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
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
)
50 if (offset
> buffer
->resource
.size
|| offset
+ size
> buffer
->resource
.size
)
52 WARN("Invalid range specified, invalidating entire buffer.\n");
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");
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
;
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
)
95 for (i
= 0; i
< buffer
->modified_areas
; ++i
)
97 if (!buffer
->maps
[i
].offset
&& buffer
->maps
[i
].size
== buffer
->resource
.size
)
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;
114 wined3d_event_query_destroy(This
->query
);
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
;
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
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
);
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
);
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
);
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);
201 wined3d_resource_free_sysmem(This
->resource
.heap_memory
);
202 This
->resource
.allocatedMemory
= NULL
;
203 This
->resource
.heap_memory
= NULL
;
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
)
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.
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
);
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
);
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
);
265 This
->conversion_map
[idx
] = conversion_type
;
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
;
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
)
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
));
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
);
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;
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
;
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
;
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
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:
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
)
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
;
427 if (ret
) TRACE("Conversion information changed\n");
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
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];
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
;
481 data
->addr
= buffer
->resource
.allocatedMemory
;
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
);
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
;
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
);
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
);
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
606 if (flags
& WINED3D_MAP_NOOVERWRITE
)
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");
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");
626 This
->query
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*This
->query
));
629 ERR("Failed to allocate event query memory, dropping async buffer locks.\n");
633 /* Since we don't know about old draws a glFinish is needed once */
634 gl_info
->gl_ops
.gl
.p_glFinish();
637 TRACE("Synchronizing buffer %p\n", This
);
638 ret
= wined3d_event_query_finish(This
->query
, This
->resource
.device
);
641 case WINED3D_EVENT_QUERY_NOT_STARTED
:
642 case WINED3D_EVENT_QUERY_OK
:
646 case WINED3D_EVENT_QUERY_WRONG_THREAD
:
647 WARN("Cannot synchronize buffer lock due to a thread conflict\n");
651 ERR("wined3d_event_query_finish returned %u, dropping async buffer locks\n", ret
);
658 wined3d_event_query_destroy(This
->query
);
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
)
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
])
681 mapflags
= GL_MAP_WRITE_BIT
| GL_MAP_FLUSH_EXPLICIT_BIT
;
682 if (flags
& WINED3D_BUFFER_DISCARD
)
683 mapflags
|= GL_MAP_INVALIDATE_BUFFER_BIT
;
684 if (flags
& WINED3D_BUFFER_NOSYNC
)
685 mapflags
|= GL_MAP_UNSYNCHRONIZED_BIT
;
686 map
= GL_EXTCALL(glMapBufferRange(This
->buffer_type_hint
, 0,
687 This
->resource
.size
, mapflags
));
688 checkGLcall("glMapBufferRange");
692 if (This
->flags
& WINED3D_BUFFER_APPLESYNC
)
695 if (flags
& WINED3D_BUFFER_DISCARD
)
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");
706 ERR("Failed to map opengl buffer\n");
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
;
744 TRACE("buffer %p.\n", buffer
);
746 if (buffer
->resource
.map_count
)
748 WARN("Buffer is mapped, skipping preload.\n");
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
;
764 /* Not doing any conversion */
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;
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)
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
);
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
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
);
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
))
868 buffer_direct_upload(buffer
, context
->gl_info
, flags
);
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
;
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
])
904 fixup_d3dcolor((DWORD
*) (data
+ i
* buffer
->stride
+ j
));
909 fixup_transformed_pos((float *) (data
+ i
* buffer
->stride
+ j
));
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
);
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
))
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");
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
,
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
);
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
);
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) */
1053 void CDECL
wined3d_buffer_unmap(struct wined3d_buffer
*buffer
)
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");
1069 if (--buffer
->resource
.map_count
)
1071 /* Delay loading the buffer until everything is unlocked */
1072 TRACE("Ignoring unmap.\n");
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
=
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
);
1134 BOOL dynamic_buffer_ok
;
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
);
1147 WARN("Failed to initialize resource, hr %#x\n", 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");
1187 buffer
->flags
|= WINED3D_BUFFER_CREATEBO
;
1194 hr
= wined3d_buffer_map(buffer
, 0, size
, &ptr
, 0);
1197 ERR("Failed to map buffer, hr %#x\n", hr
);
1198 buffer_unload(&buffer
->resource
);
1199 resource_cleanup(&buffer
->resource
);
1203 memcpy(ptr
, data
, size
);
1205 wined3d_buffer_unmap(buffer
);
1208 buffer
->maps
= HeapAlloc(GetProcessHeap(), 0, sizeof(*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;
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
;
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
));
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
);
1239 WARN("Failed to initialize buffer, hr %#x.\n", hr
);
1240 HeapFree(GetProcessHeap(), 0, object
);
1243 object
->desc
= *desc
;
1245 TRACE("Created buffer %p.\n", object
);
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
;
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");
1267 return WINED3DERR_INVALIDCALL
;
1270 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1274 return WINED3DERR_OUTOFVIDEOMEMORY
;
1277 hr
= buffer_init(object
, device
, size
, usage
, WINED3DFMT_VERTEXDATA
,
1278 pool
, GL_ARRAY_BUFFER_ARB
, NULL
, parent
, parent_ops
);
1281 WARN("Failed to initialize buffer, hr %#x.\n", hr
);
1282 HeapFree(GetProcessHeap(), 0, object
);
1286 TRACE("Created buffer %p.\n", object
);
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
;
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
));
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
);
1313 WARN("Failed to initialize buffer, hr %#x\n", hr
);
1314 HeapFree(GetProcessHeap(), 0, object
);
1318 TRACE("Created buffer %p.\n", object
);