2 * Copyright 2002-2005 Jason Edmeades
3 * Copyright 2002-2005 Raphael Junqueira
4 * Copyright 2004 Christian Costa
5 * Copyright 2005 Oliver Stieber
6 * Copyright 2007-2010 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "wine/port.h"
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
32 #define VB_MAXDECLCHANGES 100 /* After that number of decl changes we stop converting */
33 #define VB_RESETDECLCHANGE 1000 /* Reset the decl changecount after that number of draws */
34 #define VB_MAXFULLCONVERSIONS 5 /* Number of full conversions before we stop converting */
35 #define VB_RESETFULLCONVS 20 /* Reset full conversion counts after that number of draws */
37 static inline BOOL
buffer_add_dirty_area(struct wined3d_buffer
*This
, UINT offset
, UINT size
)
39 if (!This
->buffer_object
) return TRUE
;
41 if (This
->maps_size
<= This
->modified_areas
)
43 void *new = HeapReAlloc(GetProcessHeap(), 0, This
->maps
,
44 This
->maps_size
* 2 * sizeof(*This
->maps
));
47 ERR("Out of memory\n");
57 if(offset
> This
->resource
.size
|| offset
+ size
> This
->resource
.size
)
59 WARN("Invalid range dirtified, marking entire buffer dirty\n");
61 size
= This
->resource
.size
;
63 else if(!offset
&& !size
)
65 size
= This
->resource
.size
;
68 This
->maps
[This
->modified_areas
].offset
= offset
;
69 This
->maps
[This
->modified_areas
].size
= size
;
70 This
->modified_areas
++;
74 static inline void buffer_clear_dirty_areas(struct wined3d_buffer
*This
)
76 This
->modified_areas
= 0;
79 static BOOL
buffer_is_dirty(const struct wined3d_buffer
*buffer
)
81 return !!buffer
->modified_areas
;
84 static BOOL
buffer_is_fully_dirty(const struct wined3d_buffer
*buffer
)
88 for (i
= 0; i
< buffer
->modified_areas
; ++i
)
90 if (!buffer
->maps
[i
].offset
&& buffer
->maps
[i
].size
== buffer
->resource
.size
)
96 /* Context activation is done by the caller */
97 static void delete_gl_buffer(struct wined3d_buffer
*This
, const struct wined3d_gl_info
*gl_info
)
99 if(!This
->buffer_object
) return;
102 GL_EXTCALL(glDeleteBuffersARB(1, &This
->buffer_object
));
103 checkGLcall("glDeleteBuffersARB");
105 This
->buffer_object
= 0;
109 wined3d_event_query_destroy(This
->query
);
112 This
->flags
&= ~WINED3D_BUFFER_APPLESYNC
;
115 /* Context activation is done by the caller. */
116 static void buffer_create_buffer_object(struct wined3d_buffer
*This
, const struct wined3d_gl_info
*gl_info
)
118 GLenum error
, gl_usage
;
120 TRACE("Creating an OpenGL vertex buffer object for wined3d_buffer %p with usage %s.\n",
121 This
, debug_d3dusage(This
->resource
.usage
));
125 /* Make sure that the gl error is cleared. Do not use checkGLcall
126 * here because checkGLcall just prints a fixme and continues. However,
127 * if an error during VBO creation occurs we can fall back to non-vbo operation
128 * with full functionality(but performance loss)
130 while (glGetError() != GL_NO_ERROR
);
132 /* Basically the FVF parameter passed to CreateVertexBuffer is no good.
133 * The vertex declaration from the device determines how the data in the
134 * buffer is interpreted. This means that on each draw call the buffer has
135 * to be verified to check if the rhw and color values are in the correct
138 GL_EXTCALL(glGenBuffersARB(1, &This
->buffer_object
));
139 error
= glGetError();
140 if (!This
->buffer_object
|| error
!= GL_NO_ERROR
)
142 ERR("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error
), error
);
147 if (This
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
148 device_invalidate_state(This
->resource
.device
, STATE_INDEXBUFFER
);
149 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
150 error
= glGetError();
151 if (error
!= GL_NO_ERROR
)
153 ERR("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error
), error
);
158 /* Don't use static, because dx apps tend to update the buffer
159 * quite often even if they specify 0 usage.
