ntdll: Move retrieving the startup info to the Unix library.
[wine.git] / dlls / wined3d / buffer.c
blobb32d0160cc158c7a1c050062e83efbf0113b8878
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"
26 #include "wine/port.h"
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
32 #define WINED3D_BUFFER_HASDESC 0x01 /* A vertex description has been found. */
33 #define WINED3D_BUFFER_USE_BO 0x02 /* Use a buffer object for this buffer. */
34 #define WINED3D_BUFFER_PIN_SYSMEM 0x04 /* Keep a system memory copy for this buffer. */
35 #define WINED3D_BUFFER_DISCARD 0x08 /* A DISCARD lock has occurred since the last preload. */
36 #define WINED3D_BUFFER_APPLESYNC 0x10 /* Using sync as in GL_APPLE_flush_buffer_range. */
38 #define VB_MAXDECLCHANGES 100 /* After that number of decl changes we stop converting */
39 #define VB_RESETDECLCHANGE 1000 /* Reset the decl changecount after that number of draws */
40 #define VB_MAXFULLCONVERSIONS 5 /* Number of full conversions before we stop converting */
41 #define VB_RESETFULLCONVS 20 /* Reset full conversion counts after that number of draws */
43 static void wined3d_buffer_evict_sysmem(struct wined3d_buffer *buffer)
45 if (buffer->flags & WINED3D_BUFFER_PIN_SYSMEM)
47 TRACE("Not evicting system memory for buffer %p.\n", buffer);
48 return;
51 TRACE("Evicting system memory for buffer %p.\n", buffer);
52 wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_SYSMEM);
53 wined3d_resource_free_sysmem(&buffer->resource);
56 static void buffer_invalidate_bo_range(struct wined3d_buffer *buffer, unsigned int offset, unsigned int size)
58 if (!offset && (!size || size == buffer->resource.size))
59 goto invalidate_all;
61 if (offset > buffer->resource.size || size > buffer->resource.size - offset)
63 WARN("Invalid range specified, invalidating entire buffer.\n");
64 goto invalidate_all;
67 if (!wined3d_array_reserve((void **)&buffer->maps, &buffer->maps_size,
68 buffer->modified_areas + 1, sizeof(*buffer->maps)))
70 ERR("Failed to allocate maps array, invalidating entire buffer.\n");
71 goto invalidate_all;
74 buffer->maps[buffer->modified_areas].offset = offset;
75 buffer->maps[buffer->modified_areas].size = size;
76 ++buffer->modified_areas;
77 return;
79 invalidate_all:
80 buffer->modified_areas = 1;
81 buffer->maps[0].offset = 0;
82 buffer->maps[0].size = buffer->resource.size;
85 static inline void buffer_clear_dirty_areas(struct wined3d_buffer *This)
87 This->modified_areas = 0;
90 static BOOL buffer_is_dirty(const struct wined3d_buffer *buffer)
92 return !!buffer->modified_areas;
95 static BOOL buffer_is_fully_dirty(const struct wined3d_buffer *buffer)
97 return buffer->modified_areas == 1
98 && !buffer->maps->offset && buffer->maps->size == buffer->resource.size;
101 static void wined3d_buffer_validate_location(struct wined3d_buffer *buffer, DWORD location)
103 TRACE("buffer %p, location %s.\n", buffer, wined3d_debug_location(location));
105 if (location & WINED3D_LOCATION_BUFFER)
106 buffer_clear_dirty_areas(buffer);
108 buffer->locations |= location;
110 TRACE("New locations flags are %s.\n", wined3d_debug_location(buffer->locations));
113 static void wined3d_buffer_invalidate_range(struct wined3d_buffer *buffer, DWORD location,
114 unsigned int offset, unsigned int size)
116 TRACE("buffer %p, location %s, offset %u, size %u.\n",
117 buffer, wined3d_debug_location(location), offset, size);
119 if (location & WINED3D_LOCATION_BUFFER)
120 buffer_invalidate_bo_range(buffer, offset, size);
122 buffer->locations &= ~location;
124 TRACE("New locations flags are %s.\n", wined3d_debug_location(buffer->locations));
126 if (!buffer->locations)
127 ERR("Buffer %p does not have any up to date location.\n", buffer);
130 void wined3d_buffer_invalidate_location(struct wined3d_buffer *buffer, DWORD location)
132 wined3d_buffer_invalidate_range(buffer, location, 0, 0);
135 /* Context activation is done by the caller. */
136 static void wined3d_buffer_gl_bind(struct wined3d_buffer_gl *buffer_gl, struct wined3d_context_gl *context_gl)
138 wined3d_context_gl_bind_bo(context_gl, buffer_gl->bo.binding, buffer_gl->bo.id);
141 /* Context activation is done by the caller. */
142 static void wined3d_buffer_gl_destroy_buffer_object(struct wined3d_buffer_gl *buffer_gl,
143 struct wined3d_context_gl *context_gl)
145 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
146 struct wined3d_resource *resource = &buffer_gl->b.resource;
147 struct wined3d_buffer *buffer = &buffer_gl->b;
148 struct wined3d_cs *cs = resource->device->cs;
150 if (!buffer_gl->b.buffer_object)
151 return;
153 /* The stream source state handler might have read the memory of the
154 * vertex buffer already and got the memory in the vbo which is not
155 * valid any longer. Dirtify the stream source to force a reload. This
156 * happens only once per changed vertexbuffer and should occur rather
157 * rarely. */
158 if (resource->bind_count)
160 if (resource->bind_flags & WINED3D_BIND_VERTEX_BUFFER)
161 device_invalidate_state(resource->device, STATE_STREAMSRC);
162 if (resource->bind_flags & WINED3D_BIND_INDEX_BUFFER
163 && cs->state.index_buffer == buffer)
164 device_invalidate_state(resource->device, STATE_INDEXBUFFER);
165 if (resource->bind_flags & WINED3D_BIND_CONSTANT_BUFFER)
167 device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX));
168 device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL));
169 device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN));
170 device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY));
171 device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL));
172 device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE));
174 if (resource->bind_flags & WINED3D_BIND_STREAM_OUTPUT)
176 device_invalidate_state(resource->device, STATE_STREAM_OUTPUT);
177 if (context_gl->c.transform_feedback_active)
179 /* We have to make sure that transform feedback is not active
180 * when deleting a potentially bound transform feedback buffer.
181 * This may happen when the device is being destroyed. */
182 WARN("Deleting buffer object for buffer %p, disabling transform feedback.\n", buffer_gl);
183 wined3d_context_gl_end_transform_feedback(context_gl);
188 GL_EXTCALL(glDeleteBuffers(1, &buffer_gl->bo.id));
189 checkGLcall("glDeleteBuffers");
190 buffer_gl->b.buffer_object = 0;
191 buffer_gl->bo.id = 0;
193 if (buffer_gl->b.fence)
195 wined3d_fence_destroy(buffer_gl->b.fence);
196 buffer_gl->b.fence = NULL;
198 buffer_gl->b.flags &= ~WINED3D_BUFFER_APPLESYNC;
201 /* Context activation is done by the caller. */
202 static BOOL wined3d_buffer_gl_create_buffer_object(struct wined3d_buffer_gl *buffer_gl,
203 struct wined3d_context_gl *context_gl)
205 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
206 GLenum gl_usage = GL_STATIC_DRAW;
207 struct wined3d_bo_gl *bo;
208 GLenum error;
210 TRACE("Creating an OpenGL buffer object for wined3d buffer %p with usage %s.\n",
211 buffer_gl, debug_d3dusage(buffer_gl->b.resource.usage));
213 /* Make sure that the gl error is cleared. Do not use checkGLcall
214 * here because checkGLcall just prints a fixme and continues. However,
215 * if an error during VBO creation occurs we can fall back to non-VBO operation
216 * with full functionality(but performance loss).
218 while (gl_info->gl_ops.gl.p_glGetError() != GL_NO_ERROR);
220 /* Basically the FVF parameter passed to CreateVertexBuffer is no good.
