services: Check for services without lpBinaryPathName in get_winedevice_process.
[wine.git] / dlls / wined3d / buffer.c
blobb50132a9f86c711a50b331569447e6cfd402af08
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_DOUBLEBUFFER 0x04 /* Keep both a buffer object and 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_SYNC 0x10 /* There has been at least one synchronized map since the last preload. */
37 #define WINED3D_BUFFER_APPLESYNC 0x20 /* Using sync as in GL_APPLE_flush_buffer_range. */
39 #define VB_MAXDECLCHANGES 100 /* After that number of decl changes we stop converting */
40 #define VB_RESETDECLCHANGE 1000 /* Reset the decl changecount after that number of draws */
41 #define VB_MAXFULLCONVERSIONS 5 /* Number of full conversions before we stop converting */
42 #define VB_RESETFULLCONVS 20 /* Reset full conversion counts after that number of draws */
44 static void buffer_invalidate_bo_range(struct wined3d_buffer *buffer, unsigned int offset, unsigned int size)
46 if (!offset && (!size || size == buffer->resource.size))
47 goto invalidate_all;
49 if (offset > buffer->resource.size || size > buffer->resource.size - offset)
51 WARN("Invalid range specified, invalidating entire buffer.\n");
52 goto invalidate_all;
55 if (buffer->modified_areas >= buffer->maps_size)
57 struct wined3d_map_range *new;
59 if (!(new = HeapReAlloc(GetProcessHeap(), 0, buffer->maps, 2 * buffer->maps_size * sizeof(*buffer->maps))))
61 ERR("Failed to allocate maps array, invalidating entire buffer.\n");
62 goto invalidate_all;
65 buffer->maps = new;
66 buffer->maps_size *= 2;
69 buffer->maps[buffer->modified_areas].offset = offset;
70 buffer->maps[buffer->modified_areas].size = size;
71 ++buffer->modified_areas;
72 return;
74 invalidate_all:
75 buffer->modified_areas = 1;
76 buffer->maps[0].offset = 0;
77 buffer->maps[0].size = buffer->resource.size;
80 static inline void buffer_clear_dirty_areas(struct wined3d_buffer *This)
82 This->modified_areas = 0;
85 static BOOL buffer_is_dirty(const struct wined3d_buffer *buffer)
87 return !!buffer->modified_areas;
90 static BOOL buffer_is_fully_dirty(const struct wined3d_buffer *buffer)
92 return buffer->modified_areas == 1
93 && !buffer->maps->offset && buffer->maps->size == buffer->resource.size;
96 /* Context activation is done by the caller. */
97 static void buffer_bind(struct wined3d_buffer *buffer, struct wined3d_context *context)
99 const struct wined3d_gl_info *gl_info = context->gl_info;
101 if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER)
102 context_invalidate_state(context, STATE_INDEXBUFFER);
104 GL_EXTCALL(glBindBuffer(buffer->buffer_type_hint, buffer->buffer_object));
107 /* Context activation is done by the caller */
108 static void delete_gl_buffer(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info)
110 if(!This->buffer_object) return;
112 GL_EXTCALL(glDeleteBuffers(1, &This->buffer_object));
113 checkGLcall("glDeleteBuffers");
114 This->buffer_object = 0;
116 if(This->query)
118 wined3d_event_query_destroy(This->query);
119 This->query = NULL;
121 This->flags &= ~WINED3D_BUFFER_APPLESYNC;
124 /* Context activation is done by the caller. */
125 static void buffer_create_buffer_object(struct wined3d_buffer *This, struct wined3d_context *context)
127 GLenum gl_usage = GL_STATIC_DRAW_ARB;
128 GLenum error;
129 const struct wined3d_gl_info *gl_info = context->gl_info;
131 TRACE("Creating an OpenGL vertex buffer object for wined3d_buffer %p with usage %s.\n",
132 This, debug_d3dusage(This->resource.usage));
134 /* Make sure that the gl error is cleared. Do not use checkGLcall
135 * here because checkGLcall just prints a fixme and continues. However,
136 * if an error during VBO creation occurs we can fall back to non-vbo operation
137 * with full functionality(but performance loss)
139 while (gl_info->gl_ops.gl.p_glGetError() != GL_NO_ERROR);
141 /* Basically the FVF parameter passed to CreateVertexBuffer is no good.
