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[wine.git] / dlls / wined3d / buffer.c
blobf811a612a836f9c66c072fa9e01fe5c5d71b9381
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 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_CREATEBO 0x02 /* Create 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_FLUSH 0x08 /* Manual unmap flushing. */
36 #define WINED3D_BUFFER_DISCARD 0x10 /* A DISCARD lock has occurred since the last preload. */
37 #define WINED3D_BUFFER_NOSYNC 0x20 /* All locks since the last preload had NOOVERWRITE set. */
38 #define WINED3D_BUFFER_APPLESYNC 0x40 /* Using sync as in GL_APPLE_flush_buffer_range. */
40 #define VB_MAXDECLCHANGES 100 /* After that number of decl changes we stop converting */
41 #define VB_RESETDECLCHANGE 1000 /* Reset the decl changecount after that number of draws */
42 #define VB_MAXFULLCONVERSIONS 5 /* Number of full conversions before we stop converting */
43 #define VB_RESETFULLCONVS 20 /* Reset full conversion counts after that number of draws */
45 static void buffer_invalidate_bo_range(struct wined3d_buffer *buffer, UINT offset, UINT size)
47 if (!offset && !size)
48 goto invalidate_all;
50 if (offset > buffer->resource.size || offset + size > buffer->resource.size)
52 WARN("Invalid range specified, invalidating entire buffer.\n");
53 goto invalidate_all;
56 if (buffer->modified_areas >= buffer->maps_size)
58 struct wined3d_map_range *new;
60 if (!(new = HeapReAlloc(GetProcessHeap(), 0, buffer->maps, 2 * buffer->maps_size * sizeof(*buffer->maps))))
62 ERR("Failed to allocate maps array, invalidating entire buffer.\n");
63 goto invalidate_all;
66 buffer->maps = new;
67 buffer->maps_size *= 2;
70 buffer->maps[buffer->modified_areas].offset = offset;
71 buffer->maps[buffer->modified_areas].size = size;
72 ++buffer->modified_areas;
73 return;
75 invalidate_all:
76 buffer->modified_areas = 1;
77 buffer->maps[0].offset = 0;
78 buffer->maps[0].size = buffer->resource.size;
81 static inline void buffer_clear_dirty_areas(struct wined3d_buffer *This)
83 This->modified_areas = 0;
86 static BOOL buffer_is_dirty(const struct wined3d_buffer *buffer)
88 return !!buffer->modified_areas;
91 static BOOL buffer_is_fully_dirty(const struct wined3d_buffer *buffer)
93 unsigned int i;
95 for (i = 0; i < buffer->modified_areas; ++i)
97 if (!buffer->maps[i].offset && buffer->maps[i].size == buffer->resource.size)
98 return TRUE;
100 return FALSE;
103 /* Context activation is done by the caller */
104 static void delete_gl_buffer(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info)
106 if(!This->buffer_object) return;
108 GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
109 checkGLcall("glDeleteBuffersARB");
110 This->buffer_object = 0;
112 if(This->query)
114 wined3d_event_query_destroy(This->query);
115 This->query = NULL;
117 This->flags &= ~WINED3D_BUFFER_APPLESYNC;
120 /* Context activation is done by the caller. */
121 static void buffer_create_buffer_object(struct wined3d_buffer *This, struct wined3d_context *context)
123 GLenum gl_usage = GL_STATIC_DRAW_ARB;
124 GLenum error;
125 const struct wined3d_gl_info *gl_info = context->gl_info;
127 TRACE("Creating an OpenGL vertex buffer object for wined3d_buffer %p with usage %s.\n",
128 This, debug_d3dusage(This->resource.usage));
130 /* Make sure that the gl error is cleared. Do not use checkGLcall
131 * here because checkGLcall just prints a fixme and continues. However,
132 * if an error during VBO creation occurs we can fall back to non-vbo operation
133 * with full functionality(but performance loss)
135 while (gl_info->gl_ops.gl.p_glGetError() != GL_NO_ERROR);
137 /* Basically the FVF parameter passed to CreateVertexBuffer is no good.
