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 wined3d_buffer_gl_bind(struct wined3d_buffer_gl
*buffer_gl
, struct wined3d_context
*context
)
138 context_bind_bo(context
, buffer_gl
->buffer_type_hint
, buffer_gl
->buffer_object
);
141 /* Context activation is done by the caller. */
142 static void wined3d_buffer_gl_destroy_buffer_object(struct wined3d_buffer_gl
*buffer_gl
,
143 struct wined3d_context
*context
)
145 struct wined3d_resource
*resource
= &buffer_gl
->b
.resource
;
146 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
148 if (!buffer_gl
->buffer_object
)
151 /* The stream source state handler might have read the memory of the
152 * vertex buffer already and got the memory in the vbo which is not
153 * valid any longer. Dirtify the stream source to force a reload. This
154 * happens only once per changed vertexbuffer and should occur rather
156 if (resource
->bind_count
)
158 if (resource
->bind_flags
& WINED3D_BIND_VERTEX_BUFFER
)
159 device_invalidate_state(resource
->device
, STATE_STREAMSRC
);
160 if (resource
->bind_flags
& WINED3D_BIND_INDEX_BUFFER
)
161 device_invalidate_state(resource
->device
, STATE_INDEXBUFFER
);
162 if (resource
->bind_flags
& WINED3D_BIND_CONSTANT_BUFFER
)
164 device_invalidate_state(resource
->device
, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
));
165 device_invalidate_state(resource
->device
, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL
));
166 device_invalidate_state(resource
->device
, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN
));
167 device_invalidate_state(resource
->device
, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
));
168 device_invalidate_state(resource
->device
, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
));
169 device_invalidate_state(resource
->device
, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE
));
171 if (resource
->bind_flags
& WINED3D_BIND_STREAM_OUTPUT
)
173 device_invalidate_state(resource
->device
, STATE_STREAM_OUTPUT
);
174 if (context
->transform_feedback_active
)
176 /* We have to make sure that transform feedback is not active
177 * when deleting a potentially bound transform feedback buffer.
178 * This may happen when the device is being destroyed. */
179 WARN("Deleting buffer object for buffer %p, disabling transform feedback.\n", buffer_gl
);
180 context_end_transform_feedback(context
);
185 GL_EXTCALL(glDeleteBuffers(1, &buffer_gl
->buffer_object
));
186 checkGLcall("glDeleteBuffers");
187 buffer_gl
->buffer_object
= 0;
189 if (buffer_gl
->b
.fence
)
191 wined3d_fence_destroy(buffer_gl
->b
.fence
);
192 buffer_gl
->b
.fence
= NULL
;
194 buffer_gl
->b
.flags
&= ~WINED3D_BUFFER_APPLESYNC
;
197 /* Context activation is done by the caller. */
198 static BOOL
wined3d_buffer_gl_create_buffer_object(struct wined3d_buffer_gl
*buffer_gl
, struct wined3d_context
*context
)
200 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
201 GLenum gl_usage
= GL_STATIC_DRAW
;
204 TRACE("Creating an OpenGL buffer object for wined3d buffer %p with usage %s.\n",
205 buffer_gl
, debug_d3dusage(buffer_gl
->b
.resource
.usage
));
207 /* Make sure that the gl error is cleared. Do not use checkGLcall
208 * here because checkGLcall just prints a fixme and continues. However,
209 * if an error during VBO creation occurs we can fall back to non-VBO operation
210 * with full functionality(but performance loss).
212 while (gl_info
->gl_ops
.gl
.p_glGetError() != GL_NO_ERROR
);
214 /* Basically the FVF parameter passed to CreateVertexBuffer is no good.
