wined3d: Use wined3d_mask_from_size() in shader_glsl_gather4().
[wine.git] / dlls / wined3d / buffer.c
blobb42c7bd919a70a37d434aeab376b616f03ce9827
1 /*
2 * Copyright 2002-2005 Jason Edmeades
3 * Copyright 2002-2005 Raphael Junqueira
4 * Copyright 2004 Christian Costa
5 * Copyright 2005 Oliver Stieber
6 * Copyright 2007-2011, 2013-2014 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
25 #include "config.h"
27 #include "wined3d_private.h"
29 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31 #define WINED3D_BUFFER_HASDESC 0x01 /* A vertex description has been found. */
32 #define WINED3D_BUFFER_USE_BO 0x02 /* Use a buffer object for this buffer. */
33 #define WINED3D_BUFFER_PIN_SYSMEM 0x04 /* Keep a system memory copy for this buffer. */
35 #define VB_MAXDECLCHANGES 100 /* After that number of decl changes we stop converting */
36 #define VB_RESETDECLCHANGE 1000 /* Reset the decl changecount after that number of draws */
37 #define VB_MAXFULLCONVERSIONS 5 /* Number of full conversions before we stop converting */
38 #define VB_RESETFULLCONVS 20 /* Reset full conversion counts after that number of draws */
40 static void wined3d_buffer_evict_sysmem(struct wined3d_buffer *buffer)
42 if (buffer->flags & WINED3D_BUFFER_PIN_SYSMEM)
44 TRACE("Not evicting system memory for buffer %p.\n", buffer);
45 return;
48 TRACE("Evicting system memory for buffer %p.\n", buffer);
49 wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_SYSMEM);
50 wined3d_resource_free_sysmem(&buffer->resource);
53 static void buffer_invalidate_bo_range(struct wined3d_buffer *buffer, unsigned int offset, unsigned int size)
55 if (!offset && (!size || size == buffer->resource.size))
56 goto invalidate_all;
58 if (offset > buffer->resource.size || size > buffer->resource.size - offset)
60 WARN("Invalid range specified, invalidating entire buffer.\n");
61 goto invalidate_all;
64 if (!wined3d_array_reserve((void **)&buffer->maps, &buffer->maps_size,
65 buffer->modified_areas + 1, sizeof(*buffer->maps)))
67 ERR("Failed to allocate maps array, invalidating entire buffer.\n");
68 goto invalidate_all;
71 buffer->maps[buffer->modified_areas].offset = offset;
72 buffer->maps[buffer->modified_areas].size = size;
73 ++buffer->modified_areas;
74 return;
76 invalidate_all:
77 buffer->modified_areas = 1;
78 buffer->maps[0].offset = 0;
79 buffer->maps[0].size = buffer->resource.size;
82 static inline void buffer_clear_dirty_areas(struct wined3d_buffer *This)
84 This->modified_areas = 0;
87 static BOOL buffer_is_dirty(const struct wined3d_buffer *buffer)
89 return !!buffer->modified_areas;
92 static BOOL buffer_is_fully_dirty(const struct wined3d_buffer *buffer)
94 return buffer->modified_areas == 1
95 && !buffer->maps->offset && buffer->maps->size == buffer->resource.size;
98 static void wined3d_buffer_validate_location(struct wined3d_buffer *buffer, DWORD location)
100 TRACE("buffer %p, location %s.\n", buffer, wined3d_debug_location(location));
102 if (location & WINED3D_LOCATION_BUFFER)
103 buffer_clear_dirty_areas(buffer);
105 buffer->locations |= location;
107 TRACE("New locations flags are %s.\n", wined3d_debug_location(buffer->locations));
110 static void wined3d_buffer_invalidate_range(struct wined3d_buffer *buffer, DWORD location,
111 unsigned int offset, unsigned int size)
113 TRACE("buffer %p, location %s, offset %u, size %u.\n",
114 buffer, wined3d_debug_location(location), offset, size);
116 if (location & WINED3D_LOCATION_BUFFER)
117 buffer_invalidate_bo_range(buffer, offset, size);
119 buffer->locations &= ~location;
121 TRACE("New locations flags are %s.\n", wined3d_debug_location(buffer->locations));
123 if (!buffer->locations)
124 ERR("Buffer %p does not have any up to date location.\n", buffer);
127 void wined3d_buffer_invalidate_location(struct wined3d_buffer *buffer, DWORD location)
129 wined3d_buffer_invalidate_range(buffer, location, 0, 0);
132 /* Context activation is done by the caller. */
133 static void wined3d_buffer_gl_bind(struct wined3d_buffer_gl *buffer_gl, struct wined3d_context_gl *context_gl)
135 const struct wined3d_bo_gl *bo_gl = wined3d_bo_gl(buffer_gl->b.buffer_object);
137 wined3d_context_gl_bind_bo(context_gl, bo_gl->binding, bo_gl->id);
140 static GLenum wined3d_buffer_gl_binding_from_bind_flags(const struct wined3d_gl_info *gl_info, uint32_t bind_flags)
142 if (!bind_flags)
143 return GL_PIXEL_UNPACK_BUFFER;
145 if (bind_flags == WINED3D_BIND_INDEX_BUFFER)
146 return GL_ELEMENT_ARRAY_BUFFER;
148 if (bind_flags & (WINED3D_BIND_SHADER_RESOURCE | WINED3D_BIND_UNORDERED_ACCESS)
149 && gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
150 return GL_TEXTURE_BUFFER;
152 if (bind_flags & WINED3D_BIND_CONSTANT_BUFFER)
153 return GL_UNIFORM_BUFFER;
155 if (bind_flags & WINED3D_BIND_STREAM_OUTPUT)
156 return GL_TRANSFORM_FEEDBACK_BUFFER;
158 if (bind_flags & WINED3D_BIND_INDIRECT_BUFFER
159 && gl_info->supported[ARB_DRAW_INDIRECT])
160 return GL_DRAW_INDIRECT_BUFFER;
162 if (bind_flags & ~(WINED3D_BIND_VERTEX_BUFFER | WINED3D_BIND_INDEX_BUFFER))
163 FIXME("Unhandled bind flags %#x.\n", bind_flags);
165 return GL_ARRAY_BUFFER;
168 /* Context activation is done by the caller. */
169 static void wined3d_buffer_gl_destroy_buffer_object(struct wined3d_buffer_gl *buffer_gl,
170 struct wined3d_context_gl *context_gl)
172 struct wined3d_resource *resource = &buffer_gl->b.resource;
173 struct wined3d_bo_gl *bo_gl;
175 if (!buffer_gl->b.buffer_object)
176 return;
177 bo_gl = wined3d_bo_gl(buffer_gl->b.buffer_object);
179 if (context_gl->c.transform_feedback_active && (resource->bind_flags & WINED3D_BIND_STREAM_OUTPUT)
180 && wined3d_context_is_graphics_state_dirty(&context_gl->c, STATE_STREAM_OUTPUT))
182 /* It's illegal to (un)bind GL_TRANSFORM_FEEDBACK_BUFFER while transform
183 * feedback is active. Deleting a buffer implicitly unbinds it, so we
184 * need to end transform feedback here if this buffer was bound.