138 * The vertex declaration from the device determines how the data in the
139 * buffer is interpreted. This means that on each draw call the buffer has
140 * to be verified to check if the rhw and color values are in the correct
141 * format. */
143 GL_EXTCALL(glGenBuffersARB(1, &This->buffer_object));
144 error = gl_info->gl_ops.gl.p_glGetError();
145 if (!This->buffer_object || error != GL_NO_ERROR)
147 ERR("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error);
148 goto fail;
151 if (This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
152 context_invalidate_state(context, STATE_INDEXBUFFER);
153 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
154 error = gl_info->gl_ops.gl.p_glGetError();
155 if (error != GL_NO_ERROR)
157 ERR("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error);
158 goto fail;
161 if (This->resource.usage & WINED3DUSAGE_DYNAMIC)
163 TRACE("Buffer has WINED3DUSAGE_DYNAMIC set.\n");
164 gl_usage = GL_STREAM_DRAW_ARB;
166 if(gl_info->supported[APPLE_FLUSH_BUFFER_RANGE])
168 GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE));
169 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE)");
170 This->flags |= WINED3D_BUFFER_FLUSH;
172 GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE));
173 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE)");
174 This->flags |= WINED3D_BUFFER_APPLESYNC;
176 /* No setup is needed here for GL_ARB_map_buffer_range */
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(glBufferDataARB(This->buffer_type_hint, This->resource.size, This->resource.allocatedMemory, gl_usage));
185 error = gl_info->gl_ops.gl.p_glGetError();
186 if (error != GL_NO_ERROR)
188 ERR("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error);
189 goto fail;
192 This->buffer_object_size = This->resource.size;
193 This->buffer_object_usage = gl_usage;
195 if (This->flags & WINED3D_BUFFER_DOUBLEBUFFER)
197 buffer_invalidate_bo_range(This, 0, 0);
199 else
201 wined3d_resource_free_sysmem(This->resource.heap_memory);
202 This->resource.allocatedMemory = NULL;
203 This->resource.heap_memory = NULL;
206 return;
208 fail:
209 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
210 ERR("Failed to create a vertex buffer object. Continuing, but performance issues may occur\n");
211 delete_gl_buffer(This, gl_info);
212 buffer_clear_dirty_areas(This);
215 static BOOL buffer_process_converted_attribute(struct wined3d_buffer *This,
216 const enum wined3d_buffer_conversion_type conversion_type,
217 const struct wined3d_stream_info_element *attrib, DWORD *stride_this_run)
219 DWORD attrib_size;
220 BOOL ret = FALSE;
221 unsigned int i;
222 DWORD_PTR data;
224 /* Check for some valid situations which cause us pain. One is if the buffer is used for
225 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
226 * with different strides. In the 2nd case we might have to drop conversion entirely,
227 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
229 if (!attrib->stride)
231 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n",
232 debug_d3dformat(attrib->format->id));
234 else if(attrib->stride != *stride_this_run && *stride_this_run)
236 FIXME("Got two concurrent strides, %d and %d\n", attrib->stride, *stride_this_run);
238 else
240 *stride_this_run = attrib->stride;
241 if (This->stride != *stride_this_run)
243 /* We rely that this happens only on the first converted attribute that is found,
244 * if at all. See above check
246 TRACE("Reconverting because converted attributes occur, and the stride changed\n");
247 This->stride = *stride_this_run;
248 HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY, This->conversion_map);
249 This->conversion_map = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
250 sizeof(*This->conversion_map) * This->stride);
251 ret = TRUE;
255 data = ((DWORD_PTR)attrib->data.addr) % This->stride;
256 attrib_size = attrib->format->component_count * attrib->format->component_size;
257 for (i = 0; i < attrib_size; ++i)
259 DWORD_PTR idx = (data + i) % This->stride;
260 if (This->conversion_map[idx] != conversion_type)
262 TRACE("Byte %ld in vertex changed\n", idx);
263 TRACE("It was type %d, is %d now\n", This->conversion_map[idx], conversion_type);
264 ret = TRUE;
265 This->conversion_map[idx] = conversion_type;
269 return ret;
272 static BOOL buffer_check_attribute(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
273 UINT attrib_idx, const BOOL check_d3dcolor, const BOOL check_position, const BOOL is_ffp_color,
274 DWORD *stride_this_run)
276 const struct wined3d_stream_info_element *attrib = &si->elements[attrib_idx];
277 enum wined3d_format_id format;
278 BOOL ret = FALSE;
280 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
281 * there, on nonexistent attribs the vbo is 0.
283 if (!(si->use_map & (1 << attrib_idx))
284 || attrib->data.buffer_object != This->buffer_object)
285 return FALSE;
287 format = attrib->format->id;
288 /* Look for newly appeared conversion */
289 if (check_d3dcolor && format == WINED3DFMT_B8G8R8A8_UNORM)
291 ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run);
293 if (!is_ffp_color) FIXME("Test for non-color fixed function WINED3DFMT_B8G8R8A8_UNORM format\n");
295 else if (check_position && si->position_transformed)
297 if (format != WINED3DFMT_R32G32B32A32_FLOAT)
299 FIXME("Unexpected format %s for transformed position.\n", debug_d3dformat(format));
300 return FALSE;
303 ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run);
305 else if (This->conversion_map)
307 ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run);
310 return ret;
313 static BOOL buffer_find_decl(struct wined3d_buffer *This)
315 struct wined3d_device *device = This->resource.device;
316 const struct wined3d_adapter *adapter = device->adapter;
317 const struct wined3d_stream_info *si = &device->stream_info;
318 const struct wined3d_state *state = &device->state;
319 BOOL support_d3dcolor = adapter->gl_info.supported[ARB_VERTEX_ARRAY_BGRA];
320 BOOL support_xyzrhw = adapter->d3d_info.xyzrhw;
321 UINT stride_this_run = 0;
322 BOOL ret = FALSE;
324 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
325 * Once we have our declaration there is no need to look it up again. Index buffers also never need
326 * conversion, so once the (empty) conversion structure is created don't bother checking again
328 if (This->flags & WINED3D_BUFFER_HASDESC)
330 if(This->resource.usage & WINED3DUSAGE_STATICDECL) return FALSE;
333 if (use_vs(state))
335 TRACE("Vertex shaders used, no VBO conversion is needed\n");
336 if(This->conversion_map)
338 HeapFree(GetProcessHeap(), 0, This->conversion_map);
339 This->conversion_map = NULL;
340 This->stride = 0;
341 return TRUE;
344 return FALSE;
347 TRACE("Finding vertex buffer conversion information\n");
348 /* Certain declaration types need some fixups before we can pass them to
349 * opengl. This means D3DCOLOR attributes with fixed function vertex
350 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
351 * GL_ARB_half_float_vertex is not supported.