215 * The vertex declaration from the device determines how the data in the
216 * buffer is interpreted. This means that on each draw call the buffer has
217 * to be verified to check if the rhw and color values are in the correct
220 GL_EXTCALL(glGenBuffers(1, &buffer_gl
->buffer_object
));
221 error
= gl_info
->gl_ops
.gl
.p_glGetError();
222 if (!buffer_gl
->buffer_object
|| error
!= GL_NO_ERROR
)
224 ERR("Failed to create a BO with error %s (%#x).\n", debug_glerror(error
), error
);
228 wined3d_buffer_gl_bind(buffer_gl
, context
);
229 error
= gl_info
->gl_ops
.gl
.p_glGetError();
230 if (error
!= GL_NO_ERROR
)
232 ERR("Failed to bind the BO with error %s (%#x).\n", debug_glerror(error
), error
);
236 if (buffer_gl
->b
.resource
.usage
& WINED3DUSAGE_DYNAMIC
)
238 TRACE("Buffer has WINED3DUSAGE_DYNAMIC set.\n");
239 gl_usage
= GL_STREAM_DRAW_ARB
;
241 if (gl_info
->supported
[APPLE_FLUSH_BUFFER_RANGE
])
243 GL_EXTCALL(glBufferParameteriAPPLE(buffer_gl
->buffer_type_hint
,
244 GL_BUFFER_FLUSHING_UNMAP_APPLE
, GL_FALSE
));
245 GL_EXTCALL(glBufferParameteriAPPLE(buffer_gl
->buffer_type_hint
,
246 GL_BUFFER_SERIALIZED_MODIFY_APPLE
, GL_FALSE
));
247 checkGLcall("glBufferParameteriAPPLE");
248 buffer_gl
->b
.flags
|= WINED3D_BUFFER_APPLESYNC
;
250 /* No setup is needed here for GL_ARB_map_buffer_range. */
253 GL_EXTCALL(glBufferData(buffer_gl
->buffer_type_hint
, buffer_gl
->b
.resource
.size
, NULL
, gl_usage
));
254 error
= gl_info
->gl_ops
.gl
.p_glGetError();
255 if (error
!= GL_NO_ERROR
)
257 ERR("glBufferData failed with error %s (%#x).\n", debug_glerror(error
), error
);
261 buffer_gl
->buffer_object_usage
= gl_usage
;
262 buffer_invalidate_bo_range(&buffer_gl
->b
, 0, 0);
267 /* Clean up all BO init, but continue because we can work without a BO :-) */
268 ERR("Failed to create a buffer object. Continuing, but performance issues may occur.\n");
269 buffer_gl
->b
.flags
&= ~WINED3D_BUFFER_USE_BO
;
270 wined3d_buffer_gl_destroy_buffer_object(buffer_gl
, context
);
271 buffer_clear_dirty_areas(&buffer_gl
->b
);
275 static BOOL
buffer_process_converted_attribute(struct wined3d_buffer
*buffer
,
276 const enum wined3d_buffer_conversion_type conversion_type
,
277 const struct wined3d_stream_info_element
*attrib
, DWORD
*stride_this_run
)
279 const struct wined3d_format
*format
= attrib
->format
;
284 /* Check for some valid situations which cause us pain. One is if the buffer is used for
285 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
286 * with different strides. In the 2nd case we might have to drop conversion entirely,
287 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
291 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else.\n",
292 debug_d3dformat(format
->id
));
294 else if (attrib
->stride
!= *stride_this_run
&& *stride_this_run
)
296 FIXME("Got two concurrent strides, %d and %d.\n", attrib
->stride
, *stride_this_run
);
300 *stride_this_run
= attrib
->stride
;
301 if (buffer
->stride
!= *stride_this_run
)
303 /* We rely that this happens only on the first converted attribute that is found,
304 * if at all. See above check
306 TRACE("Reconverting because converted attributes occur, and the stride changed.\n");
307 buffer
->stride
= *stride_this_run
;
308 heap_free(buffer
->conversion_map
);
309 buffer
->conversion_map
= heap_calloc(buffer
->stride
, sizeof(*buffer
->conversion_map
));
314 data
= ((DWORD_PTR
)attrib
->data
.addr
) % buffer
->stride
;
315 for (i
= 0; i
< format
->byte_count
; ++i
)
317 DWORD_PTR idx
= (data
+ i
) % buffer
->stride
;
318 if (buffer
->conversion_map
[idx
] != conversion_type
)
320 TRACE("Byte %lu in vertex changed:\n", idx
);
321 TRACE(" It was type %#x, is %#x now.\n", buffer
->conversion_map
[idx
], conversion_type
);
323 buffer
->conversion_map
[idx
] = conversion_type
;
330 #define WINED3D_BUFFER_FIXUP_D3DCOLOR 0x01
331 #define WINED3D_BUFFER_FIXUP_XYZRHW 0x02
333 static BOOL
buffer_check_attribute(struct wined3d_buffer
*This
, const struct wined3d_stream_info
*si
,
334 const struct wined3d_state
*state
, UINT attrib_idx
, DWORD fixup_flags
, DWORD
*stride_this_run
)
336 const struct wined3d_stream_info_element
*attrib
= &si
->elements
[attrib_idx
];
337 enum wined3d_format_id format
;
340 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
341 * there, on nonexistent attribs the vbo is 0.
