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https://github.com/reactos/wine.git
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549 lines
22 KiB
C
549 lines
22 KiB
C
/*
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* IWineD3DVertexBuffer Implementation
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*
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* Copyright 2002-2005 Jason Edmeades
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* Raphael Junqueira
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* Copyright 2004 Christian Costa
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation; either
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* version 2.1 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include "config.h"
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#include "wined3d_private.h"
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WINE_DEFAULT_DEBUG_CHANNEL(d3d);
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#define GLINFO_LOCATION ((IWineD3DImpl *)(((IWineD3DDeviceImpl *)This->resource.wineD3DDevice)->wineD3D))->gl_info
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#define VB_MAXDECLCHANGES 100 /* After that number we stop converting */
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#define VB_RESETDECLCHANGE 1000 /* Reset the changecount after that number of draws */
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/* *******************************************
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IWineD3DVertexBuffer IUnknown parts follow
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******************************************* */
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static HRESULT WINAPI IWineD3DVertexBufferImpl_QueryInterface(IWineD3DVertexBuffer *iface, REFIID riid, LPVOID *ppobj)
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{
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IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
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TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
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if (IsEqualGUID(riid, &IID_IUnknown)
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|| IsEqualGUID(riid, &IID_IWineD3DBase)
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|| IsEqualGUID(riid, &IID_IWineD3DResource)
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|| IsEqualGUID(riid, &IID_IWineD3DVertexBuffer)){
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IUnknown_AddRef(iface);
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*ppobj = This;
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return S_OK;
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}
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*ppobj = NULL;
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return E_NOINTERFACE;
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}
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static ULONG WINAPI IWineD3DVertexBufferImpl_AddRef(IWineD3DVertexBuffer *iface) {
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IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
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ULONG ref = InterlockedIncrement(&This->resource.ref);
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TRACE("(%p) : AddRef increasing from %d\n", This, ref - 1);
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return ref;
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}
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static ULONG WINAPI IWineD3DVertexBufferImpl_Release(IWineD3DVertexBuffer *iface) {
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IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
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ULONG ref = InterlockedDecrement(&This->resource.ref);
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TRACE("(%p) : Releasing from %d\n", This, ref + 1);
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if (ref == 0) {
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if(This->vbo) {
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ENTER_GL();
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GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
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checkGLcall("glDeleteBuffersARB");
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LEAVE_GL();
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}
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IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
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HeapFree(GetProcessHeap(), 0, This);
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}
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return ref;
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}
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/* ****************************************************
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IWineD3DVertexBuffer IWineD3DResource parts follow
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**************************************************** */
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static HRESULT WINAPI IWineD3DVertexBufferImpl_GetDevice(IWineD3DVertexBuffer *iface, IWineD3DDevice** ppDevice) {
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return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
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}
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static HRESULT WINAPI IWineD3DVertexBufferImpl_SetPrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
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return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
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}
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static HRESULT WINAPI IWineD3DVertexBufferImpl_GetPrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
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return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
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}
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static HRESULT WINAPI IWineD3DVertexBufferImpl_FreePrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid) {
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return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
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}
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static DWORD WINAPI IWineD3DVertexBufferImpl_SetPriority(IWineD3DVertexBuffer *iface, DWORD PriorityNew) {
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return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
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}
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static DWORD WINAPI IWineD3DVertexBufferImpl_GetPriority(IWineD3DVertexBuffer *iface) {
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return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
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}
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static void fixup_vertices(BYTE *src, BYTE *dst, int stride, int num, BYTE *pos, BOOL haspos, BYTE *diffuse, BOOL hasdiffuse, BYTE *specular, BOOL hasspecular) {
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int i;
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float x, y, z, w;
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for(i = num - 1; i >= 0; i--) {
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if(haspos) {
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float *p = (float *) (((int) src + (int) pos) + i * stride);
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/* rhw conversion like in drawStridedSlow */
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if(p[3] == 1.0 || ((p[3] < eps) && (p[3] > -eps))) {
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x = p[0];
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y = p[1];
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z = p[2];
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w = 1.0;
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} else {
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w = 1.0 / p[3];
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x = p[0] * w;
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y = p[1] * w;