186 * This should only be possible if STATE_STREAM_OUTPUT is dirty; if we
187 * do a draw call before destroying this buffer then the draw call will
188 * already rebind the GL target. */
189 WARN("Deleting buffer object for buffer %p, disabling transform feedback.\n", buffer_gl);
190 wined3d_context_gl_end_transform_feedback(context_gl);
193 buffer_gl->b.bo_user.valid = false;
194 list_remove(&buffer_gl->b.bo_user.entry);
195 wined3d_context_gl_destroy_bo(context_gl, bo_gl);
196 heap_free(bo_gl);
197 buffer_gl->b.buffer_object = NULL;
200 /* Context activation is done by the caller. */
201 static BOOL wined3d_buffer_gl_create_buffer_object(struct wined3d_buffer_gl *buffer_gl,
202 struct wined3d_context_gl *context_gl)
204 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
205 GLenum usage = GL_STATIC_DRAW;
206 GLbitfield gl_storage_flags;
207 struct wined3d_bo_gl *bo;
208 bool coherent = true;
209 GLsizeiptr size;
210 GLenum binding;
212 TRACE("Creating an OpenGL buffer object for wined3d buffer %p with usage %s.\n",
213 buffer_gl, debug_d3dusage(buffer_gl->b.resource.usage));
215 if (!(bo = heap_alloc(sizeof(*bo))))
216 return FALSE;
218 size = buffer_gl->b.resource.size;
219 binding = wined3d_buffer_gl_binding_from_bind_flags(gl_info, buffer_gl->b.resource.bind_flags);
220 if (buffer_gl->b.resource.usage & WINED3DUSAGE_DYNAMIC)
222 usage = GL_STREAM_DRAW_ARB;
223 coherent = false;
225 gl_storage_flags = wined3d_resource_gl_storage_flags(&buffer_gl->b.resource);
226 if (!wined3d_context_gl_create_bo(context_gl, size, binding, usage, coherent, gl_storage_flags, bo))
228 ERR("Failed to create OpenGL buffer object.\n");
229 buffer_gl->b.flags &= ~WINED3D_BUFFER_USE_BO;
230 buffer_clear_dirty_areas(&buffer_gl->b);
231 heap_free(bo);
232 return FALSE;
235 list_add_head(&bo->b.users, &buffer_gl->b.bo_user.entry);
236 buffer_gl->b.buffer_object = &bo->b;
237 buffer_invalidate_bo_range(&buffer_gl->b, 0, 0);
239 return TRUE;
242 static BOOL buffer_process_converted_attribute(struct wined3d_buffer *buffer,
243 const enum wined3d_buffer_conversion_type conversion_type,
244 const struct wined3d_stream_info_element *attrib, DWORD *stride_this_run)
246 const struct wined3d_format *format = attrib->format;
247 BOOL ret = FALSE;
248 unsigned int i;
249 DWORD_PTR data;
251 /* Check for some valid situations which cause us pain. One is if the buffer is used for
252 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
253 * with different strides. In the 2nd case we might have to drop conversion entirely,
254 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
256 if (!attrib->stride)
258 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else.\n",
259 debug_d3dformat(format->id));
261 else if (attrib->stride != *stride_this_run && *stride_this_run)
263 FIXME("Got two concurrent strides, %d and %d.\n", attrib->stride, *stride_this_run);
265 else
267 *stride_this_run = attrib->stride;
268 if (buffer->stride != *stride_this_run)
270 /* We rely that this happens only on the first converted attribute that is found,
271 * if at all. See above check
273 TRACE("Reconverting because converted attributes occur, and the stride changed.\n");
274 buffer->stride = *stride_this_run;
275 heap_free(buffer->conversion_map);
276 buffer->conversion_map = heap_calloc(buffer->stride, sizeof(*buffer->conversion_map));
277 ret = TRUE;
281 data = ((DWORD_PTR)attrib->data.addr) % buffer->stride;
282 for (i = 0; i < format->byte_count; ++i)
284 DWORD_PTR idx = (data + i) % buffer->stride;
285 if (buffer->conversion_map[idx] != conversion_type)
287 TRACE("Byte %lu in vertex changed:\n", idx);
288 TRACE(" It was type %#x, is %#x now.\n", buffer->conversion_map[idx], conversion_type);
289 ret = TRUE;
290 buffer->conversion_map[idx] = conversion_type;
294 return ret;
297 #define WINED3D_BUFFER_FIXUP_D3DCOLOR 0x01
298 #define WINED3D_BUFFER_FIXUP_XYZRHW 0x02
300 static BOOL buffer_check_attribute(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
301 const struct wined3d_state *state, UINT attrib_idx, DWORD fixup_flags, DWORD *stride_this_run)
303 const struct wined3d_stream_info_element *attrib = &si->elements[attrib_idx];
304 enum wined3d_format_id format;
305 BOOL ret = FALSE;
307 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
308 * there, on nonexistent attribs the vbo is 0.
310 if (!(si->use_map & (1u << attrib_idx))
311 || state->streams[attrib->stream_idx].buffer != This)
312 return FALSE;
314 format = attrib->format->id;
315 /* Look for newly appeared conversion */
316 if (fixup_flags & WINED3D_BUFFER_FIXUP_D3DCOLOR && format == WINED3DFMT_B8G8R8A8_UNORM)
318 ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run);
320 else if (fixup_flags & WINED3D_BUFFER_FIXUP_XYZRHW && si->position_transformed)
322 if (format != WINED3DFMT_R32G32B32A32_FLOAT)
324 FIXME("Unexpected format %s for transformed position.\n", debug_d3dformat(format));
325 return FALSE;
328 ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run);
330 else if (This->conversion_map)
332 ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run);
335 return ret;
338 static BOOL buffer_find_decl(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
339 const struct wined3d_state *state, DWORD fixup_flags)
341 UINT stride_this_run = 0;
342 BOOL ret = FALSE;
344 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
345 * Once we have our declaration there is no need to look it up again. Index buffers also never need
346 * conversion, so once the (empty) conversion structure is created don't bother checking again
348 if (This->flags & WINED3D_BUFFER_HASDESC)
350 if(This->resource.usage & WINED3DUSAGE_STATICDECL) return FALSE;
353 if (!fixup_flags)
355 TRACE("No fixup required.\n");
356 if(This->conversion_map)
358 heap_free(This->conversion_map);
359 This->conversion_map = NULL;
360 This->stride = 0;
361 return TRUE;
364 return FALSE;
367 TRACE("Finding vertex buffer conversion information\n");
368 /* Certain declaration types need some fixups before we can pass them to
369 * opengl. This means D3DCOLOR attributes with fixed function vertex
370 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
371 * GL_ARB_half_float_vertex is not supported.
373 * Note for d3d8 and d3d9:
374 * The vertex buffer FVF doesn't help with finding them, we have to use
375 * the decoded vertex declaration and pick the things that concern the
376 * current buffer. A problem with this is that this can change between
377 * draws, so we have to validate the information and reprocess the buffer
378 * if it changes, and avoid false positives for performance reasons.
379 * WineD3D doesn't even know the vertex buffer any more, it is managed
380 * by the client libraries and passed to SetStreamSource and ProcessVertices
381 * as needed.
383 * We have to distinguish between vertex shaders and fixed function to
384 * pick the way we access the strided vertex information.
386 * This code sets up a per-byte array with the size of the detected
387 * stride of the arrays in the buffer. For each byte we have a field
388 * that marks the conversion needed on this byte. For example, the
389 * following declaration with fixed function vertex processing:
391 * POSITIONT, FLOAT4
392 * NORMAL, FLOAT3
393 * DIFFUSE, FLOAT16_4
394 * SPECULAR, D3DCOLOR
396 * Will result in
397 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
398 * [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]
400 * Where in this example map P means 4 component position conversion, 0
401 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
402 * conversion (red / blue swizzle).
404 * If we're doing conversion and the stride changes we have to reconvert
405 * the whole buffer. Note that we do not mind if the semantic changes,
406 * we only care for the conversion type. So if the NORMAL is replaced
407 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
408 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
409 * conversion types depend on the semantic as well, for example a FLOAT4
410 * texcoord needs no conversion while a FLOAT4 positiont needs one
413 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_POSITION,
414 fixup_flags, &stride_this_run) || ret;
415 fixup_flags &= ~WINED3D_BUFFER_FIXUP_XYZRHW;
417 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_BLENDWEIGHT,
418 fixup_flags, &stride_this_run) || ret;
419 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_BLENDINDICES,
420 fixup_flags, &stride_this_run) || ret;
421 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_NORMAL,
422 fixup_flags, &stride_this_run) || ret;
423 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_DIFFUSE,
424 fixup_flags, &stride_this_run) || ret;
425 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_SPECULAR,
426 fixup_flags, &stride_this_run) || ret;
427 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD0,
428 fixup_flags, &stride_this_run) || ret;
429 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD1,
430 fixup_flags, &stride_this_run) || ret;
431 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD2,
432 fixup_flags, &stride_this_run) || ret;
433 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD3,
434 fixup_flags, &stride_this_run) || ret;
435 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD4,
436 fixup_flags, &stride_this_run) || ret;
437 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD5,
438 fixup_flags, &stride_this_run) || ret;
439 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD6,
440 fixup_flags, &stride_this_run) || ret;
441 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD7,
442 fixup_flags, &stride_this_run) || ret;
444 if (!stride_this_run && This->conversion_map)
446 /* Sanity test */
447 if (!ret)
448 ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
449 heap_free(This->conversion_map);
450 This->conversion_map = NULL;
451 This->stride = 0;
454 if (ret) TRACE("Conversion information changed\n");
456 return ret;
459 static inline unsigned int fixup_d3dcolor(DWORD *dst_color)
461 DWORD src_color = *dst_color;
463 /* Color conversion like in draw_primitive_immediate_mode(). Watch out for
464 * endianness. If we want this to work on big-endian machines as well we
465 * have to consider more things.
