📄 vertexbuffer.c
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}
static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *iface) {
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
BYTE *data;
UINT start = 0, end = 0, stride = 0;
BOOL declChanged = FALSE;
TRACE("(%p)->()\n", This);
if(This->Flags & VBFLAG_LOAD) {
return; /* Already doing that stuff */
}
if(!This->vbo) {
/* TODO: Make converting independent from VBOs */
return; /* Not doing any conversion */
}
/* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
if(device->isInDraw && This->bindCount > 0) {
declChanged = IWineD3DVertexBufferImpl_FindDecl(This);
} else if(This->Flags & VBFLAG_HASDESC) {
/* Reuse the declaration stored in the buffer. It will most likely not change, and if it does
* the stream source state handler will call PreLoad again and the change will be cought
*/
} else {
/* Cannot get a declaration, and no declaration is stored in the buffer. It is pointless to preload
* now. When the buffer is used, PreLoad will be called by the stream source state handler and a valid
* declaration for the buffer can be found
*/
return;
}
/* If applications change the declaration over and over, reconverting all the time is a huge
* performance hit. So count the declaration changes and release the VBO if there are too much
* of them(and thus stop converting)
*/
if(declChanged) {
This->declChanges++;
This->draws = 0;
if(This->declChanges > VB_MAXDECLCHANGES) {
FIXME("Too much declaration changes, stopping converting\n");
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
checkGLcall("glDeleteBuffersARB");
LEAVE_GL();
This->vbo = 0;
/* The stream source state handler might have read the memory of the vertex buffer already
* and got the memory in the vbo which is not valid any longer. Dirtify the stream source
* to force a reload. This happens only once per changed vertexbuffer and should occur rather
* rarely
*/
IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
return;
}
} else {
/* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
* changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
* decl changes and reset the decl change count after a specific number of them
*/
This->draws++;
if(This->draws > VB_RESETDECLCHANGE) This->declChanges = 0;
}
if(declChanged) {
/* The declaration changed, reload the whole buffer */
WARN("Reloading buffer because of decl change\n");
start = 0;
end = This->resource.size;
} else if(This->Flags & VBFLAG_DIRTY) {
/* No decl change, but dirty data, reload the changed stuff */
start = This->dirtystart;
end = This->dirtyend;
} else {
/* Desc not changed, buffer not dirty, nothing to do :-) */
return;
}
/* Mark the buffer clean */
This->Flags &= ~VBFLAG_DIRTY;
This->dirtystart = 0;
This->dirtyend = 0;
if (This->strided.u.s.position.dwStride) stride = This->strided.u.s.position.dwStride;
else if(This->strided.u.s.specular.dwStride) stride = This->strided.u.s.specular.dwStride;
else if(This->strided.u.s.diffuse.dwStride) stride = This->strided.u.s.diffuse.dwStride;
else {
/* That means that there is nothing to fixup. Just upload from This->resource.allocatedMemory
* directly into the vbo. Do not free the system memory copy because drawPrimitive may need it if
* the stride is 0, for instancing emulation, vertex blending emulation or shader emulation.
*/
TRACE("No conversion needed, locking directly into the VBO in future\n");
if(!device->isInDraw) {
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
}
ENTER_GL();
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
checkGLcall("glBindBufferARB");
GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, start, end-start, This->resource.allocatedMemory + start));
checkGLcall("glBufferSubDataARB");
LEAVE_GL();
return;
}
/* OK, we have the original data from the app, the description of the buffer and the dirty area.