221 * The vertex declaration from the device determines how the data in the
222 * buffer is interpreted. This means that on each draw call the buffer has
223 * to be verified to check if the rhw and color values are in the correct
224 * format. */
226 bo = &buffer_gl->bo;
227 GL_EXTCALL(glGenBuffers(1, &bo->id));
228 bo->binding = wined3d_buffer_gl_binding_from_bind_flags(gl_info, buffer_gl->b.resource.bind_flags);
229 buffer_gl->b.buffer_object = (uintptr_t)bo;
230 error = gl_info->gl_ops.gl.p_glGetError();
231 if (!bo->id || error != GL_NO_ERROR)
233 ERR("Failed to create a BO with error %s (%#x).\n", debug_glerror(error), error);
234 goto fail;
237 wined3d_buffer_gl_bind(buffer_gl, context_gl);
238 error = gl_info->gl_ops.gl.p_glGetError();
239 if (error != GL_NO_ERROR)
241 ERR("Failed to bind the BO with error %s (%#x).\n", debug_glerror(error), error);
242 goto fail;
245 if (buffer_gl->b.resource.usage & WINED3DUSAGE_DYNAMIC)
247 TRACE("Buffer has WINED3DUSAGE_DYNAMIC set.\n");
248 gl_usage = GL_STREAM_DRAW_ARB;
250 if (gl_info->supported[APPLE_FLUSH_BUFFER_RANGE])
252 GL_EXTCALL(glBufferParameteriAPPLE(bo->binding, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE));
253 GL_EXTCALL(glBufferParameteriAPPLE(bo->binding, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE));
254 checkGLcall("glBufferParameteriAPPLE");
255 buffer_gl->b.flags |= WINED3D_BUFFER_APPLESYNC;
257 /* No setup is needed here for GL_ARB_map_buffer_range. */
260 GL_EXTCALL(glBufferData(bo->binding, buffer_gl->b.resource.size, NULL, gl_usage));
261 error = gl_info->gl_ops.gl.p_glGetError();
262 if (error != GL_NO_ERROR)
264 ERR("glBufferData failed with error %s (%#x).\n", debug_glerror(error), error);
265 goto fail;
268 buffer_gl->buffer_object_usage = gl_usage;
269 buffer_invalidate_bo_range(&buffer_gl->b, 0, 0);
271 return TRUE;
273 fail:
274 /* Clean up all BO init, but continue because we can work without a BO :-) */
275 ERR("Failed to create a buffer object. Continuing, but performance issues may occur.\n");
276 buffer_gl->b.flags &= ~WINED3D_BUFFER_USE_BO;
277 wined3d_buffer_gl_destroy_buffer_object(buffer_gl, context_gl);
278 buffer_clear_dirty_areas(&buffer_gl->b);
279 return FALSE;
282 static BOOL buffer_process_converted_attribute(struct wined3d_buffer *buffer,
283 const enum wined3d_buffer_conversion_type conversion_type,
284 const struct wined3d_stream_info_element *attrib, DWORD *stride_this_run)
286 const struct wined3d_format *format = attrib->format;
287 BOOL ret = FALSE;
288 unsigned int i;
289 DWORD_PTR data;
291 /* Check for some valid situations which cause us pain. One is if the buffer is used for
292 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
293 * with different strides. In the 2nd case we might have to drop conversion entirely,
294 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
296 if (!attrib->stride)
298 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else.\n",
299 debug_d3dformat(format->id));
301 else if (attrib->stride != *stride_this_run && *stride_this_run)
303 FIXME("Got two concurrent strides, %d and %d.\n", attrib->stride, *stride_this_run);
305 else
307 *stride_this_run = attrib->stride;
308 if (buffer->stride != *stride_this_run)
310 /* We rely that this happens only on the first converted attribute that is found,
311 * if at all. See above check
313 TRACE("Reconverting because converted attributes occur, and the stride changed.\n");
314 buffer->stride = *stride_this_run;
315 heap_free(buffer->conversion_map);
316 buffer->conversion_map = heap_calloc(buffer->stride, sizeof(*buffer->conversion_map));
317 ret = TRUE;
321 data = ((DWORD_PTR)attrib->data.addr) % buffer->stride;
322 for (i = 0; i < format->byte_count; ++i)
324 DWORD_PTR idx = (data + i) % buffer->stride;
325 if (buffer->conversion_map[idx] != conversion_type)
327 TRACE("Byte %lu in vertex changed:\n", idx);
328 TRACE(" It was type %#x, is %#x now.\n", buffer->conversion_map[idx], conversion_type);
329 ret = TRUE;
330 buffer->conversion_map[idx] = conversion_type;
334 return ret;
337 #define WINED3D_BUFFER_FIXUP_D3DCOLOR 0x01
338 #define WINED3D_BUFFER_FIXUP_XYZRHW 0x02
340 static BOOL buffer_check_attribute(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
341 const struct wined3d_state *state, UINT attrib_idx, DWORD fixup_flags, DWORD *stride_this_run)
343 const struct wined3d_stream_info_element *attrib = &si->elements[attrib_idx];
344 enum wined3d_format_id format;
345 BOOL ret = FALSE;
347 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
348 * there, on nonexistent attribs the vbo is 0.
350 if (!(si->use_map & (1u << attrib_idx))
351 || state->streams[attrib->stream_idx].buffer != This)
352 return FALSE;
354 format = attrib->format->id;
355 /* Look for newly appeared conversion */
356 if (fixup_flags & WINED3D_BUFFER_FIXUP_D3DCOLOR && format == WINED3DFMT_B8G8R8A8_UNORM)
358 ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run);
360 else if (fixup_flags & WINED3D_BUFFER_FIXUP_XYZRHW && si->position_transformed)
362 if (format != WINED3DFMT_R32G32B32A32_FLOAT)
364 FIXME("Unexpected format %s for transformed position.\n", debug_d3dformat(format));
365 return FALSE;
368 ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run);
370 else if (This->conversion_map)
372 ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run);
375 return ret;
378 static BOOL buffer_find_decl(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
379 const struct wined3d_state *state, DWORD fixup_flags)
381 UINT stride_this_run = 0;
382 BOOL ret = FALSE;
384 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
385 * Once we have our declaration there is no need to look it up again. Index buffers also never need
386 * conversion, so once the (empty) conversion structure is created don't bother checking again
388 if (This->flags & WINED3D_BUFFER_HASDESC)
390 if(This->resource.usage & WINED3DUSAGE_STATICDECL) return FALSE;
393 if (!fixup_flags)
395 TRACE("No fixup required.\n");
396 if(This->conversion_map)
398 heap_free(This->conversion_map);
399 This->conversion_map = NULL;
400 This->stride = 0;
401 return TRUE;
404 return FALSE;
407 TRACE("Finding vertex buffer conversion information\n");
408 /* Certain declaration types need some fixups before we can pass them to
409 * opengl. This means D3DCOLOR attributes with fixed function vertex
410 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
411 * GL_ARB_half_float_vertex is not supported.
413 * Note for d3d8 and d3d9:
414 * The vertex buffer FVF doesn't help with finding them, we have to use
415 * the decoded vertex declaration and pick the things that concern the
416 * current buffer. A problem with this is that this can change between
417 * draws, so we have to validate the information and reprocess the buffer
418 * if it changes, and avoid false positives for performance reasons.
419 * WineD3D doesn't even know the vertex buffer any more, it is managed
420 * by the client libraries and passed to SetStreamSource and ProcessVertices
421 * as needed.
423 * We have to distinguish between vertex shaders and fixed function to
424 * pick the way we access the strided vertex information.
426 * This code sets up a per-byte array with the size of the detected
427 * stride of the arrays in the buffer. For each byte we have a field
428 * that marks the conversion needed on this byte. For example, the
429 * following declaration with fixed function vertex processing:
431 * POSITIONT, FLOAT4
432 * NORMAL, FLOAT3
433 * DIFFUSE, FLOAT16_4
434 * SPECULAR, D3DCOLOR
436 * Will result in
437 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
438 * [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]
440 * Where in this example map P means 4 component position conversion, 0
441 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
442 * conversion (red / blue swizzle).
