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synced 2025-03-03 10:17:23 +00:00
wined3d: Verify the VBO vertex declaration every draw.
This commit is contained in:
parent
0ce3c59477
commit
615db2b93d
@ -157,170 +157,220 @@ static void fixup_vertices(BYTE *src, BYTE *dst, int stride, int num, BYTE *pos,
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}
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}
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inline BOOL WINAPI IWineD3DVertexBufferImpl_FindDecl(IWineD3DVertexBufferImpl *This)
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{
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WineDirect3DVertexStridedData strided;
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IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
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BOOL ret;
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memset(&strided, 0, sizeof(strided));
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/* There are certain vertex data types that need to be fixed up. The Vertex Buffers FVF doesn't
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* help finding them, only the vertex declaration or the device FVF can determine that at drawPrim
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* time. Rules are as follows:
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*
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* -> No modification when Vertex Shaders are used
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* -> Fix up position1 and position 2 if they are XYZRHW
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* -> Fix up diffuse color
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* -> Fix up specular color
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*
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* The Declaration is only known at drawing time, and it can change from draw to draw. If any converted values
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* are changed, the whole buffer has to be reconverted and reloaded. (Converting is SLOW, so if this happens too
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* often PreLoad stops converting entirely and falls back to drawStridedSlow).
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*
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* Reconvert if:
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* -> New semantics that have to be converted appear
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* -> The position of semantics that have to be converted changes
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* -> The stride of the vertex changed AND there is stuff that needs conversion
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* -> (If a vertex buffer is bound and in use assume that nothing that needs conversion is there)
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*
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* Return values:
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* TRUE: Reload is needed
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* FALSE: otherwise
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*/
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if(device->stateBlock->vertexShader != NULL && wined3d_settings.vs_mode != VS_NONE
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&&((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function != NULL
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&& GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
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/* Case 1: Vertex Shader: No conversion */
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TRACE("Vertex Shader, no conversion needed\n");
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} else if(device->stateBlock->vertexDecl || device->stateBlock->vertexShader) {
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/* Case 2: Vertex Declaration */
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TRACE("Using vertex declaration\n");
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This->Flags |= VBFLAG_LOAD;
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primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device,
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FALSE,
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&strided,
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0,
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&ret /* buffer contains fixed data, ignored here */);
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This->Flags &= ~VBFLAG_LOAD;
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} else {
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/* Case 3: FVF */
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if(!(This->Flags & VBFLAG_STREAM) ) {
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TRACE("No vertex decl used and buffer is not bound to a stream\n");
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/* No reload needed */
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return FALSE;
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} else {
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This->Flags |= VBFLAG_LOAD;
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primitiveConvertFVFtoOffset(device->stateBlock->fvf,
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device->stateBlock->streamStride[This->stream],
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NULL,
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&strided,
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This->vbo);
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This->Flags &= ~VBFLAG_LOAD;
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/* Data can only come from this buffer */
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}
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}
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/* Filter out data that does not come from this VBO */
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if(strided.u.s.position.VBO != This->vbo) memset(&strided.u.s.position, 0, sizeof(strided.u.s.position));
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if(strided.u.s.diffuse.VBO != This->vbo) memset(&strided.u.s.diffuse, 0, sizeof(strided.u.s.diffuse));
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if(strided.u.s.specular.VBO != This->vbo) memset(&strided.u.s.specular, 0, sizeof(strided.u.s.specular));
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if(strided.u.s.position2.VBO != This->vbo) memset(&strided.u.s.position2, 0, sizeof(strided.u.s.position2));
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/* We have a declaration now in the buffer */
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This->Flags |= VBFLAG_HASDESC;
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/* Find out if reload is needed
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* Position of the semantic in the vertex and the stride must be equal to the stored type. Don't mind if only unconverted stuff changed.
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*
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* If some stuff does not exist in the buffer, then lpData, dwStride and dwType are memsetted to 0. So if the semantic didn't exist before
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* and does not exist now all 3 values will be equal(=0).
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*
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* Checking the lpData field alone is not enought, because data may appear at offset 0 in the buffer. This is the same location as nonexistant
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* data uses, so we have to check the type and stride too. Colors can be at offset 0 too, because it is perfectly fine to render from 2 or more
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* buffers at the same time and get the position from one and the color from the other buffer.
