This->full_conversion_count;
850 if(This->full_conversion_count > VB_MAXFULLCONVERSIONS)
851 {
852 FIXME("Too many full buffer conversions, stopping converting\n");
853 IWineD3DBuffer_UnLoad(iface);
854 This->flags &= ~WINED3D_BUFFER_CREATEBO;
855 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
856 goto end;
857 }
858 }
859 else
860 {
861 ++This->draw_count;
862 if (This->draw_count > VB_RESETDECLCHANGE) This->decl_change_count = 0;
863 if (This->draw_count > VB_RESETFULLCONVS) This->full_conversion_count = 0;
864 }
865 }
866
867 if (decl_changed)
868 {
869 /* The declaration changed, reload the whole buffer */
870 WARN("Reloading buffer because of decl change\n");
871 buffer_clear_dirty_areas(This);
872 if(!buffer_add_dirty_area(This, 0, 0))
873 {
874 ERR("buffer_add_dirty_area failed, this is not expected\n");
875 return;
876 }
877 }
878
879 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
880 {
881 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
882 }
883
884 if (!This->conversion_map)
885 {
886 /* That means that there is nothing to fixup. Just upload from This->resource.allocatedMemory
887 * directly into the vbo. Do not free the system memory copy because drawPrimitive may need it if
888 * the stride is 0, for instancing emulation, vertex blending emulation or shader emulation.
889 */
890 TRACE("No conversion needed\n");
891
892 /* Nothing to do because we locked directly into the vbo */
893 if (!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
894 {
895 context_release(context);
896 return;
897 }
898
899 ENTER_GL();
900 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
901 checkGLcall("glBindBufferARB");
902 while(This->modified_areas)
903 {
904 This->modified_areas--;
905 start = This->maps[This->modified_areas].offset;
906 len = This->maps[This->modified_areas].size;
907 GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, start, len, This->resource.allocatedMemory + start));
908 checkGLcall("glBufferSubDataARB");
909 }
910 LEAVE_GL();
911
912 context_release(context);
913 return;
914 }
915
916 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER))
917 {
918 buffer_get_sysmem(This);
919 }
920
921 /* Now for each vertex in the buffer that needs conversion */
922 vertices = This->resource.size / This->stride;
923
924 if (This->conversion_shift)
925 {
926 TRACE("Shifted conversion\n");
927 data = HeapAlloc(GetProcessHeap(), 0, vertices * This->conversion_stride);
928
929 start = 0;
930 len = This->resource.size;
931 end = start + len;
932
933 if (This->maps[0].offset || This->maps[0].size != This->resource.size)
934 {
935 FIXME("Implement partial buffer load with shifted conversion\n");
936 }
937
938 for (i = start / This->stride; i < min((end / This->stride) + 1, vertices); ++i)
939 {
940 for (j = 0; j < This->stride; ++j)
941 {
942 switch(This->conversion_map[j])
943 {
944 case CONV_NONE:
945 data[This->conversion_stride * i + j + This->conversion_shift[j]]
946 = This->resource.allocatedMemory[This->stride * i + j];
947 break;
948
949 case CONV_FLOAT16_2:
950 {
951 float *out = (float *)(&data[This->conversion_stride * i + j + This->conversion_shift[j]]);
952 const WORD *in = (WORD *)(&This->resource.allocatedMemory[i * This->stride + j]);
953
954 out[1] = float_16_to_32(in + 1);
955 out[0] = float_16_to_32(in + 0);
956 j += 3; /* Skip 3 additional bytes,as a FLOAT16_2 has 4 bytes */
957 break;
958 }
959
960 default:
961 FIXME("Unimplemented conversion %d in shifted conversion\n", This->conversion_map[j]);
962 break;
963 }
964 }
965 }
966
967 ENTER_GL();
968 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
969 checkGLcall("glBindBufferARB");
970 GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, 0, vertices * This->conversion_stride, data));
