wined3d: Implement wined3d_buffer_prepare_location() for WINED3D_LOCATION_BUFFER.

Signed-off-by: Józef Kucia <jkucia@codeweavers.com>
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com>
Signed-off-by: Alexandre Julliard <julliard@winehq.org>
oldstable
Józef Kucia 2016-10-20 12:50:54 +02:00 committed by Alexandre Julliard
parent 8db3b5512e
commit 4e7ef680e3
1 changed files with 53 additions and 51 deletions

View File

@ -162,20 +162,20 @@ static void delete_gl_buffer(struct wined3d_buffer *This, const struct wined3d_g
}
/* Context activation is done by the caller. */
static void buffer_create_buffer_object(struct wined3d_buffer *This, struct wined3d_context *context)
static BOOL buffer_create_buffer_object(struct wined3d_buffer *buffer, struct wined3d_context *context)
{
GLenum gl_usage = GL_STATIC_DRAW_ARB;
GLenum error;
const struct wined3d_gl_info *gl_info = context->gl_info;
GLenum gl_usage = GL_STATIC_DRAW;
GLenum error;
TRACE("Creating an OpenGL vertex buffer object for wined3d_buffer %p with usage %s.\n",
This, debug_d3dusage(This->resource.usage));
TRACE("Creating an OpenGL buffer object for wined3d_buffer %p with usage %s.\n",
buffer, debug_d3dusage(buffer->resource.usage));
/* Make sure that the gl error is cleared. Do not use checkGLcall
* here because checkGLcall just prints a fixme and continues. However,
* if an error during VBO creation occurs we can fall back to non-vbo operation
* with full functionality(but performance loss)
*/
* here because checkGLcall just prints a fixme and continues. However,
* if an error during VBO creation occurs we can fall back to non-VBO operation
* with full functionality(but performance loss).
*/
while (gl_info->gl_ops.gl.p_glGetError() != GL_NO_ERROR);
/* Basically the FVF parameter passed to CreateVertexBuffer is no good.
@ -184,72 +184,72 @@ static void buffer_create_buffer_object(struct wined3d_buffer *This, struct wine
* to be verified to check if the rhw and color values are in the correct
* format. */
GL_EXTCALL(glGenBuffers(1, &This->buffer_object));
GL_EXTCALL(glGenBuffers(1, &buffer->buffer_object));
error = gl_info->gl_ops.gl.p_glGetError();
if (!This->buffer_object || error != GL_NO_ERROR)
if (!buffer->buffer_object || error != GL_NO_ERROR)
{
ERR("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error);
ERR("Failed to create a BO with error %s (%#x).\n", debug_glerror(error), error);
goto fail;
}
buffer_bind(This, context);
buffer_bind(buffer, context);
error = gl_info->gl_ops.gl.p_glGetError();
if (error != GL_NO_ERROR)
{
ERR("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error);
ERR("Failed to bind the BO with error %s (%#x).\n", debug_glerror(error), error);
goto fail;
}
if (This->resource.usage & WINED3DUSAGE_DYNAMIC)
if (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)
{
TRACE("Buffer has WINED3DUSAGE_DYNAMIC set.\n");
gl_usage = GL_STREAM_DRAW_ARB;
if(gl_info->supported[APPLE_FLUSH_BUFFER_RANGE])
if (gl_info->supported[APPLE_FLUSH_BUFFER_RANGE])
{
GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE));
checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE)");
GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE));
checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE)");
This->flags |= WINED3D_BUFFER_APPLESYNC;
GL_EXTCALL(glBufferParameteriAPPLE(buffer->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE));
GL_EXTCALL(glBufferParameteriAPPLE(buffer->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE));
checkGLcall("glBufferParameteriAPPLE");
buffer->flags |= WINED3D_BUFFER_APPLESYNC;
}
/* No setup is needed here for GL_ARB_map_buffer_range */
/* No setup is needed here for GL_ARB_map_buffer_range. */