467 * 0xff000000: Alpha mask
468 * 0x00ff0000: Blue mask
469 * 0x0000ff00: Green mask
470 * 0x000000ff: Red mask
472 *dst_color = 0;
473 *dst_color |= (src_color & 0xff00ff00u); /* Alpha Green */
474 *dst_color |= (src_color & 0x00ff0000u) >> 16; /* Red */
475 *dst_color |= (src_color & 0x000000ffu) << 16; /* Blue */
477 return sizeof(*dst_color);
480 static inline unsigned int fixup_transformed_pos(struct wined3d_vec4 *p)
482 /* rhw conversion like in position_float4(). */
483 if (p->w != 1.0f && p->w != 0.0f)
485 float w = 1.0f / p->w;
486 p->x *= w;
487 p->y *= w;
488 p->z *= w;
489 p->w = w;
492 return sizeof(*p);
495 ULONG CDECL wined3d_buffer_incref(struct wined3d_buffer *buffer)
497 ULONG refcount = InterlockedIncrement(&buffer->resource.ref);
499 TRACE("%p increasing refcount to %u.\n", buffer, refcount);
501 return refcount;
504 static void buffer_conversion_upload(struct wined3d_buffer *buffer, struct wined3d_context *context)
506 unsigned int i, j, range_idx, start, end, vertex_count;
507 BYTE *data;
509 if (!wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM))
511 ERR("Failed to load system memory.\n");
512 return;
514 buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
516 /* Now for each vertex in the buffer that needs conversion. */
517 vertex_count = buffer->resource.size / buffer->stride;
519 if (!(data = heap_alloc(buffer->resource.size)))
521 ERR("Out of memory.\n");
522 return;
525 for (range_idx = 0; range_idx < buffer->modified_areas; ++range_idx)
527 start = buffer->maps[range_idx].offset;
528 end = start + buffer->maps[range_idx].size;
530 memcpy(data + start, (BYTE *)buffer->resource.heap_memory + start, end - start);
531 for (i = start / buffer->stride; i < min((end / buffer->stride) + 1, vertex_count); ++i)
533 for (j = 0; j < buffer->stride;)
535 switch (buffer->conversion_map[j])
537 case CONV_NONE:
538 /* Done already */
539 j += sizeof(DWORD);
540 break;
541 case CONV_D3DCOLOR:
542 j += fixup_d3dcolor((DWORD *) (data + i * buffer->stride + j));
543 break;
544 case CONV_POSITIONT:
545 j += fixup_transformed_pos((struct wined3d_vec4 *) (data + i * buffer->stride + j));
546 break;
547 default:
548 FIXME("Unimplemented conversion %d in shifted conversion.\n", buffer->conversion_map[j]);
549 ++j;
555 buffer->buffer_ops->buffer_upload_ranges(buffer, context,
556 data, 0, buffer->modified_areas, buffer->maps);
558 heap_free(data);
561 BOOL wined3d_buffer_prepare_location(struct wined3d_buffer *buffer,
562 struct wined3d_context *context, unsigned int location)
564 return buffer->buffer_ops->buffer_prepare_location(buffer, context, location);
567 static void wined3d_buffer_unload_location(struct wined3d_buffer *buffer,
568 struct wined3d_context *context, unsigned int location)
570 buffer->buffer_ops->buffer_unload_location(buffer, context, location);
573 BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer,
574 struct wined3d_context *context, DWORD location)
576 struct wined3d_range range;
578 TRACE("buffer %p, context %p, location %s.\n",
579 buffer, context, wined3d_debug_location(location));
581 if (buffer->locations & location)
583 TRACE("Location (%#x) is already up to date.\n", location);
584 return TRUE;
587 if (!buffer->locations)
589 ERR("Buffer %p does not have any up to date location.\n", buffer);
590 wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_DISCARDED);
591 return wined3d_buffer_load_location(buffer, context, location);
594 TRACE("Current buffer location %s.\n", wined3d_debug_location(buffer->locations));
596 if (!wined3d_buffer_prepare_location(buffer, context, location))
597 return FALSE;
599 if (buffer->locations & WINED3D_LOCATION_DISCARDED)
601 TRACE("Buffer previously discarded, nothing to do.\n");
602 wined3d_buffer_validate_location(buffer, location);
603 wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_DISCARDED);
604 return TRUE;
607 switch (location)
609 case WINED3D_LOCATION_SYSMEM:
610 range.offset = 0;
611 range.size = buffer->resource.size;
612 buffer->buffer_ops->buffer_download_ranges(buffer, context,
613 buffer->resource.heap_memory, 0, 1, &range);
614 break;
616 case WINED3D_LOCATION_BUFFER:
617 if (!buffer->conversion_map)
618 buffer->buffer_ops->buffer_upload_ranges(buffer, context,
619 buffer->resource.heap_memory, 0, buffer->modified_areas, buffer->maps);
620 else
621 buffer_conversion_upload(buffer, context);
622 break;
624 default:
625 ERR("Invalid location %s.\n", wined3d_debug_location(location));
626 return FALSE;
629 wined3d_buffer_validate_location(buffer, location);
630 if (buffer->resource.heap_memory && location == WINED3D_LOCATION_BUFFER
631 && !(buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
632 wined3d_buffer_evict_sysmem(buffer);
634 return TRUE;
637 /* Context activation is done by the caller. */
638 BYTE *wined3d_buffer_load_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context)
640 if (wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM))
641 buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
642 return buffer->resource.heap_memory;
645 DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_context *context,
646 struct wined3d_bo_address *data)
648 unsigned int locations = buffer->locations;
650 TRACE("buffer %p, context %p, data %p, locations %s.\n",
651 buffer, context, data, wined3d_debug_location(locations));
653 if (locations & WINED3D_LOCATION_DISCARDED)
655 locations = ((buffer->flags & WINED3D_BUFFER_USE_BO) ? WINED3D_LOCATION_BUFFER : WINED3D_LOCATION_SYSMEM);
656 if (!wined3d_buffer_prepare_location(buffer, context, locations))
658 data->buffer_object = 0;
659 data->addr = NULL;
660 return 0;
662 wined3d_buffer_validate_location(buffer, locations);
663 wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_DISCARDED);
665 if (locations & WINED3D_LOCATION_BUFFER)
667 data->buffer_object = buffer->buffer_object;
668 data->addr = NULL;
669 return WINED3D_LOCATION_BUFFER;
671 if (locations & WINED3D_LOCATION_SYSMEM)
673 data->buffer_object = 0;
674 data->addr = buffer->resource.heap_memory;
675 return WINED3D_LOCATION_SYSMEM;
678 ERR("Unexpected locations %s.\n", wined3d_debug_location(locations));
679 data->buffer_object = 0;
680 data->addr = NULL;
681 return 0;
684 static void buffer_resource_unload(struct wined3d_resource *resource)
686 struct wined3d_buffer *buffer = buffer_from_resource(resource);
688 TRACE("buffer %p.\n", buffer);
690 if (buffer->buffer_object)
692 struct wined3d_context *context;
694 context = context_acquire(resource->device, NULL, 0);
696 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
697 wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_BUFFER);
698 wined3d_buffer_unload_location(buffer, context, WINED3D_LOCATION_BUFFER);
699 buffer_clear_dirty_areas(buffer);
701 context_release(context);
703 heap_free(buffer->conversion_map);
704 buffer->conversion_map = NULL;
705 buffer->stride = 0;
