wined3d: Implement dynamic buffers with GL_ARB_map_buffer_range.

oldstable
Stefan Dösinger 2010-01-28 20:51:06 +01:00 committed by Alexandre Julliard
parent f6bb86e196
commit 224043d6cf
1 changed files with 48 additions and 5 deletions

View File

@ -3,7 +3,7 @@
* Copyright 2002-2005 Raphael Junqueira
* Copyright 2004 Christian Costa
* Copyright 2005 Oliver Stieber
* Copyright 2007 Stefan Dösinger for CodeWeavers
* Copyright 2007-2010 Stefan Dösinger for CodeWeavers
* Copyright 2009 Henri Verbeet for CodeWeavers
*
* This library is free software; you can redistribute it and/or
@ -158,6 +158,7 @@ static void buffer_create_buffer_object(struct wined3d_buffer *This)
checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE)");
This->flags |= WINED3D_BUFFER_FLUSH;
}
/* No setup is needed here for GL_ARB_map_buffer_range */
}
else
{
@ -1058,6 +1059,25 @@ static DWORD buffer_sanitize_flags(DWORD flags)
return flags;
}
static GLbitfield buffer_gl_map_flags(DWORD d3d_flags)
{
GLbitfield ret = GL_MAP_FLUSH_EXPLICIT_BIT;
if (!(d3d_flags & WINED3DLOCK_READONLY)) ret |= GL_MAP_WRITE_BIT;
if (d3d_flags & (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE))
{
if(d3d_flags & WINED3DLOCK_DISCARD) ret |= GL_MAP_INVALIDATE_BUFFER_BIT;
ret |= GL_MAP_UNSYNCHRONIZED_BIT;
}
else
{
ret |= GL_MAP_READ_BIT;
}
return ret;
}
static HRESULT STDMETHODCALLTYPE buffer_Map(IWineD3DBuffer *iface, UINT offset, UINT size, BYTE **data, DWORD flags)
{
struct wined3d_buffer *This = (struct wined3d_buffer *)iface;
@ -1076,6 +1096,7 @@ static HRESULT STDMETHODCALLTYPE buffer_Map(IWineD3DBuffer *iface, UINT offset,
{
IWineD3DDeviceImpl *device = This->resource.device;
struct wined3d_context *context;
const struct wined3d_gl_info *gl_info;
if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
{
@ -1083,9 +1104,20 @@ static HRESULT STDMETHODCALLTYPE buffer_Map(IWineD3DBuffer *iface, UINT offset,
}
context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
gl_info = context->gl_info;
ENTER_GL();
GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(This->buffer_type_hint, GL_READ_WRITE_ARB));
if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
{
GLbitfield mapflags = buffer_gl_map_flags(flags);
This->resource.allocatedMemory = GL_EXTCALL(glMapBufferRange(This->buffer_type_hint, 0,
This->resource.size, mapflags));
}
else
{
This->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(This->buffer_type_hint, GL_READ_WRITE_ARB));
}
LEAVE_GL();
context_release(context);
}
@ -1126,6 +1158,7 @@ static HRESULT STDMETHODCALLTYPE buffer_Unmap(IWineD3DBuffer *iface)
if(!(This->flags & WINED3D_BUFFER_DOUBLEBUFFER) && This->buffer_object)
{
IWineD3DDeviceImpl *device = This->resource.device;
const struct wined3d_gl_info *gl_info;
struct wined3d_context *context;
if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
@ -1134,10 +1167,21 @@ static HRESULT STDMETHODCALLTYPE buffer_Unmap(IWineD3DBuffer *iface)
}
context = context_acquire(device, NULL, CTXUSAGE_RESOURCELOAD);
gl_info = context->gl_info;
ENTER_GL();
GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
if(This->flags & WINED3D_BUFFER_FLUSH)
if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
{
for(i = 0; i < This->modified_areas; i++)
{
GL_EXTCALL(glFlushMappedBufferRange(This->buffer_type_hint,
This->maps[i].offset,
This->maps[i].size));
checkGLcall("glFlushMappedBufferRange");
}
}
else if (This->flags & WINED3D_BUFFER_FLUSH)
{
for(i = 0; i < This->modified_areas; i++)
{
@ -1229,8 +1273,7 @@ HRESULT buffer_init(struct wined3d_buffer *buffer, IWineD3DDeviceImpl *device,
TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer->resource.size, buffer->resource.usage,
debug_d3dformat(buffer->resource.format_desc->format), buffer->resource.allocatedMemory, buffer);
/* TODO: GL_ARB_map_buffer_range */
dynamic_buffer_ok = gl_info->supported[APPLE_FLUSH_BUFFER_RANGE];
dynamic_buffer_ok = gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] || gl_info->supported[ARB_MAP_BUFFER_RANGE];
/* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
* drawStridedFast (half-life 2 and others).