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
26 #include "wine/port.h"
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
32 #define WINED3D_BUFFER_HASDESC 0x01 /* A vertex description has been found. */
33 #define WINED3D_BUFFER_USE_BO 0x02 /* Use a buffer object for this buffer. */
34 #define WINED3D_BUFFER_PIN_SYSMEM 0x04 /* Keep a system memory copy for this buffer. */
35 #define WINED3D_BUFFER_DISCARD 0x08 /* A DISCARD lock has occurred since the last preload. */
36 #define WINED3D_BUFFER_APPLESYNC 0x10 /* Using sync as in GL_APPLE_flush_buffer_range. */
38 #define VB_MAXDECLCHANGES 100 /* After that number of decl changes we stop converting */
39 #define VB_RESETDECLCHANGE 1000 /* Reset the decl changecount after that number of draws */
40 #define VB_MAXFULLCONVERSIONS 5 /* Number of full conversions before we stop converting */
41 #define VB_RESETFULLCONVS 20 /* Reset full conversion counts after that number of draws */
43 static void wined3d_buffer_evict_sysmem(struct wined3d_buffer
*buffer
)
45 if (buffer
->flags
& WINED3D_BUFFER_PIN_SYSMEM
)
47 TRACE("Not evicting system memory for buffer %p.\n", buffer
);
51 TRACE("Evicting system memory for buffer %p.\n", buffer
);
52 wined3d_buffer_invalidate_location(buffer
, WINED3D_LOCATION_SYSMEM
);
53 wined3d_resource_free_sysmem(&buffer
->resource
);
56 static void buffer_invalidate_bo_range(struct wined3d_buffer
*buffer
, unsigned int offset
, unsigned int size
)
58 if (!offset
&& (!size
|| size
== buffer
->resource
.size
))
61 if (offset
> buffer
->resource
.size
|| size
> buffer
->resource
.size
- offset
)
63 WARN("Invalid range specified, invalidating entire buffer.\n");
67 if (!wined3d_array_reserve((void **)&buffer
->maps
, &buffer
->maps_size
,
68 buffer
->modified_areas
+ 1, sizeof(*buffer
->maps
)))
70 ERR("Failed to allocate maps array, invalidating entire buffer.\n");
74 buffer
->maps
[buffer
->modified_areas
].offset
= offset
;
75 buffer
->maps
[buffer
->modified_areas
].size
= size
;
76 ++buffer
->modified_areas
;
80 buffer
->modified_areas
= 1;
81 buffer
->maps
[0].offset
= 0;
82 buffer
->maps
[0].size
= buffer
->resource
.size
;
85 static inline void buffer_clear_dirty_areas(struct wined3d_buffer
*This
)
87 This
->modified_areas
= 0;
90 static BOOL
buffer_is_dirty(const struct wined3d_buffer
*buffer
)
92 return !!buffer
->modified_areas
;
95 static BOOL
buffer_is_fully_dirty(const struct wined3d_buffer
*buffer
)
97 return buffer
->modified_areas
== 1
98 && !buffer
->maps
->offset
&& buffer
->maps
->size
== buffer
->resource
.size
;
101 static void wined3d_buffer_validate_location(struct wined3d_buffer
*buffer
, DWORD location
)
103 TRACE("buffer %p, location %s.\n", buffer
, wined3d_debug_location(location
));
105 if (location
& WINED3D_LOCATION_BUFFER
)
106 buffer_clear_dirty_areas(buffer
);
108 buffer
->locations
|= location
;
110 TRACE("New locations flags are %s.\n", wined3d_debug_location(buffer
->locations
));
113 static void wined3d_buffer_invalidate_range(struct wined3d_buffer
*buffer
, DWORD location
,
114 unsigned int offset
, unsigned int size
)
116 TRACE("buffer %p, location %s, offset %u, size %u.\n",
117 buffer
, wined3d_debug_location(location
), offset
, size
);
119 if (location
& WINED3D_LOCATION_BUFFER
)
120 buffer_invalidate_bo_range(buffer
, offset
, size
);
122 buffer
->locations
&= ~location
;
124 TRACE("New locations flags are %s.\n", wined3d_debug_location(buffer
->locations
));
126 if (!buffer
->locations
)
127 ERR("Buffer %p does not have any up to date location.\n", buffer
);
130 void wined3d_buffer_invalidate_location(struct wined3d_buffer
*buffer
, DWORD location
)
132 wined3d_buffer_invalidate_range(buffer
, location
, 0, 0);
135 /* Context activation is done by the caller. */
136 static void buffer_bind(struct wined3d_buffer
*buffer
, struct wined3d_context
*context
)
138 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
140 if (buffer
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER
)
141 context_invalidate_state(context
, STATE_INDEXBUFFER
);
143 GL_EXTCALL(glBindBuffer(buffer
->buffer_type_hint
, buffer
->buffer_object
));
146 /* Context activation is done by the caller. */
147 static void buffer_destroy_buffer_object(struct wined3d_buffer
*buffer
, const struct wined3d_context
*context
)
149 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
150 struct wined3d_resource
*resource
= &buffer
->resource
;
152 if (!buffer
->buffer_object
)
155 GL_EXTCALL(glDeleteBuffers(1, &buffer
->buffer_object
));
156 checkGLcall("glDeleteBuffers");
157 buffer
->buffer_object
= 0;
159 /* The stream source state handler might have read the memory of the
160 * vertex buffer already and got the memory in the vbo which is not
161 * valid any longer. Dirtify the stream source to force a reload. This
162 * happens only once per changed vertexbuffer and should occur rather
164 if (resource
->bind_count
)
166 if (buffer
->bind_flags
& WINED3D_BIND_VERTEX_BUFFER
)
167 device_invalidate_state(resource
->device
, STATE_STREAMSRC
);
168 if (buffer
->bind_flags
& WINED3D_BIND_INDEX_BUFFER
)
169 device_invalidate_state(resource
->device
, STATE_INDEXBUFFER
);
170 if (buffer
->bind_flags
& WINED3D_BIND_CONSTANT_BUFFER
)
172 device_invalidate_state(resource
->device
, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
));
173 device_invalidate_state(resource
->device
, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL
));
174 device_invalidate_state(resource
->device
, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN
));
175 device_invalidate_state(resource
->device
, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
));
176 device_invalidate_state(resource
->device
, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
));
177 device_invalidate_state(resource
->device
, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE
));
183 wined3d_event_query_destroy(buffer
->query
);
184 buffer
->query
= NULL
;
186 buffer
->flags
&= ~WINED3D_BUFFER_APPLESYNC
;
189 /* Context activation is done by the caller. */
190 static BOOL
buffer_create_buffer_object(struct wined3d_buffer
*buffer
, struct wined3d_context
*context
)
192 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
193 GLenum gl_usage
= GL_STATIC_DRAW
;
196 TRACE("Creating an OpenGL buffer object for wined3d_buffer %p with usage %s.\n",
197 buffer
, debug_d3dusage(buffer
->resource
.usage
));
199 /* Make sure that the gl error is cleared. Do not use checkGLcall
200 * here because checkGLcall just prints a fixme and continues. However,
201 * if an error during VBO creation occurs we can fall back to non-VBO operation
202 * with full functionality(but performance loss).