142 * The vertex declaration from the device determines how the data in the
143 * buffer is interpreted. This means that on each draw call the buffer has
144 * to be verified to check if the rhw and color values are in the correct
145 * format. */
147 GL_EXTCALL(glGenBuffers(1, &This->buffer_object));
148 error = gl_info->gl_ops.gl.p_glGetError();
149 if (!This->buffer_object || error != GL_NO_ERROR)
151 ERR("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error);
152 goto fail;
155 buffer_bind(This, context);
156 error = gl_info->gl_ops.gl.p_glGetError();
157 if (error != GL_NO_ERROR)
159 ERR("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error);
160 goto fail;
163 if (This->resource.usage & WINED3DUSAGE_DYNAMIC)
165 TRACE("Buffer has WINED3DUSAGE_DYNAMIC set.\n");
166 gl_usage = GL_STREAM_DRAW_ARB;
168 if(gl_info->supported[APPLE_FLUSH_BUFFER_RANGE])
170 GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE));
171 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE)");
172 GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE));
173 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE)");
174 This->flags |= WINED3D_BUFFER_APPLESYNC;
176 /* No setup is needed here for GL_ARB_map_buffer_range */
179 /* Reserve memory for the buffer. The amount of data won't change
180 * so we are safe with calling glBufferData once and
181 * calling glBufferSubData on updates. Upload the actual data in case
182 * we're not double buffering, so we can release the heap mem afterwards
184 GL_EXTCALL(glBufferData(This->buffer_type_hint, This->resource.size, This->resource.heap_memory, gl_usage));
185 error = gl_info->gl_ops.gl.p_glGetError();
186 if (error != GL_NO_ERROR)
188 ERR("glBufferData failed with error %s (%#x)\n", debug_glerror(error), error);
189 goto fail;
192 This->buffer_object_usage = gl_usage;
194 if (This->flags & WINED3D_BUFFER_DOUBLEBUFFER)
195 buffer_invalidate_bo_range(This, 0, 0);
196 else
197 wined3d_resource_free_sysmem(&This->resource);
199 return;
201 fail:
202 /* Clean up all VBO init, but continue because we can work without a VBO :-) */
203 ERR("Failed to create a vertex buffer object. Continuing, but performance issues may occur\n");
204 This->flags &= ~WINED3D_BUFFER_USE_BO;
205 delete_gl_buffer(This, gl_info);
206 buffer_clear_dirty_areas(This);
209 static BOOL buffer_process_converted_attribute(struct wined3d_buffer *buffer,
210 const enum wined3d_buffer_conversion_type conversion_type,
211 const struct wined3d_stream_info_element *attrib, DWORD *stride_this_run)
213 const struct wined3d_format *format = attrib->format;
214 BOOL ret = FALSE;
215 unsigned int i;
216 DWORD_PTR data;
218 /* Check for some valid situations which cause us pain. One is if the buffer is used for
219 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
220 * with different strides. In the 2nd case we might have to drop conversion entirely,
221 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
223 if (!attrib->stride)
225 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else.\n",
226 debug_d3dformat(format->id));
228 else if (attrib->stride != *stride_this_run && *stride_this_run)
230 FIXME("Got two concurrent strides, %d and %d.\n", attrib->stride, *stride_this_run);
232 else
234 *stride_this_run = attrib->stride;
235 if (buffer->stride != *stride_this_run)
237 /* We rely that this happens only on the first converted attribute that is found,
238 * if at all. See above check
240 TRACE("Reconverting because converted attributes occur, and the stride changed.\n");
241 buffer->stride = *stride_this_run;
242 HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY, buffer->conversion_map);
243 buffer->conversion_map = wined3d_calloc(buffer->stride, sizeof(*buffer->conversion_map));
244 ret = TRUE;
248 data = ((DWORD_PTR)attrib->data.addr) % buffer->stride;
249 for (i = 0; i < format->attribute_size; ++i)
251 DWORD_PTR idx = (data + i) % buffer->stride;
252 if (buffer->conversion_map[idx] != conversion_type)
254 TRACE("Byte %lu in vertex changed:\n", idx);
255 TRACE(" It was type %#x, is %#x now.\n", buffer->conversion_map[idx], conversion_type);
256 ret = TRUE;
257 buffer->conversion_map[idx] = conversion_type;
261 return ret;
264 #define WINED3D_BUFFER_FIXUP_D3DCOLOR 0x01
265 #define WINED3D_BUFFER_FIXUP_XYZRHW 0x02
267 static BOOL buffer_check_attribute(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
268 const struct wined3d_state *state, UINT attrib_idx, DWORD fixup_flags, DWORD *stride_this_run)
270 const struct wined3d_stream_info_element *attrib = &si->elements[attrib_idx];
271 enum wined3d_format_id format;
272 BOOL ret = FALSE;
274 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
275 * there, on nonexistent attribs the vbo is 0.
277 if (!(si->use_map & (1u << attrib_idx))
278 || state->streams[attrib->stream_idx].buffer != This)
279 return FALSE;
281 format = attrib->format->id;
282 /* Look for newly appeared conversion */
283 if (fixup_flags & WINED3D_BUFFER_FIXUP_D3DCOLOR && format == WINED3DFMT_B8G8R8A8_UNORM)
285 ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run);
287 else if (fixup_flags & WINED3D_BUFFER_FIXUP_XYZRHW && si->position_transformed)
289 if (format != WINED3DFMT_R32G32B32A32_FLOAT)
291 FIXME("Unexpected format %s for transformed position.\n", debug_d3dformat(format));
292 return FALSE;
295 ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run);
297 else if (This->conversion_map)
299 ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run);
302 return ret;
305 static BOOL buffer_find_decl(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
306 const struct wined3d_state *state, DWORD fixup_flags)
308 UINT stride_this_run = 0;
309 BOOL ret = FALSE;
311 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
312 * Once we have our declaration there is no need to look it up again. Index buffers also never need
313 * conversion, so once the (empty) conversion structure is created don't bother checking again
315 if (This->flags & WINED3D_BUFFER_HASDESC)
317 if(This->resource.usage & WINED3DUSAGE_STATICDECL) return FALSE;
320 if (!fixup_flags)
322 TRACE("No fixup required.\n");
323 if(This->conversion_map)
325 HeapFree(GetProcessHeap(), 0, This->conversion_map);
326 This->conversion_map = NULL;
327 This->stride = 0;
328 return TRUE;
331 return FALSE;
334 TRACE("Finding vertex buffer conversion information\n");
335 /* Certain declaration types need some fixups before we can pass them to
336 * opengl. This means D3DCOLOR attributes with fixed function vertex
337 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
338 * GL_ARB_half_float_vertex is not supported.
340 * Note for d3d8 and d3d9:
341 * The vertex buffer FVF doesn't help with finding them, we have to use
342 * the decoded vertex declaration and pick the things that concern the
343 * current buffer. A problem with this is that this can change between
344 * draws, so we have to validate the information and reprocess the buffer
345 * if it changes, and avoid false positives for performance reasons.
346 * WineD3D doesn't even know the vertex buffer any more, it is managed
347 * by the client libraries and passed to SetStreamSource and ProcessVertices
348 * as needed.
350 * We have to distinguish between vertex shaders and fixed function to
351 * pick the way we access the strided vertex information.
353 * This code sets up a per-byte array with the size of the detected
354 * stride of the arrays in the buffer. For each byte we have a field
355 * that marks the conversion needed on this byte. For example, the
356 * following declaration with fixed function vertex processing:
358 * POSITIONT, FLOAT4
359 * NORMAL, FLOAT3
360 * DIFFUSE, FLOAT16_4
361 * SPECULAR, D3DCOLOR
363 * Will result in
364 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
365 * [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]
367 * Where in this example map P means 4 component position conversion, 0
368 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
369 * conversion (red / blue swizzle).
