Commit e7393a8a authored by Stefan Dösinger's avatar Stefan Dösinger Committed by Alexandre Julliard

wined3d: Move vertex buffer vbo creation to PreLoad.

parent b8133984
......@@ -207,92 +207,6 @@ static HRESULT WINAPI IWineD3DDeviceImpl_GetParent(IWineD3DDevice *iface, IUnkno
return WINED3D_OK;
}
static void CreateVBO(IWineD3DVertexBufferImpl *object) {
IWineD3DDeviceImpl *This = object->resource.wineD3DDevice; /* Needed for GL_EXTCALL */
GLenum error, glUsage;
DWORD vboUsage = object->resource.usage;
if(object->Flags & VBFLAG_VBOCREATEFAIL) {
WARN("Creating a vbo failed once, not trying again\n");
return;
}
TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n", object, debug_d3dusage(vboUsage));
/* Make sure that a context is there. Needed in a multithreaded environment. Otherwise this call is a nop */
ActivateContext(This, This->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
/* 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)
*/
while(glGetError() != GL_NO_ERROR);
/* Basically the FVF parameter passed to CreateVertexBuffer is no good
* It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
* IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
* look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
* to check if the rhw and color values are in the correct format.
*/
GL_EXTCALL(glGenBuffersARB(1, &object->vbo));
error = glGetError();
if(object->vbo == 0 || error != GL_NO_ERROR) {
WARN("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error);
goto error;
}
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, object->vbo));
error = glGetError();
if(error != GL_NO_ERROR) {
WARN("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error);
goto error;
}
/* Don't use static, because dx apps tend to update the buffer
* quite often even if they specify 0 usage. Because we always keep the local copy
* we never read from the vbo and can create a write only opengl buffer.
*/
switch(vboUsage & (WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC) ) {
case WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC:
case WINED3DUSAGE_DYNAMIC:
TRACE("Gl usage = GL_STREAM_DRAW\n");
glUsage = GL_STREAM_DRAW_ARB;
break;
case WINED3DUSAGE_WRITEONLY:
default:
TRACE("Gl usage = GL_DYNAMIC_DRAW\n");
glUsage = GL_DYNAMIC_DRAW_ARB;
break;
}
/* Reserve memory for the buffer. The amount of data won't change
* so we are safe with calling glBufferData once with a NULL ptr and
* calling glBufferSubData on updates
*/
GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB, object->resource.size, NULL, glUsage));
error = glGetError();
if(error != GL_NO_ERROR) {
WARN("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error);
goto error;
}
object->vbo_size = object->resource.size;
object->vbo_usage = glUsage;
LEAVE_GL();
return;
error:
/* Clean up all vbo init, but continue because we can work without a vbo :-) */
FIXME("Failed to create a vertex buffer object. Continuing, but performance issues can occur\n");
if(object->vbo) GL_EXTCALL(glDeleteBuffersARB(1, &object->vbo));
object->vbo = 0;
object->Flags |= VBFLAG_VBOCREATEFAIL;
LEAVE_GL();
return;
}
static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *iface, UINT Size, DWORD Usage,
DWORD FVF, WINED3DPOOL Pool, IWineD3DVertexBuffer** ppVertexBuffer, HANDLE *sharedHandle,
IUnknown *parent) {
......@@ -347,7 +261,7 @@ static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *ifac
} else if(dxVersion <= 7 && conv) {
TRACE("Not creating a vbo because dxVersion is 7 and the fvf needs conversion\n");
} else {
CreateVBO(object);
object->Flags |= VBFLAG_CREATEVBO;
}
return WINED3D_OK;
}
......@@ -3941,7 +3855,8 @@ process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCo
* write correct opengl data into it. It's cheap and allows us to run drawStridedFast
*/
if(!dest->vbo && GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
CreateVBO(dest);
dest->Flags |= VBFLAG_CREATEVBO;
IWineD3DVertexBuffer_PreLoad((IWineD3DVertexBuffer *) dest);
}
if(dest->vbo) {
......