353 * Note for d3d8 and d3d9:
354 * The vertex buffer FVF doesn't help with finding them, we have to use
355 * the decoded vertex declaration and pick the things that concern the
356 * current buffer. A problem with this is that this can change between
357 * draws, so we have to validate the information and reprocess the buffer
358 * if it changes, and avoid false positives for performance reasons.
359 * WineD3D doesn't even know the vertex buffer any more, it is managed
360 * by the client libraries and passed to SetStreamSource and ProcessVertices
361 * as needed.
363 * We have to distinguish between vertex shaders and fixed function to
364 * pick the way we access the strided vertex information.
366 * This code sets up a per-byte array with the size of the detected
367 * stride of the arrays in the buffer. For each byte we have a field
368 * that marks the conversion needed on this byte. For example, the
369 * following declaration with fixed function vertex processing:
371 * POSITIONT, FLOAT4
372 * NORMAL, FLOAT3
373 * DIFFUSE, FLOAT16_4
374 * SPECULAR, D3DCOLOR
376 * Will result in
377 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
378 * [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]
380 * Where in this example map P means 4 component position conversion, 0
381 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
382 * conversion (red / blue swizzle).
384 * If we're doing conversion and the stride changes we have to reconvert
385 * the whole buffer. Note that we do not mind if the semantic changes,
386 * we only care for the conversion type. So if the NORMAL is replaced
387 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
388 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
389 * conversion types depend on the semantic as well, for example a FLOAT4
390 * texcoord needs no conversion while a FLOAT4 positiont needs one
393 ret = buffer_check_attribute(This, si, WINED3D_FFP_POSITION,
394 TRUE, !support_xyzrhw, FALSE, &stride_this_run) || ret;
395 ret = buffer_check_attribute(This, si, WINED3D_FFP_NORMAL,
396 TRUE, FALSE, FALSE, &stride_this_run) || ret;
397 ret = buffer_check_attribute(This, si, WINED3D_FFP_DIFFUSE,
398 !support_d3dcolor, FALSE, TRUE, &stride_this_run) || ret;
399 ret = buffer_check_attribute(This, si, WINED3D_FFP_SPECULAR,
400 !support_d3dcolor, FALSE, TRUE, &stride_this_run) || ret;
401 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD0,
402 TRUE, FALSE, FALSE, &stride_this_run) || ret;
403 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD1,
404 TRUE, FALSE, FALSE, &stride_this_run) || ret;
405 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD2,
406 TRUE, FALSE, FALSE, &stride_this_run) || ret;
407 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD3,
408 TRUE, FALSE, FALSE, &stride_this_run) || ret;
409 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD4,
410 TRUE, FALSE, FALSE, &stride_this_run) || ret;
411 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD5,
412 TRUE, FALSE, FALSE, &stride_this_run) || ret;
413 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD6,
414 TRUE, FALSE, FALSE, &stride_this_run) || ret;
415 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD7,
416 TRUE, FALSE, FALSE, &stride_this_run) || ret;
418 if (!stride_this_run && This->conversion_map)
420 /* Sanity test */
421 if (!ret) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
422 HeapFree(GetProcessHeap(), 0, This->conversion_map);
423 This->conversion_map = NULL;
424 This->stride = 0;
427 if (ret) TRACE("Conversion information changed\n");
429 return ret;
432 static inline void fixup_d3dcolor(DWORD *dst_color)
434 DWORD src_color = *dst_color;
436 /* Color conversion like in drawStridedSlow. watch out for little endianity
437 * If we want that stuff to work on big endian machines too we have to consider more things
439 * 0xff000000: Alpha mask
440 * 0x00ff0000: Blue mask
441 * 0x0000ff00: Green mask
442 * 0x000000ff: Red mask
444 *dst_color = 0;
445 *dst_color |= (src_color & 0xff00ff00); /* Alpha Green */
446 *dst_color |= (src_color & 0x00ff0000) >> 16; /* Red */
447 *dst_color |= (src_color & 0x000000ff) << 16; /* Blue */
450 static inline void fixup_transformed_pos(float *p)
452 /* rhw conversion like in position_float4(). */
453 if (p[3] != 1.0f && p[3] != 0.0f)
455 float w = 1.0f / p[3];
456 p[0] *= w;
457 p[1] *= w;
458 p[2] *= w;
459 p[3] = w;
463 /* Context activation is done by the caller. */
464 void buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_context *context,
465 struct wined3d_bo_address *data)
467 data->buffer_object = buffer->buffer_object;
468 if (!buffer->buffer_object)
470 if ((buffer->flags & WINED3D_BUFFER_CREATEBO) && !buffer->resource.map_count)
472 buffer_create_buffer_object(buffer, context);
473 buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
474 if (buffer->buffer_object)
476 data->buffer_object = buffer->buffer_object;
477 data->addr = NULL;
478 return;
481 data->addr = buffer->resource.allocatedMemory;
483 else
485 data->addr = NULL;
489 ULONG CDECL wined3d_buffer_incref(struct wined3d_buffer *buffer)