371 * If we're doing conversion and the stride changes we have to reconvert
372 * the whole buffer. Note that we do not mind if the semantic changes,
373 * we only care for the conversion type. So if the NORMAL is replaced
374 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
375 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
376 * conversion types depend on the semantic as well, for example a FLOAT4
377 * texcoord needs no conversion while a FLOAT4 positiont needs one
380 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_POSITION,
381 fixup_flags, &stride_this_run) || ret;
382 fixup_flags &= ~WINED3D_BUFFER_FIXUP_XYZRHW;
384 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_BLENDWEIGHT,
385 fixup_flags, &stride_this_run) || ret;
386 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_BLENDINDICES,
387 fixup_flags, &stride_this_run) || ret;
388 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_NORMAL,
389 fixup_flags, &stride_this_run) || ret;
390 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_DIFFUSE,
391 fixup_flags, &stride_this_run) || ret;
392 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_SPECULAR,
393 fixup_flags, &stride_this_run) || ret;
394 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD0,
395 fixup_flags, &stride_this_run) || ret;
396 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD1,
397 fixup_flags, &stride_this_run) || ret;
398 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD2,
399 fixup_flags, &stride_this_run) || ret;
400 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD3,
401 fixup_flags, &stride_this_run) || ret;
402 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD4,
403 fixup_flags, &stride_this_run) || ret;
404 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD5,
405 fixup_flags, &stride_this_run) || ret;
406 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD6,
407 fixup_flags, &stride_this_run) || ret;
408 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD7,
409 fixup_flags, &stride_this_run) || ret;
411 if (!stride_this_run && This->conversion_map)
413 /* Sanity test */
414 if (!ret) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
415 HeapFree(GetProcessHeap(), 0, This->conversion_map);
416 This->conversion_map = NULL;
417 This->stride = 0;
420 if (ret) TRACE("Conversion information changed\n");
422 return ret;
425 static inline void fixup_d3dcolor(DWORD *dst_color)
427 DWORD src_color = *dst_color;
429 /* Color conversion like in draw_primitive_immediate_mode(). Watch out for
430 * endianness. If we want this to work on big-endian machines as well we
431 * have to consider more things.
433 * 0xff000000: Alpha mask
434 * 0x00ff0000: Blue mask
435 * 0x0000ff00: Green mask
436 * 0x000000ff: Red mask
438 *dst_color = 0;
439 *dst_color |= (src_color & 0xff00ff00u); /* Alpha Green */
440 *dst_color |= (src_color & 0x00ff0000u) >> 16; /* Red */
441 *dst_color |= (src_color & 0x000000ffu) << 16; /* Blue */
444 static inline void fixup_transformed_pos(float *p)
446 /* rhw conversion like in position_float4(). */
447 if (p[3] != 1.0f && p[3] != 0.0f)
449 float w = 1.0f / p[3];
450 p[0] *= w;
451 p[1] *= w;
452 p[2] *= w;
453 p[3] = w;
457 /* Context activation is done by the caller. */
458 void buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_context *context,
459 struct wined3d_bo_address *data)
461 data->buffer_object = buffer->buffer_object;
462 if (!buffer->buffer_object)
464 if ((buffer->flags & WINED3D_BUFFER_USE_BO) && !buffer->resource.map_count)
466 buffer_create_buffer_object(buffer, context);
467 if (buffer->buffer_object)
469 data->buffer_object = buffer->buffer_object;
470 data->addr = NULL;
471 return;
474 data->addr = buffer->resource.heap_memory;
476 else
478 data->addr = NULL;
482 ULONG CDECL wined3d_buffer_incref(struct wined3d_buffer *buffer)
484 ULONG refcount = InterlockedIncrement(&buffer->resource.ref);
486 TRACE("%p increasing refcount to %u.\n", buffer, refcount);
488 return refcount;
491 /* Context activation is done by the caller. */
492 BYTE *buffer_get_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context)
494 const struct wined3d_gl_info *gl_info = context->gl_info;
496 /* Heap_memory exists if the buffer is double buffered or has no buffer object at all. */
497 if (buffer->resource.heap_memory)
498 return buffer->resource.heap_memory;
500 if (!wined3d_resource_allocate_sysmem(&buffer->resource))
501 ERR("Failed to allocate system memory.\n");
503 buffer_bind(buffer, context);
504 GL_EXTCALL(glGetBufferSubData(buffer->buffer_type_hint, 0, buffer->resource.size, buffer->resource.heap_memory));
505 checkGLcall("buffer download");
506 buffer->flags |= WINED3D_BUFFER_DOUBLEBUFFER;
508 return buffer->resource.heap_memory;
511 static void buffer_unload(struct wined3d_resource *resource)
513 struct wined3d_buffer *buffer = buffer_from_resource(resource);
515 TRACE("buffer %p.\n", buffer);
517 if (buffer->buffer_object)
519 struct wined3d_device *device = resource->device;
520 struct wined3d_context *context;
522 context = context_acquire(device, NULL);
524 /* Download the buffer, but don't permanently enable double buffering */