971 checkGLcall("glBufferSubDataARB");
972 LEAVE_GL();
973 }
974 else
975 {
976 data = HeapAlloc(GetProcessHeap(), 0, This->resource.size);
977
978 while(This->modified_areas)
979 {
980 This->modified_areas--;
981 start = This->maps[This->modified_areas].offset;
982 len = This->maps[This->modified_areas].size;
983 end = start + len;
984
985 memcpy(data + start, This->resource.allocatedMemory + start, end - start);
986 for (i = start / This->stride; i < min((end / This->stride) + 1, vertices); ++i)
987 {
988 for (j = 0; j < This->stride; ++j)
989 {
990 switch(This->conversion_map[j])
991 {
992 case CONV_NONE:
993 /* Done already */
994 j += 3;
995 break;
996 case CONV_D3DCOLOR:
997 fixup_d3dcolor((DWORD *) (data + i * This->stride + j));
998 j += 3;
999 break;
1000
1001 case CONV_POSITIONT:
1002 fixup_transformed_pos((float *) (data + i * This->stride + j));
1003 j += 15;
1004 break;
1005
1006 case CONV_FLOAT16_2:
1007 ERR("Did not expect FLOAT16 conversion in unshifted conversion\n");
1008 default:
1009 FIXME("Unimplemented conversion %d in shifted conversion\n", This->conversion_map[j]);
1010 }
1011 }
1012 }
1013
1014 ENTER_GL();
1015 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
1016 checkGLcall("glBindBufferARB");
1017 GL_EXTCALL(glBufferSubDataARB(This->buffer_type_hint, start, len, data + start));
1018 checkGLcall("glBufferSubDataARB");
1019 LEAVE_GL();
1020 }
1021 }
1022
1023 HeapFree(GetProcessHeap(), 0, data);
1024
1025 end:
1026 context_release(context);
1027 }
1028
1029 static WINED3DRESOURCETYPE STDMETHODCALLTYPE buffer_GetType(IWineD3DBuffer *iface)
1030 {
1031 return resource_get_type((IWineD3DResource *)iface);
1032 }
1033
1034 /* IWineD3DBuffer methods */
1035
1036 static DWORD buffer_sanitize_flags(DWORD flags)
1037 {
1038 /* Not all flags make sense together, but Windows never returns an error. Catch the
1039 * cases that could cause issues */
1040 if(flags & WINED3DLOCK_READONLY)
1041 {
1042 if(flags & WINED3DLOCK_DISCARD)
1043 {
1044 WARN("WINED3DLOCK_READONLY combined with WINED3DLOCK_DISCARD, ignoring flags\n");
1045 return 0;
1046 }
1047 if(flags & WINED3DLOCK_NOOVERWRITE)
1048 {
1049 WARN("WINED3DLOCK_READONLY combined with WINED3DLOCK_NOOVERWRITE, ignoring flags\n");
1050 return 0;
1051 }
1052 }
1053 else if((flags & (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE)) == (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE))
1054 {
1055 WARN("WINED3DLOCK_DISCARD and WINED3DLOCK_NOOVERWRITE used together, ignoring\n");
1056 return 0;
1057 }
1058
1059 return flags;
1060 }
1061
1062 static GLbitfield buffer_gl_map_flags(DWORD d3d_flags)
1063 {
1064 GLbitfield ret = 0;
1065
1066 if (!(d3d_flags & WINED3DLOCK_READONLY)) ret = GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
1067
1068 if (d3d_flags & (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE))
1069 {
1070 if(d3d_flags & WINED3DLOCK_DISCARD) ret |= GL_MAP_INVALIDATE_BUFFER_BIT;
1071 ret |= GL_MAP_UNSYNCHRONIZED_BIT;
1072 }
1073 else
1074 {
1075 ret |= GL_MAP_READ_BIT;
1076 }
1077
1078 return ret;
1079 }
1080
1081 static HRESULT STDMETHODCALLTYPE buffer_Map(IWineD3DBuffer *iface, UINT offset, UINT size, BYTE **data, DWORD flags)
1082 {
1083 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
1084 LONG count;
1085
1086 TRACE("iface %p, offset %u, size %u, data %p, flags %#x\n", iface, offset, size, data, flags);
1087
1088 flags = buffer_sanitize_flags(flags);
1089 if (!(flags & WINED3DLOCK_READONLY))
1090 {
1091 if (!buffer_add_dirty_area(This, offset, size)) return E_OUTOFMEMORY;
1092 }
1093
1094 count = InterlockedIncrement(&This->lock_count);
1095
1096 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER) && This->buffer_object)
1097 {
1098 if(count == 1)
1099 {
1100 IWineD3DDeviceImpl *device = This->resource.device;