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*/
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if( /* Position transformed vs untransformed */
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((This->strided.u.s.position_transformed || strided.u.s.position_transformed) &&
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This->strided.u.s.position.lpData != strided.u.s.position.lpData) ||
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/* Diffuse position and data type */
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This->strided.u.s.diffuse.lpData != strided.u.s.diffuse.lpData || This->strided.u.s.diffuse.dwStride != strided.u.s.diffuse.dwStride ||
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This->strided.u.s.diffuse.dwType != strided.u.s.diffuse.dwType ||
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/* Specular position and data type */
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This->strided.u.s.specular.lpData != strided.u.s.specular.lpData || This->strided.u.s.specular.dwStride != strided.u.s.specular.dwStride ||
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This->strided.u.s.specular.dwType != strided.u.s.specular.dwType) {
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TRACE("Declaration changed, reloading buffer\n");
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/* Set the new description */
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memcpy(&This->strided, &strided, sizeof(strided));
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return TRUE;
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}
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return FALSE;
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}
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static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *iface) {
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IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface;
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BYTE *data;
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UINT start = 0, end = 0, stride = 0;
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BOOL useVertexShaderFunction = FALSE, fixup = FALSE;
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BOOL declChanged = FALSE;
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TRACE("(%p)->()\n", This);
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if(This->Flags & VBFLAG_LOAD) {
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return; /* Already doing that stuff */
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}
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if(!This->resource.allocatedMemory) {
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TRACE("Locking directly into VBO, nothing to do\n");
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return; /* Direct lock into the VBO */
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if(!This->vbo) {
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/* TODO: Make converting independent from VBOs */
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return; /* Not doing any conversion */
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}
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if(This->vbo) {
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WineDirect3DVertexStridedData strided;
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IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
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declChanged = IWineD3DVertexBufferImpl_FindDecl(This);
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if(declChanged) {
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/* The declaration changed, reload the whole buffer */
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WARN("Reloading buffer because of decl change\n");
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start = 0;
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end = This->resource.size;
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} else if(This->Flags & VBFLAG_DIRTY) {
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/* No decl change, but dirty data, reload the changed stuff */
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start = This->dirtystart;
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end = This->dirtyend;
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} else {
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/* Desc not changed, buffer not dirty, nothing to do :-) */
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return;
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}
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if(This->Flags & VBFLAG_DIRTY) {
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/* Update the old buffer on unlock, use the old desc */
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start = This->dirtystart;
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end = This->dirtyend;
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memcpy(&strided, &This->strided, sizeof(strided));
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/* Mark the buffer clean */
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This->Flags &= ~VBFLAG_DIRTY;
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This->dirtystart = 0;
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This->dirtyend = 0;
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if (strided.u.s.position.dwStride) stride = strided.u.s.position.dwStride;
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else if(strided.u.s.specular.dwStride) stride = strided.u.s.specular.dwStride;
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else if(strided.u.s.diffuse.dwStride) stride = strided.u.s.diffuse.dwStride;
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else {
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/* That means that there is nothing to fixup, just override previously modified data */
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fixup = FALSE;
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}
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if(stride) fixup = TRUE;
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} else {
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/* Keep this in sync with drawPrimitive in drawprim.c */
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if (device->stateBlock->vertexShader != NULL && wined3d_settings.vs_mode != VS_NONE
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&&((IWineD3DVertexShaderImpl *)device->stateBlock->vertexShader)->baseShader.function != NULL
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&& GL_SUPPORT(ARB_VERTEX_PROGRAM)) {
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/* Using shaders? No conversion needed, the shaders handle this */
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TRACE("Using vertex shaders, not doing any vertex conversion\n");
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ENTER_GL();
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GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
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checkGLcall("glBindBufferARB");
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GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
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checkGLcall("glBufferSubDataARB");
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LEAVE_GL();
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/* Lock directly into the VBO in the future */
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HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory);
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This->resource.allocatedMemory = NULL;
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This->Flags &= ~VBFLAG_DIRTY;
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return;
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}