204 while (gl_info
->gl_ops
.gl
.p_glGetError() != GL_NO_ERROR
);
206 /* Basically the FVF parameter passed to CreateVertexBuffer is no good.
207 * The vertex declaration from the device determines how the data in the
208 * buffer is interpreted. This means that on each draw call the buffer has
209 * to be verified to check if the rhw and color values are in the correct
212 GL_EXTCALL(glGenBuffers(1, &buffer
->buffer_object
));
213 error
= gl_info
->gl_ops
.gl
.p_glGetError();
214 if (!buffer
->buffer_object
|| error
!= GL_NO_ERROR
)
216 ERR("Failed to create a BO with error %s (%#x).\n", debug_glerror(error
), error
);
220 buffer_bind(buffer
, context
);
221 error
= gl_info
->gl_ops
.gl
.p_glGetError();
222 if (error
!= GL_NO_ERROR
)
224 ERR("Failed to bind the BO with error %s (%#x).\n", debug_glerror(error
), error
);
228 if (buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
)
230 TRACE("Buffer has WINED3DUSAGE_DYNAMIC set.\n");
231 gl_usage
= GL_STREAM_DRAW_ARB
;
233 if (gl_info
->supported
[APPLE_FLUSH_BUFFER_RANGE
])
235 GL_EXTCALL(glBufferParameteriAPPLE(buffer
->buffer_type_hint
, GL_BUFFER_FLUSHING_UNMAP_APPLE
, GL_FALSE
));
236 GL_EXTCALL(glBufferParameteriAPPLE(buffer
->buffer_type_hint
, GL_BUFFER_SERIALIZED_MODIFY_APPLE
, GL_FALSE
));
237 checkGLcall("glBufferParameteriAPPLE");
238 buffer
->flags
|= WINED3D_BUFFER_APPLESYNC
;
240 /* No setup is needed here for GL_ARB_map_buffer_range. */
243 GL_EXTCALL(glBufferData(buffer
->buffer_type_hint
, buffer
->resource
.size
, NULL
, gl_usage
));
244 error
= gl_info
->gl_ops
.gl
.p_glGetError();
245 if (error
!= GL_NO_ERROR
)
247 ERR("glBufferData failed with error %s (%#x).\n", debug_glerror(error
), error
);
251 buffer
->buffer_object_usage
= gl_usage
;
252 buffer_invalidate_bo_range(buffer
, 0, 0);
257 /* Clean up all BO init, but continue because we can work without a BO :-) */
258 ERR("Failed to create a buffer object. Continuing, but performance issues may occur.\n");
259 buffer
->flags
&= ~WINED3D_BUFFER_USE_BO
;
260 buffer_destroy_buffer_object(buffer
, context
);
261 buffer_clear_dirty_areas(buffer
);
265 static BOOL
buffer_process_converted_attribute(struct wined3d_buffer
*buffer
,
266 const enum wined3d_buffer_conversion_type conversion_type
,
267 const struct wined3d_stream_info_element
*attrib
, DWORD
*stride_this_run
)
269 const struct wined3d_format
*format
= attrib
->format
;
274 /* Check for some valid situations which cause us pain. One is if the buffer is used for
275 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
276 * with different strides. In the 2nd case we might have to drop conversion entirely,
277 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
281 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else.\n",
282 debug_d3dformat(format
->id
));
284 else if (attrib
->stride
!= *stride_this_run
&& *stride_this_run
)
286 FIXME("Got two concurrent strides, %d and %d.\n", attrib
->stride
, *stride_this_run
);
290 *stride_this_run
= attrib
->stride
;
291 if (buffer
->stride
!= *stride_this_run
)
293 /* We rely that this happens only on the first converted attribute that is found,
294 * if at all. See above check
296 TRACE("Reconverting because converted attributes occur, and the stride changed.\n");
297 buffer
->stride
= *stride_this_run
;
298 HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY
, buffer
->conversion_map
);
299 buffer
->conversion_map
= wined3d_calloc(buffer
->stride
, sizeof(*buffer
->conversion_map
));
304 data
= ((DWORD_PTR
)attrib
->data
.addr
) % buffer
->stride
;
305 for (i
= 0; i
< format
->attribute_size
; ++i
)
307 DWORD_PTR idx
= (data
+ i
) % buffer
->stride
;
308 if (buffer
->conversion_map
[idx
] != conversion_type
)
310 TRACE("Byte %lu in vertex changed:\n", idx
);
311 TRACE(" It was type %#x, is %#x now.\n", buffer
->conversion_map
[idx
], conversion_type
);
313 buffer
->conversion_map
[idx
] = conversion_type
;
320 #define WINED3D_BUFFER_FIXUP_D3DCOLOR 0x01
321 #define WINED3D_BUFFER_FIXUP_XYZRHW 0x02
323 static BOOL
buffer_check_attribute(struct wined3d_buffer
*This
, const struct wined3d_stream_info
*si
,
324 const struct wined3d_state
*state
, UINT attrib_idx
, DWORD fixup_flags
, DWORD
*stride_this_run
)
326 const struct wined3d_stream_info_element
*attrib
= &si
->elements
[attrib_idx
];
327 enum wined3d_format_id format
;
330 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
331 * there, on nonexistent attribs the vbo is 0.
333 if (!(si
->use_map
& (1u << attrib_idx
))
334 || state
->streams
[attrib
->stream_idx
].buffer
!= This
)
337 format
= attrib
->format
->id
;
338 /* Look for newly appeared conversion */
339 if (fixup_flags
& WINED3D_BUFFER_FIXUP_D3DCOLOR
&& format
== WINED3DFMT_B8G8R8A8_UNORM
)
341 ret
= buffer_process_converted_attribute(This
, CONV_D3DCOLOR
, attrib
, stride_this_run
);
343 else if (fixup_flags
& WINED3D_BUFFER_FIXUP_XYZRHW
&& si
->position_transformed
)
345 if (format
!= WINED3DFMT_R32G32B32A32_FLOAT
)
347 FIXME("Unexpected format %s for transformed position.\n", debug_d3dformat(format
));
351 ret
= buffer_process_converted_attribute(This
, CONV_POSITIONT
, attrib
, stride_this_run
);
353 else if (This
->conversion_map
)
355 ret
= buffer_process_converted_attribute(This
, CONV_NONE
, attrib
, stride_this_run
);
361 static BOOL
buffer_find_decl(struct wined3d_buffer
*This
, const struct wined3d_stream_info
*si
,
362 const struct wined3d_state
*state
, DWORD fixup_flags
)
364 UINT stride_this_run
= 0;
367 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
368 * Once we have our declaration there is no need to look it up again. Index buffers also never need
369 * conversion, so once the (empty) conversion structure is created don't bother checking again
371 if (This
->flags
& WINED3D_BUFFER_HASDESC
)
373 if(This
->resource
.usage
& WINED3DUSAGE_STATICDECL
) return FALSE
;
378 TRACE("No fixup required.\n");
379 if(This
->conversion_map
)
381 HeapFree(GetProcessHeap(), 0, This
->conversion_map
);
382 This
->conversion_map
= NULL
;
390 TRACE("Finding vertex buffer conversion information\n");
391 /* Certain declaration types need some fixups before we can pass them to
392 * opengl. This means D3DCOLOR attributes with fixed function vertex
393 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
394 * GL_ARB_half_float_vertex is not supported.