706 buffer->conversion_stride = 0;
707 buffer->flags &= ~WINED3D_BUFFER_HASDESC;
710 resource_unload(resource);
713 static void wined3d_buffer_drop_bo(struct wined3d_buffer *buffer)
715 buffer->flags &= ~WINED3D_BUFFER_USE_BO;
716 buffer_resource_unload(&buffer->resource);
719 static void wined3d_buffer_destroy_object(void *object)
721 struct wined3d_buffer *buffer = object;
722 struct wined3d_context *context;
724 TRACE("buffer %p.\n", buffer);
726 if (buffer->buffer_object)
728 context = context_acquire(buffer->resource.device, NULL, 0);
729 wined3d_buffer_unload_location(buffer, context, WINED3D_LOCATION_BUFFER);
730 context_release(context);
732 heap_free(buffer->conversion_map);
733 heap_free(buffer->maps);
736 void wined3d_buffer_cleanup(struct wined3d_buffer *buffer)
738 wined3d_cs_destroy_object(buffer->resource.device->cs, wined3d_buffer_destroy_object, buffer);
739 resource_cleanup(&buffer->resource);
742 ULONG CDECL wined3d_buffer_decref(struct wined3d_buffer *buffer)
744 ULONG refcount = InterlockedDecrement(&buffer->resource.ref);
746 TRACE("%p decreasing refcount to %u.\n", buffer, refcount);
748 if (!refcount)
750 wined3d_mutex_lock();
751 buffer->resource.parent_ops->wined3d_object_destroyed(buffer->resource.parent);
752 buffer->resource.device->adapter->adapter_ops->adapter_destroy_buffer(buffer);
753 wined3d_mutex_unlock();
756 return refcount;
759 void * CDECL wined3d_buffer_get_parent(const struct wined3d_buffer *buffer)
761 TRACE("buffer %p.\n", buffer);
763 return buffer->resource.parent;
766 /* Context activation is done by the caller. */
767 void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *context,
768 const struct wined3d_state *state)
770 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
771 BOOL decl_changed = FALSE;
773 TRACE("buffer %p.\n", buffer);
775 if (buffer->resource.map_count && buffer->map_ptr)
777 FIXME("Buffer is mapped through buffer object, not loading.\n");
778 return;
780 else if (buffer->resource.map_count)
782 WARN("Loading mapped buffer.\n");
785 /* TODO: Make converting independent from VBOs */
786 if (!(buffer->flags & WINED3D_BUFFER_USE_BO))
788 /* Not doing any conversion */
789 return;
792 if (!wined3d_buffer_prepare_location(buffer, context, WINED3D_LOCATION_BUFFER))
794 ERR("Failed to prepare buffer location.\n");
795 return;
798 /* Reading the declaration makes only sense if we have valid state information
799 * (i.e., if this function is called during draws). */
800 if (state)
802 DWORD fixup_flags = 0;
804 if (!use_vs(state))
806 if (!d3d_info->vertex_bgra && !d3d_info->ffp_generic_attributes)
807 fixup_flags |= WINED3D_BUFFER_FIXUP_D3DCOLOR;
808 if (!d3d_info->xyzrhw)
809 fixup_flags |= WINED3D_BUFFER_FIXUP_XYZRHW;
812 decl_changed = buffer_find_decl(buffer, &context->stream_info, state, fixup_flags);
813 buffer->flags |= WINED3D_BUFFER_HASDESC;
816 if (!decl_changed && !(buffer->flags & WINED3D_BUFFER_HASDESC && buffer_is_dirty(buffer)))
818 ++buffer->draw_count;
819 if (buffer->draw_count > VB_RESETDECLCHANGE)
820 buffer->decl_change_count = 0;
821 if (buffer->draw_count > VB_RESETFULLCONVS)
822 buffer->full_conversion_count = 0;
823 return;
826 /* If applications change the declaration over and over, reconverting all the time is a huge
827 * performance hit. So count the declaration changes and release the VBO if there are too many
828 * of them (and thus stop converting)
830 if (decl_changed)
832 ++buffer->decl_change_count;
833 buffer->draw_count = 0;
835 if (buffer->decl_change_count > VB_MAXDECLCHANGES
836 || (buffer->conversion_map && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)))
838 FIXME("Too many declaration changes or converting dynamic buffer, stopping converting.\n");
839 wined3d_buffer_drop_bo(buffer);
840 return;
843 /* The declaration changed, reload the whole buffer. */
844 WARN("Reloading buffer because of a vertex declaration change.\n");
845 buffer_invalidate_bo_range(buffer, 0, 0);
847 else
849 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
850 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
851 * decl changes and reset the decl change count after a specific number of them
853 if (buffer->conversion_map && buffer_is_fully_dirty(buffer))
855 ++buffer->full_conversion_count;
856 if (buffer->full_conversion_count > VB_MAXFULLCONVERSIONS)
858 FIXME("Too many full buffer conversions, stopping converting.\n");
859 wined3d_buffer_drop_bo(buffer);
860 return;
863 else
865 ++buffer->draw_count;
866 if (buffer->draw_count > VB_RESETDECLCHANGE)
867 buffer->decl_change_count = 0;
868 if (buffer->draw_count > VB_RESETFULLCONVS)
869 buffer->full_conversion_count = 0;
873 if (!wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER))
874 ERR("Failed to load buffer location.\n");
877 struct wined3d_resource * CDECL wined3d_buffer_get_resource(struct wined3d_buffer *buffer)
879 TRACE("buffer %p.\n", buffer);
881 return &buffer->resource;
884 static HRESULT buffer_resource_sub_resource_get_desc(struct wined3d_resource *resource,
885 unsigned int sub_resource_idx, struct wined3d_sub_resource_desc *desc)
887 if (sub_resource_idx)
889 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
890 return E_INVALIDARG;
893 desc->format = WINED3DFMT_R8_UNORM;
894 desc->multisample_type = WINED3D_MULTISAMPLE_NONE;
895 desc->multisample_quality = 0;
896 desc->usage = resource->usage;
897 desc->bind_flags = resource->bind_flags;
898 desc->access = resource->access;
899 desc->width = resource->size;
900 desc->height = 1;
901 desc->depth = 1;
902 desc->size = resource->size;
903 return S_OK;
906 static void buffer_resource_sub_resource_get_map_pitch(struct wined3d_resource *resource,
907 unsigned int sub_resource_idx, unsigned int *row_pitch, unsigned int *slice_pitch)
909 *row_pitch = *slice_pitch = resource->size;
912 static HRESULT buffer_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx,
913 void **map_ptr, const struct wined3d_box *box, uint32_t flags)
915 struct wined3d_buffer *buffer = buffer_from_resource(resource);
916 struct wined3d_device *device = resource->device;
917 struct wined3d_context *context;
918 unsigned int offset, size;
919 uint8_t *base;
920 LONG count;
922 TRACE("resource %p, sub_resource_idx %u, map_ptr %p, box %s, flags %#x.\n",
923 resource, sub_resource_idx, map_ptr, debug_box(box), flags);
925 offset = box->left;
926 size = box->right - box->left;
928 count = ++resource->map_count;
930 if (buffer->buffer_object)
932 unsigned int dirty_offset = offset, dirty_size = size;
933 struct wined3d_bo_address addr;
935 /* DISCARD invalidates the entire buffer, regardless of the specified
936 * offset and size. Some applications also depend on the entire buffer
937 * being uploaded in that case. Two such applications are Port Royale
938 * and Darkstar One. */
939 if (flags & WINED3D_MAP_DISCARD)
941 dirty_offset = 0;
942 dirty_size = 0;