491 ULONG refcount = InterlockedIncrement(&buffer->resource.ref);
493 TRACE("%p increasing refcount to %u.\n", buffer, refcount);
495 return refcount;
498 /* Context activation is done by the caller. */
499 BYTE *buffer_get_sysmem(struct wined3d_buffer *This, struct wined3d_context *context)
501 const struct wined3d_gl_info *gl_info = context->gl_info;
503 /* AllocatedMemory exists if the buffer is double buffered or has no buffer object at all */
504 if(This->resource.allocatedMemory) return This->resource.allocatedMemory;
506 This->resource.heap_memory = wined3d_resource_allocate_sysmem(This->resource.size);
507 This->resource.allocatedMemory = This->resource.heap_memory;
509 if (This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
510 context_invalidate_state(context, STATE_INDEXBUFFER);
512 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
513 GL_EXTCALL(glGetBufferSubDataARB(This->buffer_type_hint, 0, This->resource.size, This->resource.allocatedMemory));
514 This->flags |= WINED3D_BUFFER_DOUBLEBUFFER;
516 return This->resource.allocatedMemory;
519 static void buffer_unload(struct wined3d_resource *resource)
521 struct wined3d_buffer *buffer = buffer_from_resource(resource);
523 TRACE("buffer %p.\n", buffer);
525 if (buffer->buffer_object)
527 struct wined3d_device *device = resource->device;
528 struct wined3d_context *context;
530 context = context_acquire(device, NULL);
532 /* Download the buffer, but don't permanently enable double buffering */
533 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
535 buffer_get_sysmem(buffer, context);
536 buffer->flags &= ~WINED3D_BUFFER_DOUBLEBUFFER;
539 delete_gl_buffer(buffer, context->gl_info);
540 buffer->flags |= WINED3D_BUFFER_CREATEBO; /* Recreate the buffer object next load */
541 buffer_clear_dirty_areas(buffer);
543 context_release(context);
545 HeapFree(GetProcessHeap(), 0, buffer->conversion_map);
546 buffer->conversion_map = NULL;
547 buffer->stride = 0;
548 buffer->conversion_stride = 0;
549 buffer->flags &= ~WINED3D_BUFFER_HASDESC;
552 resource_unload(resource);
555 ULONG CDECL wined3d_buffer_decref(struct wined3d_buffer *buffer)
557 ULONG refcount = InterlockedDecrement(&buffer->resource.ref);
558 struct wined3d_context *context;
560 TRACE("%p decreasing refcount to %u.\n", buffer, refcount);
562 if (!refcount)
564 if (buffer->buffer_object)
566 context = context_acquire(buffer->resource.device, NULL);
567 delete_gl_buffer(buffer, context->gl_info);
568 context_release(context);
570 HeapFree(GetProcessHeap(), 0, buffer->conversion_map);
573 resource_cleanup(&buffer->resource);
574 buffer->resource.parent_ops->wined3d_object_destroyed(buffer->resource.parent);
575 HeapFree(GetProcessHeap(), 0, buffer->maps);
576 HeapFree(GetProcessHeap(), 0, buffer);
579 return refcount;
582 void * CDECL wined3d_buffer_get_parent(const struct wined3d_buffer *buffer)
584 TRACE("buffer %p.\n", buffer);
586 return buffer->resource.parent;
589 DWORD CDECL wined3d_buffer_set_priority(struct wined3d_buffer *buffer, DWORD priority)
591 return resource_set_priority(&buffer->resource, priority);
594 DWORD CDECL wined3d_buffer_get_priority(const struct wined3d_buffer *buffer)
596 return resource_get_priority(&buffer->resource);
599 /* The caller provides a context and binds the buffer */
600 static void buffer_sync_apple(struct wined3d_buffer *This, DWORD flags, const struct wined3d_gl_info *gl_info)
602 enum wined3d_event_query_result ret;
604 /* No fencing needs to be done if the app promises not to overwrite
605 * existing data. */
606 if (flags & WINED3D_MAP_NOOVERWRITE)
607 return;
609 if (flags & WINED3D_MAP_DISCARD)
611 GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, This->resource.size, NULL, This->buffer_object_usage));
612 checkGLcall("glBufferDataARB\n");
613 return;
616 if(!This->query)
618 TRACE("Creating event query for buffer %p\n", This);
620 if (!wined3d_event_query_supported(gl_info))
622 FIXME("Event queries not supported, dropping async buffer locks.\n");
623 goto drop_query;
626 This->query = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*This->query));
627 if (!This->query)
629 ERR("Failed to allocate event query memory, dropping async buffer locks.\n");
630 goto drop_query;
633 /* Since we don't know about old draws a glFinish is needed once */
634 gl_info->gl_ops.gl.p_glFinish();
635 return;
637 TRACE("Synchronizing buffer %p\n", This);
638 ret = wined3d_event_query_finish(This->query, This->resource.device);
639 switch(ret)
641 case WINED3D_EVENT_QUERY_NOT_STARTED:
642 case WINED3D_EVENT_QUERY_OK:
643 /* All done */
644 return;
646 case WINED3D_EVENT_QUERY_WRONG_THREAD:
647 WARN("Cannot synchronize buffer lock due to a thread conflict\n");
648 goto drop_query;
650 default:
651 ERR("wined3d_event_query_finish returned %u, dropping async buffer locks\n", ret);
652 goto drop_query;
655 drop_query:
656 if(This->query)
658 wined3d_event_query_destroy(This->query);
659 This->query = NULL;
662 gl_info->gl_ops.gl.p_glFinish();
663 GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE));
664 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