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/* If there was no conversion done before, then resource.allocatedMemory does not exist
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* because locking was done directly into the VBO. In this case get the data out
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*/
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if(declChanged && !This->resource.allocatedMemory) {
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/* The code below reads the FVF / Vertex Declaration to find out which bits we have to convert
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* Basically I can't see any reason why it can't change from DrawPrimitive to DrawPrimitive call
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* from the DX api, but I think no sane game will do that. Reading the vertex declaration is quite
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* complex, and we should save as much CPU time as possible. So read it only once ans assume that
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* it doesn't change silently. I expect Windows D3D drivers to depend on that too
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*/
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if(This->Flags & VBFLAG_HASDESC) return;
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/* Check against updated declarations */
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memset(&strided, 0, sizeof(strided));
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if(device->stateBlock->vertexDecl || device->stateBlock->vertexShader) {
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/* Check against the stream offset and make sure it is 0 */
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This->Flags |= VBFLAG_LOAD;
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primitiveDeclarationConvertToStridedData((IWineD3DDevice *) device,
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useVertexShaderFunction,
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&strided,
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0,
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&fixup);
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This->Flags &= ~VBFLAG_LOAD;
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/* Only take care for stuff that is in this buffer, well, only the stuff that is interesting */
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if(strided.u.s.position.VBO != This->vbo) memset(&strided.u.s.position, 0, sizeof(strided.u.s.position));
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if(strided.u.s.diffuse.VBO != This->vbo) memset(&strided.u.s.diffuse, 0, sizeof(strided.u.s.diffuse));
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if(strided.u.s.specular.VBO != This->vbo) memset(&strided.u.s.specular, 0, sizeof(strided.u.s.specular));
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if(strided.u.s.position2.VBO != This->vbo) memset(&strided.u.s.position2, 0, sizeof(strided.u.s.position2));
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} else {
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if(!(This->Flags & VBFLAG_STREAM) ) {
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TRACE("No vertex decl used and buffer is not bound to a stream, nothing to do\n");
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return;
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}
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This->Flags |= VBFLAG_LOAD;
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primitiveConvertFVFtoOffset(device->stateBlock->fvf,
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device->stateBlock->streamStride[This->stream],
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NULL,
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&strided,
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This->vbo);
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This->Flags &= ~VBFLAG_LOAD;
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}
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/* If any data that needs conversion has changed we have to reload the whole buffer */
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if( ( (This->strided.u.s.position_transformed || strided.u.s.position_transformed) &&
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This->strided.u.s.position.lpData != strided.u.s.position.lpData) ||
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!((This->strided.u.s.diffuse.lpData == strided.u.s.diffuse.lpData && This->strided.u.s.diffuse.dwType == strided.u.s.diffuse.dwType) || strided.u.s.diffuse.VBO != This->vbo) ||
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!((This->strided.u.s.specular.lpData == strided.u.s.specular.lpData && This->strided.u.s.specular.dwType == strided.u.s.specular.dwType)|| strided.u.s.specular.VBO != This->vbo) ) {
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start = 0;
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end = This->resource.size;
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fixup = TRUE;
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if (strided.u.s.position.dwStride) stride = strided.u.s.position.dwStride;
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else if(strided.u.s.specular.dwStride) stride = strided.u.s.specular.dwStride;
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else if(strided.u.s.diffuse.dwStride) stride = strided.u.s.diffuse.dwStride;
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else {
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/* That means that there is nothing to fixup, just override previously modified data */
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fixup = FALSE;
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}
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memcpy(&This->strided, &strided, sizeof(strided));
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} else {
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TRACE("No declaration change\n");
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/* nothing to do - the old data is correct*/
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return;
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}
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This->Flags |= VBFLAG_HASDESC;
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}
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if(end == 0) {
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TRACE("Buffer not dirty, nothing to do\n");
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This->Flags &= ~VBFLAG_DIRTY;
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This->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), 0, This->resource.size);
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if(!This->resource.allocatedMemory) {
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ERR("Out of memory when allocating memory for a vertex buffer\n");
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return;
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}
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TRACE("Loading buffer\n");
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if(fixup) {
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data = HeapAlloc(GetProcessHeap(), 0, end-start);
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if(!data) {
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ERR("Out of memory\n");
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return;
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}
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memcpy(data, This->resource.allocatedMemory + start, end - start);
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fixup_vertices(data, data, stride, ( end - start) / stride,
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strided.u.s.position.lpData, strided.u.s.position_transformed,
