📄 vertexbuffer.c
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/*
* IWineD3DVertexBuffer Implementation
*
* Copyright 2002-2005 Jason Edmeades
* Raphael Junqueira
* Copyright 2004 Christian Costa
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "config.h"
#include "wined3d_private.h"
WINE_DEFAULT_DEBUG_CHANNEL(d3d);
#define GLINFO_LOCATION This->resource.wineD3DDevice->adapter->gl_info
#define VB_MAXDECLCHANGES 100 /* After that number we stop converting */
#define VB_RESETDECLCHANGE 1000 /* Reset the changecount after that number of draws */
/* *******************************************
IWineD3DVertexBuffer IUnknown parts follow
******************************************* */
static HRESULT WINAPI IWineD3DVertexBufferImpl_QueryInterface(IWineD3DVertexBuffer *iface, REFIID riid, LPVOID *ppobj)
{
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
if (IsEqualGUID(riid, &IID_IUnknown)
|| IsEqualGUID(riid, &IID_IWineD3DBase)
|| IsEqualGUID(riid, &IID_IWineD3DResource)
|| IsEqualGUID(riid, &IID_IWineD3DVertexBuffer)){
IUnknown_AddRef(iface);
*ppobj = This;
return S_OK;
}
*ppobj = NULL;
return E_NOINTERFACE;
}
static ULONG WINAPI IWineD3DVertexBufferImpl_AddRef(IWineD3DVertexBuffer *iface) {
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
ULONG ref = InterlockedIncrement(&This->resource.ref);
TRACE("(%p) : AddRef increasing from %d\n", This, ref - 1);
return ref;
}
static ULONG WINAPI IWineD3DVertexBufferImpl_Release(IWineD3DVertexBuffer *iface) {
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
ULONG ref = InterlockedDecrement(&This->resource.ref);
TRACE("(%p) : Releasing from %d\n", This, ref + 1);
if (ref == 0) {
if(This->vbo) {
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
checkGLcall("glDeleteBuffersARB");
LEAVE_GL();
}
IWineD3DResourceImpl_CleanUp((IWineD3DResource *)iface);
HeapFree(GetProcessHeap(), 0, This);
}
return ref;
}
/* ****************************************************
IWineD3DVertexBuffer IWineD3DResource parts follow
**************************************************** */
static HRESULT WINAPI IWineD3DVertexBufferImpl_GetDevice(IWineD3DVertexBuffer *iface, IWineD3DDevice** ppDevice) {
return IWineD3DResourceImpl_GetDevice((IWineD3DResource *)iface, ppDevice);
}
static HRESULT WINAPI IWineD3DVertexBufferImpl_SetPrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid, CONST void* pData, DWORD SizeOfData, DWORD Flags) {
return IWineD3DResourceImpl_SetPrivateData((IWineD3DResource *)iface, refguid, pData, SizeOfData, Flags);
}
static HRESULT WINAPI IWineD3DVertexBufferImpl_GetPrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid, void* pData, DWORD* pSizeOfData) {
return IWineD3DResourceImpl_GetPrivateData((IWineD3DResource *)iface, refguid, pData, pSizeOfData);
}
static HRESULT WINAPI IWineD3DVertexBufferImpl_FreePrivateData(IWineD3DVertexBuffer *iface, REFGUID refguid) {
return IWineD3DResourceImpl_FreePrivateData((IWineD3DResource *)iface, refguid);
}
static DWORD WINAPI IWineD3DVertexBufferImpl_SetPriority(IWineD3DVertexBuffer *iface, DWORD PriorityNew) {
return IWineD3DResourceImpl_SetPriority((IWineD3DResource *)iface, PriorityNew);
}
static DWORD WINAPI IWineD3DVertexBufferImpl_GetPriority(IWineD3DVertexBuffer *iface) {
return IWineD3DResourceImpl_GetPriority((IWineD3DResource *)iface);
}
static void fixup_vertices(
BYTE *src, BYTE *dst,
int stride,
int num,
int pos, BOOL haspos,
int diffuse, BOOL hasdiffuse,
int specular, BOOL hasspecular
) {
int i;
float x, y, z, w;
for(i = num - 1; i >= 0; i--) {
if(haspos) {
float *p = (float *) ((src + pos) + i * stride);
/* rhw conversion like in drawStridedSlow */
if(p[3] == 1.0 || ((p[3] < eps) && (p[3] > -eps))) {
x = p[0];
y = p[1];
z = p[2];
w = 1.0;
} else {
w = 1.0 / p[3];
x = p[0] * w;
y = p[1] * w;
z = p[2] * w;
}
p = (float *) (dst + i * stride + pos);
p[0] = x;
p[1] = y;
p[2] = z;
p[3] = w;
}
if(hasdiffuse) {
DWORD srcColor, *dstColor = (DWORD *) (dst + i * stride + diffuse);
srcColor = * (DWORD *) ( (src + diffuse) + i * stride);
/* Color conversion like in drawStridedSlow. watch out for little endianity
* If we want that stuff to work on big endian machines too we have to consider more things
*
* 0xff000000: Alpha mask
* 0x00ff0000: Blue mask
* 0x0000ff00: Green mask