}
/* Reserve memory for the buffer. The amount of data won't change
* so we are safe with calling glBufferData once and
* calling glBufferSubData on updates. Upload the actual data in case
* we're not double buffering, so we can release the heap mem afterwards
* we're not double buffering, so we can release the heap mem afterwards.
*/
GL_EXTCALL(glBufferData(This->buffer_type_hint, This->resource.size, This->resource.heap_memory, gl_usage));
GL_EXTCALL(glBufferData(buffer->buffer_type_hint, buffer->resource.size, buffer->resource.heap_memory, gl_usage));
error = gl_info->gl_ops.gl.p_glGetError();
if (error != GL_NO_ERROR)
{
ERR("glBufferData failed with error %s (%#x)\n", debug_glerror(error), error);
ERR("glBufferData failed with error %s (%#x).\n", debug_glerror(error), error);
goto fail;
}
This->buffer_object_usage = gl_usage;
buffer->buffer_object_usage = gl_usage;
if (This->flags & WINED3D_BUFFER_DOUBLEBUFFER)
if (buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER)
{
buffer_invalidate_bo_range(This, 0, 0);
buffer_invalidate_bo_range(buffer, 0, 0);
}
else
{
wined3d_resource_free_sysmem(&This->resource);
wined3d_buffer_validate_location(This, WINED3D_LOCATION_BUFFER);
wined3d_buffer_invalidate_location(This, WINED3D_LOCATION_SYSMEM);
wined3d_resource_free_sysmem(&buffer->resource);
wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_BUFFER);
wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_SYSMEM);
}
return;
return TRUE;
fail:
/* Clean up all VBO init, but continue because we can work without a VBO :-) */
ERR("Failed to create a vertex buffer object. Continuing, but performance issues may occur.\n");
This->flags &= ~WINED3D_BUFFER_USE_BO;
delete_gl_buffer(This, gl_info);
buffer_clear_dirty_areas(This);
/* Clean up all BO init, but continue because we can work without a BO :-) */
ERR("Failed to create a buffer object. Continuing, but performance issues may occur.\n");
buffer->flags &= ~WINED3D_BUFFER_USE_BO;
delete_gl_buffer(buffer, gl_info);
buffer_clear_dirty_areas(buffer);
return FALSE;
}
static BOOL buffer_process_converted_attribute(struct wined3d_buffer *buffer,
@ -530,8 +530,15 @@ static BOOL wined3d_buffer_prepare_location(struct wined3d_buffer *buffer,
return TRUE;
case WINED3D_LOCATION_BUFFER:
FIXME("Not implemented yet.\n");
return FALSE;
if (buffer->buffer_object)
return TRUE;
if (!(buffer->flags & WINED3D_BUFFER_USE_BO))
{
WARN("Trying to create BO for buffer %p with no WINED3D_BUFFER_USE_BO.\n", buffer);
return FALSE;
}
return buffer_create_buffer_object(buffer, context);
default:
ERR("Invalid location %s.\n", wined3d_debug_location(location));
@ -612,7 +619,7 @@ void buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_context *co
{
if ((buffer->flags & WINED3D_BUFFER_USE_BO) && !buffer->resource.map_count)
{
buffer_create_buffer_object(buffer, context);
wined3d_buffer_prepare_location(buffer, context, WINED3D_LOCATION_BUFFER);
if (buffer->buffer_object)
{
data->buffer_object = buffer->buffer_object;
@ -878,20 +885,15 @@ void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *
buffer_mark_used(buffer);
if (!buffer->buffer_object)
/* TODO: Make converting independent from VBOs */
if (!(buffer->flags & WINED3D_BUFFER_USE_BO))
{
/* TODO: Make converting independent from VBOs */
if (buffer->flags & WINED3D_BUFFER_USE_BO)
{
buffer_create_buffer_object(buffer, context);
}
else
{
/* Not doing any conversion */
return;
}
/* Not doing any conversion */
return;
}
wined3d_buffer_prepare_location(buffer, context, WINED3D_LOCATION_BUFFER);
/* Reading the declaration makes only sense if we have valid state information
* (i.e., if this function is called during draws). */
if (state)