444 * If we're doing conversion and the stride changes we have to reconvert
445 * the whole buffer. Note that we do not mind if the semantic changes,
446 * we only care for the conversion type. So if the NORMAL is replaced
447 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
448 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
449 * conversion types depend on the semantic as well, for example a FLOAT4
450 * texcoord needs no conversion while a FLOAT4 positiont needs one
453 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_POSITION,
454 fixup_flags, &stride_this_run) || ret;
455 fixup_flags &= ~WINED3D_BUFFER_FIXUP_XYZRHW;
457 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_BLENDWEIGHT,
458 fixup_flags, &stride_this_run) || ret;
459 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_BLENDINDICES,
460 fixup_flags, &stride_this_run) || ret;
461 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_NORMAL,
462 fixup_flags, &stride_this_run) || ret;
463 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_DIFFUSE,
464 fixup_flags, &stride_this_run) || ret;
465 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_SPECULAR,
466 fixup_flags, &stride_this_run) || ret;
467 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD0,
468 fixup_flags, &stride_this_run) || ret;
469 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD1,
470 fixup_flags, &stride_this_run) || ret;
471 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD2,
472 fixup_flags, &stride_this_run) || ret;
473 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD3,
474 fixup_flags, &stride_this_run) || ret;
475 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD4,
476 fixup_flags, &stride_this_run) || ret;
477 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD5,
478 fixup_flags, &stride_this_run) || ret;
479 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD6,
480 fixup_flags, &stride_this_run) || ret;
481 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD7,
482 fixup_flags, &stride_this_run) || ret;
484 if (!stride_this_run && This->conversion_map)
486 /* Sanity test */
487 if (!ret)
488 ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
489 heap_free(This->conversion_map);
490 This->conversion_map = NULL;
491 This->stride = 0;
494 if (ret) TRACE("Conversion information changed\n");
496 return ret;
499 static inline unsigned int fixup_d3dcolor(DWORD *dst_color)
501 DWORD src_color = *dst_color;
503 /* Color conversion like in draw_primitive_immediate_mode(). Watch out for
504 * endianness. If we want this to work on big-endian machines as well we
505 * have to consider more things.
507 * 0xff000000: Alpha mask
508 * 0x00ff0000: Blue mask
509 * 0x0000ff00: Green mask
510 * 0x000000ff: Red mask
512 *dst_color = 0;
513 *dst_color |= (src_color & 0xff00ff00u); /* Alpha Green */
514 *dst_color |= (src_color & 0x00ff0000u) >> 16; /* Red */
515 *dst_color |= (src_color & 0x000000ffu) << 16; /* Blue */
517 return sizeof(*dst_color);
520 static inline unsigned int fixup_transformed_pos(struct wined3d_vec4 *p)
522 /* rhw conversion like in position_float4(). */
523 if (p->w != 1.0f && p->w != 0.0f)
525 float w = 1.0f / p->w;
526 p->x *= w;
527 p->y *= w;
528 p->z *= w;
529 p->w = w;
532 return sizeof(*p);
535 ULONG CDECL wined3d_buffer_incref(struct wined3d_buffer *buffer)
537 ULONG refcount = InterlockedIncrement(&buffer->resource.ref);
539 TRACE("%p increasing refcount to %u.\n", buffer, refcount);
541 return refcount;
544 static void buffer_conversion_upload(struct wined3d_buffer *buffer, struct wined3d_context *context)
546 unsigned int i, j, range_idx, start, end, vertex_count;
547 BYTE *data;
549 if (!wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM))
551 ERR("Failed to load system memory.\n");
552 return;
554 buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
556 /* Now for each vertex in the buffer that needs conversion. */
557 vertex_count = buffer->resource.size / buffer->stride;
559 if (!(data = heap_alloc(buffer->resource.size)))
561 ERR("Out of memory.\n");
562 return;
565 for (range_idx = 0; range_idx < buffer->modified_areas; ++range_idx)
567 start = buffer->maps[range_idx].offset;
568 end = start + buffer->maps[range_idx].size;
570 memcpy(data + start, (BYTE *)buffer->resource.heap_memory + start, end - start);
571 for (i = start / buffer->stride; i < min((end / buffer->stride) + 1, vertex_count); ++i)
573 for (j = 0; j < buffer->stride;)
575 switch (buffer->conversion_map[j])
577 case CONV_NONE:
578 /* Done already */
579 j += sizeof(DWORD);
580 break;
581 case CONV_D3DCOLOR:
582 j += fixup_d3dcolor((DWORD *) (data + i * buffer->stride + j));
583 break;
584 case CONV_POSITIONT:
585 j += fixup_transformed_pos((struct wined3d_vec4 *) (data + i * buffer->stride + j));
586 break;
587 default:
588 FIXME("Unimplemented conversion %d in shifted conversion.\n", buffer->conversion_map[j]);
589 ++j;
595 buffer->buffer_ops->buffer_upload_ranges(buffer, context,
596 data, 0, buffer->modified_areas, buffer->maps);
598 heap_free(data);
601 BOOL wined3d_buffer_prepare_location(struct wined3d_buffer *buffer,
602 struct wined3d_context *context, unsigned int location)
604 return buffer->buffer_ops->buffer_prepare_location(buffer, context, location);
607 static void wined3d_buffer_unload_location(struct wined3d_buffer *buffer,
608 struct wined3d_context *context, unsigned int location)
610 buffer->buffer_ops->buffer_unload_location(buffer, context, location);
613 BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer,
614 struct wined3d_context *context, DWORD location)
616 struct wined3d_range range;
618 TRACE("buffer %p, context %p, location %s.\n",
619 buffer, context, wined3d_debug_location(location));
621 if (buffer->locations & location)
623 TRACE("Location (%#x) is already up to date.\n", location);
624 return TRUE;
627 if (!buffer->locations)
629 ERR("Buffer %p does not have any up to date location.\n", buffer);
630 wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_DISCARDED);
631 return wined3d_buffer_load_location(buffer, context, location);
634 TRACE("Current buffer location %s.\n", wined3d_debug_location(buffer->locations));
636 if (!wined3d_buffer_prepare_location(buffer, context, location))
637 return FALSE;
639 if (buffer->locations & WINED3D_LOCATION_DISCARDED)
641 TRACE("Buffer previously discarded, nothing to do.\n");
642 wined3d_buffer_validate_location(buffer, location);
643 wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_DISCARDED);
644 return TRUE;
647 switch (location)
649 case WINED3D_LOCATION_SYSMEM:
650 range.offset = 0;
651 range.size = buffer->resource.size;
652 buffer->buffer_ops->buffer_download_ranges(buffer, context,
653 buffer->resource.heap_memory, 0, 1, &range);
654 break;
656 case WINED3D_LOCATION_BUFFER:
657 if (!buffer->conversion_map)
658 buffer->buffer_ops->buffer_upload_ranges(buffer, context,
659 buffer->resource.heap_memory, 0, buffer->modified_areas, buffer->maps);
660 else
661 buffer_conversion_upload(buffer, context);