525 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
527 buffer_get_sysmem(buffer, context);
528 buffer->flags &= ~WINED3D_BUFFER_DOUBLEBUFFER;
531 delete_gl_buffer(buffer, context->gl_info);
532 buffer_clear_dirty_areas(buffer);
534 context_release(context);
536 HeapFree(GetProcessHeap(), 0, buffer->conversion_map);
537 buffer->conversion_map = NULL;
538 buffer->stride = 0;
539 buffer->conversion_stride = 0;
540 buffer->flags &= ~WINED3D_BUFFER_HASDESC;
542 /* The stream source state handler might have read the memory of the
543 * vertex buffer already and got the memory in the vbo which is not
544 * valid any longer. Dirtify the stream source to force a reload. This
545 * happens only once per changed vertexbuffer and should occur rather
546 * rarely. */
547 if (resource->bind_count)
548 device_invalidate_state(device, STATE_STREAMSRC);
551 resource_unload(resource);
554 static void wined3d_buffer_drop_bo(struct wined3d_buffer *buffer)
556 buffer->flags &= ~WINED3D_BUFFER_USE_BO;
557 buffer_unload(&buffer->resource);
560 static void wined3d_buffer_destroy_object(void *object)
562 struct wined3d_buffer *buffer = object;
563 struct wined3d_context *context;
565 if (buffer->buffer_object)
567 context = context_acquire(buffer->resource.device, NULL);
568 delete_gl_buffer(buffer, context->gl_info);
569 context_release(context);
571 HeapFree(GetProcessHeap(), 0, buffer->conversion_map);
574 HeapFree(GetProcessHeap(), 0, buffer->maps);
575 HeapFree(GetProcessHeap(), 0, buffer);
578 ULONG CDECL wined3d_buffer_decref(struct wined3d_buffer *buffer)
580 ULONG refcount = InterlockedDecrement(&buffer->resource.ref);
582 TRACE("%p decreasing refcount to %u.\n", buffer, refcount);
584 if (!refcount)
586 buffer->resource.parent_ops->wined3d_object_destroyed(buffer->resource.parent);
587 resource_cleanup(&buffer->resource);
588 wined3d_cs_emit_destroy_object(buffer->resource.device->cs, wined3d_buffer_destroy_object, buffer);
591 return refcount;
594 void * CDECL wined3d_buffer_get_parent(const struct wined3d_buffer *buffer)
596 TRACE("buffer %p.\n", buffer);
598 return buffer->resource.parent;
601 /* The caller provides a context and binds the buffer */
602 static void buffer_sync_apple(struct wined3d_buffer *This, DWORD flags, const struct wined3d_gl_info *gl_info)
604 enum wined3d_event_query_result ret;
606 /* No fencing needs to be done if the app promises not to overwrite
607 * existing data. */
608 if (flags & WINED3D_MAP_NOOVERWRITE)
609 return;
611 if (flags & WINED3D_MAP_DISCARD)
613 GL_EXTCALL(glBufferData(This->buffer_type_hint, This->resource.size, NULL, This->buffer_object_usage));
614 checkGLcall("glBufferData");
615 return;
618 if(!This->query)
620 TRACE("Creating event query for buffer %p\n", This);
622 if (!wined3d_event_query_supported(gl_info))
624 FIXME("Event queries not supported, dropping async buffer locks.\n");
625 goto drop_query;
628 This->query = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*This->query));
629 if (!This->query)
631 ERR("Failed to allocate event query memory, dropping async buffer locks.\n");
632 goto drop_query;
635 /* Since we don't know about old draws a glFinish is needed once */
636 gl_info->gl_ops.gl.p_glFinish();
637 return;
639 TRACE("Synchronizing buffer %p\n", This);
640 ret = wined3d_event_query_finish(This->query, This->resource.device);
641 switch(ret)
643 case WINED3D_EVENT_QUERY_NOT_STARTED:
644 case WINED3D_EVENT_QUERY_OK:
645 /* All done */
646 return;
648 case WINED3D_EVENT_QUERY_WRONG_THREAD:
649 WARN("Cannot synchronize buffer lock due to a thread conflict\n");
650 goto drop_query;
652 default:
653 ERR("wined3d_event_query_finish returned %u, dropping async buffer locks\n", ret);
654 goto drop_query;
657 drop_query:
658 if(This->query)
660 wined3d_event_query_destroy(This->query);
661 This->query = NULL;
664 gl_info->gl_ops.gl.p_glFinish();
665 GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE));
666 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
667 This->flags &= ~WINED3D_BUFFER_APPLESYNC;
670 /* The caller provides a GL context */
671 static void buffer_direct_upload(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info, DWORD flags)
673 BYTE *map;
674 UINT start, len;
676 /* This potentially invalidates the element array buffer binding, but the
677 * caller always takes care of this. */
678 GL_EXTCALL(glBindBuffer(This->buffer_type_hint, This->buffer_object));
679 checkGLcall("glBindBuffer");
680 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
682 GLbitfield mapflags;
683 mapflags = GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
684 if (flags & WINED3D_BUFFER_DISCARD)
685 mapflags |= GL_MAP_INVALIDATE_BUFFER_BIT;
686 else if (!(flags & WINED3D_BUFFER_SYNC))
687 mapflags |= GL_MAP_UNSYNCHRONIZED_BIT;
688 map = GL_EXTCALL(glMapBufferRange(This->buffer_type_hint, 0,
689 This->resource.size, mapflags));
690 checkGLcall("glMapBufferRange");
692 else
694 if (This->flags & WINED3D_BUFFER_APPLESYNC)
696 DWORD syncflags = 0;
697 if (flags & WINED3D_BUFFER_DISCARD)
698 syncflags |= WINED3D_MAP_DISCARD;
699 else if (!(flags & WINED3D_BUFFER_SYNC))
700 syncflags |= WINED3D_MAP_NOOVERWRITE;