396 * Note for d3d8 and d3d9:
397 * The vertex buffer FVF doesn't help with finding them, we have to use
398 * the decoded vertex declaration and pick the things that concern the
399 * current buffer. A problem with this is that this can change between
400 * draws, so we have to validate the information and reprocess the buffer
401 * if it changes, and avoid false positives for performance reasons.
402 * WineD3D doesn't even know the vertex buffer any more, it is managed
403 * by the client libraries and passed to SetStreamSource and ProcessVertices
406 * We have to distinguish between vertex shaders and fixed function to
407 * pick the way we access the strided vertex information.
409 * This code sets up a per-byte array with the size of the detected
410 * stride of the arrays in the buffer. For each byte we have a field
411 * that marks the conversion needed on this byte. For example, the
412 * following declaration with fixed function vertex processing:
420 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
421 * [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]
423 * Where in this example map P means 4 component position conversion, 0
424 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
425 * conversion (red / blue swizzle).
427 * If we're doing conversion and the stride changes we have to reconvert
428 * the whole buffer. Note that we do not mind if the semantic changes,
429 * we only care for the conversion type. So if the NORMAL is replaced
430 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
431 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
432 * conversion types depend on the semantic as well, for example a FLOAT4
433 * texcoord needs no conversion while a FLOAT4 positiont needs one
436 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_POSITION
,
437 fixup_flags
, &stride_this_run
) || ret
;
438 fixup_flags
&= ~WINED3D_BUFFER_FIXUP_XYZRHW
;
440 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_BLENDWEIGHT
,
441 fixup_flags
, &stride_this_run
) || ret
;
442 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_BLENDINDICES
,
443 fixup_flags
, &stride_this_run
) || ret
;
444 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_NORMAL
,
445 fixup_flags
, &stride_this_run
) || ret
;
446 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_DIFFUSE
,
447 fixup_flags
, &stride_this_run
) || ret
;
448 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_SPECULAR
,
449 fixup_flags
, &stride_this_run
) || ret
;
450 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_TEXCOORD0
,
451 fixup_flags
, &stride_this_run
) || ret
;
452 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_TEXCOORD1
,
453 fixup_flags
, &stride_this_run
) || ret
;
454 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_TEXCOORD2
,
455 fixup_flags
, &stride_this_run
) || ret
;
456 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_TEXCOORD3
,
457 fixup_flags
, &stride_this_run
) || ret
;
458 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_TEXCOORD4
,
459 fixup_flags
, &stride_this_run
) || ret
;
460 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_TEXCOORD5
,
461 fixup_flags
, &stride_this_run
) || ret
;
462 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_TEXCOORD6
,
463 fixup_flags
, &stride_this_run
) || ret
;
464 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_TEXCOORD7
,
465 fixup_flags
, &stride_this_run
) || ret
;
467 if (!stride_this_run
&& This
->conversion_map
)
470 if (!ret
) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
471 HeapFree(GetProcessHeap(), 0, This
->conversion_map
);
472 This
->conversion_map
= NULL
;
476 if (ret
) TRACE("Conversion information changed\n");
481 static inline unsigned int fixup_d3dcolor(DWORD
*dst_color
)
483 DWORD src_color
= *dst_color
;
485 /* Color conversion like in draw_primitive_immediate_mode(). Watch out for
486 * endianness. If we want this to work on big-endian machines as well we
487 * have to consider more things.
489 * 0xff000000: Alpha mask
490 * 0x00ff0000: Blue mask
491 * 0x0000ff00: Green mask
492 * 0x000000ff: Red mask
495 *dst_color
|= (src_color
& 0xff00ff00u
); /* Alpha Green */
496 *dst_color
|= (src_color
& 0x00ff0000u
) >> 16; /* Red */
497 *dst_color
|= (src_color
& 0x000000ffu
) << 16; /* Blue */
499 return sizeof(*dst_color
);
502 static inline unsigned int fixup_transformed_pos(struct wined3d_vec4
*p
)
504 /* rhw conversion like in position_float4(). */
505 if (p
->w
!= 1.0f
&& p
->w
!= 0.0f
)
507 float w
= 1.0f
/ p
->w
;
517 ULONG CDECL
wined3d_buffer_incref(struct wined3d_buffer
*buffer
)
519 ULONG refcount
= InterlockedIncrement(&buffer
->resource
.ref
);
521 TRACE("%p increasing refcount to %u.\n", buffer
, refcount
);
526 /* Context activation is done by the caller. */
527 static void wined3d_buffer_upload_ranges(struct wined3d_buffer
*buffer
, struct wined3d_context
*context
,
528 const void *data
, unsigned int data_offset
, unsigned int range_count
, const struct wined3d_map_range
*ranges
)
530 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
531 const struct wined3d_map_range
*range
;
533 buffer_bind(buffer
, context
);
535 while (range_count
--)
537 range
= &ranges
[range_count
];
538 GL_EXTCALL(glBufferSubData(buffer
->buffer_type_hint
,
539 range
->offset
, range
->size
, (BYTE
*)data
+ range
->offset
- data_offset
));
541 checkGLcall("glBufferSubData");
544 static void buffer_conversion_upload(struct wined3d_buffer
*buffer
, struct wined3d_context