161 if(This
->resource
.usage
& WINED3DUSAGE_DYNAMIC
)
163 TRACE("Gl usage = GL_STREAM_DRAW_ARB\n");
164 gl_usage
= GL_STREAM_DRAW_ARB
;
166 if(gl_info
->supported
[APPLE_FLUSH_BUFFER_RANGE
])
168 GL_EXTCALL(glBufferParameteriAPPLE(This
->buffer_type_hint
, GL_BUFFER_FLUSHING_UNMAP_APPLE
, GL_FALSE
));
169 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE)");
170 This
->flags
|= WINED3D_BUFFER_FLUSH
;
172 GL_EXTCALL(glBufferParameteriAPPLE(This
->buffer_type_hint
, GL_BUFFER_SERIALIZED_MODIFY_APPLE
, GL_FALSE
));
173 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE)");
174 This
->flags
|= WINED3D_BUFFER_APPLESYNC
;
176 /* No setup is needed here for GL_ARB_map_buffer_range */
180 TRACE("Gl usage = GL_DYNAMIC_DRAW_ARB\n");
181 gl_usage
= GL_DYNAMIC_DRAW_ARB
;
184 /* Reserve memory for the buffer. The amount of data won't change
185 * so we are safe with calling glBufferData once and
186 * calling glBufferSubData on updates. Upload the actual data in case
187 * we're not double buffering, so we can release the heap mem afterwards
189 GL_EXTCALL(glBufferDataARB(This
->buffer_type_hint
, This
->resource
.size
, This
->resource
.allocatedMemory
, gl_usage
));
190 error
= glGetError();
192 if (error
!= GL_NO_ERROR
)
194 ERR("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error
), error
);
198 This
->buffer_object_size
= This
->resource
.size
;
199 This
->buffer_object_usage
= gl_usage
;
201 if(This
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
)
203 if(!buffer_add_dirty_area(This
, 0, 0))
205 ERR("buffer_add_dirty_area failed, this is not expected\n");
211 HeapFree(GetProcessHeap(), 0, This
->resource
.heapMemory
);
212 This
->resource
.allocatedMemory
= NULL
;
213 This
->resource
.heapMemory
= NULL
;
219 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
220 ERR("Failed to create a vertex buffer object. Continuing, but performance issues may occur\n");
221 delete_gl_buffer(This
, gl_info
);
222 buffer_clear_dirty_areas(This
);
225 static BOOL
buffer_process_converted_attribute(struct wined3d_buffer
*This
,
226 const enum wined3d_buffer_conversion_type conversion_type
,
227 const struct wined3d_stream_info_element
*attrib
, DWORD
*stride_this_run
)
234 /* Check for some valid situations which cause us pain. One is if the buffer is used for
235 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
236 * with different strides. In the 2nd case we might have to drop conversion entirely,
237 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
241 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n",
242 debug_d3dformat(attrib
->format
->id
));
244 else if(attrib
->stride
!= *stride_this_run
&& *stride_this_run
)
246 FIXME("Got two concurrent strides, %d and %d\n", attrib
->stride
, *stride_this_run
);
250 *stride_this_run
= attrib
->stride
;
251 if (This
->stride
!= *stride_this_run
)
253 /* We rely that this happens only on the first converted attribute that is found,
254 * if at all. See above check
256 TRACE("Reconverting because converted attributes occur, and the stride changed\n");
257 This
->stride
= *stride_this_run
;
258 HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY
, This
->conversion_map
);
259 This
->conversion_map
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
260 sizeof(*This
->conversion_map
) * This
->stride
);
265 data
= ((DWORD_PTR
)attrib
->data
.addr
) % This
->stride
;
266 attrib_size
= attrib
->format
->component_count
* attrib
->format
->component_size
;
267 for (i
= 0; i
< attrib_size
; ++i
)
269 DWORD_PTR idx
= (data
+ i
) % This
->stride
;
270 if (This
->conversion_map
[idx
] != conversion_type
)
272 TRACE("Byte %ld in vertex changed\n", idx
);
273 TRACE("It was type %d, is %d now\n", This
->conversion_map
[idx
], conversion_type
);
275 This
->conversion_map
[idx
] = conversion_type
;
282 static BOOL
buffer_check_attribute(struct wined3d_buffer
*This
, const struct wined3d_stream_info
*si
,
283 UINT attrib_idx
, const BOOL check_d3dcolor
, const BOOL is_ffp_position
, const BOOL is_ffp_color
,
284 DWORD
*stride_this_run
)
286 const struct wined3d_stream_info_element
*attrib
= &si
->elements
[attrib_idx
];
287 enum wined3d_format_id format
;
290 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
291 * there, on nonexistent attribs the vbo is 0.
293 if (!(si
->use_map
& (1 << attrib_idx
))
294 || attrib
->data
.buffer_object
!= This
->buffer_object
)
297 format
= attrib
->format
->id
;
298 /* Look for newly appeared conversion */
299 if (check_d3dcolor
&& format
== WINED3DFMT_B8G8R8A8_UNORM
)
301 ret
= buffer_process_converted_attribute(This
, CONV_D3DCOLOR
, attrib
, stride_this_run
);
303 if (!is_ffp_color
) FIXME("Test for non-color fixed function WINED3DFMT_B8G8R8A8_UNORM format\n");
305 else if (is_ffp_position
&& format
== WINED3DFMT_R32G32B32A32_FLOAT
)
307 ret
= buffer_process_converted_attribute(This
, CONV_POSITIONT
, attrib
, stride_this_run
);
309 else if (This
->conversion_map
)
311 ret
= buffer_process_converted_attribute(This
, CONV_NONE
, attrib
, stride_this_run
);
317 static BOOL
buffer_find_decl(struct wined3d_buffer
*This
)
319 struct wined3d_device
*device
= This
->resource
.device
;
320 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
321 const struct wined3d_stream_info
*si
= &device
->strided_streams
;
322 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
323 UINT stride_this_run
= 0;
325 BOOL support_d3dcolor
= gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
];
327 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
328 * Once we have our declaration there is no need to look it up again. Index buffers also never need
329 * conversion, so once the (empty) conversion structure is created don't bother checking again
331 if (This
->flags
& WINED3D_BUFFER_HASDESC
)
333 if(This
->resource
.usage
& WINED3DUSAGE_STATICDECL
) return FALSE
;
338 TRACE("Vertex shaders used, no VBO conversion is needed\n");
339 if(This
->conversion_map
)
341 HeapFree(GetProcessHeap(), 0, This
->conversion_map
);
342 This
->conversion_map
= NULL
;
350 TRACE("Finding vertex buffer conversion information\n");
351 /* Certain declaration types need some fixups before we can pass them to
352 * opengl. This means D3DCOLOR attributes with fixed function vertex
353 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
354 * GL_ARB_half_float_vertex is not supported.
356 * Note for d3d8 and d3d9:
357 * The vertex buffer FVF doesn't help with finding them, we have to use
358 * the decoded vertex declaration and pick the things that concern the
359 * current buffer. A problem with this is that this can change between
360 * draws, so we have to validate the information and reprocess the buffer
361 * if it changes, and avoid false positives for performance reasons.