701 buffer_sync_apple(This, syncflags, gl_info);
703 map = GL_EXTCALL(glMapBuffer(This->buffer_type_hint, GL_WRITE_ONLY));
704 checkGLcall("glMapBuffer");
706 if (!map)
708 ERR("Failed to map opengl buffer\n");
709 return;
712 while (This->modified_areas)
714 This->modified_areas--;
715 start = This->maps[This->modified_areas].offset;
716 len = This->maps[This->modified_areas].size;
718 memcpy(map + start, (BYTE *)This->resource.heap_memory + start, len);
720 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
722 GL_EXTCALL(glFlushMappedBufferRange(This->buffer_type_hint, start, len));
723 checkGLcall("glFlushMappedBufferRange");
725 else if (This->flags & WINED3D_BUFFER_APPLESYNC)
727 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This->buffer_type_hint, start, len));
728 checkGLcall("glFlushMappedBufferRangeAPPLE");
731 GL_EXTCALL(glUnmapBuffer(This->buffer_type_hint));
732 checkGLcall("glUnmapBuffer");
735 void buffer_mark_used(struct wined3d_buffer *buffer)
737 buffer->flags &= ~(WINED3D_BUFFER_SYNC | WINED3D_BUFFER_DISCARD);
740 /* Context activation is done by the caller. */
741 void buffer_internal_preload(struct wined3d_buffer *buffer, struct wined3d_context *context,
742 const struct wined3d_state *state)
744 DWORD flags = buffer->flags & (WINED3D_BUFFER_SYNC | WINED3D_BUFFER_DISCARD);
745 const struct wined3d_gl_info *gl_info = context->gl_info;
746 struct wined3d_device *device = buffer->resource.device;
747 UINT start, end, len, vertices;
748 BOOL decl_changed = FALSE;
749 unsigned int i, j;
750 BYTE *data;
752 TRACE("buffer %p.\n", buffer);
754 if (buffer->resource.map_count)
756 WARN("Buffer is mapped, skipping preload.\n");
757 return;
760 buffer_mark_used(buffer);
762 if (!buffer->buffer_object)
764 /* TODO: Make converting independent from VBOs */
765 if (buffer->flags & WINED3D_BUFFER_USE_BO)
767 buffer_create_buffer_object(buffer, context);
769 else
771 /* Not doing any conversion */
772 return;
776 /* Reading the declaration makes only sense if we have valid state information
777 * (i.e., if this function is called during draws). */
778 if (state)
780 DWORD fixup_flags = 0;
782 if (!use_vs(state))
784 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && !context->d3d_info->ffp_generic_attributes)
785 fixup_flags |= WINED3D_BUFFER_FIXUP_D3DCOLOR;
786 if (!context->d3d_info->xyzrhw)
787 fixup_flags |= WINED3D_BUFFER_FIXUP_XYZRHW;
790 decl_changed = buffer_find_decl(buffer, &context->stream_info, state, fixup_flags);
791 buffer->flags |= WINED3D_BUFFER_HASDESC;
794 if (!decl_changed && !(buffer->flags & WINED3D_BUFFER_HASDESC && buffer_is_dirty(buffer)))
796 ++buffer->draw_count;
797 if (buffer->draw_count > VB_RESETDECLCHANGE)
798 buffer->decl_change_count = 0;
799 if (buffer->draw_count > VB_RESETFULLCONVS)
800 buffer->full_conversion_count = 0;
801 return;
804 /* If applications change the declaration over and over, reconverting all the time is a huge
805 * performance hit. So count the declaration changes and release the VBO if there are too many
806 * of them (and thus stop converting)
808 if (decl_changed)
810 ++buffer->decl_change_count;
811 buffer->draw_count = 0;
813 if (buffer->decl_change_count > VB_MAXDECLCHANGES
814 || (buffer->conversion_map && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)))
816 FIXME("Too many declaration changes or converting dynamic buffer, stopping converting.\n");
817 wined3d_buffer_drop_bo(buffer);
818 return;
821 /* The declaration changed, reload the whole buffer. */
822 WARN("Reloading buffer because of a vertex declaration change.\n");
823 buffer_invalidate_bo_range(buffer, 0, 0);
825 /* Avoid unfenced updates, we might overwrite more areas of the buffer than the application
826 * cleared for unsynchronized updates
828 flags = 0;
830 else
832 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
833 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
834 * decl changes and reset the decl change count after a specific number of them
836 if (buffer->conversion_map && buffer_is_fully_dirty(buffer))
838 ++buffer->full_conversion_count;
839 if (buffer->full_conversion_count > VB_MAXFULLCONVERSIONS)
841 FIXME("Too many full buffer conversions, stopping converting.\n");
842 wined3d_buffer_drop_bo(buffer);
843 return;
846 else
848 ++buffer->draw_count;
849 if (buffer->draw_count > VB_RESETDECLCHANGE)
850 buffer->decl_change_count = 0;
851 if (buffer->draw_count > VB_RESETFULLCONVS)
852 buffer->full_conversion_count = 0;
856 if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
857 device_invalidate_state(device, STATE_INDEXBUFFER);
859 if (!buffer->conversion_map)
861 /* That means that there is nothing to fixup. Just upload from
862 * buffer->resource.heap_memory directly into the vbo. Do not
863 * free the system memory copy because drawPrimitive may need it if
864 * the stride is 0, for instancing emulation, vertex blending
865 * emulation or shader emulation. */
866 TRACE("No conversion needed.\n");
868 /* Nothing to do because we locked directly into the vbo */
869 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
871 return;
874 buffer_direct_upload(buffer, gl_info, flags);
876 return;