*context
)
546 unsigned int i
, j
, range_idx
, start
, end
, vertex_count
;
549 if (!wined3d_buffer_load_location(buffer
, context
, WINED3D_LOCATION_SYSMEM
))
551 ERR("Failed to load system memory.\n");
554 buffer
->flags
|= WINED3D_BUFFER_PIN_SYSMEM
;
556 /* Now for each vertex in the buffer that needs conversion. */
557 vertex_count
= buffer
->resource
.size
/ buffer
->stride
;
559 if (!(data
= HeapAlloc(GetProcessHeap(), 0, buffer
->resource
.size
)))
561 ERR("Out of memory.\n");
565 for (range_idx
= 0; range_idx
< buffer
->modified_areas
; ++range_idx
)
567 start
= buffer
->maps
[range_idx
].offset
;
568 end
= start
+ buffer
->maps
[range_idx
].size
;
570 memcpy(data
+ start
, (BYTE
*)buffer
->resource
.heap_memory
+ start
, end
- start
);
571 for (i
= start
/ buffer
->stride
; i
< min((end
/ buffer
->stride
) + 1, vertex_count
); ++i
)
573 for (j
= 0; j
< buffer
->stride
;)
575 switch (buffer
->conversion_map
[j
])
582 j
+= fixup_d3dcolor((DWORD
*) (data
+ i
* buffer
->stride
+ j
));
585 j
+= fixup_transformed_pos((struct wined3d_vec4
*) (data
+ i
* buffer
->stride
+ j
));
588 FIXME("Unimplemented conversion %d in shifted conversion.\n", buffer
->conversion_map
[j
]);
595 wined3d_buffer_upload_ranges(buffer
, context
, data
, 0, buffer
->modified_areas
, buffer
->maps
);
597 HeapFree(GetProcessHeap(), 0, data
);
600 static BOOL
wined3d_buffer_prepare_location(struct wined3d_buffer
*buffer
,
601 struct wined3d_context
*context
, DWORD location
)
605 case WINED3D_LOCATION_SYSMEM
:
606 if (buffer
->resource
.heap_memory
)
609 if (!wined3d_resource_allocate_sysmem(&buffer
->resource
))
611 ERR("Failed to allocate system memory.\n");
616 case WINED3D_LOCATION_BUFFER
:
617 if (buffer
->buffer_object
)
620 if (!(buffer
->flags
& WINED3D_BUFFER_USE_BO
))
622 WARN("Trying to create BO for buffer %p with no WINED3D_BUFFER_USE_BO.\n", buffer
);
625 return buffer_create_buffer_object(buffer
, context
);
628 ERR("Invalid location %s.\n", wined3d_debug_location(location
));
633 BOOL
wined3d_buffer_load_location(struct wined3d_buffer
*buffer
,
634 struct wined3d_context
*context
, DWORD location
)
636 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
638 TRACE("buffer %p, context %p, location %s.\n",
639 buffer
, context
, wined3d_debug_location(location
));
641 if (buffer
->locations
& location
)
643 TRACE("Location (%#x) is already up to date.\n", location
);
647 if (!buffer
->locations
)
649 ERR("Buffer %p does not have any up to date location.\n", buffer
);
650 wined3d_buffer_validate_location(buffer
, WINED3D_LOCATION_DISCARDED
);
651 return wined3d_buffer_load_location(buffer
, context
, location
);
654 TRACE("Current buffer location %s.\n", wined3d_debug_location(buffer
->locations
));
656 if (!wined3d_buffer_prepare_location(buffer
, context
, location
))
659 if (buffer
->locations
& WINED3D_LOCATION_DISCARDED
)
661 TRACE("Buffer previously discarded, nothing to do.\n");
662 wined3d_buffer_validate_location(buffer
, location
);
663 wined3d_buffer_invalidate_location(buffer
, WINED3D_LOCATION_DISCARDED
);
669 case WINED3D_LOCATION_SYSMEM
:
670 buffer_bind(buffer
, context
);
671 GL_EXTCALL(glGetBufferSubData(buffer
->buffer_type_hint
, 0, buffer
->resource
.size
,
672 buffer
->resource
.heap_memory
));
673 checkGLcall("buffer download");
676 case WINED3D_LOCATION_BUFFER
:
677 if (!buffer
->conversion_map
)
678 wined3d_buffer_upload_ranges(buffer
, context
, buffer
->resource
.heap_memory
,
679 0, buffer
->modified_areas
, buffer
->maps
);
681 buffer_conversion_upload(buffer
, context
);
685 ERR("Invalid location %s.\n", wined3d_debug_location(location
));
689 wined3d_buffer_validate_location(buffer
, location
);
690 if (buffer
->resource
.heap_memory
&& location
== WINED3D_LOCATION_BUFFER
691 && !(buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
))
692 wined3d_buffer_evict_sysmem(buffer
);
697 /* Context activation is done by the caller. */
698 BYTE
*wined3d_buffer_load_sysmem(struct wined3d_buffer
*buffer
, struct wined3d_context
*context
)
700 if (wined3d_buffer_load_location(buffer
, context
, WINED3D_LOCATION_SYSMEM
))
701 buffer
->flags
|= WINED3D_BUFFER_PIN_SYSMEM
;
702 return buffer
->resource
.heap_memory
;
705 DWORD
wined3d_buffer_get_memory(struct wined3d_buffer
*buffer
,
706 struct wined3d_bo_address
*data
, DWORD locations
)
708 TRACE("buffer %p, data %p, locations %s.\n",
709 buffer
, data
, wined3d_debug_location(locations
));
711 if (locations
& WINED3D_LOCATION_BUFFER
)
713 data
->buffer_object
= buffer
->buffer_object
;
715 return WINED3D_LOCATION_BUFFER
;
717 if (locations
& WINED3D_LOCATION_SYSMEM
)
719 data
->buffer_object
= 0;
720 data
->addr
= buffer
->resource
.heap_memory
;
721 return WINED3D_LOCATION_SYSMEM
;
724 ERR("Unexpected locations %s.\n", wined3d_debug_location(locations
));
725 data
->buffer_object
= 0;
730 static void buffer_unload(struct wined3d_resource
*resource
)
732 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
734 TRACE("buffer %p.\n", buffer
);
736 if (buffer
->buffer_object
)
738 struct wined3d_context
*context
;
740 context
= context_acquire(resource
->device
, NULL
, 0);
742 wined3d_buffer_load_location(buffer
, context
, WINED3D_LOCATION_SYSMEM
);
743 wined3d_buffer_invalidate_location(buffer
, WINED3D_LOCATION_BUFFER
);
744 buffer_destroy_buffer_object(buffer
, context
);
745 buffer_clear_dirty_areas(buffer
);
747 context_release(context
);
749 HeapFree(GetProcessHeap(), 0, buffer
->conversion_map
);
750 buffer