343 if (!(si
->use_map
& (1u << attrib_idx
))
344 || state
->streams
[attrib
->stream_idx
].buffer
!= This
)
347 format
= attrib
->format
->id
;
348 /* Look for newly appeared conversion */
349 if (fixup_flags
& WINED3D_BUFFER_FIXUP_D3DCOLOR
&& format
== WINED3DFMT_B8G8R8A8_UNORM
)
351 ret
= buffer_process_converted_attribute(This
, CONV_D3DCOLOR
, attrib
, stride_this_run
);
353 else if (fixup_flags
& WINED3D_BUFFER_FIXUP_XYZRHW
&& si
->position_transformed
)
355 if (format
!= WINED3DFMT_R32G32B32A32_FLOAT
)
357 FIXME("Unexpected format %s for transformed position.\n", debug_d3dformat(format
));
361 ret
= buffer_process_converted_attribute(This
, CONV_POSITIONT
, attrib
, stride_this_run
);
363 else if (This
->conversion_map
)
365 ret
= buffer_process_converted_attribute(This
, CONV_NONE
, attrib
, stride_this_run
);
371 static BOOL
buffer_find_decl(struct wined3d_buffer
*This
, const struct wined3d_stream_info
*si
,
372 const struct wined3d_state
*state
, DWORD fixup_flags
)
374 UINT stride_this_run
= 0;
377 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
378 * Once we have our declaration there is no need to look it up again. Index buffers also never need
379 * conversion, so once the (empty) conversion structure is created don't bother checking again
381 if (This
->flags
& WINED3D_BUFFER_HASDESC
)
383 if(This
->resource
.usage
& WINED3DUSAGE_STATICDECL
) return FALSE
;
388 TRACE("No fixup required.\n");
389 if(This
->conversion_map
)
391 heap_free(This
->conversion_map
);
392 This
->conversion_map
= NULL
;
400 TRACE("Finding vertex buffer conversion information\n");
401 /* Certain declaration types need some fixups before we can pass them to
402 * opengl. This means D3DCOLOR attributes with fixed function vertex
403 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
404 * GL_ARB_half_float_vertex is not supported.
406 * Note for d3d8 and d3d9:
407 * The vertex buffer FVF doesn't help with finding them, we have to use
408 * the decoded vertex declaration and pick the things that concern the
409 * current buffer. A problem with this is that this can change between
410 * draws, so we have to validate the information and reprocess the buffer
411 * if it changes, and avoid false positives for performance reasons.
412 * WineD3D doesn't even know the vertex buffer any more, it is managed
413 * by the client libraries and passed to SetStreamSource and ProcessVertices
416 * We have to distinguish between vertex shaders and fixed function to
417 * pick the way we access the strided vertex information.
419 * This code sets up a per-byte array with the size of the detected
420 * stride of the arrays in the buffer. For each byte we have a field
421 * that marks the conversion needed on this byte. For example, the
422 * following declaration with fixed function vertex processing:
430 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
431 * [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]
433 * Where in this example map P means 4 component position conversion, 0
434 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
435 * conversion (red / blue swizzle).