362 * WineD3D doesn't even know the vertex buffer any more, it is managed
363 * by the client libraries and passed to SetStreamSource and ProcessVertices
366 * We have to distinguish between vertex shaders and fixed function to
367 * pick the way we access the strided vertex information.
369 * This code sets up a per-byte array with the size of the detected
370 * stride of the arrays in the buffer. For each byte we have a field
371 * that marks the conversion needed on this byte. For example, the
372 * following declaration with fixed function vertex processing:
380 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
381 * [P][P][P][P][P][P][P][P][P][P][P][P][P][P][P][P][0][0][0][0][0][0][0][0][0][0][0][0][F][F][F][F][F][F][F][F][C][C][C][C]
383 * Where in this example map P means 4 component position conversion, 0
384 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
385 * conversion (red / blue swizzle).
387 * If we're doing conversion and the stride changes we have to reconvert
388 * the whole buffer. Note that we do not mind if the semantic changes,
389 * we only care for the conversion type. So if the NORMAL is replaced
390 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
391 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
392 * conversion types depend on the semantic as well, for example a FLOAT4
393 * texcoord needs no conversion while a FLOAT4 positiont needs one
396 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_POSITION
,
397 TRUE
, TRUE
, FALSE
, &stride_this_run
) || ret
;
398 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_NORMAL
,
399 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
400 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_DIFFUSE
,
401 !support_d3dcolor
, FALSE
, TRUE
, &stride_this_run
) || ret
;
402 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_SPECULAR
,
403 !support_d3dcolor
, FALSE
, TRUE
, &stride_this_run
) || ret
;
404 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD0
,
405 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
406 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD1
,
407 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
408 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD2
,
409 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
410 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD3
,
411 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
412 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD4
,
413 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
414 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD5
,
415 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
416 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD6
,
417 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
418 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD7
,
419 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
421 if (!stride_this_run
&& This
->conversion_map
)
424 if (!ret
) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
425 HeapFree(GetProcessHeap(), 0, This
->conversion_map
);
426 This
->conversion_map
= NULL
;
430 if (ret
) TRACE("Conversion information changed\n");
435 static inline void fixup_d3dcolor(DWORD
*dst_color
)
437 DWORD src_color
= *dst_color
;
439 /* Color conversion like in drawStridedSlow. watch out for little endianity
440 * If we want that stuff to work on big endian machines too we have to consider more things
442 * 0xff000000: Alpha mask
443 * 0x00ff0000: Blue mask
444 * 0x0000ff00: Green mask
445 * 0x000000ff: Red mask
448 *dst_color
|= (src_color
& 0xff00ff00); /* Alpha Green */
449 *dst_color
|= (src_color
& 0x00ff0000) >> 16; /* Red */
450 *dst_color
|= (src_color
& 0x000000ff) << 16; /* Blue */
453 static inline void fixup_transformed_pos(float *p
)
455 /* rhw conversion like in position_float4(). */
456 if (p
[3] != 1.0f
&& p
[3] != 0.0f
)
458 float w
= 1.0f
/ p
[3];
466 /* Context activation is done by the caller. */
467 void buffer_get_memory(struct wined3d_buffer
*buffer
, const struct wined3d_gl_info
*gl_info
,
468 struct wined3d_bo_address
*data
)
470 data
->buffer_object
= buffer
->buffer_object
;
471 if (!buffer
->buffer_object
)
473 if ((buffer
->flags
& WINED3D_BUFFER_CREATEBO
) && !buffer
->resource
.map_count
)
475 buffer_create_buffer_object(buffer
, gl_info
);
476 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
477 if (buffer
->buffer_object
)
479 data
->buffer_object
= buffer
->buffer_object
;
484 data
->addr
= buffer
->resource
.allocatedMemory
;
492 ULONG CDECL
wined3d_buffer_incref(struct wined3d_buffer
*buffer
)
494 ULONG refcount
= InterlockedIncrement(&buffer
->resource
.ref
);
496 TRACE("%p increasing refcount to %u.\n", buffer
, refcount
);
501 /* Context activation is done by the caller. */
502 BYTE
*buffer_get_sysmem(struct wined3d_buffer
*This
, const struct wined3d_gl_info
*gl_info
)
504 /* AllocatedMemory exists if the buffer is double buffered or has no buffer object at all */
505 if(This
->resource
.allocatedMemory
) return This
->resource
.allocatedMemory
;
507 This
->resource
.heapMemory
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, This