->conversion_map
= NULL
;
752 buffer
->conversion_stride
= 0;
753 buffer
->flags
&= ~WINED3D_BUFFER_HASDESC
;
756 resource_unload(resource
);
759 static void wined3d_buffer_drop_bo(struct wined3d_buffer
*buffer
)
761 buffer
->flags
&= ~WINED3D_BUFFER_USE_BO
;
762 buffer_unload(&buffer
->resource
);
765 static void wined3d_buffer_destroy_object(void *object
)
767 struct wined3d_buffer
*buffer
= object
;
768 struct wined3d_context
*context
;
770 if (buffer
->buffer_object
)
772 context
= context_acquire(buffer
->resource
.device
, NULL
, 0);
773 buffer_destroy_buffer_object(buffer
, context
);
774 context_release(context
);
776 HeapFree(GetProcessHeap(), 0, buffer
->conversion_map
);
779 HeapFree(GetProcessHeap(), 0, buffer
->maps
);
780 HeapFree(GetProcessHeap(), 0, buffer
);
783 ULONG CDECL
wined3d_buffer_decref(struct wined3d_buffer
*buffer
)
785 ULONG refcount
= InterlockedDecrement(&buffer
->resource
.ref
);
787 TRACE("%p decreasing refcount to %u.\n", buffer
, refcount
);
791 buffer
->resource
.parent_ops
->wined3d_object_destroyed(buffer
->resource
.parent
);
792 resource_cleanup(&buffer
->resource
);
793 wined3d_cs_destroy_object(buffer
->resource
.device
->cs
, wined3d_buffer_destroy_object
, buffer
);
799 void * CDECL
wined3d_buffer_get_parent(const struct wined3d_buffer
*buffer
)
801 TRACE("buffer %p.\n", buffer
);
803 return buffer
->resource
.parent
;
806 /* The caller provides a context and binds the buffer */
807 static void buffer_sync_apple(struct wined3d_buffer
*This
, DWORD flags
, const struct wined3d_gl_info
*gl_info
)
809 enum wined3d_event_query_result ret
;
811 /* No fencing needs to be done if the app promises not to overwrite
813 if (flags
& WINED3D_MAP_NOOVERWRITE
)
816 if (flags
& WINED3D_MAP_DISCARD
)
818 GL_EXTCALL(glBufferData(This
->buffer_type_hint
, This
->resource
.size
, NULL
, This
->buffer_object_usage
));
819 checkGLcall("glBufferData");
825 TRACE("Creating event query for buffer %p\n", This
);
827 if (!wined3d_event_query_supported(gl_info
))
829 FIXME("Event queries not supported, dropping async buffer locks.\n");
833 This
->query
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*This
->query
));
836 ERR("Failed to allocate event query memory, dropping async buffer locks.\n");
840 /* Since we don't know about old draws a glFinish is needed once */
841 gl_info
->gl_ops
.gl
.p_glFinish();
844 TRACE("Synchronizing buffer %p\n", This
);
845 ret
= wined3d_event_query_finish(This
->query
, This
->resource
.device
);
848 case WINED3D_EVENT_QUERY_NOT_STARTED
:
849 case WINED3D_EVENT_QUERY_OK
:
853 case WINED3D_EVENT_QUERY_WRONG_THREAD
:
854 WARN("Cannot synchronize buffer lock due to a thread conflict\n");
858 ERR("wined3d_event_query_finish returned %u, dropping async buffer locks\n", ret
);
865 wined3d_event_query_destroy(This
->query
);
869 gl_info
->gl_ops
.gl
.p_glFinish();
870 GL_EXTCALL(glBufferParameteriAPPLE(This
->buffer_type_hint
, GL_BUFFER_SERIALIZED_MODIFY_APPLE
, GL_TRUE
));
871 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
872 This
->flags
&= ~WINED3D_BUFFER_APPLESYNC
;
875 static void buffer_mark_used(struct wined3d_buffer
*buffer
)
877 buffer
->flags
&= ~WINED3D_BUFFER_DISCARD
;
880 /* Context activation is done by the caller. */
881 void wined3d_buffer_load(struct wined3d_buffer
*buffer
, struct wined3d_context
*context
,
882 const struct wined3d_state
*state
)
884 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
885 BOOL decl_changed
= FALSE
;
887 TRACE("buffer %p.\n", buffer
);
889 if (buffer
->resource
.map_count
)
891 WARN("Buffer is mapped, skipping preload.\n");
895 buffer_mark_used(buffer
);
897 /* TODO: Make converting independent from VBOs */
898 if (!(buffer
->flags
& WINED3D_BUFFER_USE_BO
))
900 /* Not doing any conversion */
904 if (!wined3d_buffer_prepare_location(buffer
, context
, WINED3D_LOCATION_BUFFER
))
906 ERR("Failed to prepare buffer location.\n");
910 /* Reading the declaration makes only sense if we have valid state information
911 * (i.e., if this function is called during draws). */
914 DWORD fixup_flags
= 0;
918 if (!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
] && !context
->d3d_info
->ffp_generic_attributes
)
919 fixup_flags
|= WINED3D_BUFFER_FIXUP_D3DCOLOR
;
920 if (!context
->d3d_info
->xyzrhw
)
921 fixup_flags
|= WINED3D_BUFFER_FIXUP_XYZRHW
;
924 decl_changed
= buffer_find_decl(buffer
, &context
->stream_info
, state
, fixup_flags
);
925 buffer
->flags
|= WINED3D_BUFFER_HASDESC
;
928 if (!decl_changed
&& !(buffer
->flags
& WINED3D_BUFFER_HASDESC
&& buffer_is_dirty(buffer
)))
930 ++buffer
->draw_count
;
931 if (buffer
->draw_count
> VB_RESETDECLCHANGE
)
932 buffer
->decl_change_count
= 0;
933 if (buffer
->draw_count
> VB_RESETFULLCONVS
)
934 buffer
->full_conversion_count
= 0;
938 /* If applications change the declaration over and over, reconverting all the time is a huge
939 * performance hit. So count the declaration changes and release the VBO if there are too many
940 * of them (and thus stop converting)
944 ++buffer
->decl_change_count
;
945 buffer
->draw_count
= 0;
947 if (buffer
->decl_change_count
> VB_MAXDECLCHANGES
948 || (buffer
->conversion_map
&& (buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
)))
950 FIXME("Too many declaration changes or converting dynamic buffer, stopping converting.\n");
951 wined3d_buffer_drop_bo(buffer
);
955 /* The declaration changed, reload the whole buffer. */
956 WARN("Reloading buffer because of a vertex declaration change.\n");