662 break;
664 default:
665 ERR("Invalid location %s.\n", wined3d_debug_location(location));
666 return FALSE;
669 wined3d_buffer_validate_location(buffer, location);
670 if (buffer->resource.heap_memory && location == WINED3D_LOCATION_BUFFER
671 && !(buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
672 wined3d_buffer_evict_sysmem(buffer);
674 return TRUE;
677 /* Context activation is done by the caller. */
678 BYTE *wined3d_buffer_load_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context)
680 if (wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM))
681 buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
682 return buffer->resource.heap_memory;
685 DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer,
686 struct wined3d_bo_address *data, DWORD locations)
688 TRACE("buffer %p, data %p, locations %s.\n",
689 buffer, data, wined3d_debug_location(locations));
691 if (locations & WINED3D_LOCATION_BUFFER)
693 data->buffer_object = buffer->buffer_object;
694 data->addr = NULL;
695 return WINED3D_LOCATION_BUFFER;
697 if (locations & WINED3D_LOCATION_SYSMEM)
699 data->buffer_object = 0;
700 data->addr = buffer->resource.heap_memory;
701 return WINED3D_LOCATION_SYSMEM;
704 ERR("Unexpected locations %s.\n", wined3d_debug_location(locations));
705 data->buffer_object = 0;
706 data->addr = NULL;
707 return 0;
710 static void buffer_resource_unload(struct wined3d_resource *resource)
712 struct wined3d_buffer *buffer = buffer_from_resource(resource);
714 TRACE("buffer %p.\n", buffer);
716 if (buffer->buffer_object)
718 struct wined3d_context *context;
720 context = context_acquire(resource->device, NULL, 0);
722 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
723 wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_BUFFER);
724 wined3d_buffer_unload_location(buffer, context, WINED3D_LOCATION_BUFFER);
725 buffer_clear_dirty_areas(buffer);
727 context_release(context);
729 heap_free(buffer->conversion_map);
730 buffer->conversion_map = NULL;
731 buffer->stride = 0;
732 buffer->conversion_stride = 0;
733 buffer->flags &= ~WINED3D_BUFFER_HASDESC;
736 resource_unload(resource);
739 static void wined3d_buffer_drop_bo(struct wined3d_buffer *buffer)
741 buffer->flags &= ~WINED3D_BUFFER_USE_BO;
742 buffer_resource_unload(&buffer->resource);
745 static void wined3d_buffer_destroy_object(void *object)
747 struct wined3d_buffer *buffer = object;
748 struct wined3d_context *context;
750 if (buffer->buffer_object)
752 context = context_acquire(buffer->resource.device, NULL, 0);
753 wined3d_buffer_unload_location(buffer, context, WINED3D_LOCATION_BUFFER);
754 context_release(context);
756 heap_free(buffer->conversion_map);
757 heap_free(buffer->maps);
760 void wined3d_buffer_cleanup(struct wined3d_buffer *buffer)
762 wined3d_cs_destroy_object(buffer->resource.device->cs, wined3d_buffer_destroy_object, buffer);
763 resource_cleanup(&buffer->resource);
766 ULONG CDECL wined3d_buffer_decref(struct wined3d_buffer *buffer)
768 ULONG refcount = InterlockedDecrement(&buffer->resource.ref);
770 TRACE("%p decreasing refcount to %u.\n", buffer, refcount);
772 if (!refcount)
774 buffer->resource.parent_ops->wined3d_object_destroyed(buffer->resource.parent);
775 buffer->resource.device->adapter->adapter_ops->adapter_destroy_buffer(buffer);
778 return refcount;
781 void * CDECL wined3d_buffer_get_parent(const struct wined3d_buffer *buffer)
783 TRACE("buffer %p.\n", buffer);
785 return buffer->resource.parent;
788 /* The caller provides a context and binds the buffer */
789 static void wined3d_buffer_gl_sync_apple(struct wined3d_buffer_gl *buffer_gl,
790 uint32_t flags, struct wined3d_context_gl *context_gl)
792 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
793 enum wined3d_fence_result ret;
794 HRESULT hr;
796 /* No fencing needs to be done if the app promises not to overwrite
797 * existing data. */
798 if (flags & WINED3D_MAP_NOOVERWRITE)
799 return;
801 if (flags & WINED3D_MAP_DISCARD)
803 wined3d_buffer_gl_bind(buffer_gl, context_gl);
805 GL_EXTCALL(glBufferData(buffer_gl->bo.binding, buffer_gl->b.resource.size,
806 NULL, buffer_gl->buffer_object_usage));
807 checkGLcall("glBufferData");
808 return;
811 if (!buffer_gl->b.fence)
813 TRACE("Creating fence for buffer %p.\n", buffer_gl);
815 if (FAILED(hr = wined3d_fence_create(buffer_gl->b.resource.device, &buffer_gl->b.fence)))
817 if (hr == WINED3DERR_NOTAVAILABLE)
818 FIXME("Fences not supported, dropping async buffer locks.\n");
819 else
820 ERR("Failed to create fence, hr %#x.\n", hr);
821 goto drop_fence;
824 /* Since we don't know about old draws a glFinish is needed once */
825 gl_info->gl_ops.gl.p_glFinish();
826 return;
829 TRACE("Synchronizing buffer %p.\n", buffer_gl);
830 ret = wined3d_fence_wait(buffer_gl->b.fence, buffer_gl->b.resource.device);
831 switch (ret)
833 case WINED3D_FENCE_NOT_STARTED:
834 case WINED3D_FENCE_OK:
835 /* All done */
836 return;
838 case WINED3D_FENCE_WRONG_THREAD:
839 WARN("Cannot synchronize buffer lock due to a thread conflict.\n");
840 goto drop_fence;
842 default:
843 ERR("wined3d_fence_wait() returned %u, dropping async buffer locks.\n", ret);
844 goto drop_fence;
847 drop_fence:
848 if (buffer_gl->b.fence)
850 wined3d_fence_destroy(buffer_gl->b.fence);
851 buffer_gl->b.fence = NULL;
854 gl_info->gl_ops.gl.p_glFinish();
855 wined3d_buffer_gl_bind(buffer_gl, context_gl);
856 GL_EXTCALL(glBufferParameteriAPPLE(buffer_gl->bo.binding, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE));
857 checkGLcall("glBufferParameteriAPPLE(buffer_gl->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
858 buffer_gl->b.flags &= ~WINED3D_BUFFER_APPLESYNC;
861 static void buffer_mark_used(struct wined3d_buffer *buffer)
863 buffer->flags &= ~WINED3D_BUFFER_DISCARD;
866 /* Context activation is done by the caller. */
867 void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *context,
868 const struct wined3d_state *state)
870 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
871 BOOL decl_changed = FALSE;
873 TRACE("buffer %p.\n", buffer);
875 if (buffer->resource.map_count && buffer->map_ptr)
877 FIXME("Buffer is mapped through buffer object, not loading.\n");
878 return;
880 else if (buffer->resource.map_count)
882 WARN("Loading mapped buffer.\n");
885 buffer_mark_used(buffer);
887 /* TODO: Make converting independent from VBOs */
888 if (!(buffer->flags & WINED3D_BUFFER_USE_BO))
890 /* Not doing any conversion */
891 return;
894 if (!wined3d_buffer_prepare_location(buffer, context, WINED3D_LOCATION_BUFFER))
896 ERR("Failed to prepare buffer location.\n");
897 return;
900 /* Reading the declaration makes only sense if we have valid state information
901 * (i.e., if this function is called during draws). */
902 if (state)
904 DWORD fixup_flags = 0;
906 if (!use_vs(state))
908 if (!d3d_info->vertex_bgra && !d3d_info->ffp_generic_attributes)
909 fixup_flags |= WINED3D_BUFFER_FIXUP_D3DCOLOR;
910 if (!d3d_info->xyzrhw)
911 fixup_flags |= WINED3D_BUFFER_FIXUP_XYZRHW;