437 * If we're doing conversion and the stride changes we have to reconvert
438 * the whole buffer. Note that we do not mind if the semantic changes,
439 * we only care for the conversion type. So if the NORMAL is replaced
440 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
441 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
442 * conversion types depend on the semantic as well, for example a FLOAT4
443 * texcoord needs no conversion while a FLOAT4 positiont needs one
446 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_POSITION
,
447 fixup_flags
, &stride_this_run
) || ret
;
448 fixup_flags
&= ~WINED3D_BUFFER_FIXUP_XYZRHW
;
450 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_BLENDWEIGHT
,
451 fixup_flags
, &stride_this_run
) || ret
;
452 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_BLENDINDICES
,
453 fixup_flags
, &stride_this_run
) || ret
;
454 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_NORMAL
,
455 fixup_flags
, &stride_this_run
) || ret
;
456 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_DIFFUSE
,
457 fixup_flags
, &stride_this_run
) || ret
;
458 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_SPECULAR
,
459 fixup_flags
, &stride_this_run
) || ret
;
460 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_TEXCOORD0
,
461 fixup_flags
, &stride_this_run
) || ret
;
462 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_TEXCOORD1
,
463 fixup_flags
, &stride_this_run
) || ret
;
464 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_TEXCOORD2
,
465 fixup_flags
, &stride_this_run
) || ret
;
466 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_TEXCOORD3
,
467 fixup_flags
, &stride_this_run
) || ret
;
468 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_TEXCOORD4
,
469 fixup_flags
, &stride_this_run
) || ret
;
470 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_TEXCOORD5
,
471 fixup_flags
, &stride_this_run
) || ret
;
472 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_TEXCOORD6
,
473 fixup_flags
, &stride_this_run
) || ret
;
474 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_TEXCOORD7
,
475 fixup_flags
, &stride_this_run
) || ret
;
477 if (!stride_this_run
&& This
->conversion_map
)
481 ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
482 heap_free(This
->conversion_map
);
483 This
->conversion_map
= NULL
;
487 if (ret
) TRACE("Conversion information changed\n");
492 static inline unsigned int fixup_d3dcolor(DWORD
*dst_color
)
494 DWORD src_color
= *dst_color
;
496 /* Color conversion like in draw_primitive_immediate_mode(). Watch out for
497 * endianness. If we want this to work on big-endian machines as well we
498 * have to consider more things.
500 * 0xff000000: Alpha mask
501 * 0x00ff0000: Blue mask
502 * 0x0000ff00: Green mask
503 * 0x000000ff: Red mask
506 *dst_color
|= (src_color
& 0xff00ff00u
); /* Alpha Green */
507 *dst_color
|= (src_color
& 0x00ff0000u
) >> 16; /* Red */
508 *dst_color
|= (src_color
& 0x000000ffu
) << 16; /* Blue */
510 return sizeof(*dst_color
);
513 static inline unsigned int fixup_transformed_pos(struct wined3d_vec4
*p
)
515 /* rhw conversion like in position_float4(). */
516 if (p
->w
!= 1.0f
&& p
->w
!= 0.0f
)
518 float w
= 1.0f
/ p
->w
;
528 ULONG CDECL
wined3d_buffer_incref(struct wined3d_buffer
*buffer
)
530 ULONG refcount
= InterlockedIncrement(&buffer
->resource
.ref
);
532 TRACE("%p increasing refcount to %u.\n", buffer
, refcount
);
537 /* Context activation is done by the caller. */
538 static void wined3d_buffer_gl_upload_ranges(struct wined3d_buffer_gl
*buffer_gl
, struct wined3d_context
*context
,
539 const void *data
, unsigned int data_offset
, unsigned int range_count
, const struct wined3d_map_range
*ranges
)