957 buffer_invalidate_bo_range(buffer
, 0, 0);
961 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
962 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
963 * decl changes and reset the decl change count after a specific number of them
965 if (buffer
->conversion_map
&& buffer_is_fully_dirty(buffer
))
967 ++buffer
->full_conversion_count
;
968 if (buffer
->full_conversion_count
> VB_MAXFULLCONVERSIONS
)
970 FIXME("Too many full buffer conversions, stopping converting.\n");
971 wined3d_buffer_drop_bo(buffer
);
977 ++buffer
->draw_count
;
978 if (buffer
->draw_count
> VB_RESETDECLCHANGE
)
979 buffer
->decl_change_count
= 0;
980 if (buffer
->draw_count
> VB_RESETFULLCONVS
)
981 buffer
->full_conversion_count
= 0;
985 if (!wined3d_buffer_load_location(buffer
, context
, WINED3D_LOCATION_BUFFER
))
986 ERR("Failed to load buffer location.\n");
989 struct wined3d_resource
* CDECL
wined3d_buffer_get_resource(struct wined3d_buffer
*buffer
)
991 TRACE("buffer %p.\n", buffer
);
993 return &buffer
->resource
;
996 static HRESULT
wined3d_buffer_map(struct wined3d_buffer
*buffer
, UINT offset
, UINT size
, BYTE
**data
, DWORD flags
)
998 struct wined3d_device
*device
= buffer
->resource
.device
;
999 struct wined3d_context
*context
;
1003 TRACE("buffer %p, offset %u, size %u, data %p, flags %#x.\n", buffer
, offset
, size
, data
, flags
);
1005 /* Filter redundant WINED3D_MAP_DISCARD maps. The 3DMark2001 multitexture
1006 * fill rate test seems to depend on this. When we map a buffer with
1007 * GL_MAP_INVALIDATE_BUFFER_BIT, the driver is free to discard the
1008 * previous contents of the buffer. The r600g driver only does this when
1009 * the buffer is currently in use, while the proprietary NVIDIA driver
1010 * appears to do this unconditionally. */
1011 if (buffer
->flags
& WINED3D_BUFFER_DISCARD
)
1012 flags
&= ~WINED3D_MAP_DISCARD
;
1013 count
= ++buffer
->resource
.map_count
;
1015 if (buffer
->buffer_object
)
1017 unsigned int dirty_offset
= offset
, dirty_size
= size
;
1019 /* DISCARD invalidates the entire buffer, regardless of the specified
1020 * offset and size. Some applications also depend on the entire buffer
1021 * being uploaded in that case. Two such applications are Port Royale
1022 * and Darkstar One. */
1023 if (flags
& WINED3D_MAP_DISCARD
)
1029 if (!(flags
& (WINED3D_MAP_NOOVERWRITE
| WINED3D_MAP_DISCARD
| WINED3D_MAP_READONLY
))
1030 || ((flags
& WINED3D_MAP_READONLY
) && (buffer
->locations
& WINED3D_LOCATION_SYSMEM
))
1031 || buffer
->flags
& WINED3D_BUFFER_PIN_SYSMEM
)
1033 if (!(buffer
->locations
& WINED3D_LOCATION_SYSMEM
))
1035 context
= context_acquire(device
, NULL
, 0);
1036 wined3d_buffer_load_location(buffer
, context
, WINED3D_LOCATION_SYSMEM
);
1037 context_release(context
);
1040 if (!(flags
& WINED3D_MAP_READONLY
))
1041 wined3d_buffer_invalidate_range(buffer
, WINED3D_LOCATION_BUFFER
, dirty_offset
, dirty_size
);
1045 const struct wined3d_gl_info
*gl_info
;
1047 context
= context_acquire(device
, NULL
, 0);
1048 gl_info
= context
->gl_info
;
1050 if (flags
& WINED3D_MAP_DISCARD
)
1051 wined3d_buffer_validate_location(buffer
, WINED3D_LOCATION_BUFFER
);
1053 wined3d_buffer_load_location(buffer
, context
, WINED3D_LOCATION_BUFFER
);
1055 if (!(flags
& WINED3D_MAP_READONLY
))
1056 buffer_invalidate_bo_range(buffer
, dirty_offset
, dirty_size
);
1058 if ((flags
& WINED3D_MAP_DISCARD
) && buffer
->resource
.heap_memory
)
1059 wined3d_buffer_evict_sysmem(buffer
);
1063 buffer_bind(buffer
, context
);
1065 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
1067 GLbitfield mapflags
= wined3d_resource_gl_map_flags(flags
);
1068 buffer
->map_ptr
= GL_EXTCALL(glMapBufferRange(buffer
->buffer_type_hint
,
1069 0, buffer
->resource
.size
, mapflags
));
1070 checkGLcall("glMapBufferRange");
1074 if (buffer
->flags
& WINED3D_BUFFER_APPLESYNC
)
1075 buffer_sync_apple(buffer
, flags
, gl_info
);
1076 buffer
->map_ptr
= GL_EXTCALL(glMapBuffer(buffer
->buffer_type_hint
,
1078 checkGLcall("glMapBuffer");
1081 if (((DWORD_PTR
)buffer
->map_ptr
) & (RESOURCE_ALIGNMENT
- 1))
1083 WARN("Pointer %p is not %u byte aligned.\n", buffer
->map_ptr
, RESOURCE_ALIGNMENT
);
1085 GL_EXTCALL(glUnmapBuffer(buffer
->buffer_type_hint
));
1086 checkGLcall("glUnmapBuffer");
1087 buffer
->map_ptr
= NULL
;
1089 if (buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
)
1091 /* The extra copy is more expensive than not using VBOs at
1092 * all on the Nvidia Linux driver, which is the only driver
1093 * that returns unaligned pointers.
1095 TRACE("Dynamic buffer, dropping VBO.\n");
1096 wined3d_buffer_drop_bo(buffer
);
1100 TRACE("Falling back to doublebuffered operation.\n");
1101 wined3d_buffer_load_location(buffer
, context
, WINED3D_LOCATION_SYSMEM
);
1102 buffer
->flags
|= WINED3D_BUFFER_PIN_SYSMEM
;
1104 TRACE("New pointer is %p.\n", buffer
->resource
.heap_memory
);
1108 context_release(context
);
1111 if (flags
& WINED3D_MAP_DISCARD
)
1112 buffer
->flags
|= WINED3D_BUFFER_DISCARD
;
1115 base
= buffer
->map_ptr
? buffer
->map_ptr
: buffer
->resource
.heap_memory
;
1116 *data
= base
+ offset
;
1118 TRACE("Returning memory at %p (base %p, offset %u).\n", *data
, base
, offset
);
1119 /* TODO: check Flags compatibility with buffer->currentDesc.Usage (see MSDN) */
1124 static void wined3d_buffer_unmap(struct wined3d_buffer
*buffer
)
1128 TRACE("buffer %p.\n", buffer
);
1130 /* In the case that the number of Unmap calls > the
1131 * number of Map calls, d3d returns always D3D_OK.