->resource
.size
+ RESOURCE_ALIGNMENT
);
508 This
->resource
.allocatedMemory
= (BYTE
*)(((ULONG_PTR
)This
->resource
.heapMemory
+ (RESOURCE_ALIGNMENT
- 1)) & ~(RESOURCE_ALIGNMENT
- 1));
510 if (This
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
511 device_invalidate_state(This
->resource
.device
, STATE_INDEXBUFFER
);
514 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
515 GL_EXTCALL(glGetBufferSubDataARB(This
->buffer_type_hint
, 0, This
->resource
.size
, This
->resource
.allocatedMemory
));
517 This
->flags
|= WINED3D_BUFFER_DOUBLEBUFFER
;
519 return This
->resource
.allocatedMemory
;
522 /* Do not call while under the GL lock. */
523 static void buffer_unload(struct wined3d_resource
*resource
)
525 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
527 TRACE("buffer %p.\n", buffer
);
529 if (buffer
->buffer_object
)
531 struct wined3d_device
*device
= resource
->device
;
532 struct wined3d_context
*context
;
534 context
= context_acquire(device
, NULL
);
536 /* Download the buffer, but don't permanently enable double buffering */
537 if (!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
539 buffer_get_sysmem(buffer
, context
->gl_info
);
540 buffer
->flags
&= ~WINED3D_BUFFER_DOUBLEBUFFER
;
543 delete_gl_buffer(buffer
, context
->gl_info
);
544 buffer
->flags
|= WINED3D_BUFFER_CREATEBO
; /* Recreate the buffer object next load */
545 buffer_clear_dirty_areas(buffer
);
547 context_release(context
);
549 HeapFree(GetProcessHeap(), 0, buffer
->conversion_map
);
550 buffer
->conversion_map
= NULL
;
552 buffer
->conversion_stride
= 0;
553 buffer
->flags
&= ~WINED3D_BUFFER_HASDESC
;
556 resource_unload(resource
);
559 /* Do not call while under the GL lock. */
560 ULONG CDECL
wined3d_buffer_decref(struct wined3d_buffer
*buffer
)
562 ULONG refcount
= InterlockedDecrement(&buffer
->resource
.ref
);
564 TRACE("%p decreasing refcount to %u.\n", buffer
, refcount
);
568 buffer_unload(&buffer
->resource
);
569 resource_cleanup(&buffer
->resource
);
570 buffer
->resource
.parent_ops
->wined3d_object_destroyed(buffer
->resource
.parent
);
571 HeapFree(GetProcessHeap(), 0, buffer
->maps
);
572 HeapFree(GetProcessHeap(), 0, buffer
);
578 void * CDECL
wined3d_buffer_get_parent(const struct wined3d_buffer
*buffer
)
580 TRACE("buffer %p.\n", buffer
);
582 return buffer
->resource
.parent
;
585 DWORD CDECL
wined3d_buffer_set_priority(struct wined3d_buffer
*buffer
, DWORD priority
)
587 return resource_set_priority(&buffer
->resource
, priority
);
590 DWORD CDECL
wined3d_buffer_get_priority(const struct wined3d_buffer
*buffer
)
592 return resource_get_priority(&buffer
->resource
);
595 /* The caller provides a context and binds the buffer */
596 static void buffer_sync_apple(struct wined3d_buffer
*This
, DWORD flags
, const struct wined3d_gl_info
*gl_info
)
598 enum wined3d_event_query_result ret
;
600 /* No fencing needs to be done if the app promises not to overwrite
602 if(flags
& WINED3DLOCK_NOOVERWRITE
) return;
603 if(flags
& WINED3DLOCK_DISCARD
)
606 GL_EXTCALL(glBufferDataARB(This
->buffer_type_hint
, This
->resource
.size
, NULL
, This
->buffer_object_usage
));
607 checkGLcall("glBufferDataARB\n");
614 TRACE("Creating event query for buffer %p\n", This
);
616 if (!wined3d_event_query_supported(gl_info
))
618 FIXME("Event queries not supported, dropping async buffer locks.\n");
622 This
->query
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*This
->query
));
625 ERR("Failed to allocate event query memory, dropping async buffer locks.\n");
629 /* Since we don't know about old draws a glFinish is needed once */
633 TRACE("Synchronizing buffer %p\n", This
);
634 ret
= wined3d_event_query_finish(This
->query
, This
->resource
.device
);
637 case WINED3D_EVENT_QUERY_NOT_STARTED
:
638 case WINED3D_EVENT_QUERY_OK
:
642 case WINED3D_EVENT_QUERY_WRONG_THREAD
:
643 WARN("Cannot synchronize buffer lock due to a thread conflict\n");
647 ERR("wined3d_event_query_finish returned %u, dropping async buffer locks\n", ret
);
654 wined3d_event_query_destroy(This
->query
);
660 GL_EXTCALL(glBufferParameteriAPPLE(This
->buffer_type_hint
, GL_BUFFER_SERIALIZED_MODIFY_APPLE
, GL_TRUE
));
661 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
663 This
->flags
&= ~WINED3D_BUFFER_APPLESYNC
;
666 /* The caller provides a GL context */
667 static void buffer_direct_upload(struct wined3d_buffer
*This
, const struct wined3d_gl_info
*gl_info
, DWORD flags
)
670 UINT start
= 0, len
= 0;
674 /* This potentially invalidates the element array buffer binding, but the
675 * caller always takes care of this. */
676 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
677 checkGLcall("glBindBufferARB");
678 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
681 mapflags
= GL_MAP_WRITE_BIT
| GL_MAP_FLUSH_EXPLICIT_BIT
;
682 if (flags
& WINED3D_BUFFER_DISCARD
)
683 mapflags
|= GL_MAP_INVALIDATE_BUFFER_BIT
;
684 if (flags
& WINED3D_BUFFER_NOSYNC
)
685 mapflags
|= GL_MAP_UNSYNCHRONIZED_BIT
;
686 map
= GL_EXTCALL(glMapBufferRange(This
->buffer_type_hint
, 0,
687 This
->resource
.size
, mapflags
));