665 This->flags &= ~WINED3D_BUFFER_APPLESYNC;
668 /* The caller provides a GL context */
669 static void buffer_direct_upload(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info, DWORD flags)
671 BYTE *map;
672 UINT start = 0, len = 0;
674 /* This potentially invalidates the element array buffer binding, but the
675 * caller always takes care of this. */
676 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
677 checkGLcall("glBindBufferARB");
678 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
680 GLbitfield mapflags;
681 mapflags = GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
682 if (flags & WINED3D_BUFFER_DISCARD)
683 mapflags |= GL_MAP_INVALIDATE_BUFFER_BIT;
684 if (flags & WINED3D_BUFFER_NOSYNC)
685 mapflags |= GL_MAP_UNSYNCHRONIZED_BIT;
686 map = GL_EXTCALL(glMapBufferRange(This->buffer_type_hint, 0,
687 This->resource.size, mapflags));
688 checkGLcall("glMapBufferRange");
690 else
692 if (This->flags & WINED3D_BUFFER_APPLESYNC)
694 DWORD syncflags = 0;
695 if (flags & WINED3D_BUFFER_DISCARD)
696 syncflags |= WINED3D_MAP_DISCARD;
697 if (flags & WINED3D_BUFFER_NOSYNC)
698 syncflags |= WINED3D_MAP_NOOVERWRITE;
699 buffer_sync_apple(This, syncflags, gl_info);
701 map = GL_EXTCALL(glMapBufferARB(This->buffer_type_hint, GL_WRITE_ONLY_ARB));
702 checkGLcall("glMapBufferARB");
704 if (!map)
706 ERR("Failed to map opengl buffer\n");
707 return;
710 while (This->modified_areas)
712 This->modified_areas--;
713 start = This->maps[This->modified_areas].offset;
714 len = This->maps[This->modified_areas].size;
716 memcpy(map + start, This->resource.allocatedMemory + start, len);
718 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
720 GL_EXTCALL(glFlushMappedBufferRange(This->buffer_type_hint, start, len));
721 checkGLcall("glFlushMappedBufferRange");
723 else if (This->flags & WINED3D_BUFFER_FLUSH)
725 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This->buffer_type_hint, start, len));
726 checkGLcall("glFlushMappedBufferRangeAPPLE");
729 GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
730 checkGLcall("glUnmapBufferARB");
733 /* Context activation is done by the caller. */
734 void buffer_internal_preload(struct wined3d_buffer *buffer, struct wined3d_context *context)
736 DWORD flags = buffer->flags & (WINED3D_BUFFER_NOSYNC | WINED3D_BUFFER_DISCARD);
737 struct wined3d_device *device = buffer->resource.device;
738 UINT start = 0, end = 0, len = 0, vertices;
739 const struct wined3d_gl_info *gl_info;
740 BOOL decl_changed = FALSE;
741 unsigned int i, j;
742 BYTE *data;
744 TRACE("buffer %p.\n", buffer);
746 if (buffer->resource.map_count)
748 WARN("Buffer is mapped, skipping preload.\n");
749 return;
752 buffer->flags &= ~(WINED3D_BUFFER_NOSYNC | WINED3D_BUFFER_DISCARD);
754 if (!buffer->buffer_object)
756 /* TODO: Make converting independent from VBOs */
757 if (buffer->flags & WINED3D_BUFFER_CREATEBO)
759 buffer_create_buffer_object(buffer, context);
760 buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
762 else
764 /* Not doing any conversion */
765 return;
769 /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
770 if (device->isInDraw && buffer->resource.bind_count > 0)
772 decl_changed = buffer_find_decl(buffer);
773 buffer->flags |= WINED3D_BUFFER_HASDESC;
776 if (!decl_changed && !(buffer->flags & WINED3D_BUFFER_HASDESC && buffer_is_dirty(buffer)))
778 ++buffer->draw_count;
779 if (buffer->draw_count > VB_RESETDECLCHANGE)
780 buffer->decl_change_count = 0;
781 if (buffer->draw_count > VB_RESETFULLCONVS)
782 buffer->full_conversion_count = 0;
783 return;
786 /* If applications change the declaration over and over, reconverting all the time is a huge
787 * performance hit. So count the declaration changes and release the VBO if there are too many
788 * of them (and thus stop converting)
790 if (decl_changed)
792 ++buffer->decl_change_count;
793 buffer->draw_count = 0;
795 if (buffer->decl_change_count > VB_MAXDECLCHANGES
796 || (buffer->conversion_map && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)))
798 FIXME("Too many declaration changes or converting dynamic buffer, stopping converting\n");
800 buffer_unload(&buffer->resource);
801 buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
803 /* The stream source state handler might have read the memory of
804 * the vertex buffer already and got the memory in the vbo which
805 * is not valid any longer. Dirtify the stream source to force a
806 * reload. This happens only once per changed vertexbuffer and
807 * should occur rather rarely. */
808 device_invalidate_state(device, STATE_STREAMSRC);
809 return;
812 /* The declaration changed, reload the whole buffer. */
813 WARN("Reloading buffer because of a vertex declaration change.\n");
814 buffer_invalidate_bo_range(buffer, 0, 0);
816 /* Avoid unfenced updates, we might overwrite more areas of the buffer than the application
817 * cleared for unsynchronized updates
819 flags = 0;
821 else
823 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
824 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
825 * decl changes and reset the decl change count after a specific number of them