541 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
542 const struct wined3d_map_range
*range
;
544 wined3d_buffer_gl_bind(buffer_gl
, context
);
546 while (range_count
--)
548 range
= &ranges
[range_count
];
549 GL_EXTCALL(glBufferSubData(buffer_gl
->buffer_type_hint
,
550 range
->offset
, range
->size
, (BYTE
*)data
+ range
->offset
- data_offset
));
552 checkGLcall("glBufferSubData");
555 static void buffer_conversion_upload(struct wined3d_buffer
*buffer
, struct wined3d_context
*context
)
557 unsigned int i
, j
, range_idx
, start
, end
, vertex_count
;
560 if (!wined3d_buffer_load_location(buffer
, context
, WINED3D_LOCATION_SYSMEM
))
562 ERR("Failed to load system memory.\n");
565 buffer
->flags
|= WINED3D_BUFFER_PIN_SYSMEM
;
567 /* Now for each vertex in the buffer that needs conversion. */
568 vertex_count
= buffer
->resource
.size
/ buffer
->stride
;
570 if (!(data
= heap_alloc(buffer
->resource
.size
)))
572 ERR("Out of memory.\n");
576 for (range_idx
= 0; range_idx
< buffer
->modified_areas
; ++range_idx
)
578 start
= buffer
->maps
[range_idx
].offset
;
579 end
= start
+ buffer
->maps
[range_idx
].size
;
581 memcpy(data
+ start
, (BYTE
*)buffer
->resource
.heap_memory
+ start
, end
- start
);
582 for (i
= start
/ buffer
->stride
; i
< min((end
/ buffer
->stride
) + 1, vertex_count
); ++i
)
584 for (j
= 0; j
< buffer
->stride
;)
586 switch (buffer
->conversion_map
[j
])
593 j
+= fixup_d3dcolor((DWORD
*) (data
+ i
* buffer
->stride
+ j
));
596 j
+= fixup_transformed_pos((struct wined3d_vec4
*) (data
+ i
* buffer
->stride
+ j
));
599 FIXME("Unimplemented conversion %d in shifted conversion.\n", buffer
->conversion_map
[j
]);
606 wined3d_buffer_gl_upload_ranges(wined3d_buffer_gl(buffer
),
607 context
, data
, 0, buffer
->modified_areas
, buffer
->maps
);
612 static BOOL
wined3d_buffer_prepare_location(struct wined3d_buffer
*buffer
,
613 struct wined3d_context
*context
, DWORD location
)
617 case WINED3D_LOCATION_SYSMEM
:
618 if (buffer
->resource
.heap_memory
)
621 if (!wined3d_resource_allocate_sysmem(&buffer
->resource
))
625 case WINED3D_LOCATION_BUFFER
:
626 if (wined3d_buffer_gl(buffer
)->buffer_object
)
629 if (!(buffer
->flags
& WINED3D_BUFFER_USE_BO
))
631 WARN("Trying to create BO for buffer %p with no WINED3D_BUFFER_USE_BO.\n", buffer
);
634 return wined3d_buffer_gl_create_buffer_object(wined3d_buffer_gl(buffer
), context
);
637 ERR("Invalid location %s.\n", wined3d_debug_location(location
));
642 BOOL
wined3d_buffer_load_location(struct wined3d_buffer
*buffer
,
643 struct wined3d_context
*context
, DWORD location
)
645 struct wined3d_buffer_gl
*buffer_gl
= wined3d_buffer_gl(buffer
);
646 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
648 TRACE("buffer %p, context %p, location %s.\n",
649 buffer
, context
, wined3d_debug_location(location
));
651 if (buffer
->locations
& location
)
653 TRACE("Location (%#x) is already up to date.\n", location
);
657 if (!buffer
->locations
)
659 ERR("Buffer %p does not have any up to date location.\n", buffer
);
660 wined3d_buffer_validate_location(buffer
, WINED3D_LOCATION_DISCARDED
);
661 return wined3d_buffer_load_location(buffer
, context
, location
);
664 TRACE("Current buffer location %s.\n", wined3d_debug_location(buffer
->locations
));
666 if (!wined3d_buffer_prepare_location(buffer
, context
, location
))
669 if (buffer
->locations
& WINED3D_LOCATION_DISCARDED
)
671 TRACE("Buffer previously discarded, nothing to do.\n");
672 wined3d_buffer_validate_location(buffer
, location
);
673 wined3d_buffer_invalidate_location(buffer
, WINED3D_LOCATION_DISCARDED
);
679 case WINED3D_LOCATION_SYSMEM
:
680 wined3d_buffer_gl_bind(buffer_gl
, context
);
681 GL_EXTCALL(glGetBufferSubData(buffer_gl