914 decl_changed = buffer_find_decl(buffer, &context->stream_info, state, fixup_flags);
915 buffer->flags |= WINED3D_BUFFER_HASDESC;
918 if (!decl_changed && !(buffer->flags & WINED3D_BUFFER_HASDESC && buffer_is_dirty(buffer)))
920 ++buffer->draw_count;
921 if (buffer->draw_count > VB_RESETDECLCHANGE)
922 buffer->decl_change_count = 0;
923 if (buffer->draw_count > VB_RESETFULLCONVS)
924 buffer->full_conversion_count = 0;
925 return;
928 /* If applications change the declaration over and over, reconverting all the time is a huge
929 * performance hit. So count the declaration changes and release the VBO if there are too many
930 * of them (and thus stop converting)
932 if (decl_changed)
934 ++buffer->decl_change_count;
935 buffer->draw_count = 0;
937 if (buffer->decl_change_count > VB_MAXDECLCHANGES
938 || (buffer->conversion_map && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)))
940 FIXME("Too many declaration changes or converting dynamic buffer, stopping converting.\n");
941 wined3d_buffer_drop_bo(buffer);
942 return;
945 /* The declaration changed, reload the whole buffer. */
946 WARN("Reloading buffer because of a vertex declaration change.\n");
947 buffer_invalidate_bo_range(buffer, 0, 0);
949 else
951 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
952 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
953 * decl changes and reset the decl change count after a specific number of them
955 if (buffer->conversion_map && buffer_is_fully_dirty(buffer))
957 ++buffer->full_conversion_count;
958 if (buffer->full_conversion_count > VB_MAXFULLCONVERSIONS)
960 FIXME("Too many full buffer conversions, stopping converting.\n");
961 wined3d_buffer_drop_bo(buffer);
962 return;
965 else
967 ++buffer->draw_count;
968 if (buffer->draw_count > VB_RESETDECLCHANGE)
969 buffer->decl_change_count = 0;
970 if (buffer->draw_count > VB_RESETFULLCONVS)
971 buffer->full_conversion_count = 0;
975 if (!wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER))
976 ERR("Failed to load buffer location.\n");
979 struct wined3d_resource * CDECL wined3d_buffer_get_resource(struct wined3d_buffer *buffer)
981 TRACE("buffer %p.\n", buffer);
983 return &buffer->resource;
986 static HRESULT buffer_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx,
987 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, uint32_t flags)
989 struct wined3d_buffer *buffer = buffer_from_resource(resource);
990 struct wined3d_device *device = resource->device;
991 struct wined3d_context *context;
992 unsigned int offset, size;
993 uint8_t *base;
994 LONG count;
996 TRACE("resource %p, sub_resource_idx %u, map_desc %p, box %s, flags %#x.\n",
997 resource, sub_resource_idx, map_desc, debug_box(box), flags);
999 if (sub_resource_idx)
1001 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
1002 return E_INVALIDARG;
1005 if (box)
1007 offset = box->left;
1008 size = box->right - box->left;
1010 else
1012 offset = size = 0;
1015 map_desc->row_pitch = map_desc->slice_pitch = resource->size;
1017 count = ++resource->map_count;
1019 if (buffer->buffer_object)
1021 unsigned int dirty_offset = offset, dirty_size = size;
1022 struct wined3d_bo_address addr;
1024 /* DISCARD invalidates the entire buffer, regardless of the specified
1025 * offset and size. Some applications also depend on the entire buffer
1026 * being uploaded in that case. Two such applications are Port Royale
1027 * and Darkstar One. */
1028 if (flags & WINED3D_MAP_DISCARD)
1030 dirty_offset = 0;
1031 dirty_size = 0;
1034 if (((flags & WINED3D_MAP_WRITE) && !(flags & (WINED3D_MAP_NOOVERWRITE | WINED3D_MAP_DISCARD)))
1035 || (!(flags & WINED3D_MAP_WRITE) && (buffer->locations & WINED3D_LOCATION_SYSMEM))
1036 || buffer->flags & WINED3D_BUFFER_PIN_SYSMEM)
1038 if (!(buffer->locations & WINED3D_LOCATION_SYSMEM))
1040 context = context_acquire(device, NULL, 0);
1041 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
1042 context_release(context);
1045 if (flags & WINED3D_MAP_WRITE)
1046 wined3d_buffer_invalidate_range(buffer, WINED3D_LOCATION_BUFFER, dirty_offset, dirty_size);
1048 else
1050 context = context_acquire(device, NULL, 0);
1052 if (flags & WINED3D_MAP_DISCARD)
1053 wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_BUFFER);
1054 else
1055 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER);
1057 if (flags & WINED3D_MAP_WRITE)
1059 wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_SYSMEM);
1060 buffer_invalidate_bo_range(buffer, dirty_offset, dirty_size);
1063 if ((flags & WINED3D_MAP_DISCARD) && resource->heap_memory)
1064 wined3d_buffer_evict_sysmem(buffer);
1066 if (count == 1)
1068 /* Filter redundant WINED3D_MAP_DISCARD maps. The 3DMark2001
1069 * multitexture fill rate test seems to depend on this. When
1070 * we map a buffer with GL_MAP_INVALIDATE_BUFFER_BIT, the
1071 * driver is free to discard the previous contents of the
1072 * buffer. The r600g driver only does this when the buffer is
1073 * currently in use, while the proprietary NVIDIA driver
1074 * appears to do this unconditionally. */
1075 if (buffer->flags & WINED3D_BUFFER_DISCARD)
1076 flags &= ~WINED3D_MAP_DISCARD;
1078 if (buffer->flags & WINED3D_BUFFER_APPLESYNC)
1079 wined3d_buffer_gl_sync_apple(wined3d_buffer_gl(buffer), flags, wined3d_context_gl(context));
1081 addr.buffer_object = buffer->buffer_object;
1082 addr.addr = 0;
1083 buffer->map_ptr = wined3d_context_map_bo_address(context, &addr, resource->size, flags);
1085 if (((DWORD_PTR)buffer->map_ptr) & (RESOURCE_ALIGNMENT - 1))
1087 WARN("Pointer %p is not %u byte aligned.\n", buffer->map_ptr, RESOURCE_ALIGNMENT);
1089 wined3d_context_unmap_bo_address(context, &addr, 0, NULL);
1090 buffer->map_ptr = NULL;
1092 if (resource->usage & WINED3DUSAGE_DYNAMIC)
1094 /* The extra copy is more expensive than not using VBOs
1095 * at all on the NVIDIA Linux driver, which is the
1096 * only driver that returns unaligned pointers. */
1097 TRACE("Dynamic buffer, dropping VBO.\n");
1098 wined3d_buffer_drop_bo(buffer);
1100 else
1102 TRACE("Falling back to doublebuffered operation.\n");
1103 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
1104 buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
1106 TRACE("New pointer is %p.\n", resource->heap_memory);
1110 context_release(context);
1113 if (flags & WINED3D_MAP_DISCARD)
1114 buffer->flags |= WINED3D_BUFFER_DISCARD;
1117 base = buffer->map_ptr ? buffer->map_ptr : resource->heap_memory;
1118 map_desc->data = base + offset;
1120 TRACE("Returning memory at %p (base %p, offset %u).\n", map_desc->data, base, offset);
1122 return WINED3D_OK;
1125 static HRESULT buffer_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
1127 struct wined3d_buffer *buffer = buffer_from_resource(resource);
1128 unsigned int range_count = buffer->modified_areas;
1129 struct wined3d_device *device = resource->device;
1130 struct wined3d_context *context;
1131 struct wined3d_bo_address addr;
1133 TRACE("resource %p, sub_resource_idx %u.\n", resource, sub_resource_idx);
1135 if (sub_resource_idx)