879 if(!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
881 buffer_get_sysmem(buffer, context);
884 /* Now for each vertex in the buffer that needs conversion */
885 vertices = buffer->resource.size / buffer->stride;
887 data = HeapAlloc(GetProcessHeap(), 0, buffer->resource.size);
889 while(buffer->modified_areas)
891 buffer->modified_areas--;
892 start = buffer->maps[buffer->modified_areas].offset;
893 len = buffer->maps[buffer->modified_areas].size;
894 end = start + len;
896 memcpy(data + start, (BYTE *)buffer->resource.heap_memory + start, end - start);
897 for (i = start / buffer->stride; i < min((end / buffer->stride) + 1, vertices); ++i)
899 for (j = 0; j < buffer->stride; ++j)
901 switch (buffer->conversion_map[j])
903 case CONV_NONE:
904 /* Done already */
905 j += 3;
906 break;
907 case CONV_D3DCOLOR:
908 fixup_d3dcolor((DWORD *) (data + i * buffer->stride + j));
909 j += 3;
910 break;
912 case CONV_POSITIONT:
913 fixup_transformed_pos((float *) (data + i * buffer->stride + j));
914 j += 15;
915 break;
916 default:
917 FIXME("Unimplemented conversion %d in shifted conversion\n", buffer->conversion_map[j]);
922 GL_EXTCALL(glBindBuffer(buffer->buffer_type_hint, buffer->buffer_object));
923 checkGLcall("glBindBuffer");
924 GL_EXTCALL(glBufferSubData(buffer->buffer_type_hint, start, len, data + start));
925 checkGLcall("glBufferSubData");
928 HeapFree(GetProcessHeap(), 0, data);
931 struct wined3d_resource * CDECL wined3d_buffer_get_resource(struct wined3d_buffer *buffer)
933 TRACE("buffer %p.\n", buffer);
935 return &buffer->resource;
938 static HRESULT wined3d_buffer_map(struct wined3d_buffer *buffer, UINT offset, UINT size, BYTE **data, DWORD flags)
940 LONG count;
941 BYTE *base;
943 TRACE("buffer %p, offset %u, size %u, data %p, flags %#x.\n", buffer, offset, size, data, flags);
945 /* Filter redundant WINED3D_MAP_DISCARD maps. The 3DMark2001 multitexture
946 * fill rate test seems to depend on this. When we map a buffer with
947 * GL_MAP_INVALIDATE_BUFFER_BIT, the driver is free to discard the
948 * previous contents of the buffer. The r600g driver only does this when
949 * the buffer is currently in use, while the proprietary NVIDIA driver
950 * appears to do this unconditionally. */
951 if (buffer->flags & WINED3D_BUFFER_DISCARD)
952 flags &= ~WINED3D_MAP_DISCARD;
953 count = ++buffer->resource.map_count;
955 if (buffer->buffer_object)
957 /* DISCARD invalidates the entire buffer, regardless of the specified
958 * offset and size. Some applications also depend on the entire buffer
959 * being uploaded in that case. Two such applications are Port Royale
960 * and Darkstar One. */
961 if (flags & WINED3D_MAP_DISCARD)
962 buffer_invalidate_bo_range(buffer, 0, 0);
963 else if (!(flags & WINED3D_MAP_READONLY))
964 buffer_invalidate_bo_range(buffer, offset, size);
966 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
968 if (count == 1)
970 struct wined3d_device *device = buffer->resource.device;
971 struct wined3d_context *context;
972 const struct wined3d_gl_info *gl_info;
974 context = context_acquire(device, NULL);
975 gl_info = context->gl_info;
977 buffer_bind(buffer, context);
979 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
981 GLbitfield mapflags = wined3d_resource_gl_map_flags(flags);
982 buffer->map_ptr = GL_EXTCALL(glMapBufferRange(buffer->buffer_type_hint,
983 0, buffer->resource.size, mapflags));
984 checkGLcall("glMapBufferRange");
986 else
988 if (buffer->flags & WINED3D_BUFFER_APPLESYNC)
989 buffer_sync_apple(buffer, flags, gl_info);
990 buffer->map_ptr = GL_EXTCALL(glMapBuffer(buffer->buffer_type_hint,
991 GL_READ_WRITE));
992 checkGLcall("glMapBuffer");
995 if (((DWORD_PTR)buffer->map_ptr) & (RESOURCE_ALIGNMENT - 1))
997 WARN("Pointer %p is not %u byte aligned.\n", buffer->map_ptr, RESOURCE_ALIGNMENT);
999 GL_EXTCALL(glUnmapBuffer(buffer->buffer_type_hint));
1000 checkGLcall("glUnmapBuffer");
1001 buffer->map_ptr = NULL;
1003 if (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)
1005 /* The extra copy is more expensive than not using VBOs at
1006 * all on the Nvidia Linux driver, which is the only driver
1007 * that returns unaligned pointers.
1009 TRACE("Dynamic buffer, dropping VBO.\n");
1010 wined3d_buffer_drop_bo(buffer);
1012 else
1014 TRACE("Falling back to doublebuffered operation.\n");
1015 buffer_get_sysmem(buffer, context);
1017 TRACE("New pointer is %p.\n", buffer->resource.heap_memory);
1018 buffer->map_ptr = NULL;
1020 context_release(context);
1024 if (flags & WINED3D_MAP_DISCARD)
1025 buffer->flags |= WINED3D_BUFFER_DISCARD;
1026 else if (!(flags & WINED3D_MAP_NOOVERWRITE))
1027 buffer->flags |= WINED3D_BUFFER_SYNC;
1030 base = buffer->map_ptr ? buffer->map_ptr : buffer->resource.heap_memory;
1031 *data = base + offset;
1033 TRACE("Returning memory at %p (base %p, offset %u).\n", *data, base, offset);
1034 /* TODO: check Flags compatibility with buffer->currentDesc.Usage (see MSDN) */
1036 return WINED3D_OK;
1039 static void wined3d_buffer_unmap(struct wined3d_buffer *buffer)
1041 ULONG i;
1043 TRACE("buffer %p.\n", buffer);
1045 /* In the case that the number of Unmap calls > the
1046 * number of Map calls, d3d returns always D3D_OK.