688 checkGLcall("glMapBufferRange");
692 if (This
->flags
& WINED3D_BUFFER_APPLESYNC
)
695 if (flags
& WINED3D_BUFFER_DISCARD
) syncflags
|= WINED3DLOCK_DISCARD
;
696 if (flags
& WINED3D_BUFFER_NOSYNC
) syncflags
|= WINED3DLOCK_NOOVERWRITE
;
698 buffer_sync_apple(This
, syncflags
, gl_info
);
701 map
= GL_EXTCALL(glMapBufferARB(This
->buffer_type_hint
, GL_WRITE_ONLY_ARB
));
702 checkGLcall("glMapBufferARB");
707 ERR("Failed to map opengl buffer\n");
711 while (This
->modified_areas
)
713 This
->modified_areas
--;
714 start
= This
->maps
[This
->modified_areas
].offset
;
715 len
= This
->maps
[This
->modified_areas
].size
;
717 memcpy(map
+ start
, This
->resource
.allocatedMemory
+ start
, len
);
719 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
721 GL_EXTCALL(glFlushMappedBufferRange(This
->buffer_type_hint
, start
, len
));
722 checkGLcall("glFlushMappedBufferRange");
724 else if (This
->flags
& WINED3D_BUFFER_FLUSH
)
726 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This
->buffer_type_hint
, start
, len
));
727 checkGLcall("glFlushMappedBufferRangeAPPLE");
730 GL_EXTCALL(glUnmapBufferARB(This
->buffer_type_hint
));
731 checkGLcall("glUnmapBufferARB");
736 /* Do not call while under the GL lock. */
737 void CDECL
wined3d_buffer_preload(struct wined3d_buffer
*buffer
)
739 DWORD flags
= buffer
->flags
& (WINED3D_BUFFER_NOSYNC
| WINED3D_BUFFER_DISCARD
);
740 struct wined3d_device
*device
= buffer
->resource
.device
;
741 UINT start
= 0, end
= 0, len
= 0, vertices
;
742 const struct wined3d_gl_info
*gl_info
;
743 struct wined3d_context
*context
;
744 BOOL decl_changed
= FALSE
;
748 TRACE("buffer %p.\n", buffer
);
750 if (buffer
->resource
.map_count
)
752 WARN("Buffer is mapped, skipping preload.\n");
756 buffer
->flags
&= ~(WINED3D_BUFFER_NOSYNC
| WINED3D_BUFFER_DISCARD
);
758 if (!buffer
->buffer_object
)
760 /* TODO: Make converting independent from VBOs */
761 if (buffer
->flags
& WINED3D_BUFFER_CREATEBO
)
763 context
= context_acquire(device
, NULL
);
764 buffer_create_buffer_object(buffer
, context
->gl_info
);
765 context_release(context
);
766 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
770 /* Not doing any conversion */
775 /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
776 if (device
->isInDraw
&& buffer
->resource
.bind_count
> 0)
778 decl_changed
= buffer_find_decl(buffer
);
779 buffer
->flags
|= WINED3D_BUFFER_HASDESC
;
782 if (!decl_changed
&& !(buffer
->flags
& WINED3D_BUFFER_HASDESC
&& buffer_is_dirty(buffer
)))
784 ++buffer
->draw_count
;
785 if (buffer
->draw_count
> VB_RESETDECLCHANGE
)
786 buffer
->decl_change_count
= 0;
787 if (buffer
->draw_count
> VB_RESETFULLCONVS
)
788 buffer
->full_conversion_count
= 0;
792 /* If applications change the declaration over and over, reconverting all the time is a huge
793 * performance hit. So count the declaration changes and release the VBO if there are too many
794 * of them (and thus stop converting)
798 ++buffer
->decl_change_count
;
799 buffer
->draw_count
= 0;
801 if (buffer
->decl_change_count
> VB_MAXDECLCHANGES
802 || (buffer
->conversion_map
&& (buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
)))
804 FIXME("Too many declaration changes or converting dynamic buffer, stopping converting\n");
806 buffer_unload(&buffer
->resource
);
807 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
809 /* The stream source state handler might have read the memory of
810 * the vertex buffer already and got the memory in the vbo which
811 * is not valid any longer. Dirtify the stream source to force a
812 * reload. This happens only once per changed vertexbuffer and
813 * should occur rather rarely. */
814 device_invalidate_state(device
, STATE_STREAMSRC
);
818 /* The declaration changed, reload the whole buffer */
819 WARN("Reloading buffer because of decl change\n");
820 buffer_clear_dirty_areas(buffer
);
821 if (!buffer_add_dirty_area(buffer
, 0, 0))
823 ERR("buffer_add_dirty_area failed, this is not expected\n");
826 /* Avoid unfenced updates, we might overwrite more areas of the buffer than the application
827 * cleared for unsynchronized updates
833 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
834 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
835 * decl changes and reset the decl change count after a specific number of them
837 if (buffer
->conversion_map
&& buffer_is_fully_dirty(buffer
))
839 ++buffer
->full_conversion_count
;
840 if (buffer
->full_conversion_count
> VB_MAXFULLCONVERSIONS
)
842 FIXME("Too many full buffer conversions, stopping converting.\n");
843 buffer_unload(&buffer
->resource
);
844 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
845 if (buffer
->resource
.bind_count
)
846 device_invalidate_state(device
, STATE_STREAMSRC
);
852 ++buffer
->draw_count
;
853 if (buffer
->draw_count
> VB_RESETDECLCHANGE
)
854 buffer
->decl_change_count
= 0;
855 if (buffer
->draw_count
> VB_RESETFULLCONVS
)
856 buffer
->full_conversion_count
= 0;
860 if (buffer
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
861 device_invalidate_state(device
, STATE_INDEXBUFFER
);
863 if (!buffer
->conversion_map
)