827 if (buffer->conversion_map && buffer_is_fully_dirty(buffer))
829 ++buffer->full_conversion_count;
830 if (buffer->full_conversion_count > VB_MAXFULLCONVERSIONS)
832 FIXME("Too many full buffer conversions, stopping converting.\n");
833 buffer_unload(&buffer->resource);
834 buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
835 if (buffer->resource.bind_count)
836 device_invalidate_state(device, STATE_STREAMSRC);
837 return;
840 else
842 ++buffer->draw_count;
843 if (buffer->draw_count > VB_RESETDECLCHANGE)
844 buffer->decl_change_count = 0;
845 if (buffer->draw_count > VB_RESETFULLCONVS)
846 buffer->full_conversion_count = 0;
850 if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
851 device_invalidate_state(device, STATE_INDEXBUFFER);
853 if (!buffer->conversion_map)
855 /* That means that there is nothing to fixup. Just upload from
856 * buffer->resource.allocatedMemory directly into the vbo. Do not
857 * free the system memory copy because drawPrimitive may need it if
858 * the stride is 0, for instancing emulation, vertex blending
859 * emulation or shader emulation. */
860 TRACE("No conversion needed.\n");
862 /* Nothing to do because we locked directly into the vbo */
863 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
865 return;
868 buffer_direct_upload(buffer, context->gl_info, flags);
870 return;
873 gl_info = context->gl_info;
875 if(!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
877 buffer_get_sysmem(buffer, context);
880 /* Now for each vertex in the buffer that needs conversion */
881 vertices = buffer->resource.size / buffer->stride;
883 data = HeapAlloc(GetProcessHeap(), 0, buffer->resource.size);
885 while(buffer->modified_areas)
887 buffer->modified_areas--;
888 start = buffer->maps[buffer->modified_areas].offset;
889 len = buffer->maps[buffer->modified_areas].size;
890 end = start + len;
892 memcpy(data + start, buffer->resource.allocatedMemory + start, end - start);
893 for (i = start / buffer->stride; i < min((end / buffer->stride) + 1, vertices); ++i)
895 for (j = 0; j < buffer->stride; ++j)
897 switch (buffer->conversion_map[j])
899 case CONV_NONE:
900 /* Done already */
901 j += 3;
902 break;
903 case CONV_D3DCOLOR:
904 fixup_d3dcolor((DWORD *) (data + i * buffer->stride + j));
905 j += 3;
906 break;
908 case CONV_POSITIONT:
909 fixup_transformed_pos((float *) (data + i * buffer->stride + j));
910 j += 15;
911 break;
912 default:
913 FIXME("Unimplemented conversion %d in shifted conversion\n", buffer->conversion_map[j]);
918 GL_EXTCALL(glBindBufferARB(buffer->buffer_type_hint, buffer->buffer_object));
919 checkGLcall("glBindBufferARB");
920 GL_EXTCALL(glBufferSubDataARB(buffer->buffer_type_hint, start, len, data + start));
921 checkGLcall("glBufferSubDataARB");
924 HeapFree(GetProcessHeap(), 0, data);
927 void CDECL wined3d_buffer_preload(struct wined3d_buffer *buffer)
929 struct wined3d_context *context;
930 context = context_acquire(buffer->resource.device, NULL);
931 buffer_internal_preload(buffer, context);
932 context_release(context);
935 struct wined3d_resource * CDECL wined3d_buffer_get_resource(struct wined3d_buffer *buffer)
937 TRACE("buffer %p.\n", buffer);
939 return &buffer->resource;
942 HRESULT CDECL wined3d_buffer_map(struct wined3d_buffer *buffer, UINT offset, UINT size, BYTE **data, DWORD flags)
944 BOOL dirty = buffer_is_dirty(buffer);
945 LONG count;
947 TRACE("buffer %p, offset %u, size %u, data %p, flags %#x\n", buffer, offset, size, data, flags);
949 flags = wined3d_resource_sanitize_map_flags(&buffer->resource, flags);
950 count = ++buffer->resource.map_count;
952 if (buffer->buffer_object)
954 /* DISCARD invalidates the entire buffer, regardless of the specified
955 * offset and size. Some applications also depend on the entire buffer
956 * being uploaded in that case. Two such applications are Port Royale
957 * and Darkstar One. */
958 if (flags & WINED3D_MAP_DISCARD)
959 buffer_invalidate_bo_range(buffer, 0, 0);
960 else if (!(flags & WINED3D_MAP_READONLY))
961 buffer_invalidate_bo_range(buffer, offset, size);
963 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
965 if (count == 1)
967 struct wined3d_device *device = buffer->resource.device;
968 struct wined3d_context *context;
969 const struct wined3d_gl_info *gl_info;
971 context = context_acquire(device, NULL);
972 gl_info = context->gl_info;
974 if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
975 context_invalidate_state(context, STATE_INDEXBUFFER);
976 GL_EXTCALL(glBindBufferARB(buffer->buffer_type_hint, buffer->buffer_object));
978 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
980 GLbitfield mapflags = wined3d_resource_gl_map_flags(flags);
981 buffer->resource.allocatedMemory = GL_EXTCALL(glMapBufferRange(buffer->buffer_type_hint,
982 0, buffer->resource.size, mapflags));
983 checkGLcall("glMapBufferRange");
985 else
987 if (buffer->flags & WINED3D_BUFFER_APPLESYNC)
988 buffer_sync_apple(buffer, flags, gl_info);
989 buffer->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(buffer->buffer_type_hint,
990 GL_READ_WRITE_ARB));
991 checkGLcall("glMapBufferARB");