1047 * This is also needed to prevent Map from returning garbage on
1048 * the next call (this will happen if the lock_count is < 0). */
1049 if (!buffer->resource.map_count)
1051 WARN("Unmap called without a previous map call.\n");
1052 return;
1055 if (--buffer->resource.map_count)
1057 /* Delay loading the buffer until everything is unlocked */
1058 TRACE("Ignoring unmap.\n");
1059 return;
1062 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER) && buffer->buffer_object)
1064 struct wined3d_device *device = buffer->resource.device;
1065 const struct wined3d_gl_info *gl_info;
1066 struct wined3d_context *context;
1068 context = context_acquire(device, NULL);
1069 gl_info = context->gl_info;
1071 buffer_bind(buffer, context);
1073 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
1075 for (i = 0; i < buffer->modified_areas; ++i)
1077 GL_EXTCALL(glFlushMappedBufferRange(buffer->buffer_type_hint,
1078 buffer->maps[i].offset, buffer->maps[i].size));
1079 checkGLcall("glFlushMappedBufferRange");
1082 else if (buffer->flags & WINED3D_BUFFER_APPLESYNC)
1084 for (i = 0; i < buffer->modified_areas; ++i)
1086 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(buffer->buffer_type_hint,
1087 buffer->maps[i].offset, buffer->maps[i].size));
1088 checkGLcall("glFlushMappedBufferRangeAPPLE");
1092 GL_EXTCALL(glUnmapBuffer(buffer->buffer_type_hint));
1093 if (wined3d_settings.strict_draw_ordering)
1094 gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
1095 context_release(context);
1097 buffer_clear_dirty_areas(buffer);
1098 buffer->map_ptr = NULL;
1100 else if (buffer->flags & WINED3D_BUFFER_HASDESC)
1102 wined3d_resource_preload(&buffer->resource);
1106 HRESULT wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset,
1107 struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size)
1109 BYTE *dst_buffer_mem, *src_buffer_mem, *dst_ptr, *src_ptr;
1110 struct wined3d_bo_address dst_bo_address, src_bo_address;
1111 const struct wined3d_gl_info *gl_info;
1112 struct wined3d_context *context;
1113 struct wined3d_device *device;
1114 HRESULT hr;
1116 device = dst_buffer->resource.device;
1118 context = context_acquire(device, NULL);
1119 gl_info = context->gl_info;
1121 buffer_get_memory(dst_buffer, context, &dst_bo_address);
1122 buffer_get_memory(src_buffer, context, &src_bo_address);
1124 dst_buffer_mem = dst_buffer->resource.heap_memory;
1125 src_buffer_mem = src_buffer->resource.heap_memory;
1127 if (!dst_buffer_mem && !src_buffer_mem)
1129 if (gl_info->supported[ARB_COPY_BUFFER])
1131 GL_EXTCALL(glBindBuffer(GL_COPY_READ_BUFFER, src_bo_address.buffer_object));
1132 GL_EXTCALL(glBindBuffer(GL_COPY_WRITE_BUFFER, dst_bo_address.buffer_object));
1133 GL_EXTCALL(glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, src_offset, dst_offset, size));
1134 checkGLcall("direct buffer copy");
1136 else
1138 if (FAILED(hr = wined3d_buffer_map(dst_buffer, dst_offset, size, &dst_ptr, 0)))
1140 WARN("Failed to map dst_buffer, hr %#x.\n", hr);
1141 context_release(context);
1142 return WINED3DERR_INVALIDCALL;
1144 if (FAILED(hr = wined3d_buffer_map(src_buffer, src_offset, size, &src_ptr, WINED3D_MAP_READONLY)))
1146 WARN("Failed to map src_buffer, hr %#x.\n", hr);
1147 wined3d_buffer_unmap(dst_buffer);
1148 context_release(context);
1149 return WINED3DERR_INVALIDCALL;
1152 memcpy(dst_ptr, src_ptr, size);
1154 wined3d_buffer_unmap(src_buffer);
1155 wined3d_buffer_unmap(dst_buffer);
1158 else if (dst_buffer_mem && !src_buffer_mem)
1160 buffer_bind(src_buffer, context);
1161 GL_EXTCALL(glGetBufferSubData(src_buffer->buffer_type_hint, src_offset, size, dst_buffer_mem + dst_offset));
1162 checkGLcall("buffer download");
1164 else if (!dst_buffer_mem && src_buffer_mem)
1166 buffer_bind(dst_buffer, context);
1167 GL_EXTCALL(glBufferSubData(dst_buffer->buffer_type_hint, dst_offset, size, src_buffer_mem + src_offset));
1168 checkGLcall("buffer upload");
1170 else
1172 memcpy(dst_buffer_mem + dst_offset, src_buffer_mem + src_offset, size);
1175 if (dst_buffer_mem)
1176 buffer_invalidate_bo_range(dst_buffer, dst_offset, size);
1178 context_release(context);
1179 return WINED3D_OK;
1182 HRESULT wined3d_buffer_upload_data(struct wined3d_buffer *buffer,
1183 const struct wined3d_box *box, const void *data)
1185 UINT offset, size;
1186 HRESULT hr;
1187 BYTE *ptr;
1189 if (box)
1191 offset = box->left;
1192 size = box->right - box->left;
1194 else
1196 offset = 0;
1197 size = buffer->resource.size;
1200 if (FAILED(hr = wined3d_buffer_map(buffer, offset, size, &ptr, 0)))
1201 return hr;
1203 memcpy(ptr, data, size);
1205 wined3d_buffer_unmap(buffer);
1206 return WINED3D_OK;
1209 static ULONG buffer_resource_incref(struct wined3d_resource *resource)
1211 return wined3d_buffer_incref(buffer_from_resource(resource));
1214 static ULONG buffer_resource_decref(struct wined3d_resource *resource)
1216 return wined3d_buffer_decref(buffer_from_resource(resource));
1219 static void buffer_resource_preload(struct wined3d_resource *resource)
1221 struct wined3d_context *context;
1223 context = context_acquire(resource->device, NULL);
1224 buffer_internal_preload(buffer_from_resource(resource), context, NULL);
1225 context_release(context);
1228 static HRESULT buffer_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx,
1229 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags)
1231 struct wined3d_buffer *buffer = buffer_from_resource(resource);
1232 UINT offset, size;
1234 if (sub_resource_idx)
1236 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
1237 return E_INVALIDARG;
1240 if (box)
1242 offset = box->left;
1243 size = box->right - box->left;
1245 else
1247 offset = size = 0;
1250 map_desc->row_pitch = map_desc->slice_pitch = buffer->desc.byte_width;
1251 return wined3d_buffer_map(buffer, offset, size, (BYTE **)&map_desc->data, flags);
1254 static HRESULT buffer_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
1256 if (sub_resource_idx)
1258 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
1259 return E_INVALIDARG;
1262 wined3d_buffer_unmap(buffer_from_resource(resource));
1263 return WINED3D_OK;
1266 static const struct wined3d_resource_ops buffer_resource_ops =
1268 buffer_resource_incref,
1269 buffer_resource_decref,
1270 buffer_resource_preload,
1271 buffer_unload,
1272 buffer_resource_sub_resource_map,
1273 buffer_resource_sub_resource_unmap,
1276 static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device *device,
1277 UINT size, DWORD usage, enum wined3d_format_id format_id, enum wined3d_pool pool, GLenum bind_hint,
1278 const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops)
1280 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1281 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
1282 HRESULT hr;
1283 BOOL dynamic_buffer_ok;
1285 if (!size)
1287 WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL.\n");
1288 return WINED3DERR_INVALIDCALL;
1291 if (data && !data->data)
1293 WARN("Invalid sub-resource data specified.\n");
1294 return E_INVALIDARG;
1297 hr = resource_init(&buffer->resource, device, WINED3D_RTYPE_BUFFER, format,
1298 WINED3D_MULTISAMPLE_NONE, 0, usage, pool, size, 1, 1, size, parent, parent_ops, &buffer_resource_ops);
1299 if (FAILED(hr))
1301 WARN("Failed to initialize resource, hr %#x.\n", hr);
1302 return hr;
1304 buffer->buffer_type_hint = bind_hint;
1306 TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer->resource.size, buffer->resource.usage,
1307 debug_d3dformat(buffer->resource.format->id), buffer->resource.heap_memory, buffer);
1309 if (device->create_parms.flags & WINED3DCREATE_SOFTWARE_VERTEXPROCESSING || pool == WINED3D_POOL_MANAGED)
1311 /* SWvp and managed buffers always return the same pointer in buffer
1312 * maps and retain data in DISCARD maps. Keep a system memory copy of
1313 * the buffer to provide the same behavior to the application. */
1314 TRACE("Using doublebuffer mode.\n");
1315 buffer->flags |= WINED3D_BUFFER_DOUBLEBUFFER;
1318 /* Observations show that draw_primitive_immediate_mode() is faster on
1319 * dynamic vertex buffers than converting + draw_primitive_arrays().