865 /* That means that there is nothing to fixup. Just upload from
866 * buffer->resource.allocatedMemory directly into the vbo. Do not
867 * free the system memory copy because drawPrimitive may need it if
868 * the stride is 0, for instancing emulation, vertex blending
869 * emulation or shader emulation. */
870 TRACE("No conversion needed.\n");
872 /* Nothing to do because we locked directly into the vbo */
873 if (!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
878 context
= context_acquire(device
, NULL
);
879 buffer_direct_upload(buffer
, context
->gl_info
, flags
);
881 context_release(context
);
885 context
= context_acquire(device
, NULL
);
886 gl_info
= context
->gl_info
;
888 if(!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
890 buffer_get_sysmem(buffer
, gl_info
);
893 /* Now for each vertex in the buffer that needs conversion */
894 vertices
= buffer
->resource
.size
/ buffer
->stride
;
896 data
= HeapAlloc(GetProcessHeap(), 0, buffer
->resource
.size
);
898 while(buffer
->modified_areas
)
900 buffer
->modified_areas
--;
901 start
= buffer
->maps
[buffer
->modified_areas
].offset
;
902 len
= buffer
->maps
[buffer
->modified_areas
].size
;
905 memcpy(data
+ start
, buffer
->resource
.allocatedMemory
+ start
, end
- start
);
906 for (i
= start
/ buffer
->stride
; i
< min((end
/ buffer
->stride
) + 1, vertices
); ++i
)
908 for (j
= 0; j
< buffer
->stride
; ++j
)
910 switch (buffer
->conversion_map
[j
])
917 fixup_d3dcolor((DWORD
*) (data
+ i
* buffer
->stride
+ j
));
922 fixup_transformed_pos((float *) (data
+ i
* buffer
->stride
+ j
));
926 FIXME("Unimplemented conversion %d in shifted conversion\n", buffer
->conversion_map
[j
]);
932 GL_EXTCALL(glBindBufferARB(buffer
->buffer_type_hint
, buffer
->buffer_object
));
933 checkGLcall("glBindBufferARB");
934 GL_EXTCALL(glBufferSubDataARB(buffer
->buffer_type_hint
, start
, len
, data
+ start
));
935 checkGLcall("glBufferSubDataARB");
939 HeapFree(GetProcessHeap(), 0, data
);
940 context_release(context
);
943 static DWORD
buffer_sanitize_flags(const struct wined3d_buffer
*buffer
, DWORD flags
)
945 /* Not all flags make sense together, but Windows never returns an error. Catch the
946 * cases that could cause issues */
947 if(flags
& WINED3DLOCK_READONLY
)
949 if(flags
& WINED3DLOCK_DISCARD
)
951 WARN("WINED3DLOCK_READONLY combined with WINED3DLOCK_DISCARD, ignoring flags\n");
954 if(flags
& WINED3DLOCK_NOOVERWRITE
)
956 WARN("WINED3DLOCK_READONLY combined with WINED3DLOCK_NOOVERWRITE, ignoring flags\n");
960 else if((flags
& (WINED3DLOCK_DISCARD
| WINED3DLOCK_NOOVERWRITE
)) == (WINED3DLOCK_DISCARD
| WINED3DLOCK_NOOVERWRITE
))
962 WARN("WINED3DLOCK_DISCARD and WINED3DLOCK_NOOVERWRITE used together, ignoring\n");
965 else if (flags
& (WINED3DLOCK_DISCARD
| WINED3DLOCK_NOOVERWRITE
) && !(buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
))
967 WARN("DISCARD or NOOVERWRITE lock on non-dynamic buffer, ignoring\n");
974 static GLbitfield
buffer_gl_map_flags(DWORD d3d_flags
)
978 if (!(d3d_flags
& WINED3DLOCK_READONLY
))
979 ret
|= GL_MAP_WRITE_BIT
| GL_MAP_FLUSH_EXPLICIT_BIT
;
980 if (!(d3d_flags
& (WINED3DLOCK_DISCARD
| WINED3DLOCK_NOOVERWRITE
)))
981 ret
|= GL_MAP_READ_BIT
;
983 if (d3d_flags
& WINED3DLOCK_DISCARD
)
984 ret
|= GL_MAP_INVALIDATE_BUFFER_BIT
;
985 if (d3d_flags
& WINED3DLOCK_NOOVERWRITE
)
986 ret
|= GL_MAP_UNSYNCHRONIZED_BIT
;
991 struct wined3d_resource
* CDECL
wined3d_buffer_get_resource(struct wined3d_buffer
*buffer
)
993 TRACE("buffer %p.\n", buffer
);
995 return &buffer
->resource
;
998 HRESULT CDECL
wined3d_buffer_map(struct wined3d_buffer
*buffer
, UINT offset
, UINT size
, BYTE
**data
, DWORD flags
)
1000 BOOL dirty
= buffer_is_dirty(buffer
);
1003 TRACE("buffer %p, offset %u, size %u, data %p, flags %#x\n", buffer
, offset
, size
, data
, flags
);
1005 flags
= buffer_sanitize_flags(buffer
, flags
);
1006 if (!(flags
& WINED3DLOCK_READONLY
))
1008 if (!buffer_add_dirty_area(buffer
, offset
, size
)) return E_OUTOFMEMORY
;
1011 count
= ++buffer
->resource
.map_count
;
1013 if (buffer
->buffer_object
)
1015 if (!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
1019 struct wined3d_device
*device
= buffer
->resource
.device
;
1020 struct wined3d_context
*context
;
1021 const struct wined3d_gl_info
*gl_info
;
1023 context
= context_acquire(device
, NULL
);
1024 gl_info
= context
->gl_info
;
1028 if (buffer
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
1029 context_invalidate_state(context
, STATE_INDEXBUFFER
);
1030 GL_EXTCALL(glBindBufferARB(buffer
->buffer_type_hint
, buffer
->buffer_object
));
1032 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
1034 GLbitfield mapflags
= buffer_gl_map_flags(flags
);
1035 buffer
->resource
.allocatedMemory
= GL_EXTCALL(glMapBufferRange(buffer
->buffer_type_hint
,
1036 0, buffer
->resource
.size
, mapflags
));
1037 checkGLcall("glMapBufferRange");
1041 if (buffer
->flags
& WINED3D_BUFFER_APPLESYNC
)
1044 buffer_sync_apple(buffer
, flags
, gl_info
);
1047 buffer
->resource
.allocatedMemory
= GL_EXTCALL(glMapBufferARB(buffer
->buffer_type_hint
,
1048 GL_READ_WRITE_ARB
));
1049 checkGLcall("glMapBufferARB");