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z = p[2] * w;
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}
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p = (float *) ((int) dst + i * stride + (int) pos);
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p[0] = x;
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p[1] = y;
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p[2] = z;
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p[3] = w;
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}
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if(hasdiffuse) {
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DWORD srcColor, *dstColor = (DWORD *) (dst + i * stride + (int) diffuse);
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srcColor = * (DWORD *) ( ((int) src + (int) diffuse) + i * stride);
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/* Color conversion like in drawStridedSlow. watch out for little endianity
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* If we want that stuff to work on big endian machines too we have to consider more things
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*
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* 0xff000000: Alpha mask
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* 0x00ff0000: Blue mask
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* 0x0000ff00: Green mask
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* 0x000000ff: Red mask
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*/
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*dstColor = 0;
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*dstColor |= (srcColor & 0xff00ff00) ; /* Alpha Green */
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*dstColor |= (srcColor & 0x00ff0000) >> 16; /* Red */
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*dstColor |= (srcColor & 0x000000ff) << 16; /* Blue */
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}
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if(hasspecular) {
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DWORD srcColor, *dstColor = (DWORD *) (dst + i * stride + (int) specular);
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srcColor = * (DWORD *) ( ((int) src + (int) specular) + i * stride);
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/* Similar to diffuse
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* TODO: Write the alpha value out for fog coords
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*/
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*dstColor = 0;
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*dstColor |= (srcColor & 0xff00ff00) ; /* Alpha Green */
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*dstColor |= (srcColor & 0x00ff0000) >> 16; /* Red */
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*dstColor |= (srcColor & 0x000000ff) << 16; /* Blue */
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}
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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 enough, because data may appear at offset 0 in the buffer. This is the same location as nonexistent
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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 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->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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declChanged = IWineD3DVertexBufferImpl_FindDecl(This);
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/* If applications change the declaration over and over, reconverting all the time is a huge
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* performance hit. So count the declaration changes and release the VBO if there are too much
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* of them(and thus stop converting)
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*/
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if(declChanged) {
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This->declChanges++;
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This->draws = 0;
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if(This->declChanges > VB_MAXDECLCHANGES) {
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if(This->resource.allocatedMemory) {
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FIXME("Too much declaration changes, stopping converting\n");
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ENTER_GL();
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GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
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checkGLcall("glDeleteBuffersARB");
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LEAVE_GL();
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This->vbo = 0;
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return;
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}
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/* Otherwise do not bother to release the VBO. If we're doing direct locking now,
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* and the declarations changed the code below will fetch the VBO's contents, convert
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* and on the next decl change the data will be in sysmem too and we can just release the VBO
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*/
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}
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} else {
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/* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
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* changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
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* decl changes and reset the decl change count after a specific number of them
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*/
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This->draws++;
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if(This->draws > VB_RESETDECLCHANGE) This->declChanges = 0;
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}
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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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/* 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 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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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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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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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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return;
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}
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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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return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
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}
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static HRESULT WINAPI IWineD3DVertexBufferImpl_GetParent(IWineD3DVertexBuffer *iface, IUnknown **pParent) {
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return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
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}
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/* ******************************************************
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IWineD3DVertexBuffer IWineD3DVertexBuffer parts follow
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****************************************************** */
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static HRESULT WINAPI IWineD3DVertexBufferImpl_Lock(IWineD3DVertexBuffer *iface, UINT OffsetToLock, UINT SizeToLock, BYTE** ppbData, DWORD Flags) {
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IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
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BYTE *data;
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TRACE("(%p)->%d, %d, %p, %08x\n", This, OffsetToLock, SizeToLock, ppbData, Flags);
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InterlockedIncrement(&This->lockcount);
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if(This->Flags & VBFLAG_DIRTY) {