1320 * (Half-Life 2 and others.) */
1321 dynamic_buffer_ok = gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] || gl_info->supported[ARB_MAP_BUFFER_RANGE];
1323 if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
1325 TRACE("Not creating a BO because GL_ARB_vertex_buffer is not supported.\n");
1327 else if (buffer->resource.pool == WINED3D_POOL_SYSTEM_MEM)
1329 TRACE("Not creating a BO because the buffer is in system memory.\n");
1331 else if (!dynamic_buffer_ok && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
1333 TRACE("Not creating a BO because the buffer has dynamic usage and no GL support.\n");
1335 else
1337 buffer->flags |= WINED3D_BUFFER_USE_BO;
1340 if (!(buffer->maps = HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer->maps))))
1342 ERR("Out of memory.\n");
1343 buffer_unload(&buffer->resource);
1344 resource_cleanup(&buffer->resource);
1345 wined3d_resource_wait_idle(&buffer->resource);
1346 return E_OUTOFMEMORY;
1348 buffer->maps_size = 1;
1350 if (data)
1351 wined3d_device_update_sub_resource(device, &buffer->resource,
1352 0, NULL, data->data, data->row_pitch, data->slice_pitch);
1354 return WINED3D_OK;
1357 HRESULT CDECL wined3d_buffer_create(struct wined3d_device *device, const struct wined3d_buffer_desc *desc,
1358 const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops,
1359 struct wined3d_buffer **buffer)
1361 struct wined3d_buffer *object;
1362 HRESULT hr;
1364 TRACE("device %p, desc %p, data %p, parent %p, parent_ops %p, buffer %p.\n",
1365 device, desc, data, parent, parent_ops, buffer);
1367 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1368 if (!object)
1369 return E_OUTOFMEMORY;
1371 FIXME("Ignoring access flags (pool).\n");
1373 hr = buffer_init(object, device, desc->byte_width, desc->usage, WINED3DFMT_UNKNOWN,
1374 WINED3D_POOL_MANAGED, GL_ARRAY_BUFFER_ARB, data, parent, parent_ops);
1375 if (FAILED(hr))
1377 WARN("Failed to initialize buffer, hr %#x.\n", hr);
1378 HeapFree(GetProcessHeap(), 0, object);
1379 return hr;
1381 object->desc = *desc;
1383 TRACE("Created buffer %p.\n", object);
1385 *buffer = object;
1387 return WINED3D_OK;
1390 HRESULT CDECL wined3d_buffer_create_vb(struct wined3d_device *device, UINT size, DWORD usage, enum wined3d_pool pool,
1391 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer)
1393 struct wined3d_buffer *object;
1394 HRESULT hr;
1396 TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
1397 device, size, usage, pool, parent, parent_ops, buffer);
1399 if (pool == WINED3D_POOL_SCRATCH)
1401 /* The d3d9 tests shows that this is not allowed. It doesn't make much
1402 * sense anyway, SCRATCH buffers wouldn't be usable anywhere. */
1403 WARN("Vertex buffer in WINED3D_POOL_SCRATCH requested, returning WINED3DERR_INVALIDCALL.\n");
1404 *buffer = NULL;
1405 return WINED3DERR_INVALIDCALL;
1408 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1409 if (!object)
1411 *buffer = NULL;
1412 return WINED3DERR_OUTOFVIDEOMEMORY;
1415 hr = buffer_init(object, device, size, usage, WINED3DFMT_VERTEXDATA,
1416 pool, GL_ARRAY_BUFFER_ARB, NULL, parent, parent_ops);
1417 if (FAILED(hr))
1419 WARN("Failed to initialize buffer, hr %#x.\n", hr);
1420 HeapFree(GetProcessHeap(), 0, object);
1421 return hr;
1424 TRACE("Created buffer %p.\n", object);
1425 *buffer = object;
1427 return WINED3D_OK;
1430 HRESULT CDECL wined3d_buffer_create_ib(struct wined3d_device *device, UINT size, DWORD usage, enum wined3d_pool pool,
1431 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer)
1433 struct wined3d_buffer *object;
1434 HRESULT hr;
1436 TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
1437 device, size, usage, pool, parent, parent_ops, buffer);
1439 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1440 if (!object)
1442 *buffer = NULL;
1443 return WINED3DERR_OUTOFVIDEOMEMORY;
1446 hr = buffer_init(object, device, size, usage | WINED3DUSAGE_STATICDECL,
1447 WINED3DFMT_UNKNOWN, pool, GL_ELEMENT_ARRAY_BUFFER_ARB, NULL,
1448 parent, parent_ops);
1449 if (FAILED(hr))
1451 WARN("Failed to initialize buffer, hr %#x\n", hr);
1452 HeapFree(GetProcessHeap(), 0, object);
1453 return hr;
1456 TRACE("Created buffer %p.\n", object);
1457 *buffer = object;
1459 return WINED3D_OK;