1053 if (((DWORD_PTR
)buffer
->resource
.allocatedMemory
) & (RESOURCE_ALIGNMENT
- 1))
1055 WARN("Pointer %p is not %u byte aligned.\n", buffer
->resource
.allocatedMemory
, RESOURCE_ALIGNMENT
);
1058 GL_EXTCALL(glUnmapBufferARB(buffer
->buffer_type_hint
));
1059 checkGLcall("glUnmapBufferARB");
1061 buffer
->resource
.allocatedMemory
= NULL
;
1063 if (buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
)
1065 /* The extra copy is more expensive than not using VBOs at
1066 * all on the Nvidia Linux driver, which is the only driver
1067 * that returns unaligned pointers
1069 TRACE("Dynamic buffer, dropping VBO\n");
1070 buffer_unload(&buffer
->resource
);
1071 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
1072 if (buffer
->resource
.bind_count
)
1073 device_invalidate_state(device
, STATE_STREAMSRC
);
1077 TRACE("Falling back to doublebuffered operation\n");
1078 buffer_get_sysmem(buffer
, gl_info
);
1080 TRACE("New pointer is %p.\n", buffer
->resource
.allocatedMemory
);
1082 context_release(context
);
1089 if (buffer
->flags
& WINED3D_BUFFER_NOSYNC
&& !(flags
& WINED3DLOCK_NOOVERWRITE
))
1091 buffer
->flags
&= ~WINED3D_BUFFER_NOSYNC
;
1094 else if(flags
& WINED3DLOCK_NOOVERWRITE
)
1096 buffer
->flags
|= WINED3D_BUFFER_NOSYNC
;
1099 if (flags
& WINED3DLOCK_DISCARD
)
1101 buffer
->flags
|= WINED3D_BUFFER_DISCARD
;
1106 *data
= buffer
->resource
.allocatedMemory
+ offset
;
1108 TRACE("Returning memory at %p (base %p, offset %u).\n", *data
, buffer
->resource
.allocatedMemory
, offset
);
1109 /* TODO: check Flags compatibility with buffer->currentDesc.Usage (see MSDN) */
1114 void CDECL
wined3d_buffer_unmap(struct wined3d_buffer
*buffer
)
1118 TRACE("buffer %p.\n", buffer
);
1120 /* In the case that the number of Unmap calls > the
1121 * number of Map calls, d3d returns always D3D_OK.
1122 * This is also needed to prevent Map from returning garbage on
1123 * the next call (this will happen if the lock_count is < 0). */
1124 if (!buffer
->resource
.map_count
)
1126 WARN("Unmap called without a previous map call.\n");
1130 if (--buffer
->resource
.map_count
)
1132 /* Delay loading the buffer until everything is unlocked */
1133 TRACE("Ignoring unmap.\n");
1137 if (!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
) && buffer
->buffer_object
)
1139 struct wined3d_device
*device
= buffer
->resource
.device
;
1140 const struct wined3d_gl_info
*gl_info
;
1141 struct wined3d_context
*context
;
1143 context
= context_acquire(device
, NULL
);
1144 gl_info
= context
->gl_info
;
1148 if (buffer
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
1149 context_invalidate_state(context
, STATE_INDEXBUFFER
);
1150 GL_EXTCALL(glBindBufferARB(buffer
->buffer_type_hint
, buffer
->buffer_object
));
1152 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
1154 for (i
= 0; i
< buffer
->modified_areas
; ++i
)
1156 GL_EXTCALL(glFlushMappedBufferRange(buffer
->buffer_type_hint
,
1157 buffer
->maps
[i
].offset
, buffer
->maps
[i
].size
));
1158 checkGLcall("glFlushMappedBufferRange");
1161 else if (buffer
->flags
& WINED3D_BUFFER_FLUSH
)
1163 for (i
= 0; i
< buffer
->modified_areas
; ++i
)
1165 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(buffer
->buffer_type_hint
,
1166 buffer
->maps
[i
].offset
, buffer
->maps
[i
].size
));
1167 checkGLcall("glFlushMappedBufferRangeAPPLE");
1171 GL_EXTCALL(glUnmapBufferARB(buffer
->buffer_type_hint
));
1173 if (wined3d_settings
.strict_draw_ordering
) wglFlush(); /* Flush to ensure ordering across contexts. */
1174 context_release(context
);
1176 buffer
->resource
.allocatedMemory
= NULL
;
1177 buffer_clear_dirty_areas(buffer
);
1179 else if (buffer
->flags
& WINED3D_BUFFER_HASDESC
)
1181 wined3d_buffer_preload(buffer
);
1185 static const struct wined3d_resource_ops buffer_resource_ops
=
1190 static HRESULT
buffer_init(struct wined3d_buffer
*buffer
, struct wined3d_device
*device
,
1191 UINT size
, DWORD usage
, enum wined3d_format_id format_id
, enum wined3d_pool pool
, GLenum bind_hint
,
1192 const char *data
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
1194 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1195 const struct wined3d_format
*format
= wined3d_get_format(gl_info
, format_id
);
1197 BOOL dynamic_buffer_ok
;
1201 WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
1202 return WINED3DERR_INVALIDCALL
;
1205 hr
= resource_init(&buffer
->resource
, device
, WINED3D_RTYPE_BUFFER
, format
,
1206 WINED3D_MULTISAMPLE_NONE
, 0, usage
, pool
, size
, 1, 1, size
,
1207 parent
, parent_ops
, &buffer_resource_ops
);
1210 WARN("Failed to initialize resource, hr %#x\n", hr
);
1213 buffer
->buffer_type_hint
= bind_hint
;
1215 TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer
->resource
.size
, buffer
->resource
.usage
,
1216 debug_d3dformat(buffer
->resource
.format
->id
), buffer
->resource
.allocatedMemory
, buffer
);
1218 dynamic_buffer_ok
= gl_info
->supported
[APPLE_FLUSH_BUFFER_RANGE
] || gl_info
->supported
[ARB_MAP_BUFFER_RANGE
];
1220 /* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
1221 * drawStridedFast (half-life 2 and others).