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strided.u.s.diffuse.lpData, strided.u.s.diffuse.dwType == WINED3DDECLTYPE_SHORT4 || strided.u.s.diffuse.dwType == WINED3DDECLTYPE_D3DCOLOR,
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strided.u.s.specular.lpData, strided.u.s.specular.dwType == WINED3DDECLTYPE_SHORT4 || strided.u.s.specular.dwType == WINED3DDECLTYPE_D3DCOLOR);
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} else {
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data = This->resource.allocatedMemory + start;
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}
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ERR("Was locking directly into the VBO, reading data back because conv is needed\n");
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ENTER_GL();
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GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
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checkGLcall("glBindBufferARB");
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GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, start, end - start, data));
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data = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_WRITE_ARB));
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if(!data) {
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ERR("glMapBuffer failed!\n");
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LEAVE_GL();
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return;
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}
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memcpy(This->resource.allocatedMemory, data, This->resource.size);
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GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB));
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checkGLcall("glUnmapBufferARB");
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LEAVE_GL();
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}
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if (This->strided.u.s.position.dwStride) stride = This->strided.u.s.position.dwStride;
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else if(This->strided.u.s.specular.dwStride) stride = This->strided.u.s.specular.dwStride;
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else if(This->strided.u.s.diffuse.dwStride) stride = This->strided.u.s.diffuse.dwStride;
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else {
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/* That means that there is nothing to fixup. Upload everything into the VBO and
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* free This->resource.allocatedMemory
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*/
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TRACE("No conversion needed, locking directly into the VBO in future\n");
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ENTER_GL();
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GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
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checkGLcall("glBindBufferARB");
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GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, 0, This->resource.size, This->resource.allocatedMemory));
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checkGLcall("glBufferSubDataARB");
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LEAVE_GL();
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if(fixup) {
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HeapFree(GetProcessHeap(), 0, data);
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} else if(This->Flags & VBFLAG_HASDESC) {
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/* Free the allocated memory, then Lock will directly lock into the
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* VBO the next time :-)
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*/
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HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory);
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This->resource.allocatedMemory = NULL;
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}
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return;
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}
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This->Flags &= ~VBFLAG_DIRTY;
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/* OK, we have the original data from the app, the description of the buffer and the dirty area.
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* so convert the stuff
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*/
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data = HeapAlloc(GetProcessHeap(), 0, end-start);
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if(!data) {
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ERR("Out of memory\n");
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return;
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}
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memcpy(data, This->resource.allocatedMemory + start, end - start);
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fixup_vertices(data, data, stride, ( end - start) / stride,
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/* Position */
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This->strided.u.s.position.lpData, /* Data location */
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This->strided.u.s.position_transformed, /* Do convert? */
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/* Diffuse color */
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This->strided.u.s.diffuse.lpData, /* Location */
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This->strided.u.s.diffuse.dwType == WINED3DDECLTYPE_SHORT4 || This->strided.u.s.diffuse.dwType == WINED3DDECLTYPE_D3DCOLOR, /* Convert? */
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/* specular color */
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This->strided.u.s.specular.lpData, /* location */
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This->strided.u.s.specular.dwType == WINED3DDECLTYPE_SHORT4 || This->strided.u.s.specular.dwType == WINED3DDECLTYPE_D3DCOLOR);
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ENTER_GL();
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GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
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checkGLcall("glBindBufferARB");
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GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, start, end - start, data));
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checkGLcall("glBufferSubDataARB");
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LEAVE_GL();
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HeapFree(GetProcessHeap(), 0, data);
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}
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static WINED3DRESOURCETYPE WINAPI IWineD3DVertexBufferImpl_GetType(IWineD3DVertexBuffer *iface) {
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@ -406,7 +456,7 @@ HRESULT WINAPI IWineD3DVertexBufferImpl_Unlock(IWineD3DVertexBuffer *iface) {
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GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB));
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checkGLcall("glUnmapBufferARB");
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LEAVE_GL();
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} else {
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} else if(This->Flags & VBFLAG_HASDESC){
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IWineD3DVertexBufferImpl_PreLoad(iface);
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}
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return WINED3D_OK;
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