1137 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
1138 return E_INVALIDARG;
1141 if (!resource->map_count)
1143 WARN("Unmap called without a previous map call.\n");
1144 return WINED3D_OK;
1147 if (--resource->map_count)
1149 /* Delay loading the buffer until everything is unmapped. */
1150 TRACE("Ignoring unmap.\n");
1151 return WINED3D_OK;
1154 if (!buffer->map_ptr)
1155 return WINED3D_OK;
1157 context = context_acquire(device, NULL, 0);
1159 if (buffer->flags & WINED3D_BUFFER_APPLESYNC)
1161 struct wined3d_context_gl *context_gl;
1162 const struct wined3d_gl_info *gl_info;
1163 struct wined3d_buffer_gl *buffer_gl;
1164 unsigned int i;
1166 buffer_gl = wined3d_buffer_gl(buffer);
1167 context_gl = wined3d_context_gl(context);
1168 gl_info = context_gl->gl_info;
1170 wined3d_buffer_gl_bind(buffer_gl, context_gl);
1171 for (i = 0; i < range_count; ++i)
1173 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(buffer_gl->bo.binding,
1174 buffer->maps[i].offset, buffer->maps[i].size));
1175 checkGLcall("glFlushMappedBufferRangeAPPLE");
1177 range_count = 0;
1180 addr.buffer_object = buffer->buffer_object;
1181 addr.addr = 0;
1182 wined3d_context_unmap_bo_address(context, &addr, range_count, buffer->maps);
1184 context_release(context);
1186 buffer_clear_dirty_areas(buffer);
1187 buffer->map_ptr = NULL;
1189 return WINED3D_OK;
1192 void wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset,
1193 struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size)
1195 struct wined3d_bo_address dst, src;
1196 struct wined3d_context *context;
1197 DWORD dst_location;
1199 TRACE("dst_buffer %p, dst_offset %u, src_buffer %p, src_offset %u, size %u.\n",
1200 dst_buffer, dst_offset, src_buffer, src_offset, size);
1202 buffer_mark_used(dst_buffer);
1203 buffer_mark_used(src_buffer);
1205 dst_location = wined3d_buffer_get_memory(dst_buffer, &dst, dst_buffer->locations);
1206 dst.addr += dst_offset;
1208 wined3d_buffer_get_memory(src_buffer, &src, src_buffer->locations);
1209 src.addr += src_offset;
1211 context = context_acquire(dst_buffer->resource.device, NULL, 0);
1212 wined3d_context_copy_bo_address(context, &dst, &src, size);
1213 context_release(context);
1215 wined3d_buffer_invalidate_range(dst_buffer, ~dst_location, dst_offset, size);
1218 void wined3d_buffer_upload_data(struct wined3d_buffer *buffer, struct wined3d_context *context,
1219 const struct wined3d_box *box, const void *data)
1221 struct wined3d_range range;
1223 if (box)
1225 range.offset = box->left;
1226 range.size = box->right - box->left;
1228 else
1230 range.offset = 0;
1231 range.size = buffer->resource.size;
1234 buffer->buffer_ops->buffer_upload_ranges(buffer, context, data, range.offset, 1, &range);
1237 static void wined3d_buffer_init_data(struct wined3d_buffer *buffer,
1238 struct wined3d_device *device, const struct wined3d_sub_resource_data *data)
1240 struct wined3d_resource *resource = &buffer->resource;
1241 struct wined3d_bo_address bo;
1242 struct wined3d_box box;
1244 if (buffer->flags & WINED3D_BUFFER_USE_BO)
1246 wined3d_box_set(&box, 0, 0, resource->size, 1, 0, 1);
1247 wined3d_cs_emit_update_sub_resource(device->cs, resource,
1248 0, &box, data->data, data->row_pitch, data->slice_pitch);
1250 else
1252 wined3d_buffer_get_memory(buffer, &bo, WINED3D_LOCATION_SYSMEM);
1253 memcpy(bo.addr, data->data, resource->size);
1254 wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_SYSMEM);
1255 wined3d_buffer_invalidate_location(buffer, ~WINED3D_LOCATION_SYSMEM);
1259 static ULONG buffer_resource_incref(struct wined3d_resource *resource)
1261 return wined3d_buffer_incref(buffer_from_resource(resource));
1264 static ULONG buffer_resource_decref(struct wined3d_resource *resource)
1266 return wined3d_buffer_decref(buffer_from_resource(resource));
1269 static void buffer_resource_preload(struct wined3d_resource *resource)
1271 struct wined3d_context *context;
1273 context = context_acquire(resource->device, NULL, 0);
1274 wined3d_buffer_load(buffer_from_resource(resource), context, NULL);
1275 context_release(context);
1278 static const struct wined3d_resource_ops buffer_resource_ops =
1280 buffer_resource_incref,
1281 buffer_resource_decref,
1282 buffer_resource_preload,
1283 buffer_resource_unload,
1284 buffer_resource_sub_resource_map,
1285 buffer_resource_sub_resource_unmap,
1288 GLenum wined3d_buffer_gl_binding_from_bind_flags(const struct wined3d_gl_info *gl_info, uint32_t bind_flags)
1290 if (!bind_flags)
1291 return GL_PIXEL_UNPACK_BUFFER;
1293 if (bind_flags == WINED3D_BIND_INDEX_BUFFER)
1294 return GL_ELEMENT_ARRAY_BUFFER;
1296 if (bind_flags & (WINED3D_BIND_SHADER_RESOURCE | WINED3D_BIND_UNORDERED_ACCESS)
1297 && gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
1298 return GL_TEXTURE_BUFFER;
1300 if (bind_flags & WINED3D_BIND_CONSTANT_BUFFER)
1301 return GL_UNIFORM_BUFFER;
1303 if (bind_flags & WINED3D_BIND_STREAM_OUTPUT)
1304 return GL_TRANSFORM_FEEDBACK_BUFFER;
1306 if (bind_flags & WINED3D_BIND_INDIRECT_BUFFER
1307 && gl_info->supported[ARB_DRAW_INDIRECT])
1308 return GL_DRAW_INDIRECT_BUFFER;
1310 if (bind_flags & ~(WINED3D_BIND_VERTEX_BUFFER | WINED3D_BIND_INDEX_BUFFER))
1311 FIXME("Unhandled bind flags %#x.\n", bind_flags);
1313 return GL_ARRAY_BUFFER;
1316 static HRESULT wined3d_buffer_init(struct wined3d_buffer *buffer, 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, const struct wined3d_buffer_ops *buffer_ops)
1320 const struct wined3d_format *format = wined3d_get_format(device->adapter, WINED3DFMT_UNKNOWN, desc->bind_flags);
1321 struct wined3d_resource *resource = &buffer->resource;
1322 HRESULT hr;
1324 TRACE("buffer %p, device %p, desc byte_width %u, usage %s, bind_flags %s, "
1325 "access %s, data %p, parent %p, parent_ops %p.\n",
1326 buffer, device, desc->byte_width, debug_d3dusage(desc->usage), wined3d_debug_bind_flags(desc->bind_flags),
1327 wined3d_debug_resource_access(desc->access), data, parent, parent_ops);
1329 if (!desc->byte_width)
1331 WARN("Size 0 requested, returning E_INVALIDARG.\n");
1332 return E_INVALIDARG;
1335 if (desc->bind_flags & WINED3D_BIND_CONSTANT_BUFFER && desc->byte_width & (WINED3D_CONSTANT_BUFFER_ALIGNMENT - 1))
1337 WARN("Size %#x is not suitably aligned for constant buffers.\n", desc->byte_width);
1338 return E_INVALIDARG;
1341 if (data && !data->data)
1343 WARN("Invalid sub-resource data specified.\n");
1344 return E_INVALIDARG;
1347 if (FAILED(hr = resource_init(resource, device, WINED3D_RTYPE_BUFFER, format,
1348 WINED3D_MULTISAMPLE_NONE, 0, desc->usage, desc->bind_flags, desc->access,
1349 desc->byte_width, 1, 1, desc->byte_width, parent, parent_ops, &buffer_resource_ops)))
1351 WARN("Failed to initialize resource, hr %#x.\n", hr);
1352 return hr;
1354 buffer->buffer_ops = buffer_ops;
1355 buffer->structure_byte_stride = desc->structure_byte_stride;
1356 buffer->locations = data ? WINED3D_LOCATION_DISCARDED : WINED3D_LOCATION_SYSMEM;
1358 TRACE("buffer %p, size %#x, usage %#x, memory @ %p.\n",
1359 buffer, buffer->resource.size, buffer->resource.usage, buffer->resource.heap_memory);