* so convert the stuff
*/
data = HeapAlloc(GetProcessHeap(), 0, end-start);
if(!data) {
ERR("Out of memory\n");
return;
}
memcpy(data, This->resource.allocatedMemory + start, end - start);
fixup_vertices(data, data, stride, ( end - start) / stride,
/* Position */
(int)This->strided.u.s.position.lpData, /* Data location */
This->strided.u.s.position_transformed, /* Do convert? */
/* Diffuse color */
(int)This->strided.u.s.diffuse.lpData, /* Location */
This->strided.u.s.diffuse.dwType == WINED3DDECLTYPE_SHORT4 || This->strided.u.s.diffuse.dwType == WINED3DDECLTYPE_D3DCOLOR, /* Convert? */
/* specular color */
(int)This->strided.u.s.specular.lpData, /* location */
This->strided.u.s.specular.dwType == WINED3DDECLTYPE_SHORT4 || This->strided.u.s.specular.dwType == WINED3DDECLTYPE_D3DCOLOR);
if(!device->isInDraw) {
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
}
ENTER_GL();
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
checkGLcall("glBindBufferARB");
GL_EXTCALL(glBufferSubDataARB(GL_ARRAY_BUFFER_ARB, start, end - start, data));
checkGLcall("glBufferSubDataARB");
LEAVE_GL();
HeapFree(GetProcessHeap(), 0, data);
}
static WINED3DRESOURCETYPE WINAPI IWineD3DVertexBufferImpl_GetType(IWineD3DVertexBuffer *iface) {
return IWineD3DResourceImpl_GetType((IWineD3DResource *)iface);
}
static HRESULT WINAPI IWineD3DVertexBufferImpl_GetParent(IWineD3DVertexBuffer *iface, IUnknown **pParent) {
return IWineD3DResourceImpl_GetParent((IWineD3DResource *)iface, pParent);
}
/* ******************************************************
IWineD3DVertexBuffer IWineD3DVertexBuffer parts follow
****************************************************** */
static HRESULT WINAPI IWineD3DVertexBufferImpl_Lock(IWineD3DVertexBuffer *iface, UINT OffsetToLock, UINT SizeToLock, BYTE** ppbData, DWORD Flags) {
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
BYTE *data;
TRACE("(%p)->%d, %d, %p, %08x\n", This, OffsetToLock, SizeToLock, ppbData, Flags);
InterlockedIncrement(&This->lockcount);
if(This->Flags & VBFLAG_DIRTY) {
if(This->dirtystart > OffsetToLock) This->dirtystart = OffsetToLock;
if(SizeToLock) {
if(This->dirtyend < OffsetToLock + SizeToLock) This->dirtyend = OffsetToLock + SizeToLock;
} else {
This->dirtyend = This->resource.size;
}
} else {
This->dirtystart = OffsetToLock;
if(SizeToLock)
This->dirtyend = OffsetToLock + SizeToLock;
else
This->dirtyend = This->resource.size;
}
data = This->resource.allocatedMemory;
This->Flags |= VBFLAG_DIRTY;
*ppbData = data + OffsetToLock;
TRACE("(%p) : returning memory of %p (base:%p,offset:%u)\n", This, data + OffsetToLock, data, OffsetToLock);
/* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
return WINED3D_OK;
}
HRESULT WINAPI IWineD3DVertexBufferImpl_Unlock(IWineD3DVertexBuffer *iface) {
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface;
LONG lockcount;
TRACE("(%p)\n", This);
lockcount = InterlockedDecrement(&This->lockcount);
if(lockcount > 0) {
/* Delay loading the buffer until everything is unlocked */
TRACE("Ignoring the unlock\n");
return WINED3D_OK;
}
if(This->Flags & VBFLAG_HASDESC) {
IWineD3DVertexBufferImpl_PreLoad(iface);
}
return WINED3D_OK;
}
static HRESULT WINAPI IWineD3DVertexBufferImpl_GetDesc(IWineD3DVertexBuffer *iface, WINED3DVERTEXBUFFER_DESC *pDesc) {
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
TRACE("(%p)\n", This);
pDesc->Format = This->resource.format;
pDesc->Type = This->resource.resourceType;
pDesc->Usage = This->resource.usage;
pDesc->Pool = This->resource.pool;
pDesc->Size = This->resource.size;
pDesc->FVF = This->fvf;
return WINED3D_OK;
}
const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl =
{
/* IUnknown */
IWineD3DVertexBufferImpl_QueryInterface,
IWineD3DVertexBufferImpl_AddRef,
IWineD3DVertexBufferImpl_Release,
/* IWineD3DResource */
IWineD3DVertexBufferImpl_GetParent,
IWineD3DVertexBufferImpl_GetDevice,
IWineD3DVertexBufferImpl_SetPrivateData,
IWineD3DVertexBufferImpl_GetPrivateData,
IWineD3DVertexBufferImpl_FreePrivateData,
IWineD3DVertexBufferImpl_SetPriority,
IWineD3DVertexBufferImpl_GetPriority,
IWineD3DVertexBufferImpl_PreLoad,
IWineD3DVertexBufferImpl_GetType,
/* IWineD3DVertexBuffer */
IWineD3DVertexBufferImpl_Lock,
IWineD3DVertexBufferImpl_Unlock,
IWineD3DVertexBufferImpl_GetDesc
};
BYTE* WINAPI IWineD3DVertexBufferImpl_GetMemory(IWineD3DVertexBuffer* iface, DWORD iOffset, GLint *vbo) {
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *)iface;
*vbo = This->vbo;
if(This->vbo == 0) {
return This->resource.allocatedMemory + iOffset;
} else {
return (BYTE *) iOffset;
}
}
HRESULT WINAPI IWineD3DVertexBufferImpl_ReleaseMemory(IWineD3DVertexBuffer* iface) {
return WINED3D_OK;
}
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