945 if (((flags & WINED3D_MAP_WRITE) && !(flags & (WINED3D_MAP_NOOVERWRITE | WINED3D_MAP_DISCARD)))
946 || (!(flags & WINED3D_MAP_WRITE) && (buffer->locations & WINED3D_LOCATION_SYSMEM))
947 || buffer->flags & WINED3D_BUFFER_PIN_SYSMEM)
949 if (!(buffer->locations & WINED3D_LOCATION_SYSMEM))
951 context = context_acquire(device, NULL, 0);
952 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
953 context_release(context);
956 if (flags & WINED3D_MAP_WRITE)
957 wined3d_buffer_invalidate_range(buffer, WINED3D_LOCATION_BUFFER, dirty_offset, dirty_size);
959 else
961 context = context_acquire(device, NULL, 0);
963 if (flags & WINED3D_MAP_DISCARD)
964 wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_BUFFER);
965 else
966 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER);
968 if (flags & WINED3D_MAP_WRITE)
970 wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_SYSMEM);
971 buffer_invalidate_bo_range(buffer, dirty_offset, dirty_size);
974 if ((flags & WINED3D_MAP_DISCARD) && resource->heap_memory)
975 wined3d_buffer_evict_sysmem(buffer);
977 if (count == 1)
979 addr.buffer_object = buffer->buffer_object;
980 addr.addr = 0;
981 buffer->map_ptr = wined3d_context_map_bo_address(context, &addr, resource->size, flags);
982 /* We are accessing buffer->resource.client from the CS thread,
983 * but it's safe because the client thread will wait for the
984 * map to return, thus completely serializing this call with
985 * other client code. */
986 buffer->resource.client.addr = addr;
988 if (((DWORD_PTR)buffer->map_ptr) & (RESOURCE_ALIGNMENT - 1))
990 WARN("Pointer %p is not %u byte aligned.\n", buffer->map_ptr, RESOURCE_ALIGNMENT);
992 wined3d_context_unmap_bo_address(context, &addr, 0, NULL);
993 buffer->map_ptr = NULL;
995 if (resource->usage & WINED3DUSAGE_DYNAMIC)
997 /* The extra copy is more expensive than not using VBOs
998 * at all on the NVIDIA Linux driver, which is the
999 * only driver that returns unaligned pointers. */
1000 TRACE("Dynamic buffer, dropping VBO.\n");
1001 wined3d_buffer_drop_bo(buffer);
1003 else
1005 TRACE("Falling back to doublebuffered operation.\n");
1006 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
1007 buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
1009 TRACE("New pointer is %p.\n", resource->heap_memory);
1013 context_release(context);
1017 base = buffer->map_ptr ? buffer->map_ptr : resource->heap_memory;
1018 *map_ptr = base + offset;
1020 TRACE("Returning memory at %p (base %p, offset %u).\n", *map_ptr, base, offset);
1022 return WINED3D_OK;
1025 static HRESULT buffer_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
1027 struct wined3d_buffer *buffer = buffer_from_resource(resource);
1028 unsigned int range_count = buffer->modified_areas;
1029 struct wined3d_device *device = resource->device;
1030 struct wined3d_context *context;
1031 struct wined3d_bo_address addr;
1033 TRACE("resource %p, sub_resource_idx %u.\n", resource, sub_resource_idx);
1035 if (sub_resource_idx)
1037 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
1038 return E_INVALIDARG;
1041 if (!resource->map_count)
1043 WARN("Unmap called without a previous map call.\n");
1044 return WINED3D_OK;
1047 if (--resource->map_count)
1049 /* Delay loading the buffer until everything is unmapped. */
1050 TRACE("Ignoring unmap.\n");
1051 return WINED3D_OK;
1054 if (!buffer->map_ptr)
1055 return WINED3D_OK;
1057 context = context_acquire(device, NULL, 0);
1059 addr.buffer_object = buffer->buffer_object;
1060 addr.addr = 0;
1061 wined3d_context_unmap_bo_address(context, &addr, range_count, buffer->maps);
1063 context_release(context);
1065 buffer_clear_dirty_areas(buffer);
1066 buffer->map_ptr = NULL;
1068 return WINED3D_OK;
1071 static void wined3d_buffer_set_bo(struct wined3d_buffer *buffer, struct wined3d_context *context, struct wined3d_bo *bo)
1073 struct wined3d_bo *prev_bo = buffer->buffer_object;
1075 TRACE("buffer %p, context %p, bo %p.\n", buffer, context, bo);
1077 if (prev_bo)
1079 struct wined3d_bo_user *bo_user;
1081 LIST_FOR_EACH_ENTRY(bo_user, &prev_bo->users, struct wined3d_bo_user, entry)
1082 bo_user->valid = false;
1083 assert(list_empty(&bo->users));
1084 list_move_head(&bo->users, &prev_bo->users);
1086 wined3d_context_destroy_bo(context, prev_bo);
1087 heap_free(prev_bo);
1089 else
1091 list_add_head(&bo->users, &buffer->bo_user.entry);
1094 buffer->buffer_object = bo;
1097 void wined3d_buffer_copy_bo_address(struct wined3d_buffer *dst_buffer, struct wined3d_context *context,
1098 unsigned int dst_offset, const struct wined3d_const_bo_address *src_addr, unsigned int size)
1100 struct wined3d_bo_address dst_addr;
1101 DWORD dst_location;
1103 dst_location = wined3d_buffer_get_memory(dst_buffer, context, &dst_addr);
1104 dst_addr.addr += dst_offset;
1106 wined3d_context_copy_bo_address(context, &dst_addr, (const struct wined3d_bo_address *)src_addr, size);
1107 wined3d_buffer_invalidate_range(dst_buffer, ~dst_location, dst_offset, size);
1110 void wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset,
1111 struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size)
1113 struct wined3d_context *context;
1114 struct wined3d_bo_address src;
1116 TRACE("dst_buffer %p, dst_offset %u, src_buffer %p, src_offset %u, size %u.\n",
1117 dst_buffer, dst_offset, src_buffer, src_offset, size);
1119 context = context_acquire(dst_buffer->resource.device, NULL, 0);
1121 wined3d_buffer_get_memory(src_buffer, context, &src);
1122 src.addr += src_offset;
1124 wined3d_buffer_copy_bo_address(dst_buffer, context, dst_offset, wined3d_const_bo_address(&src), size);
1126 context_release(context);
1129 void wined3d_buffer_update_sub_resource(struct wined3d_buffer *buffer, struct wined3d_context *context,
1130 const struct upload_bo *upload_bo, unsigned int offset, unsigned int size)
1132 if (upload_bo->flags & UPLOAD_BO_RENAME_ON_UNMAP)
1134 wined3d_buffer_set_bo(buffer, context, upload_bo->addr.buffer_object);
1135 wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_BUFFER);
1136 wined3d_buffer_invalidate_location(buffer, ~WINED3D_LOCATION_BUFFER);
1139 if (upload_bo->addr.buffer_object && upload_bo->addr.buffer_object == buffer->buffer_object)
1140 wined3d_context_flush_bo_address(context, &upload_bo->addr, size);
1141 else
1142 wined3d_buffer_copy_bo_address(buffer, context, offset, &upload_bo->addr, size);
1145 static void wined3d_buffer_init_data(struct wined3d_buffer *buffer,
1146 struct wined3d_device *device, const struct wined3d_sub_resource_data *data)
1148 struct wined3d_resource *resource = &buffer->resource;
1149 struct wined3d_box box;
1151 if (buffer->flags & WINED3D_BUFFER_USE_BO)
1153 wined3d_box_set(&box, 0, 0, resource->size, 1, 0, 1);
1154 wined3d_device_context_emit_update_sub_resource(&device->cs->c, resource,
1155 0, &box, data->data, data->row_pitch, data->slice_pitch);
1157 else
1159 memcpy(buffer->resource.heap_memory, data->data, resource->size);