......@@ -406,6 +406,87 @@ static void check_vbo_size(IWineD3DVertexBufferImpl *This) {
}
}
static void CreateVBO(IWineD3DVertexBufferImpl *This) {
GLenum error, glUsage;
DWORD vboUsage = This->resource.usage;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n", This, debug_d3dusage(vboUsage));
/* Make sure that a context is there. Needed in a multithreaded environment. Otherwise this call is a nop */
ActivateContext(device, device->lastActiveRenderTarget, CTXUSAGE_RESOURCELOAD);
ENTER_GL();
/* 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)
*/
while(glGetError() != GL_NO_ERROR);
/* Basically the FVF parameter passed to CreateVertexBuffer is no good
* It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
* IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
* look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
* to check if the rhw and color values are in the correct format.
*/
GL_EXTCALL(glGenBuffersARB(1, &This->vbo));
error = glGetError();
if(This->vbo == 0 || error != GL_NO_ERROR) {
WARN("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error);
goto error;
}
GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, This->vbo));
error = glGetError();
if(error != GL_NO_ERROR) {
WARN("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error);
goto error;
}
/* Don't use static, because dx apps tend to update the buffer
* quite often even if they specify 0 usage. Because we always keep the local copy
* we never read from the vbo and can create a write only opengl buffer.
*/
switch(vboUsage & (WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC) ) {
case WINED3DUSAGE_WRITEONLY | WINED3DUSAGE_DYNAMIC:
case WINED3DUSAGE_DYNAMIC:
TRACE("Gl usage = GL_STREAM_DRAW\n");
glUsage = GL_STREAM_DRAW_ARB;
break;
case WINED3DUSAGE_WRITEONLY:
default:
TRACE("Gl usage = GL_DYNAMIC_DRAW\n");
glUsage = GL_DYNAMIC_DRAW_ARB;
break;
}
/* Reserve memory for the buffer. The amount of data won't change
* so we are safe with calling glBufferData once with a NULL ptr and
* calling glBufferSubData on updates
*/
GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB, This->resource.size, NULL, glUsage));
error = glGetError();
if(error != GL_NO_ERROR) {
WARN("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error);
goto error;
}
This->vbo_size = This->resource.size;
This->vbo_usage = glUsage;
LEAVE_GL();
return;
error:
/* Clean up all vbo init, but continue because we can work without a vbo :-) */
FIXME("Failed to create a vertex buffer object. Continuing, but performance issues can occur\n");
if(This->vbo) GL_EXTCALL(glDeleteBuffersARB(1, &This->vbo));
This->vbo = 0;
LEAVE_GL();
return;
}
static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *iface) {
IWineD3DVertexBufferImpl *This = (IWineD3DVertexBufferImpl *) iface;
IWineD3DDeviceImpl *device = This->resource.wineD3DDevice;
......@@ -421,8 +502,12 @@ static void WINAPI IWineD3DVertexBufferImpl_PreLoad(IWineD3DVertexBuffer *if
if(!This->vbo) {
/* TODO: Make converting independent from VBOs */
if(This->Flags & VBFLAG_CREATEVBO) {
This->Flags &= ~VBFLAG_CREATEVBO;
} else {
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) {
......@@ -612,6 +697,7 @@ static void WINAPI IWineD3DVertexBufferImpl_UnLoad(IWineD3DVertexBuffer *iface)
checkGLcall("glDeleteBuffersARB");
LEAVE_GL();
This->vbo = 0;
This->Flags |= VBFLAG_CREATEVBO; /* Recreate the VBO next load */
}
}
......
......@@ -888,7 +888,7 @@ extern const IWineD3DVertexBufferVtbl IWineD3DVertexBuffer_Vtbl;
#define VBFLAG_OPTIMIZED 0x02 /* Optimize has been called for the VB */
#define VBFLAG_DIRTY 0x04 /* Buffer data has been modified */
#define VBFLAG_HASDESC 0x08 /* A vertex description has been found */
#define VBFLAG_VBOCREATEFAIL 0x10 /* An attempt to create a vbo has failed */
#define VBFLAG_CREATEVBO 0x10 /* Attempt to create a VBO next PreLoad */
/*****************************************************************************
* IWineD3DIndexBuffer implementation structure (extends IWineD3DResourceImpl)
......
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