1223 * Basically converting the vertices in the buffer is quite expensive, and observations
1224 * show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
1225 * Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
1227 if (!gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
])
1229 TRACE("Not creating a vbo because GL_ARB_vertex_buffer is not supported\n");
1231 else if(buffer
->resource
.pool
== WINED3D_POOL_SYSTEM_MEM
)
1233 TRACE("Not creating a vbo because the vertex buffer is in system memory\n");
1235 else if(!dynamic_buffer_ok
&& (buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
))
1237 TRACE("Not creating a vbo because the buffer has dynamic usage and no GL support\n");
1241 buffer
->flags
|= WINED3D_BUFFER_CREATEBO
;
1248 hr
= wined3d_buffer_map(buffer
, 0, size
, &ptr
, 0);
1251 ERR("Failed to map buffer, hr %#x\n", hr
);
1252 buffer_unload(&buffer
->resource
);
1253 resource_cleanup(&buffer
->resource
);
1257 memcpy(ptr
, data
, size
);
1259 wined3d_buffer_unmap(buffer
);
1262 buffer
->maps
= HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer
->maps
));
1265 ERR("Out of memory\n");
1266 buffer_unload(&buffer
->resource
);
1267 resource_cleanup(&buffer
->resource
);
1268 return E_OUTOFMEMORY
;
1270 buffer
->maps_size
= 1;
1275 HRESULT CDECL
wined3d_buffer_create(struct wined3d_device
*device
, struct wined3d_buffer_desc
*desc
, const void *data
,
1276 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_buffer
**buffer
)
1278 struct wined3d_buffer
*object
;
1281 TRACE("device %p, desc %p, data %p, parent %p, buffer %p\n", device
, desc
, data
, parent
, buffer
);
1283 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1286 ERR("Failed to allocate memory\n");
1287 return E_OUTOFMEMORY
;
1290 FIXME("Ignoring access flags (pool)\n");
1292 hr
= buffer_init(object
, device
, desc
->byte_width
, desc
->usage
, WINED3DFMT_UNKNOWN
,
1293 WINED3D_POOL_MANAGED
, GL_ARRAY_BUFFER_ARB
, data
, parent
, parent_ops
);
1296 WARN("Failed to initialize buffer, hr %#x.\n", hr
);
1297 HeapFree(GetProcessHeap(), 0, object
);
1300 object
->desc
= *desc
;
1302 TRACE("Created buffer %p.\n", object
);
1309 HRESULT CDECL
wined3d_buffer_create_vb(struct wined3d_device
*device
, UINT size
, DWORD usage
, enum wined3d_pool pool
,
1310 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_buffer
**buffer
)
1312 struct wined3d_buffer
*object
;
1315 TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
1316 device
, size
, usage
, pool
, parent
, parent_ops
, buffer
);
1318 if (pool
== WINED3D_POOL_SCRATCH
)
1320 /* The d3d9 tests shows that this is not allowed. It doesn't make much
1321 * sense anyway, SCRATCH buffers wouldn't be usable anywhere. */
1322 WARN("Vertex buffer in WINED3D_POOL_SCRATCH requested, returning WINED3DERR_INVALIDCALL.\n");
1324 return WINED3DERR_INVALIDCALL
;
1327 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1330 ERR("Out of memory\n");
1332 return WINED3DERR_OUTOFVIDEOMEMORY
;
1335 hr
= buffer_init(object
, device
, size
, usage
, WINED3DFMT_VERTEXDATA
,
1336 pool
, GL_ARRAY_BUFFER_ARB
, NULL
, parent
, parent_ops
);
1339 WARN("Failed to initialize buffer, hr %#x.\n", hr
);
1340 HeapFree(GetProcessHeap(), 0, object
);
1344 TRACE("Created buffer %p.\n", object
);
1350 HRESULT CDECL
wined3d_buffer_create_ib(struct wined3d_device
*device
, UINT size
, DWORD usage
, enum wined3d_pool pool
,
1351 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_buffer
**buffer
)
1353 struct wined3d_buffer
*object
;
1356 TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
1357 device
, size
, usage
, pool
, parent
, parent_ops
, buffer
);
1359 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1362 ERR("Out of memory\n");
1364 return WINED3DERR_OUTOFVIDEOMEMORY
;
1367 hr
= buffer_init(object
, device
, size
, usage
| WINED3DUSAGE_STATICDECL
,
1368 WINED3DFMT_UNKNOWN
, pool
, GL_ELEMENT_ARRAY_BUFFER_ARB
, NULL
,
1369 parent
, parent_ops
);
1372 WARN("Failed to initialize buffer, hr %#x\n", hr
);
1373 HeapFree(GetProcessHeap(), 0, object
);
1377 TRACE("Created buffer %p.\n", object
);