1160 wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_SYSMEM);
1161 wined3d_buffer_invalidate_location(buffer, ~WINED3D_LOCATION_SYSMEM);
1165 static ULONG buffer_resource_incref(struct wined3d_resource *resource)
1167 return wined3d_buffer_incref(buffer_from_resource(resource));
1170 static ULONG buffer_resource_decref(struct wined3d_resource *resource)
1172 return wined3d_buffer_decref(buffer_from_resource(resource));
1175 static void buffer_resource_preload(struct wined3d_resource *resource)
1177 struct wined3d_context *context;
1179 context = context_acquire(resource->device, NULL, 0);
1180 wined3d_buffer_load(buffer_from_resource(resource), context, NULL);
1181 context_release(context);
1184 static const struct wined3d_resource_ops buffer_resource_ops =
1186 buffer_resource_incref,
1187 buffer_resource_decref,
1188 buffer_resource_preload,
1189 buffer_resource_unload,
1190 buffer_resource_sub_resource_get_desc,
1191 buffer_resource_sub_resource_get_map_pitch,
1192 buffer_resource_sub_resource_map,
1193 buffer_resource_sub_resource_unmap,
1196 static HRESULT wined3d_buffer_init(struct wined3d_buffer *buffer, struct wined3d_device *device,
1197 const struct wined3d_buffer_desc *desc, const struct wined3d_sub_resource_data *data,
1198 void *parent, const struct wined3d_parent_ops *parent_ops, const struct wined3d_buffer_ops *buffer_ops)
1200 const struct wined3d_format *format = wined3d_get_format(device->adapter, WINED3DFMT_R8_UNORM, desc->bind_flags);
1201 struct wined3d_resource *resource = &buffer->resource;
1202 unsigned int access;
1203 HRESULT hr;
1205 TRACE("buffer %p, device %p, desc byte_width %u, usage %s, bind_flags %s, "
1206 "access %s, data %p, parent %p, parent_ops %p.\n",
1207 buffer, device, desc->byte_width, debug_d3dusage(desc->usage), wined3d_debug_bind_flags(desc->bind_flags),
1208 wined3d_debug_resource_access(desc->access), data, parent, parent_ops);
1210 if (!desc->byte_width)
1212 WARN("Size 0 requested, returning E_INVALIDARG.\n");
1213 return E_INVALIDARG;
1216 if (desc->bind_flags & WINED3D_BIND_CONSTANT_BUFFER && desc->byte_width & (WINED3D_CONSTANT_BUFFER_ALIGNMENT - 1))
1218 WARN("Size %#x is not suitably aligned for constant buffers.\n", desc->byte_width);
1219 return E_INVALIDARG;
1222 if (data && !data->data)
1224 WARN("Invalid sub-resource data specified.\n");
1225 return E_INVALIDARG;
1228 access = desc->access;
1229 if (desc->bind_flags & WINED3D_BIND_CONSTANT_BUFFER && wined3d_settings.cb_access_map_w)
1230 access |= WINED3D_RESOURCE_ACCESS_MAP_W;
1232 if (FAILED(hr = resource_init(resource, device, WINED3D_RTYPE_BUFFER, format,
1233 WINED3D_MULTISAMPLE_NONE, 0, desc->usage, desc->bind_flags, access,
1234 desc->byte_width, 1, 1, desc->byte_width, parent, parent_ops, &buffer_resource_ops)))
1236 WARN("Failed to initialize resource, hr %#x.\n", hr);
1237 return hr;
1239 buffer->buffer_ops = buffer_ops;
1240 buffer->structure_byte_stride = desc->structure_byte_stride;
1241 buffer->locations = data ? WINED3D_LOCATION_DISCARDED : WINED3D_LOCATION_SYSMEM;
1243 TRACE("buffer %p, size %#x, usage %#x, memory @ %p.\n",
1244 buffer, buffer->resource.size, buffer->resource.usage, buffer->resource.heap_memory);
1246 if (device->create_parms.flags & WINED3DCREATE_SOFTWARE_VERTEXPROCESSING
1247 || wined3d_resource_access_is_managed(access))
1249 /* SWvp and managed buffers always return the same pointer in buffer
1250 * maps and retain data in DISCARD maps. Keep a system memory copy of
1251 * the buffer to provide the same behavior to the application. */
1252 TRACE("Pinning system memory.\n");
1253 buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
1254 buffer->locations = WINED3D_LOCATION_SYSMEM;
1257 if (buffer->locations & WINED3D_LOCATION_SYSMEM || !(buffer->flags & WINED3D_BUFFER_USE_BO))
1259 if (!wined3d_resource_prepare_sysmem(&buffer->resource))
1260 return E_OUTOFMEMORY;
1263 if (!(buffer->maps = heap_alloc(sizeof(*buffer->maps))))
1265 ERR("Out of memory.\n");
1266 buffer_resource_unload(resource);
1267 resource_cleanup(resource);
1268 wined3d_resource_wait_idle(resource);
1269 return E_OUTOFMEMORY;
1271 buffer->maps_size = 1;
1273 if (data)
1274 wined3d_buffer_init_data(buffer, device, data);
1276 return WINED3D_OK;
1279 static BOOL wined3d_buffer_no3d_prepare_location(struct wined3d_buffer *buffer,
1280 struct wined3d_context *context, unsigned int location)
1282 if (location == WINED3D_LOCATION_SYSMEM)
1283 return wined3d_resource_prepare_sysmem(&buffer->resource);
1285 FIXME("Unhandled location %s.\n", wined3d_debug_location(location));
1287 return FALSE;
1290 static void wined3d_buffer_no3d_unload_location(struct wined3d_buffer *buffer,
1291 struct wined3d_context *context, unsigned int location)
1293 TRACE("buffer %p, context %p, location %s.\n", buffer, context, wined3d_debug_location(location));
1296 static void wined3d_buffer_no3d_upload_ranges(struct wined3d_buffer *buffer, struct wined3d_context *context,
1297 const void *data, unsigned int data_offset, unsigned int range_count, const struct wined3d_range *ranges)
1299 FIXME("Not implemented.\n");
1302 static void wined3d_buffer_no3d_download_ranges(struct wined3d_buffer *buffer, struct wined3d_context *context,
1303 void *data, unsigned int data_offset, unsigned int range_count, const struct wined3d_range *ranges)
1305 FIXME("Not implemented.\n");
1308 static const struct wined3d_buffer_ops wined3d_buffer_no3d_ops =
1310 wined3d_buffer_no3d_prepare_location,
1311 wined3d_buffer_no3d_unload_location,
1312 wined3d_buffer_no3d_upload_ranges,
1313 wined3d_buffer_no3d_download_ranges,
1316 HRESULT wined3d_buffer_no3d_init(struct wined3d_buffer *buffer_no3d, struct wined3d_device *device,
1317 const struct wined3d_buffer_desc *desc, const struct wined3d_sub_resource_data *data,
1318 void *parent, const struct wined3d_parent_ops *parent_ops)
1320 TRACE("buffer_no3d %p, device %p, desc %p, data %p, parent %p, parent_ops %p.\n",
1321 buffer_no3d, device, desc, data, parent, parent_ops);
1323 return wined3d_buffer_init(buffer_no3d, device, desc, data, parent, parent_ops, &wined3d_buffer_no3d_ops);
1326 static BOOL wined3d_buffer_gl_prepare_location(struct wined3d_buffer *buffer,
1327 struct wined3d_context *context, unsigned int location)
1329 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
1330 struct wined3d_buffer_gl *buffer_gl = wined3d_buffer_gl(buffer);
1332 switch (location)
1334 case WINED3D_LOCATION_SYSMEM:
1335 return wined3d_resource_prepare_sysmem(&buffer->resource);
1337 case WINED3D_LOCATION_BUFFER:
1338 if (buffer->buffer_object)
1339 return TRUE;
1341 if (!(buffer->flags & WINED3D_BUFFER_USE_BO))
1343 WARN("Trying to create BO for buffer %p with no WINED3D_BUFFER_USE_BO.\n", buffer);
1344 return FALSE;
1346 return wined3d_buffer_gl_create_buffer_object(buffer_gl, context_gl);
1348 default:
1349 ERR("Invalid location %s.\n", wined3d_debug_location(location));
1350 return FALSE;
1354 static void wined3d_buffer_gl_unload_location(struct wined3d_buffer *buffer,
1355 struct wined3d_context *context, unsigned int location)
1357 TRACE("buffer %p, context %p, location %s.\n", buffer, context, wined3d_debug_location(location));
1359 switch (location)
1361 case WINED3D_LOCATION_BUFFER:
1362 wined3d_buffer_gl_destroy_buffer_object(wined3d_buffer_gl(buffer), wined3d_context_gl(context));
1363 break;
1365 default:
1366 ERR("Unhandled location %s.\n", wined3d_debug_location(location));
1367 break;
1371 /* Context activation is done by the caller. */
1372 static void wined3d_buffer_gl_upload_ranges(struct wined3d_buffer *buffer, struct wined3d_context *context,
1373 const void *data, unsigned int data_offset, unsigned int range_count, const struct wined3d_range *ranges)
1375 struct wined3d_bo_address src, dst;
1377 TRACE("buffer %p, context %p, data %p, data_offset %u, range_count %u, ranges %p.\n",
1378 buffer, context, data, data_offset, range_count, ranges);
1380 dst.buffer_object = buffer->buffer_object;
1381 src.buffer_object = NULL;
1383 while (range_count--)
1385 const struct wined3d_range *range = &ranges[range_count];
1387 src.addr = (uint8_t *)data + range->offset - data_offset;
1388 dst.addr = (void *)(uintptr_t)range->offset;
1389 wined3d_context_copy_bo_address(context, &dst, &src, range->size);
1393 /* Context activation is done by the caller. */
1394 static void wined3d_buffer_gl_download_ranges(struct wined3d_buffer *buffer, struct wined3d_context *context,
1395 void *data, unsigned int data_offset, unsigned int range_count, const struct wined3d_range *ranges)
1397 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
1398 struct wined3d_bo_gl *bo_gl = wined3d_bo_gl(buffer->buffer_object);
1399 struct wined3d_buffer_gl *buffer_gl = wined3d_buffer_gl(buffer);
1400 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1401 const struct wined3d_range *range;
1403 TRACE("buffer %p, context %p, data %p, data_offset %u, range_count %u, ranges %p.\n",
1404 buffer, context, data, data_offset, range_count, ranges);
1406 wined3d_buffer_gl_bind(buffer_gl, context_gl);
1408 while (range_count--)
1410 range = &ranges[range_count];
1411 GL_EXTCALL(glGetBufferSubData(bo_gl->binding, bo_gl->b.buffer_offset + range->offset,
1412 range->size, (BYTE *)data + range->offset - data_offset));
1414 checkGLcall("buffer download");
1417 static const struct wined3d_buffer_ops wined3d_buffer_gl_ops =
1419 wined3d_buffer_gl_prepare_location,
1420 wined3d_buffer_gl_unload_location,
1421 wined3d_buffer_gl_upload_ranges,
1422 wined3d_buffer_gl_download_ranges,
1425 HRESULT wined3d_buffer_gl_init(struct wined3d_buffer_gl *buffer_gl, struct wined3d_device *device,
1426 const struct wined3d_buffer_desc *desc, const struct wined3d_sub_resource_data *data,
1427 void *parent, const struct wined3d_parent_ops *parent_ops)
1429 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1431 TRACE("buffer_gl %p, device %p, desc %p, data %p, parent %p, parent_ops %p.\n",
1432 buffer_gl, device, desc, data, parent, parent_ops);
1434 /* Observations show that draw_primitive_immediate_mode() is faster on
1435 * dynamic vertex buffers than converting + draw_primitive_arrays().
1436 * (Half-Life 2 and others.) */
1437 if (!(desc->access & WINED3D_RESOURCE_ACCESS_GPU))
1438 TRACE("Not creating a BO because the buffer is not GPU accessible.\n");
1439 else if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
1440 TRACE("Not creating a BO because GL_ARB_vertex_buffer is not supported.\n");
1441 else if (!(gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] || gl_info->supported[ARB_MAP_BUFFER_RANGE])
1442 && (desc->usage & WINED3DUSAGE_DYNAMIC))
1443 TRACE("Not creating a BO because the buffer has dynamic usage and no GL support.\n");
1444 else
1445 buffer_gl->b.flags |= WINED3D_BUFFER_USE_BO;
1447 return wined3d_buffer_init(&buffer_gl->b, device, desc, data, parent, parent_ops, &wined3d_buffer_gl_ops);
1450 VkBufferUsageFlags vk_buffer_usage_from_bind_flags(uint32_t bind_flags)
1452 VkBufferUsageFlags usage;
1454 usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;
1455 if (bind_flags & WINED3D_BIND_VERTEX_BUFFER)
1456 usage |= VK_BUFFER_USAGE_VERTEX_BUFFER_BIT;
1457 if (bind_flags & WINED3D_BIND_INDEX_BUFFER)
1458 usage |= VK_BUFFER_USAGE_INDEX_BUFFER_BIT;
1459 if (bind_flags & WINED3D_BIND_CONSTANT_BUFFER)
1460 usage |= VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
1461 if (bind_flags & WINED3D_BIND_SHADER_RESOURCE)
1462 usage |= VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT;
1463 if (bind_flags & WINED3D_BIND_STREAM_OUTPUT)
1464 usage |= VK_BUFFER_USAGE_TRANSFORM_FEEDBACK_BUFFER_BIT_EXT;
1465 if (bind_flags & WINED3D_BIND_UNORDERED_ACCESS)
1466 usage |= VK_BUFFER_USAGE_STORAGE_TEXEL_BUFFER_BIT;
1467 if (bind_flags & WINED3D_BIND_INDIRECT_BUFFER)
1468 usage |= VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT;
1469 if (bind_flags & (WINED3D_BIND_RENDER_TARGET | WINED3D_BIND_DEPTH_STENCIL))
1470 FIXME("Ignoring some bind flags %#x.\n", bind_flags);
1471 return usage;
1474 VkMemoryPropertyFlags vk_memory_type_from_access_flags(uint32_t access, uint32_t usage)
1476 VkMemoryPropertyFlags memory_type = 0;
1478 if (access & WINED3D_RESOURCE_ACCESS_MAP_R)
1479 memory_type |= VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_CACHED_BIT;
1480 else if (access & WINED3D_RESOURCE_ACCESS_MAP_W)
1481 memory_type |= VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT;
1482 else if (!(usage & WINED3DUSAGE_DYNAMIC))
1483 memory_type |= VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT;
1484 return memory_type;
1487 static BOOL wined3d_buffer_vk_create_buffer_object(struct wined3d_buffer_vk *buffer_vk,
1488 struct wined3d_context_vk *context_vk)
1490 struct wined3d_resource *resource = &buffer_vk->b.resource;
1491 struct wined3d_bo_vk *bo_vk;
1493 if (!(bo_vk = heap_alloc(sizeof(*bo_vk))))
1494 return FALSE;
1496 if (!(wined3d_context_vk_create_bo(context_vk, resource->size,
1497 vk_buffer_usage_from_bind_flags(resource->bind_flags),
1498 vk_memory_type_from_access_flags(resource->access, resource->usage), bo_vk)))
1500 WARN("Failed to create Vulkan buffer.\n");
1501 heap_free(bo_vk);
1502 return FALSE;
1505 list_init(&buffer_vk->b.bo_user.entry);
1506 list_add_head(&bo_vk->b.users, &buffer_vk->b.bo_user.entry);
1507 buffer_vk->b.buffer_object = &bo_vk->b;
1508 buffer_invalidate_bo_range(&buffer_vk->b, 0, 0);
1510 return TRUE;
1513 const VkDescriptorBufferInfo *wined3d_buffer_vk_get_buffer_info(struct wined3d_buffer_vk *buffer_vk)
1515 struct wined3d_bo_vk *bo = wined3d_bo_vk(buffer_vk->b.buffer_object);
1517 if (buffer_vk->b.bo_user.valid)
1518 return &buffer_vk->buffer_info;
1520 buffer_vk->buffer_info.buffer = bo->vk_buffer;
1521 buffer_vk->buffer_info.offset = bo->b.buffer_offset;