->buffer_type_hint
, 0, buffer
->resource
.size
,
682 buffer
->resource
.heap_memory
));
683 checkGLcall("buffer download");
686 case WINED3D_LOCATION_BUFFER
:
687 if (!buffer
->conversion_map
)
688 wined3d_buffer_gl_upload_ranges(buffer_gl
, context
, buffer
->resource
.heap_memory
,
689 0, buffer
->modified_areas
, buffer
->maps
);
691 buffer_conversion_upload(buffer
, context
);
695 ERR("Invalid location %s.\n", wined3d_debug_location(location
));
699 wined3d_buffer_validate_location(buffer
, location
);
700 if (buffer
->resource
.heap_memory
&& location
== WINED3D_LOCATION_BUFFER
701 && !(buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
))
702 wined3d_buffer_evict_sysmem(buffer
);
707 /* Context activation is done by the caller. */
708 BYTE
*wined3d_buffer_load_sysmem(struct wined3d_buffer
*buffer
, struct wined3d_context
*context
)
710 if (wined3d_buffer_load_location(buffer
, context
, WINED3D_LOCATION_SYSMEM
))
711 buffer
->flags
|= WINED3D_BUFFER_PIN_SYSMEM
;
712 return buffer
->resource
.heap_memory
;
715 DWORD
wined3d_buffer_get_memory(struct wined3d_buffer
*buffer
,
716 struct wined3d_bo_address
*data
, DWORD locations
)
718 TRACE("buffer %p, data %p, locations %s.\n",
719 buffer
, data
, wined3d_debug_location(locations
));
721 if (locations
& WINED3D_LOCATION_BUFFER
)
723 data
->buffer_object
= wined3d_buffer_gl(buffer
)->buffer_object
;
725 return WINED3D_LOCATION_BUFFER
;
727 if (locations
& WINED3D_LOCATION_SYSMEM
)
729 data
->buffer_object
= 0;
730 data
->addr
= buffer
->resource
.heap_memory
;
731 return WINED3D_LOCATION_SYSMEM
;
734 ERR("Unexpected locations %s.\n", wined3d_debug_location(locations
));
735 data
->buffer_object
= 0;
740 static void buffer_unload(struct wined3d_resource
*resource
)
742 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
744 TRACE("buffer %p.\n", buffer
);
746 if (wined3d_buffer_gl(buffer
)->buffer_object
)
748 struct wined3d_context
*context
;
750 context
= context_acquire(resource
->device
, NULL
, 0);
752 wined3d_buffer_load_location(buffer
, context
, WINED3D_LOCATION_SYSMEM
);
753 wined3d_buffer_invalidate_location(buffer
, WINED3D_LOCATION_BUFFER
);
754 wined3d_buffer_gl_destroy_buffer_object(wined3d_buffer_gl(buffer
), context
);
755 buffer_clear_dirty_areas(buffer
);
757 context_release(context
);
759 heap_free(buffer
->conversion_map
);
760 buffer
->conversion_map
= NULL
;
762 buffer
->conversion_stride
= 0;
763 buffer
->flags
&= ~WINED3D_BUFFER_HASDESC
;
766 resource_unload(resource
);
769 static void wined3d_buffer_drop_bo(struct wined3d_buffer
*buffer
)
771 buffer
->flags
&= ~WINED3D_BUFFER_USE_BO
;
772 buffer_unload(&buffer
->resource
);
775 static void wined3d_buffer_gl_destroy_object(void *object
)
777 struct wined3d_buffer_gl
*buffer_gl
= object
;
778 struct wined3d_context
*context
;
780 if (buffer_gl
->buffer_object
)
782 context
= context_acquire(buffer_gl
->b
.resource
.device
, NULL
, 0);
783 wined3d_buffer_gl_destroy_buffer_object(buffer_gl
, context
);
784 context_release(context
);
786 heap_free(buffer_gl
->b
.conversion_map
);
789 heap_free(buffer_gl
->b
.maps
);
790 heap_free(buffer_gl
);
793 ULONG CDECL
wined3d_buffer_decref(struct wined3d_buffer
*buffer
)
795 ULONG refcount
= InterlockedDecrement(&buffer
->resource
.ref
);
797 TRACE("%p decreasing refcount to %u.\n", buffer
, refcount
);
801 buffer
->resource
.parent_ops
->wined3d_object_destroyed(buffer
->resource
.parent
);
802 resource_cleanup(&buffer
->resource
);
803 wined3d_cs_destroy_object(buffer
->resource
.device
->cs
,
804 wined3d_buffer_gl_destroy_object
, wined3d_buffer_gl(buffer
));
810 void * CDECL
wined3d_buffer_get_parent(const struct wined3d_buffer
*buffer
)
812 TRACE("buffer %p.\n", buffer
);