1361 if (device->create_parms.flags & WINED3DCREATE_SOFTWARE_VERTEXPROCESSING
1362 || wined3d_resource_access_is_managed(desc->access))
1364 /* SWvp and managed buffers always return the same pointer in buffer
1365 * maps and retain data in DISCARD maps. Keep a system memory copy of
1366 * the buffer to provide the same behavior to the application. */
1367 TRACE("Pinning system memory.\n");
1368 buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
1369 buffer->locations = WINED3D_LOCATION_SYSMEM;
1372 if (buffer->locations & WINED3D_LOCATION_SYSMEM || !(buffer->flags & WINED3D_BUFFER_USE_BO))
1374 if (!wined3d_resource_prepare_sysmem(&buffer->resource))
1375 return E_OUTOFMEMORY;
1378 if (!(buffer->maps = heap_alloc(sizeof(*buffer->maps))))
1380 ERR("Out of memory.\n");
1381 buffer_resource_unload(resource);
1382 resource_cleanup(resource);
1383 wined3d_resource_wait_idle(resource);
1384 return E_OUTOFMEMORY;
1386 buffer->maps_size = 1;
1388 if (data)
1389 wined3d_buffer_init_data(buffer, device, data);
1391 return WINED3D_OK;
1394 static BOOL wined3d_buffer_no3d_prepare_location(struct wined3d_buffer *buffer,
1395 struct wined3d_context *context, unsigned int location)
1397 if (location == WINED3D_LOCATION_SYSMEM)
1398 return wined3d_resource_prepare_sysmem(&buffer->resource);
1400 FIXME("Unhandled location %s.\n", wined3d_debug_location(location));
1402 return FALSE;
1405 static void wined3d_buffer_no3d_unload_location(struct wined3d_buffer *buffer,
1406 struct wined3d_context *context, unsigned int location)
1408 TRACE("buffer %p, context %p, location %s.\n", buffer, context, wined3d_debug_location(location));
1411 static void wined3d_buffer_no3d_upload_ranges(struct wined3d_buffer *buffer, struct wined3d_context *context,
1412 const void *data, unsigned int data_offset, unsigned int range_count, const struct wined3d_range *ranges)
1414 FIXME("Not implemented.\n");
1417 static void wined3d_buffer_no3d_download_ranges(struct wined3d_buffer *buffer, struct wined3d_context *context,
1418 void *data, unsigned int data_offset, unsigned int range_count, const struct wined3d_range *ranges)
1420 FIXME("Not implemented.\n");
1423 static const struct wined3d_buffer_ops wined3d_buffer_no3d_ops =
1425 wined3d_buffer_no3d_prepare_location,
1426 wined3d_buffer_no3d_unload_location,
1427 wined3d_buffer_no3d_upload_ranges,
1428 wined3d_buffer_no3d_download_ranges,
1431 HRESULT wined3d_buffer_no3d_init(struct wined3d_buffer *buffer_no3d, struct wined3d_device *device,
1432 const struct wined3d_buffer_desc *desc, const struct wined3d_sub_resource_data *data,
1433 void *parent, const struct wined3d_parent_ops *parent_ops)
1435 TRACE("buffer_no3d %p, device %p, desc %p, data %p, parent %p, parent_ops %p.\n",
1436 buffer_no3d, device, desc, data, parent, parent_ops);
1438 return wined3d_buffer_init(buffer_no3d, device, desc, data, parent, parent_ops, &wined3d_buffer_no3d_ops);
1441 static BOOL wined3d_buffer_gl_prepare_location(struct wined3d_buffer *buffer,
1442 struct wined3d_context *context, unsigned int location)
1444 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
1445 struct wined3d_buffer_gl *buffer_gl = wined3d_buffer_gl(buffer);
1447 switch (location)
1449 case WINED3D_LOCATION_SYSMEM:
1450 return wined3d_resource_prepare_sysmem(&buffer->resource);
1452 case WINED3D_LOCATION_BUFFER:
1453 if (buffer->buffer_object)
1454 return TRUE;
1456 if (!(buffer->flags & WINED3D_BUFFER_USE_BO))
1458 WARN("Trying to create BO for buffer %p with no WINED3D_BUFFER_USE_BO.\n", buffer);
1459 return FALSE;
1461 return wined3d_buffer_gl_create_buffer_object(buffer_gl, context_gl);
1463 default:
1464 ERR("Invalid location %s.\n", wined3d_debug_location(location));
1465 return FALSE;
1469 static void wined3d_buffer_gl_unload_location(struct wined3d_buffer *buffer,
1470 struct wined3d_context *context, unsigned int location)
1472 TRACE("buffer %p, context %p, location %s.\n", buffer, context, wined3d_debug_location(location));
1474 switch (location)
1476 case WINED3D_LOCATION_BUFFER:
1477 wined3d_buffer_gl_destroy_buffer_object(wined3d_buffer_gl(buffer), wined3d_context_gl(context));
1478 break;
1480 default:
1481 ERR("Unhandled location %s.\n", wined3d_debug_location(location));
1482 break;
1486 /* Context activation is done by the caller. */
1487 static void wined3d_buffer_gl_upload_ranges(struct wined3d_buffer *buffer, struct wined3d_context *context,
1488 const void *data, unsigned int data_offset, unsigned int range_count, const struct wined3d_range *ranges)
1490 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
1491 struct wined3d_buffer_gl *buffer_gl = wined3d_buffer_gl(buffer);
1492 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1493 const struct wined3d_range *range;
1495 TRACE("buffer %p, context %p, data %p, data_offset %u, range_count %u, ranges %p.\n",
1496 buffer, context, data, data_offset, range_count, ranges);
1498 wined3d_buffer_gl_bind(buffer_gl, context_gl);
1500 while (range_count--)
1502 range = &ranges[range_count];
1503 GL_EXTCALL(glBufferSubData(buffer_gl->bo.binding,
1504 range->offset, range->size, (BYTE *)data + range->offset - data_offset));
1506 checkGLcall("buffer upload");
1509 /* Context activation is done by the caller. */
1510 static void wined3d_buffer_gl_download_ranges(struct wined3d_buffer *buffer, struct wined3d_context *context,
1511 void *data, unsigned int data_offset, unsigned int range_count, const struct wined3d_range *ranges)
1513 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
1514 struct wined3d_buffer_gl *buffer_gl = wined3d_buffer_gl(buffer);
1515 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1516 const struct wined3d_range *range;
1518 TRACE("buffer %p, context %p, data %p, data_offset %u, range_count %u, ranges %p.\n",
1519 buffer, context, data, data_offset, range_count, ranges);
1521 wined3d_buffer_gl_bind(buffer_gl, context_gl);
1523 while (range_count--)
1525 range = &ranges[range_count];
1526 GL_EXTCALL(glGetBufferSubData(buffer_gl->bo.binding,
1527 range->offset, range->size, (BYTE *)data + range->offset - data_offset));
1529 checkGLcall("buffer download");
1532 static const struct wined3d_buffer_ops wined3d_buffer_gl_ops =
1534 wined3d_buffer_gl_prepare_location,
1535 wined3d_buffer_gl_unload_location,
1536 wined3d_buffer_gl_upload_ranges,
1537 wined3d_buffer_gl_download_ranges,
1540 HRESULT wined3d_buffer_gl_init(struct wined3d_buffer_gl *buffer_gl, struct wined3d_device *device,
1541 const struct wined3d_buffer_desc *desc, const struct wined3d_sub_resource_data *data,
1542 void *parent, const struct wined3d_parent_ops *parent_ops)
1544 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1546 TRACE("buffer_gl %p, device %p, desc %p, data %p, parent %p, parent_ops %p.\n",
1547 buffer_gl, device, desc, data, parent, parent_ops);
1549 /* Observations show that draw_primitive_immediate_mode() is faster on
1550 * dynamic vertex buffers than converting + draw_primitive_arrays().