1101 struct wined3d_context *context;
1102 const struct wined3d_gl_info *gl_info;
1103
1104 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
1105 {
1106 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
1107 }
1108
1109 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
1110 gl_info = context->gl_info;
1111 ENTER_GL();
1112 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
1113
1114 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
1115 {
1116 GLbitfield mapflags = buffer_gl_map_flags(flags);
1117 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferRange(This->buffer_type_hint, 0,
1118 This->resource.size, mapflags));
1119 }
1120 else
1121 {
1122 This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(This->buffer_type_hint, GL_READ_WRITE_ARB));
1123 }
1124 LEAVE_GL();
1125 context_release(context);
1126 }
1127 }
1128
1129 *data = This->resource.allocatedMemory + offset;
1130
1131 TRACE("Returning memory at %p (base %p, offset %u)\n", *data, This->resource.allocatedMemory, offset);
1132 /* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
1133
1134 return WINED3D_OK;
1135 }
1136
1137 static HRESULT STDMETHODCALLTYPE buffer_Unmap(IWineD3DBuffer *iface)
1138 {
1139 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
1140 ULONG i;
1141
1142 TRACE("(%p)\n", This);
1143
1144 /* In the case that the number of Unmap calls > the
1145 * number of Map calls, d3d returns always D3D_OK.
1146 * This is also needed to prevent Map from returning garbage on
1147 * the next call (this will happen if the lock_count is < 0). */
1148 if(This->lock_count == 0)
1149 {
1150 TRACE("Unmap called without a previous Map call!\n");
1151 return WINED3D_OK;
1152 }
1153
1154 if (InterlockedDecrement(&This->lock_count))
1155 {
1156 /* Delay loading the buffer until everything is unlocked */
1157 TRACE("Ignoring unlock\n");
1158 return WINED3D_OK;
1159 }
1160
1161 if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER) && This->buffer_object)
1162 {
1163 IWineD3DDeviceImpl *device = This->resource.device;
1164 const struct wined3d_gl_info *gl_info;
1165 struct wined3d_context *context;
1166
1167 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
1168 {
1169 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
1170 }
1171
1172 context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
1173 gl_info = context->gl_info;
1174 ENTER_GL();
1175 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
1176
1177 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
1178 {
1179 for(i = 0; i < This->modified_areas; i++)
1180 {
1181 GL_EXTCALL(glFlushMappedBufferRange(This->buffer_type_hint,
1182 This->maps[i].offset,
1183 This->maps[i].size));
1184 checkGLcall("glFlushMappedBufferRange");
1185 }
1186 }
1187 else if (This->flags & WINED3D_BUFFER_FLUSH)
1188 {
1189 for(i = 0; i < This->modified_areas; i++)
1190 {
1191 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This->buffer_type_hint,
1192 This->maps[i].offset,
1193 This->maps[i].size));
1194 checkGLcall("glFlushMappedBufferRangeAPPLE");
1195 }
1196 }
1197
1198 GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
1199 LEAVE_GL();
1200 context_release(context);
1201
1202 This->resource.allocatedMemory = NULL;
1203 buffer_clear_dirty_areas(This);
1204 }
1205 else if (This->flags & WINED3D_BUFFER_HASDESC)
1206 {
1207 buffer_PreLoad(iface);
1208 }
1209
1210 return WINED3D_OK;
1211 }
1212
1213 static HRESULT STDMETHODCALLTYPE buffer_GetDesc(IWineD3DBuffer *iface, WINED3DBUFFER_DESC *desc)
1214 {
1215 struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
1216
1217 TRACE("(%p)\n", This);
1218
1219 desc->Type = This->resource.resourceType;
1220 desc->Usage = This->resource.usage;
1221 desc->Pool = This->resource.pool;
1222 desc->Size = This->resource.size;