994 if (((DWORD_PTR)buffer->resource.allocatedMemory) & (RESOURCE_ALIGNMENT - 1))
996 WARN("Pointer %p is not %u byte aligned.\n", buffer->resource.allocatedMemory, RESOURCE_ALIGNMENT);
998 GL_EXTCALL(glUnmapBufferARB(buffer->buffer_type_hint));
999 checkGLcall("glUnmapBufferARB");
1000 buffer->resource.allocatedMemory = NULL;
1002 if (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)
1004 /* The extra copy is more expensive than not using VBOs at
1005 * all on the Nvidia Linux driver, which is the only driver
1006 * that returns unaligned pointers
1008 TRACE("Dynamic buffer, dropping VBO\n");
1009 buffer_unload(&buffer->resource);
1010 buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
1011 if (buffer->resource.bind_count)
1012 device_invalidate_state(device, STATE_STREAMSRC);
1014 else
1016 TRACE("Falling back to doublebuffered operation\n");
1017 buffer_get_sysmem(buffer, context);
1019 TRACE("New pointer is %p.\n", buffer->resource.allocatedMemory);
1021 context_release(context);
1024 else
1026 if (dirty)
1028 if (buffer->flags & WINED3D_BUFFER_NOSYNC && !(flags & WINED3D_MAP_NOOVERWRITE))
1030 buffer->flags &= ~WINED3D_BUFFER_NOSYNC;
1033 else if(flags & WINED3D_MAP_NOOVERWRITE)
1035 buffer->flags |= WINED3D_BUFFER_NOSYNC;
1038 if (flags & WINED3D_MAP_DISCARD)
1040 buffer->flags |= WINED3D_BUFFER_DISCARD;
1045 *data = buffer->resource.allocatedMemory + offset;
1047 TRACE("Returning memory at %p (base %p, offset %u).\n", *data, buffer->resource.allocatedMemory, offset);
1048 /* TODO: check Flags compatibility with buffer->currentDesc.Usage (see MSDN) */
1050 return WINED3D_OK;
1053 void CDECL wined3d_buffer_unmap(struct wined3d_buffer *buffer)
1055 ULONG i;
1057 TRACE("buffer %p.\n", buffer);
1059 /* In the case that the number of Unmap calls > the
1060 * number of Map calls, d3d returns always D3D_OK.
1061 * This is also needed to prevent Map from returning garbage on
1062 * the next call (this will happen if the lock_count is < 0). */
1063 if (!buffer->resource.map_count)
1065 WARN("Unmap called without a previous map call.\n");
1066 return;
1069 if (--buffer->resource.map_count)
1071 /* Delay loading the buffer until everything is unlocked */
1072 TRACE("Ignoring unmap.\n");
1073 return;
1076 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER) && buffer->buffer_object)
1078 struct wined3d_device *device = buffer->resource.device;
1079 const struct wined3d_gl_info *gl_info;
1080 struct wined3d_context *context;
1082 context = context_acquire(device, NULL);
1083 gl_info = context->gl_info;
1085 if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
1086 context_invalidate_state(context, STATE_INDEXBUFFER);
1087 GL_EXTCALL(glBindBufferARB(buffer->buffer_type_hint, buffer->buffer_object));
1089 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
1091 for (i = 0; i < buffer->modified_areas; ++i)
1093 GL_EXTCALL(glFlushMappedBufferRange(buffer->buffer_type_hint,
1094 buffer->maps[i].offset, buffer->maps[i].size));
1095 checkGLcall("glFlushMappedBufferRange");
1098 else if (buffer->flags & WINED3D_BUFFER_FLUSH)
1100 for (i = 0; i < buffer->modified_areas; ++i)
1102 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(buffer->buffer_type_hint,
1103 buffer->maps[i].offset, buffer->maps[i].size));
1104 checkGLcall("glFlushMappedBufferRangeAPPLE");
1108 GL_EXTCALL(glUnmapBufferARB(buffer->buffer_type_hint));
1109 if (wined3d_settings.strict_draw_ordering)
1110 gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
1111 context_release(context);
1113 buffer->resource.allocatedMemory = NULL;
1114 buffer_clear_dirty_areas(buffer);
1116 else if (buffer->flags & WINED3D_BUFFER_HASDESC)
1118 wined3d_buffer_preload(buffer);
1122 static const struct wined3d_resource_ops buffer_resource_ops =
1124 buffer_unload,
1127 static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device *device,
1128 UINT size, DWORD usage, enum wined3d_format_id format_id, enum wined3d_pool pool, GLenum bind_hint,
1129 const char *data, void *parent, const struct wined3d_parent_ops *parent_ops)
1131 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1132 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
1133 HRESULT hr;
1134 BOOL dynamic_buffer_ok;
1136 if (!size)
1138 WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
1139 return WINED3DERR_INVALIDCALL;
1142 hr = resource_init(&buffer->resource, device, WINED3D_RTYPE_BUFFER, format,
1143 WINED3D_MULTISAMPLE_NONE, 0, usage, pool, size, 1, 1, size,
1144 parent, parent_ops, &buffer_resource_ops);
1145 if (FAILED(hr))
1147 WARN("Failed to initialize resource, hr %#x\n", hr);
1148 return hr;
1150 buffer->buffer_type_hint = bind_hint;
1152 TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer->resource.size, buffer->resource.usage,
1153 debug_d3dformat(buffer->resource.format->id), buffer->resource.allocatedMemory, buffer);
1155 if (device->create_parms.flags & WINED3DCREATE_SOFTWARE_VERTEXPROCESSING)
1157 /* SWvp always returns the same pointer in buffer maps and retains data in DISCARD maps.
1158 * Keep a system memory copy of the buffer to provide the same behavior to the application.
