Commit 160ad457 authored by Henri Verbeet's avatar Henri Verbeet Committed by Alexandre Julliard

wined3d: Support WINED3D_LOCATION_BUFFER in wined3d_buffer_load_location().

parent 15d53761
......@@ -530,6 +530,80 @@ ULONG CDECL wined3d_buffer_incref(struct wined3d_buffer *buffer)
return refcount;
}
/* Context activation is done by the caller. */
static void wined3d_buffer_upload_ranges(struct wined3d_buffer *buffer, struct wined3d_context *context,
const void *data, unsigned int range_count, const struct wined3d_map_range *ranges)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_map_range *range;
buffer_bind(buffer, context);
while (range_count--)
{
range = &ranges[range_count];
GL_EXTCALL(glBufferSubData(buffer->buffer_type_hint,
range->offset, range->size, (BYTE *)data + range->offset));
}
checkGLcall("glBufferSubData");
}
static void buffer_conversion_upload(struct wined3d_buffer *buffer, struct wined3d_context *context)
{
unsigned int i, j, range_idx, start, end, vertex_count;
BYTE *data;
if (!wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM))
{
ERR("Failed to load system memory.\n");
return;
}
buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
/* Now for each vertex in the buffer that needs conversion. */
vertex_count = buffer->resource.size / buffer->stride;
if (!(data = HeapAlloc(GetProcessHeap(), 0, buffer->resource.size)))
{
ERR("Out of memory.\n");
return;
}
for (range_idx = 0; range_idx < buffer->modified_areas; ++range_idx)
{
start = buffer->maps[range_idx].offset;
end = start + buffer->maps[range_idx].size;
memcpy(data + start, (BYTE *)buffer->resource.heap_memory + start, end - start);
for (i = start / buffer->stride; i < min((end / buffer->stride) + 1, vertex_count); ++i)
{
for (j = 0; j < buffer->stride;)
{
switch (buffer->conversion_map[j])
{
case CONV_NONE:
/* Done already */
j += sizeof(DWORD);
break;
case CONV_D3DCOLOR:
j += fixup_d3dcolor((DWORD *) (data + i * buffer->stride + j));
break;
case CONV_POSITIONT:
j += fixup_transformed_pos((struct wined3d_vec4 *) (data + i * buffer->stride + j));
break;
default:
FIXME("Unimplemented conversion %d in shifted conversion.\n", buffer->conversion_map[j]);
++j;
}
}
}
}
wined3d_buffer_upload_ranges(buffer, context, data, buffer->modified_areas, buffer->maps);
HeapFree(GetProcessHeap(), 0, data);
}
static BOOL wined3d_buffer_prepare_location(struct wined3d_buffer *buffer,
struct wined3d_context *context, DWORD location)
{
......@@ -607,8 +681,12 @@ BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer,
break;
case WINED3D_LOCATION_BUFFER:
FIXME("Not implemented yet.\n");
return FALSE;
if (!buffer->conversion_map)
wined3d_buffer_upload_ranges(buffer, context, buffer->resource.heap_memory,
buffer->modified_areas, buffer->maps);
else
buffer_conversion_upload(buffer, context);
break;
default:
ERR("Invalid location %s.\n", wined3d_debug_location(location));
......@@ -616,6 +694,10 @@ BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer,
}
wined3d_buffer_validate_location(buffer, location);
if (buffer->resource.heap_memory && location == WINED3D_LOCATION_BUFFER
&& !(buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
wined3d_buffer_evict_sysmem(buffer);
return TRUE;
}
......@@ -797,80 +879,6 @@ drop_query:
This->flags &= ~WINED3D_BUFFER_APPLESYNC;
}
/* Context activation is done by the caller. */
static void wined3d_buffer_upload_ranges(struct wined3d_buffer *buffer, struct wined3d_context *context,
const void *data, unsigned int range_count, const struct wined3d_map_range *ranges)
{
const struct wined3d_gl_info *gl_info = context->gl_info;
const struct wined3d_map_range *range;
buffer_bind(buffer, context);
while (range_count--)
{
range = &ranges[range_count];
GL_EXTCALL(glBufferSubData(buffer->buffer_type_hint,
range->offset, range->size, (BYTE *)data + range->offset));
}
checkGLcall("glBufferSubData");
}
static void buffer_conversion_upload(struct wined3d_buffer *buffer, struct wined3d_context *context)
{
unsigned int i, j, range_idx, start, end, vertex_count;
BYTE *data;
if (!wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM))
{
ERR("Failed to load system memory.\n");
return;
}
buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
/* Now for each vertex in the buffer that needs conversion. */
vertex_count = buffer->resource.size / buffer->stride;
if (!(data = HeapAlloc(GetProcessHeap(), 0, buffer->resource.size)))
{
ERR("Out of memory.\n");
return;
}
for (range_idx = 0; range_idx < buffer->modified_areas; ++range_idx)
{
start = buffer->maps[range_idx].offset;
end = start + buffer->maps[range_idx].size;
memcpy(data + start, (BYTE *)buffer->resource.heap_memory + start, end - start);
for (i = start / buffer->stride; i < min((end / buffer->stride) + 1, vertex_count); ++i)
{
for (j = 0; j < buffer->stride;)
{
switch (buffer->conversion_map[j])
{
case CONV_NONE:
/* Done already */
j += sizeof(DWORD);
break;
case CONV_D3DCOLOR:
j += fixup_d3dcolor((DWORD *) (data + i * buffer->stride + j));
break;
case CONV_POSITIONT:
j += fixup_transformed_pos((struct wined3d_vec4 *) (data + i * buffer->stride + j));
break;
default:
FIXME("Unimplemented conversion %d in shifted conversion.\n", buffer->conversion_map[j]);
++j;
}
}
}
}
wined3d_buffer_upload_ranges(buffer, context, data, buffer->modified_areas, buffer->maps);
HeapFree(GetProcessHeap(), 0, data);
}
void buffer_mark_used(struct wined3d_buffer *buffer)
{
buffer->flags &= ~WINED3D_BUFFER_DISCARD;
......@@ -981,22 +989,8 @@ void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *
}
}
if (!buffer->conversion_map)
{
TRACE("No conversion needed.\n");
wined3d_buffer_upload_ranges(buffer, context, buffer->resource.heap_memory,
buffer->modified_areas, buffer->maps);
}
else
{
buffer_conversion_upload(buffer, context);
}
wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_BUFFER);
if (buffer->resource.heap_memory && !(buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
wined3d_buffer_evict_sysmem(buffer);
if (!wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER))
ERR("Failed to load buffer location.\n");
}
struct wined3d_resource * CDECL wined3d_buffer_get_resource(struct wined3d_buffer *buffer)
......
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