1223
1224 return WINED3D_OK;
1225 }
1226
1227 static const struct IWineD3DBufferVtbl wined3d_buffer_vtbl =
1228 {
1229 /* IUnknown methods */
1230 buffer_QueryInterface,
1231 buffer_AddRef,
1232 buffer_Release,
1233 /* IWineD3DBase methods */
1234 buffer_GetParent,
1235 /* IWineD3DResource methods */
1236 buffer_SetPrivateData,
1237 buffer_GetPrivateData,
1238 buffer_FreePrivateData,
1239 buffer_SetPriority,
1240 buffer_GetPriority,
1241 buffer_PreLoad,
1242 buffer_UnLoad,
1243 buffer_GetType,
1244 /* IWineD3DBuffer methods */
1245 buffer_Map,
1246 buffer_Unmap,
1247 buffer_GetDesc,
1248 };
1249
1250 HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
1251 UINT size, DWORD usage, WINED3DFORMAT format, WINED3DPOOL pool, GLenum bind_hint,
1252 const char *data, IUnknown *parent, const struct wined3d_parent_ops *parent_ops)
1253 {
1254 const struct GlPixelFormatDesc *format_desc = getFormatDescEntry(format, &device->adapter->gl_info);
1255 HRESULT hr;
1256 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1257 BOOL dynamic_buffer_ok;
1258
1259 if (!size)
1260 {
1261 WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
1262 return WINED3DERR_INVALIDCALL;
1263 }
1264
1265 buffer->vtbl = &wined3d_buffer_vtbl;
1266
1267 hr = resource_init((IWineD3DResource *)buffer, WINED3DRTYPE_BUFFER,
1268 device, size, usage, format_desc, pool, parent, parent_ops);
1269 if (FAILED(hr))
1270 {
1271 WARN("Failed to initialize resource, hr %#x\n", hr);
1272 return hr;
1273 }
1274 buffer->buffer_type_hint = bind_hint;
1275
1276 TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer->resource.size, buffer->resource.usage,
1277 debug_d3dformat(buffer->resource.format_desc->format), buffer->resource.allocatedMemory, buffer);
1278
1279 dynamic_buffer_ok = gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] || gl_info->supported[ARB_MAP_BUFFER_RANGE];
1280
1281 /* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
1282 * drawStridedFast (half-life 2 and others).
1283 *
1284 * Basically converting the vertices in the buffer is quite expensive, and observations
1285 * show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
1286 * Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
1287 */
1288 if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
1289 {
1290 TRACE("Not creating a vbo because GL_ARB_vertex_buffer is not supported\n");
1291 }
1292 else if(buffer->resource.pool == WINED3DPOOL_SYSTEMMEM)
1293 {
1294 TRACE("Not creating a vbo because the vertex buffer is in system memory\n");
1295 }
1296 else if(!dynamic_buffer_ok && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
1297 {
1298 TRACE("Not creating a vbo because the buffer has dynamic usage and no GL support\n");
1299 }
1300 else
1301 {
1302 buffer->flags |= WINED3D_BUFFER_CREATEBO;
1303 }
1304
1305 if (data)
1306 {
1307 BYTE *ptr;
1308
1309 hr = IWineD3DBuffer_Map((IWineD3DBuffer *)buffer, 0, size, &ptr, 0);
1310 if (FAILED(hr))
1311 {
1312 ERR("Failed to map buffer, hr %#x\n", hr);
1313 buffer_UnLoad((IWineD3DBuffer *)buffer);
1314 resource_cleanup((IWineD3DResource *)buffer);
1315 return hr;
1316 }
1317
1318 memcpy(ptr, data, size);
1319
1320 hr = IWineD3DBuffer_Unmap((IWineD3DBuffer *)buffer);
1321 if (FAILED(hr))
1322 {
1323 ERR("Failed to unmap buffer, hr %#x\n", hr);
1324 buffer_UnLoad((IWineD3DBuffer *)buffer);
1325 resource_cleanup((IWineD3DResource *)buffer);
1326 return hr;
1327 }
1328 }
1329
1330 buffer->maps = HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer->maps));
1331 if (!buffer->maps)
1332 {
1333 ERR("Out of memory\n");
1334 buffer_UnLoad((IWineD3DBuffer *)buffer);
1335 resource_cleanup((IWineD3DResource *)buffer);
1336 return E_OUTOFMEMORY;
1337 }
1338 buffer->maps_size = 1;
1339
1340 return WINED3D_OK;
1341 }