1132 * This is also needed to prevent Map from returning garbage on
1133 * the next call (this will happen if the lock_count is < 0). */
1134 if (!buffer
->resource
.map_count
)
1136 WARN("Unmap called without a previous map call.\n");
1140 if (--buffer
->resource
.map_count
)
1142 /* Delay loading the buffer until everything is unlocked */
1143 TRACE("Ignoring unmap.\n");
1147 if (buffer
->map_ptr
)
1149 struct wined3d_device
*device
= buffer
->resource
.device
;
1150 const struct wined3d_gl_info
*gl_info
;
1151 struct wined3d_context
*context
;
1153 context
= context_acquire(device
, NULL
, 0);
1154 gl_info
= context
->gl_info
;
1156 buffer_bind(buffer
, context
);
1158 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
1160 for (i
= 0; i
< buffer
->modified_areas
; ++i
)
1162 GL_EXTCALL(glFlushMappedBufferRange(buffer
->buffer_type_hint
,
1163 buffer
->maps
[i
].offset
, buffer
->maps
[i
].size
));
1164 checkGLcall("glFlushMappedBufferRange");
1167 else if (buffer
->flags
& WINED3D_BUFFER_APPLESYNC
)
1169 for (i
= 0; i
< buffer
->modified_areas
; ++i
)
1171 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(buffer
->buffer_type_hint
,
1172 buffer
->maps
[i
].offset
, buffer
->maps
[i
].size
));
1173 checkGLcall("glFlushMappedBufferRangeAPPLE");
1177 GL_EXTCALL(glUnmapBuffer(buffer
->buffer_type_hint
));
1178 if (wined3d_settings
.strict_draw_ordering
)
1179 gl_info
->gl_ops
.gl
.p_glFlush(); /* Flush to ensure ordering across contexts. */
1180 context_release(context
);
1182 buffer_clear_dirty_areas(buffer
);
1183 buffer
->map_ptr
= NULL
;
1187 HRESULT
wined3d_buffer_copy(struct wined3d_buffer
*dst_buffer
, unsigned int dst_offset
,
1188 struct wined3d_buffer
*src_buffer
, unsigned int src_offset
, unsigned int size
)
1190 const struct wined3d_gl_info
*gl_info
;
1191 struct wined3d_bo_address dst
, src
;
1192 struct wined3d_context
*context
;
1193 struct wined3d_device
*device
;
1194 BYTE
*dst_ptr
, *src_ptr
;
1198 buffer_mark_used(dst_buffer
);
1199 buffer_mark_used(src_buffer
);
1201 device
= dst_buffer
->resource
.device
;
1203 context
= context_acquire(device
, NULL
, 0);
1204 gl_info
= context
->gl_info
;
1206 dst_location
= wined3d_buffer_get_memory(dst_buffer
, &dst
, dst_buffer
->locations
);
1207 wined3d_buffer_get_memory(src_buffer
, &src
, src_buffer
->locations
);
1209 if (dst
.buffer_object
&& src
.buffer_object
)
1211 if (gl_info
->supported
[ARB_COPY_BUFFER
])
1213 GL_EXTCALL(glBindBuffer(GL_COPY_READ_BUFFER
, src
.buffer_object
));
1214 GL_EXTCALL(glBindBuffer(GL_COPY_WRITE_BUFFER
, dst
.buffer_object
));
1215 GL_EXTCALL(glCopyBufferSubData(GL_COPY_READ_BUFFER
, GL_COPY_WRITE_BUFFER
,
1216 src_offset
, dst_offset
, size
));
1217 checkGLcall("direct buffer copy");
1221 if (FAILED(hr
= wined3d_buffer_map(dst_buffer
, dst_offset
, size
, &dst_ptr
, 0)))
1223 WARN("Failed to map dst_buffer, hr %#x.\n", hr
);
1224 context_release(context
);
1225 return WINED3DERR_INVALIDCALL
;
1227 if (FAILED(hr
= wined3d_buffer_map(src_buffer
, src_offset
, size
, &src_ptr
, WINED3D_MAP_READONLY
)))
1229 WARN("Failed to map src_buffer, hr %#x.\n", hr
);
1230 wined3d_buffer_unmap(dst_buffer
);
1231 context_release(context
);
1232 return WINED3DERR_INVALIDCALL
;
1235 memcpy(dst_ptr
, src_ptr
, size
);
1237 wined3d_buffer_unmap(src_buffer
);
1238 wined3d_buffer_unmap(dst_buffer
);
1241 else if (!dst
.buffer_object
&& src
.buffer_object
)
1243 buffer_bind(src_buffer
, context
);
1244 GL_EXTCALL(glGetBufferSubData(src_buffer
->buffer_type_hint
, src_offset
, size
, dst
.addr
+ dst_offset
));
1245 checkGLcall("buffer download");
1247 else if (dst
.buffer_object
&& !src
.buffer_object
)
1249 buffer_bind(dst_buffer
, context
);
1250 GL_EXTCALL(glBufferSubData(dst_buffer
->buffer_type_hint
, dst_offset
, size
, src
.addr
+ src_offset
));
1251 checkGLcall("buffer upload");
1255 memcpy(dst
.addr
+ dst_offset
, src
.addr
+ src_offset
, size
);
1258 wined3d_buffer_invalidate_range(dst_buffer
, ~dst_location
, dst_offset
, size
);
1260 context_release(context
);
1264 void wined3d_buffer_upload_data(struct wined3d_buffer
*buffer
, struct wined3d_context
*context
,
1265 const struct wined3d_box
*box
, const void *data
)
1267 struct wined3d_map_range range
;
1271 range
.offset
= box
->left
;
1272 range
.size
= box
->right
- box
->left
;
1277 range
.size
= buffer
->resource
.size
;
1280 wined3d_buffer_upload_ranges(buffer
, context
, data
, range
.offset
, 1, &range
);
1283 static ULONG
buffer_resource_incref(struct wined3d_resource
*resource
)
1285 return wined3d_buffer_incref(buffer_from_resource(resource
));
1288 static ULONG
buffer_resource_decref(struct wined3d_resource
*resource
)
1290 return wined3d_buffer_decref(buffer_from_resource(resource
));
1293 static void buffer_resource_preload(struct wined3d_resource
*resource
)
1295 struct wined3d_context
*context
;
1297 context
= context_acquire(resource
->device
, NULL
, 0);
1298 wined3d_buffer_load(buffer_from_resource(resource
), context
, NULL
);
1299 context_release(context
);
1302 static HRESULT
buffer_resource_sub_resource_map(struct wined3d_resource
*resource
, unsigned int sub_resource_idx
,
1303 struct wined3d_map_desc
*map_desc
, const struct wined3d_box
*box
, DWORD flags
)
1305 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
1308 if (sub_resource_idx
)
1310 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx
);
1311 return E_INVALIDARG
;
1317 size
= box
->right
- box
->left
;
1324 map_desc
->row_pitch
= map_desc
->slice_pitch
= buffer
->desc
.byte_width
;
1325 return wined3d_buffer_map(buffer
, offset
, size
, (BYTE
**)&map_desc
->data
, flags
);
1328 static HRESULT
buffer_resource_sub_resource_unmap(struct wined3d_resource
*resource
, unsigned int sub_resource_idx
)
1330 if (sub_resource_idx
)
1332 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx
);
1333 return E_INVALIDARG
;
1336 wined3d_buffer_unmap(buffer_from_resource(resource
));
1340 static const struct wined3d_resource_ops buffer_resource_ops
=
1342 buffer_resource_incref
,
1343 buffer_resource_decref
,
1344 buffer_resource_preload
,
1346 buffer_resource_sub_resource_map
,
1347 buffer_resource_sub_resource_unmap
,
1350 static GLenum
buffer_type_hint_from_bind_flags(const struct wined3d_gl_info
*gl_info
,
1351 unsigned int bind_flags
)
1353 if (bind_flags
== WINED3D_BIND_INDEX_BUFFER
)
1354 return GL_ELEMENT_ARRAY_BUFFER
;
1356 if (bind_flags
& (WINED3D_BIND_SHADER_RESOURCE