1159 * Still use a VBO to support OpenGL 3 core contexts. */
1160 TRACE("Using doublebuffer mode because of software vertex processing\n");
1161 buffer->flags |= WINED3D_BUFFER_DOUBLEBUFFER;
1164 dynamic_buffer_ok = gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] || gl_info->supported[ARB_MAP_BUFFER_RANGE];
1166 /* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
1167 * drawStridedFast (half-life 2 and others).
1169 * Basically converting the vertices in the buffer is quite expensive, and observations
1170 * show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
1171 * Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
1173 if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
1175 TRACE("Not creating a vbo because GL_ARB_vertex_buffer is not supported\n");
1177 else if(buffer->resource.pool == WINED3D_POOL_SYSTEM_MEM)
1179 TRACE("Not creating a vbo because the vertex buffer is in system memory\n");
1181 else if(!dynamic_buffer_ok && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
1183 TRACE("Not creating a vbo because the buffer has dynamic usage and no GL support\n");
1185 else
1187 buffer->flags |= WINED3D_BUFFER_CREATEBO;
1190 if (data)
1192 BYTE *ptr;
1194 hr = wined3d_buffer_map(buffer, 0, size, &ptr, 0);
1195 if (FAILED(hr))
1197 ERR("Failed to map buffer, hr %#x\n", hr);
1198 buffer_unload(&buffer->resource);
1199 resource_cleanup(&buffer->resource);
1200 return hr;
1203 memcpy(ptr, data, size);
1205 wined3d_buffer_unmap(buffer);
1208 buffer->maps = HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer->maps));
1209 if (!buffer->maps)
1211 ERR("Out of memory\n");
1212 buffer_unload(&buffer->resource);
1213 resource_cleanup(&buffer->resource);
1214 return E_OUTOFMEMORY;
1216 buffer->maps_size = 1;
1218 return WINED3D_OK;
1221 HRESULT CDECL wined3d_buffer_create(struct wined3d_device *device, struct wined3d_buffer_desc *desc, const void *data,
1222 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer)
1224 struct wined3d_buffer *object;
1225 HRESULT hr;
1227 TRACE("device %p, desc %p, data %p, parent %p, buffer %p\n", device, desc, data, parent, buffer);
1229 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1230 if (!object)
1231 return E_OUTOFMEMORY;
1233 FIXME("Ignoring access flags (pool)\n");
1235 hr = buffer_init(object, device, desc->byte_width, desc->usage, WINED3DFMT_UNKNOWN,
1236 WINED3D_POOL_MANAGED, GL_ARRAY_BUFFER_ARB, data, parent, parent_ops);
1237 if (FAILED(hr))
1239 WARN("Failed to initialize buffer, hr %#x.\n", hr);
1240 HeapFree(GetProcessHeap(), 0, object);
1241 return hr;
1243 object->desc = *desc;
1245 TRACE("Created buffer %p.\n", object);
1247 *buffer = object;
1249 return WINED3D_OK;
1252 HRESULT CDECL wined3d_buffer_create_vb(struct wined3d_device *device, UINT size, DWORD usage, enum wined3d_pool pool,
1253 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer)
1255 struct wined3d_buffer *object;
1256 HRESULT hr;
1258 TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
1259 device, size, usage, pool, parent, parent_ops, buffer);
1261 if (pool == WINED3D_POOL_SCRATCH)
1263 /* The d3d9 tests shows that this is not allowed. It doesn't make much
1264 * sense anyway, SCRATCH buffers wouldn't be usable anywhere. */
1265 WARN("Vertex buffer in WINED3D_POOL_SCRATCH requested, returning WINED3DERR_INVALIDCALL.\n");
1266 *buffer = NULL;
1267 return WINED3DERR_INVALIDCALL;
1270 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1271 if (!object)
1273 *buffer = NULL;
1274 return WINED3DERR_OUTOFVIDEOMEMORY;
1277 hr = buffer_init(object, device, size, usage, WINED3DFMT_VERTEXDATA,
1278 pool, GL_ARRAY_BUFFER_ARB, NULL, parent, parent_ops);
1279 if (FAILED(hr))
1281 WARN("Failed to initialize buffer, hr %#x.\n", hr);
1282 HeapFree(GetProcessHeap(), 0, object);
1283 return hr;
1286 TRACE("Created buffer %p.\n", object);
1287 *buffer = object;
1289 return WINED3D_OK;
1292 HRESULT CDECL wined3d_buffer_create_ib(struct wined3d_device *device, UINT size, DWORD usage, enum wined3d_pool pool,
1293 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer)
1295 struct wined3d_buffer *object;
1296 HRESULT hr;
1298 TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
1299 device, size, usage, pool, parent, parent_ops, buffer);
1301 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1302 if (!object)
1304 *buffer = NULL;
1305 return WINED3DERR_OUTOFVIDEOMEMORY;
1308 hr = buffer_init(object, device, size, usage | WINED3DUSAGE_STATICDECL,
1309 WINED3DFMT_UNKNOWN, pool, GL_ELEMENT_ARRAY_BUFFER_ARB, NULL,
1310 parent, parent_ops);
1311 if (FAILED(hr))
1313 WARN("Failed to initialize buffer, hr %#x\n", hr);
1314 HeapFree(GetProcessHeap(), 0, object);
1315 return hr;
1318 TRACE("Created buffer %p.\n", object);
1319 *buffer = object;
1321 return WINED3D_OK;