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if(This->dirtystart > OffsetToLock) This->dirtystart = OffsetToLock;
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if(SizeToLock) {
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if(This->dirtyend < OffsetToLock + SizeToLock) This->dirtyend = OffsetToLock + SizeToLock;
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} else {
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This->dirtyend = This->resource.size;
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}
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} else {
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This->dirtystart = OffsetToLock;
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if(SizeToLock)
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This->dirtyend = OffsetToLock + SizeToLock;
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else
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This->dirtyend = OffsetToLock + This->resource.size;
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}
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if(This->resource.allocatedMemory) {
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data = This->resource.allocatedMemory;
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This->Flags |= VBFLAG_DIRTY;
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} else {
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GLenum mode = GL_READ_WRITE_ARB;
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/* Return data to the VBO */
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TRACE("Locking directly into the buffer\n");
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if((This->resource.usage & WINED3DUSAGE_WRITEONLY) || ( Flags & WINED3DLOCK_DISCARD) ) {
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mode = GL_WRITE_ONLY_ARB;
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} else if( Flags & (WINED3DLOCK_READONLY | WINED3DLOCK_NO_DIRTY_UPDATE) ) {
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mode = GL_READ_ONLY_ARB;
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}
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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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data = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, mode));
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LEAVE_GL();
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if(!data) {
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ERR("glMapBuffer failed\n");
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return WINED3DERR_INVALIDCALL;
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}
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}
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*ppbData = data + OffsetToLock;
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TRACE("(%p) : returning memory of %p (base:%p,offset:%u)\n", This, data + OffsetToLock, data, OffsetToLock);
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/* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
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return WINED3D_OK;
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}
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HRESULT WINAPI IWineD3DVertexBufferImpl_Unlock(IWineD3DVertexBuffer *iface) {
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IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface;
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LONG lockcount;
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TRACE("(%p)\n", This);
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lockcount = InterlockedDecrement(&This->lockcount);
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if(lockcount > 0) {
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/* Delay loading the buffer until everything is unlocked */
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TRACE("Ignoring the unlock\n");
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return D3D_OK;
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}
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if(!This->resource.allocatedMemory) {
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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(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB));
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checkGLcall("glUnmapBufferARB");
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LEAVE_GL();
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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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}
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static HRESULT WINAPI IWineD3DVertexBufferImpl_GetDesc(IWineD3DVertexBuffer *iface, WINED3DVERTEXBUFFER_DESC *pDesc) {
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IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
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TRACE("(%p)\n", This);
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pDesc->Format = This->resource.format;
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pDesc->Type = This->resource.resourceType;
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pDesc->Usage = This->resource.usage;
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pDesc->Pool = This->resource.pool;
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pDesc->Size = This->resource.size;
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pDesc->FVF = This->fvf;
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return WINED3D_OK;
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}
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const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl =
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{
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/* IUnknown */
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IWineD3DVertexBufferImpl_QueryInterface,
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IWineD3DVertexBufferImpl_AddRef,
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IWineD3DVertexBufferImpl_Release,
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/* IWineD3DResource */
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IWineD3DVertexBufferImpl_GetParent,
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IWineD3DVertexBufferImpl_GetDevice,
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IWineD3DVertexBufferImpl_SetPrivateData,
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IWineD3DVertexBufferImpl_GetPrivateData,
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IWineD3DVertexBufferImpl_FreePrivateData,
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IWineD3DVertexBufferImpl_SetPriority,
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IWineD3DVertexBufferImpl_GetPriority,
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IWineD3DVertexBufferImpl_PreLoad,
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IWineD3DVertexBufferImpl_GetType,
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/* IWineD3DVertexBuffer */
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IWineD3DVertexBufferImpl_Lock,
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IWineD3DVertexBufferImpl_Unlock,
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IWineD3DVertexBufferImpl_GetDesc
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};
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BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo) {
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IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
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*vbo = This->vbo;
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if(This->vbo == 0) {
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return This->resource.allocatedMemory + iOffset;
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} else {
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return (BYTE *) iOffset;
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}
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}
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HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface) {
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return WINED3D_OK;
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}
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