1551 * (Half-Life 2 and others.) */
1552 if (!(desc->access & WINED3D_RESOURCE_ACCESS_GPU))
1553 TRACE("Not creating a BO because the buffer is not GPU accessible.\n");
1554 else if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
1555 TRACE("Not creating a BO because GL_ARB_vertex_buffer is not supported.\n");
1556 else if (!(gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] || gl_info->supported[ARB_MAP_BUFFER_RANGE])
1557 && (desc->usage & WINED3DUSAGE_DYNAMIC))
1558 TRACE("Not creating a BO because the buffer has dynamic usage and no GL support.\n");
1559 else
1560 buffer_gl->b.flags |= WINED3D_BUFFER_USE_BO;
1562 return wined3d_buffer_init(&buffer_gl->b, device, desc, data, parent, parent_ops, &wined3d_buffer_gl_ops);
1565 static BOOL wined3d_buffer_vk_create_buffer_object(struct wined3d_buffer_vk *buffer_vk,
1566 struct wined3d_context_vk *context_vk)
1568 struct wined3d_resource *resource = &buffer_vk->b.resource;
1569 uint32_t bind_flags = resource->bind_flags;
1570 VkMemoryPropertyFlags memory_type;
1571 VkBufferUsageFlags usage;
1573 usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;
1574 if (bind_flags & WINED3D_BIND_VERTEX_BUFFER)
1575 usage |= VK_BUFFER_USAGE_VERTEX_BUFFER_BIT;
1576 if (bind_flags & WINED3D_BIND_INDEX_BUFFER)
1577 usage |= VK_BUFFER_USAGE_INDEX_BUFFER_BIT;
1578 if (bind_flags & WINED3D_BIND_CONSTANT_BUFFER)
1579 usage |= VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
1580 if (bind_flags & WINED3D_BIND_SHADER_RESOURCE)
1581 usage |= VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT;
1582 if (bind_flags & WINED3D_BIND_UNORDERED_ACCESS)
1583 usage |= VK_BUFFER_USAGE_STORAGE_TEXEL_BUFFER_BIT;
1584 if (bind_flags & WINED3D_BIND_INDIRECT_BUFFER)
1585 usage |= VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT;
1586 if (bind_flags & (WINED3D_BIND_STREAM_OUTPUT | WINED3D_BIND_RENDER_TARGET | WINED3D_BIND_DEPTH_STENCIL))
1587 FIXME("Ignoring some bind flags %#x.\n", bind_flags);
1588 memory_type = VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT
1589 | VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT;
1590 if (!(wined3d_context_vk_create_bo(context_vk, resource->size, usage, memory_type, &buffer_vk->bo)))
1592 WARN("Failed to create Vulkan buffer.\n");
1593 return FALSE;
1596 list_init(&buffer_vk->bo_user.entry);
1597 list_add_head(&buffer_vk->bo.users, &buffer_vk->bo_user.entry);
1598 buffer_vk->b.buffer_object = (uintptr_t)&buffer_vk->bo;
1599 buffer_invalidate_bo_range(&buffer_vk->b, 0, 0);
1601 return TRUE;
1604 const VkDescriptorBufferInfo *wined3d_buffer_vk_get_buffer_info(struct wined3d_buffer_vk *buffer_vk)
1606 if (buffer_vk->bo_user.valid)
1607 return &buffer_vk->buffer_info;
1609 buffer_vk->buffer_info.buffer = buffer_vk->bo.vk_buffer;
1610 buffer_vk->buffer_info.offset = buffer_vk->bo.buffer_offset;
1611 buffer_vk->buffer_info.range = buffer_vk->b.resource.size;
1612 buffer_vk->bo_user.valid = true;
1614 return &buffer_vk->buffer_info;
1617 static BOOL wined3d_buffer_vk_prepare_location(struct wined3d_buffer *buffer,
1618 struct wined3d_context *context, unsigned int location)
1620 switch (location)
1622 case WINED3D_LOCATION_SYSMEM:
1623 return wined3d_resource_prepare_sysmem(&buffer->resource);
1625 case WINED3D_LOCATION_BUFFER:
1626 if (buffer->buffer_object)
1627 return TRUE;
1629 return wined3d_buffer_vk_create_buffer_object(wined3d_buffer_vk(buffer), wined3d_context_vk(context));
1631 default:
1632 FIXME("Unhandled location %s.\n", wined3d_debug_location(location));
1633 return FALSE;
1637 static void wined3d_buffer_vk_unload_location(struct wined3d_buffer *buffer,
1638 struct wined3d_context *context, unsigned int location)
1640 struct wined3d_context_vk *context_vk = wined3d_context_vk(context);
1641 struct wined3d_buffer_vk *buffer_vk = wined3d_buffer_vk(buffer);
1643 TRACE("buffer %p, context %p, location %s.\n", buffer, context, wined3d_debug_location(location));
1645 switch (location)
1647 case WINED3D_LOCATION_BUFFER:
1648 buffer_vk->bo_user.valid = false;
1649 list_remove(&buffer_vk->bo_user.entry);
1650 wined3d_context_vk_destroy_bo(context_vk, &buffer_vk->bo);
1651 buffer_vk->bo.vk_buffer = VK_NULL_HANDLE;
1652 buffer_vk->bo.memory = NULL;
1653 buffer_vk->b.buffer_object = 0u;
1654 break;
1656 default:
1657 ERR("Unhandled location %s.\n", wined3d_debug_location(location));
1658 break;
1662 static void wined3d_buffer_vk_upload_ranges(struct wined3d_buffer *buffer, struct wined3d_context *context,
1663 const void *data, unsigned int data_offset, unsigned int range_count, const struct wined3d_range *ranges)
1665 struct wined3d_resource *resource = &buffer->resource;
1666 const struct wined3d_range *range;
1667 struct wined3d_bo_address dst;
1668 unsigned int i = range_count;
1669 uint32_t flags;
1670 void *map_ptr;
1672 if (!range_count)
1673 return;
1675 dst.buffer_object = buffer->buffer_object;
1676 dst.addr = NULL;
1678 flags = WINED3D_MAP_WRITE;
1679 if (!ranges->offset && ranges->size == resource->size)
1680 flags |= WINED3D_MAP_DISCARD;
1681 if (!(map_ptr = wined3d_context_map_bo_address(context, &dst, resource->size, flags)))
1683 FIXME("Failed to map buffer.\n");
1684 return;
1687 while (i--)
1689 range = &ranges[i];
1690 memcpy((uint8_t *)map_ptr + range->offset, (uint8_t *)data + range->offset - data_offset, range->size);
1693 wined3d_context_unmap_bo_address(context, &dst, range_count, ranges);
1696 static void wined3d_buffer_vk_download_ranges(struct wined3d_buffer *buffer, struct wined3d_context *context,
1697 void *data, unsigned int data_offset, unsigned int range_count, const struct wined3d_range *ranges)
1699 FIXME("Not implemented.\n");
1702 static const struct wined3d_buffer_ops wined3d_buffer_vk_ops =
1704 wined3d_buffer_vk_prepare_location,
1705 wined3d_buffer_vk_unload_location,
1706 wined3d_buffer_vk_upload_ranges,
1707 wined3d_buffer_vk_download_ranges,
1710 HRESULT wined3d_buffer_vk_init(struct wined3d_buffer_vk *buffer_vk, struct wined3d_device *device,
1711 const struct wined3d_buffer_desc *desc, const struct wined3d_sub_resource_data *data,
1712 void *parent, const struct wined3d_parent_ops *parent_ops)
1714 TRACE("buffer_vk %p, device %p, desc %p, data %p, parent %p, parent_ops %p.\n",
1715 buffer_vk, device, desc, data, parent, parent_ops);
1717 if (desc->access & WINED3D_RESOURCE_ACCESS_GPU)
1718 buffer_vk->b.flags |= WINED3D_BUFFER_USE_BO;
1720 return wined3d_buffer_init(&buffer_vk->b, device, desc, data, parent, parent_ops, &wined3d_buffer_vk_ops);
1723 HRESULT CDECL wined3d_buffer_create(struct wined3d_device *device, const struct wined3d_buffer_desc *desc,
1724 const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops,
1725 struct wined3d_buffer **buffer)
1727 TRACE("device %p, desc %p, data %p, parent %p, parent_ops %p, buffer %p.\n",
1728 device, desc, data, parent, parent_ops, buffer);
1730 return device->adapter->adapter_ops->adapter_create_buffer(device, desc, data, parent, parent_ops, buffer);