1522 buffer_vk->buffer_info.range = buffer_vk->b.resource.size;
1523 buffer_vk->b.bo_user.valid = true;
1525 return &buffer_vk->buffer_info;
1528 static BOOL wined3d_buffer_vk_prepare_location(struct wined3d_buffer *buffer,
1529 struct wined3d_context *context, unsigned int location)
1531 switch (location)
1533 case WINED3D_LOCATION_SYSMEM:
1534 return wined3d_resource_prepare_sysmem(&buffer->resource);
1536 case WINED3D_LOCATION_BUFFER:
1537 if (buffer->buffer_object)
1538 return TRUE;
1540 return wined3d_buffer_vk_create_buffer_object(wined3d_buffer_vk(buffer), wined3d_context_vk(context));
1542 default:
1543 FIXME("Unhandled location %s.\n", wined3d_debug_location(location));
1544 return FALSE;
1548 static void wined3d_buffer_vk_unload_location(struct wined3d_buffer *buffer,
1549 struct wined3d_context *context, unsigned int location)
1551 struct wined3d_context_vk *context_vk = wined3d_context_vk(context);
1552 struct wined3d_bo_vk *bo_vk = wined3d_bo_vk(buffer->buffer_object);
1554 TRACE("buffer %p, context %p, location %s.\n", buffer, context, wined3d_debug_location(location));
1556 switch (location)
1558 case WINED3D_LOCATION_BUFFER:
1559 buffer->bo_user.valid = false;
1560 list_remove(&buffer->bo_user.entry);
1561 wined3d_context_vk_destroy_bo(context_vk, bo_vk);
1562 heap_free(bo_vk);
1563 buffer->buffer_object = NULL;
1564 break;
1566 default:
1567 ERR("Unhandled location %s.\n", wined3d_debug_location(location));
1568 break;
1572 static void wined3d_buffer_vk_upload_ranges(struct wined3d_buffer *buffer, struct wined3d_context *context,
1573 const void *data, unsigned int data_offset, unsigned int range_count, const struct wined3d_range *ranges)
1575 struct wined3d_context_vk *context_vk = wined3d_context_vk(context);
1576 struct wined3d_resource *resource = &buffer->resource;
1577 struct wined3d_bo_address src, dst;
1578 const struct wined3d_range *range;
1579 struct wined3d_bo_vk *dst_bo;
1580 unsigned int i = range_count;
1581 uint32_t flags;
1582 void *map_ptr;
1584 if (!range_count)
1585 return;
1587 dst.buffer_object = buffer->buffer_object;
1588 dst.addr = NULL;
1590 flags = WINED3D_MAP_WRITE;
1591 if (!ranges->offset && ranges->size == resource->size)
1592 flags |= WINED3D_MAP_DISCARD;
1594 dst_bo = wined3d_bo_vk(buffer->buffer_object);
1595 if (!(dst_bo->memory_type & VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT) || (!(flags & WINED3D_MAP_DISCARD)
1596 && dst_bo->command_buffer_id > context_vk->completed_command_buffer_id))
1598 src.buffer_object = 0;
1599 while (range_count--)
1601 range = &ranges[range_count];
1603 src.addr = (uint8_t *)data + range->offset - data_offset;
1604 dst.addr = (void *)(uintptr_t)range->offset;
1605 wined3d_context_copy_bo_address(context, &dst, &src, range->size);
1608 return;
1611 if (!(map_ptr = wined3d_context_map_bo_address(context, &dst, resource->size, flags)))
1613 FIXME("Failed to map buffer.\n");
1614 return;
1617 while (i--)
1619 range = &ranges[i];
1620 memcpy((uint8_t *)map_ptr + range->offset, (uint8_t *)data + range->offset - data_offset, range->size);
1623 wined3d_context_unmap_bo_address(context, &dst, range_count, ranges);
1626 static void wined3d_buffer_vk_download_ranges(struct wined3d_buffer *buffer, struct wined3d_context *context,
1627 void *data, unsigned int data_offset, unsigned int range_count, const struct wined3d_range *ranges)
1629 FIXME("Not implemented.\n");
1632 static const struct wined3d_buffer_ops wined3d_buffer_vk_ops =
1634 wined3d_buffer_vk_prepare_location,
1635 wined3d_buffer_vk_unload_location,
1636 wined3d_buffer_vk_upload_ranges,
1637 wined3d_buffer_vk_download_ranges,
1640 HRESULT wined3d_buffer_vk_init(struct wined3d_buffer_vk *buffer_vk, struct wined3d_device *device,
1641 const struct wined3d_buffer_desc *desc, const struct wined3d_sub_resource_data *data,
1642 void *parent, const struct wined3d_parent_ops *parent_ops)
1644 const struct wined3d_vk_info *vk_info = &wined3d_adapter_vk(device->adapter)->vk_info;
1646 TRACE("buffer_vk %p, device %p, desc %p, data %p, parent %p, parent_ops %p.\n",
1647 buffer_vk, device, desc, data, parent, parent_ops);
1649 if ((desc->bind_flags & WINED3D_BIND_STREAM_OUTPUT)
1650 && !vk_info->supported[WINED3D_VK_EXT_TRANSFORM_FEEDBACK])
1652 WARN("The Vulkan implementation does not support transform feedback.\n");
1653 return WINED3DERR_INVALIDCALL;
1656 if (desc->access & WINED3D_RESOURCE_ACCESS_GPU)
1657 buffer_vk->b.flags |= WINED3D_BUFFER_USE_BO;
1659 return wined3d_buffer_init(&buffer_vk->b, device, desc, data, parent, parent_ops, &wined3d_buffer_vk_ops);
1662 void wined3d_buffer_vk_barrier(struct wined3d_buffer_vk *buffer_vk,
1663 struct wined3d_context_vk *context_vk, uint32_t bind_mask)
1665 uint32_t src_bind_mask = 0;
1667 TRACE("buffer_vk %p, context_vk %p, bind_mask %s.\n",
1668 buffer_vk, context_vk, wined3d_debug_bind_flags(bind_mask));
1670 if (bind_mask & ~WINED3D_READ_ONLY_BIND_MASK)
1672 src_bind_mask = buffer_vk->bind_mask & WINED3D_READ_ONLY_BIND_MASK;
1673 if (!src_bind_mask)
1674 src_bind_mask = buffer_vk->bind_mask;
1676 buffer_vk->bind_mask = bind_mask;
1678 else if ((buffer_vk->bind_mask & bind_mask) != bind_mask)
1680 src_bind_mask = buffer_vk->bind_mask & ~WINED3D_READ_ONLY_BIND_MASK;
1681 buffer_vk->bind_mask |= bind_mask;
1684 if (src_bind_mask)
1686 const struct wined3d_bo_vk *bo = wined3d_bo_vk(buffer_vk->b.buffer_object);
1687 const struct wined3d_vk_info *vk_info = context_vk->vk_info;
1688 VkBufferMemoryBarrier vk_barrier;
1690 TRACE(" %s -> %s.\n",
1691 wined3d_debug_bind_flags(src_bind_mask), wined3d_debug_bind_flags(bind_mask));
1693 wined3d_context_vk_end_current_render_pass(context_vk);
1695 vk_barrier.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER;
1696 vk_barrier.pNext = NULL;
1697 vk_barrier.srcAccessMask = vk_access_mask_from_bind_flags(src_bind_mask);
1698 vk_barrier.dstAccessMask = vk_access_mask_from_bind_flags(bind_mask);
1699 vk_barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
1700 vk_barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
1701 vk_barrier.buffer = bo->vk_buffer;
1702 vk_barrier.offset = bo->b.buffer_offset;
1703 vk_barrier.size = buffer_vk->b.resource.size;
1704 VK_CALL(vkCmdPipelineBarrier(wined3d_context_vk_get_command_buffer(context_vk),
1705 vk_pipeline_stage_mask_from_bind_flags(src_bind_mask),
1706 vk_pipeline_stage_mask_from_bind_flags(bind_mask),
1707 0, 0, NULL, 1, &vk_barrier, 0, NULL));
1711 HRESULT CDECL wined3d_buffer_create(struct wined3d_device *device, const struct wined3d_buffer_desc *desc,
1712 const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops,
1713 struct wined3d_buffer **buffer)
1715 TRACE("device %p, desc %p, data %p, parent %p, parent_ops %p, buffer %p.\n",
1716 device, desc, data, parent, parent_ops, buffer);
1718 return device->adapter->adapter_ops->adapter_create_buffer(device, desc, data, parent, parent_ops, buffer);