* 0x000000ff: Red mask
*/
*dstColor = 0;
*dstColor |= (srcColor & 0xff00ff00) ; /* Alpha Green */
*dstColor |= (srcColor & 0x00ff0000) >> 16; /* Red */
*dstColor |= (srcColor & 0x000000ff) << 16; /* Blue */
}
if(hasspecular) {
DWORD srcColor, *dstColor = (DWORD *) (dst + i * stride + specular);
srcColor = * (DWORD *) ( (src + specular) + i * stride);
/* Similar to diffuse
* TODO: Write the alpha value out for fog coords
*/
*dstColor = 0;
*dstColor |= (srcColor & 0xff00ff00) ; /* Alpha Green */
*dstColor |= (srcColor & 0x00ff0000) >> 16; /* Red */
*dstColor |= (srcColor & 0x000000ff) << 16; /* Blue */
}
}
}
inline BOOL WINAPI IWineD3DVertexBufferImpl_FindDecl(IWineD3DVertexBufferImpl *This)
{
WineDirect3DVertexStridedData strided;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
/* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
* Once we have our declaration there is no need to look it up again.
*/
if(((IWineD3DImpl *)device->wineD3D)->dxVersion == 7 && This->Flags & VBFLAG_HASDESC) {
return FALSE;
}
/* There are certain vertex data types that need to be fixed up. The Vertex Buffers FVF doesn't
* help finding them, only the vertex declaration or the device FVF can determine that at drawPrim
* time. Rules are as follows:
*
* -> No modification when Vertex Shaders are used
* -> Fix up position1 and position 2 if they are XYZRHW
* -> Fix up diffuse color
* -> Fix up specular color
*
* The Declaration is only known at drawing time, and it can change from draw to draw. If any converted values
* are changed, the whole buffer has to be reconverted and reloaded. (Converting is SLOW, so if this happens too
* often PreLoad stops converting entirely and falls back to drawStridedSlow).
*
* Reconvert if:
* -> New semantics that have to be converted appear
* -> The position of semantics that have to be converted changes
* -> The stride of the vertex changed AND there is stuff that needs conversion
* -> (If a vertex shader is bound and in use assume that nothing that needs conversion is there)
*
* Return values:
* TRUE: Reload is needed
* FALSE: otherwise
*/
if (use_vs(device)) {
/* Assume no conversion */
memset(&strided, 0, sizeof(strided));
} else {
/* we need a copy because we modify some params */
memcpy(&strided, &device->strided_streams, sizeof(strided));
/* Filter out data that does not come from this VBO */
if(strided.u.s.position.VBO != This->vbo) memset(&strided.u.s.position, 0, sizeof(strided.u.s.position));
if(strided.u.s.diffuse.VBO != This->vbo) memset(&strided.u.s.diffuse, 0, sizeof(strided.u.s.diffuse));
if(strided.u.s.specular.VBO != This->vbo) memset(&strided.u.s.specular, 0, sizeof(strided.u.s.specular));
if(strided.u.s.position2.VBO != This->vbo) memset(&strided.u.s.position2, 0, sizeof(strided.u.s.position2));
}
/* We have a declaration now in the buffer */
This->Flags |= VBFLAG_HASDESC;
/* Find out if reload is needed
* 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.
*
* 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
* and does not exist now all 3 values will be equal(=0).
*
* 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
* 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
* buffers at the same time and get the position from one and the color from the other buffer.
*/
if( /* Position transformed vs untransformed */
((This->strided.u.s.position_transformed || strided.u.s.position_transformed) &&
(This->strided.u.s.position.lpData != strided.u.s.position.lpData ||
This->strided.u.s.position.dwType != strided.u.s.position.dwType)) ||
/* Diffuse position and data type */
This->strided.u.s.diffuse.lpData != strided.u.s.diffuse.lpData || This->strided.u.s.diffuse.dwStride != strided.u.s.diffuse.dwStride ||
This->strided.u.s.diffuse.dwType != strided.u.s.diffuse.dwType ||
/* Specular position and data type */
This->strided.u.s.specular.lpData != strided.u.s.specular.lpData || This->strided.u.s.specular.dwStride != strided.u.s.specular.dwStride ||
This->strided.u.s.specular.dwType != strided.u.s.specular.dwType) {
TRACE("Declaration changed, reloading buffer\n");
/* Set the new description */
memcpy(&This->strided, &strided, sizeof(strided));
return TRUE;
}
return FALSE;
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