| WINED3D_BIND_UNORDERED_ACCESS
)
1357 && gl_info
->supported
[ARB_TEXTURE_BUFFER_OBJECT
])
1358 return GL_TEXTURE_BUFFER
;
1360 if (bind_flags
& WINED3D_BIND_CONSTANT_BUFFER
)
1361 return GL_UNIFORM_BUFFER
;
1363 if (bind_flags
& WINED3D_BIND_STREAM_OUTPUT
)
1364 return GL_TRANSFORM_FEEDBACK_BUFFER
;
1366 if (bind_flags
& ~(WINED3D_BIND_VERTEX_BUFFER
| WINED3D_BIND_INDEX_BUFFER
))
1367 FIXME("Unhandled bind flags %#x.\n", bind_flags
);
1369 return GL_ARRAY_BUFFER
;
1372 static HRESULT
buffer_init(struct wined3d_buffer
*buffer
, struct wined3d_device
*device
,
1373 UINT size
, DWORD usage
, enum wined3d_format_id format_id
, enum wined3d_pool pool
, unsigned int bind_flags
,
1374 const struct wined3d_sub_resource_data
*data
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
1376 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1377 const struct wined3d_format
*format
= wined3d_get_format(gl_info
, format_id
, usage
);
1378 BOOL dynamic_buffer_ok
;
1383 WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL.\n");
1384 return WINED3DERR_INVALIDCALL
;
1387 if (data
&& !data
->data
)
1389 WARN("Invalid sub-resource data specified.\n");
1390 return E_INVALIDARG
;
1393 hr
= resource_init(&buffer
->resource
, device
, WINED3D_RTYPE_BUFFER
, format
,
1394 WINED3D_MULTISAMPLE_NONE
, 0, usage
, pool
, size
, 1, 1, size
, parent
, parent_ops
, &buffer_resource_ops
);
1397 WARN("Failed to initialize resource, hr %#x.\n", hr
);
1400 buffer
->buffer_type_hint
= buffer_type_hint_from_bind_flags(gl_info
, bind_flags
);
1401 buffer
->bind_flags
= bind_flags
;
1402 buffer
->locations
= WINED3D_LOCATION_SYSMEM
;
1404 TRACE("buffer %p, size %#x, usage %#x, format %s, memory @ %p.\n",
1405 buffer
, buffer
->resource
.size
, buffer
->resource
.usage
,
1406 debug_d3dformat(buffer
->resource
.format
->id
), buffer
->resource
.heap_memory
);
1408 if (device
->create_parms
.flags
& WINED3DCREATE_SOFTWARE_VERTEXPROCESSING
|| pool
== WINED3D_POOL_MANAGED
)
1410 /* SWvp and managed buffers always return the same pointer in buffer
1411 * maps and retain data in DISCARD maps. Keep a system memory copy of
1412 * the buffer to provide the same behavior to the application. */
1413 TRACE("Using doublebuffer mode.\n");
1414 buffer
->flags
|= WINED3D_BUFFER_PIN_SYSMEM
;
1417 /* Observations show that draw_primitive_immediate_mode() is faster on
1418 * dynamic vertex buffers than converting + draw_primitive_arrays().
1419 * (Half-Life 2 and others.) */
1420 dynamic_buffer_ok
= gl_info
->supported
[APPLE_FLUSH_BUFFER_RANGE
] || gl_info
->supported
[ARB_MAP_BUFFER_RANGE
];
1422 if (!gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
])
1424 TRACE("Not creating a BO because GL_ARB_vertex_buffer is not supported.\n");
1426 else if (buffer
->resource
.pool
== WINED3D_POOL_SYSTEM_MEM
)
1428 TRACE("Not creating a BO because the buffer is in system memory.\n");
1430 else if (!dynamic_buffer_ok
&& (buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
))
1432 TRACE("Not creating a BO because the buffer has dynamic usage and no GL support.\n");
1436 buffer
->flags
|= WINED3D_BUFFER_USE_BO
;
1439 if (!(buffer
->maps
= HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer
->maps
))))
1441 ERR("Out of memory.\n");
1442 buffer_unload(&buffer
->resource
);
1443 resource_cleanup(&buffer
->resource
);
1444 wined3d_resource_wait_idle(&buffer
->resource
);
1445 return E_OUTOFMEMORY
;
1447 buffer
->maps_size
= 1;
1450 wined3d_device_update_sub_resource(device
, &buffer
->resource
,
1451 0, NULL
, data
->data
, data
->row_pitch
, data
->slice_pitch
);
1456 HRESULT CDECL
wined3d_buffer_create(struct wined3d_device
*device
, const struct wined3d_buffer_desc
*desc
,
1457 const struct wined3d_sub_resource_data
*data
, void *parent
, const struct wined3d_parent_ops
*parent_ops
,
1458 struct wined3d_buffer
**buffer
)
1460 struct wined3d_buffer
*object
;
1463 TRACE("device %p, desc %p, data %p, parent %p, parent_ops %p, buffer %p.\n",
1464 device
, desc
, data
, parent
, parent_ops
, buffer
);
1466 if (!(object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
))))
1467 return E_OUTOFMEMORY
;
1469 FIXME("Ignoring access flags (pool).\n");
1471 if (FAILED(hr
= buffer_init(object
, device
, desc
->byte_width
, desc
->usage
, WINED3DFMT_UNKNOWN
,
1472 WINED3D_POOL_MANAGED
, desc
->bind_flags
, data
, parent
, parent_ops
)))
1474 WARN("Failed to initialize buffer, hr %#x.\n", hr
);
1475 HeapFree(GetProcessHeap(), 0, object
);
1478 object
->desc
= *desc
;
1480 TRACE("Created buffer %p.\n", object
);
1487 HRESULT CDECL
wined3d_buffer_create_vb(struct wined3d_device
*device
, UINT size
, DWORD usage
, enum wined3d_pool pool
,
1488 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_buffer
**buffer
)
1490 struct wined3d_buffer
*object
;
1493 TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
1494 device
, size
, usage
, pool
, parent
, parent_ops
, buffer
);
1496 if (pool
== WINED3D_POOL_SCRATCH
)
1498 /* The d3d9 tests shows that this is not allowed. It doesn't make much
1499 * sense anyway, SCRATCH buffers wouldn't be usable anywhere. */
1500 WARN("Vertex buffer in WINED3D_POOL_SCRATCH requested, returning WINED3DERR_INVALIDCALL.\n");
1502 return WINED3DERR_INVALIDCALL
;
1505 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1509 return WINED3DERR_OUTOFVIDEOMEMORY
;
1512 hr
= buffer_init(object
, device
, size
, usage
, WINED3DFMT_UNKNOWN
,
1513 pool
, WINED3D_BIND_VERTEX_BUFFER
, NULL
, parent
, parent_ops
);
1516 WARN("Failed to initialize buffer, hr %#x.\n", hr
);
1517 HeapFree(GetProcessHeap(), 0, object
);
1521 TRACE("Created buffer %p.\n", object
);
1527 HRESULT CDECL
wined3d_buffer_create_ib(struct wined3d_device
*device
, UINT size
, DWORD usage
, enum wined3d_pool pool
,
1528 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_buffer
**buffer
)
1530 struct wined3d_buffer
*object
;
1533 TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
1534 device
, size
, usage
, pool
, parent
, parent_ops
, buffer
);
1536 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1540 return WINED3DERR_OUTOFVIDEOMEMORY
;
1543 hr
= buffer_init(object
, device
, size
, usage
| WINED3DUSAGE_STATICDECL
,
1544 WINED3DFMT_UNKNOWN
, pool
, WINED3D_BIND_INDEX_BUFFER
, NULL
,
1545 parent
, parent_ops
);
1548 WARN("Failed to initialize buffer, hr %#x\n", hr
);
1549 HeapFree(GetProcessHeap(), 0, object
);
1553 TRACE("Created buffer %p.\n", object
);