814 return buffer
->resource
.parent
;
817 /* The caller provides a context and binds the buffer */
818 static void wined3d_buffer_gl_sync_apple(struct wined3d_buffer_gl
*buffer_gl
,
819 DWORD flags
, const struct wined3d_gl_info
*gl_info
)
821 enum wined3d_fence_result ret
;
824 /* No fencing needs to be done if the app promises not to overwrite
826 if (flags
& WINED3D_MAP_NOOVERWRITE
)
829 if (flags
& WINED3D_MAP_DISCARD
)
831 GL_EXTCALL(glBufferData(buffer_gl
->buffer_type_hint
, buffer_gl
->b
.resource
.size
,
832 NULL
, buffer_gl
->buffer_object_usage
));
833 checkGLcall("glBufferData");
837 if (!buffer_gl
->b
.fence
)
839 TRACE("Creating fence for buffer %p.\n", buffer_gl
);
841 if (FAILED(hr
= wined3d_fence_create(buffer_gl
->b
.resource
.device
, &buffer_gl
->b
.fence
)))
843 if (hr
== WINED3DERR_NOTAVAILABLE
)
844 FIXME("Fences not supported, dropping async buffer locks.\n");
846 ERR("Failed to create fence, hr %#x.\n", hr
);
850 /* Since we don't know about old draws a glFinish is needed once */
851 gl_info
->gl_ops
.gl
.p_glFinish();
855 TRACE("Synchronizing buffer %p.\n", buffer_gl
);
856 ret
= wined3d_fence_wait(buffer_gl
->b
.fence
, buffer_gl
->b
.resource
.device
);
859 case WINED3D_FENCE_NOT_STARTED
:
860 case WINED3D_FENCE_OK
:
864 case WINED3D_FENCE_WRONG_THREAD
:
865 WARN("Cannot synchronize buffer lock due to a thread conflict.\n");
869 ERR("wined3d_fence_wait() returned %u, dropping async buffer locks.\n", ret
);
874 if (buffer_gl
->b
.fence
)
876 wined3d_fence_destroy(buffer_gl
->b
.fence
);
877 buffer_gl
->b
.fence
= NULL
;
880 gl_info
->gl_ops
.gl
.p_glFinish();
881 GL_EXTCALL(glBufferParameteriAPPLE(buffer_gl
->buffer_type_hint
, GL_BUFFER_SERIALIZED_MODIFY_APPLE
, GL_TRUE
));
882 checkGLcall("glBufferParameteriAPPLE(buffer_gl->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
883 buffer_gl
->b
.flags
&= ~WINED3D_BUFFER_APPLESYNC
;
886 static void buffer_mark_used(struct wined3d_buffer
*buffer
)
888 buffer
->flags
&= ~WINED3D_BUFFER_DISCARD
;
891 /* Context activation is done by the caller. */
892 void wined3d_buffer_load(struct wined3d_buffer
*buffer
, struct wined3d_context
*context
,
893 const struct wined3d_state
*state
)
895 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
896 BOOL decl_changed
= FALSE
;
898 TRACE("buffer %p.\n", buffer
);
900 if (buffer
->resource
.map_count
)
902 WARN("Buffer is mapped, skipping preload.\n");
906 buffer_mark_used(buffer
);
908 /* TODO: Make converting independent from VBOs */
909 if (!(buffer
->flags
& WINED3D_BUFFER_USE_BO
))
911 /* Not doing any conversion */
915 if (!wined3d_buffer_prepare_location(buffer
, context
, WINED3D_LOCATION_BUFFER
))
917 ERR("Failed to prepare buffer location.\n");
921 /* Reading the declaration makes only sense if we have valid state information
922 * (i.e., if this function is called during draws). */
925 DWORD fixup_flags
= 0;
929 if (!gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
] && !context
->d3d_info
->ffp_generic_attributes
)
930 fixup_flags
|= WINED3D_BUFFER_FIXUP_D3DCOLOR
;
931 if (!context
->d3d_info
->xyzrhw
)
932 fixup_flags
|= WINED3D_BUFFER_FIXUP_XYZRHW
;
935 decl_changed
= buffer_find_decl(buffer
, &context
->stream_info
, state
, fixup_flags
);
936 buffer
->flags
|= WINED3D_BUFFER_HASDESC
;
939 if (!decl_changed
&& !(buffer
->flags
& WINED3D_BUFFER_HASDESC
&& buffer_is_dirty(buffer
)))
941 ++buffer
->draw_count
;
942 if (buffer
->draw_count
> VB_RESETDECLCHANGE
)
943 buffer
->decl_change_count
= 0;
944 if (buffer
->draw_count
> VB_RESETFULLCONVS
)
945 buffer
->full_conversion_count
= 0;
949 /* If applications change the declaration over and over, reconverting all the time is a huge
950 * performance hit. So count the declaration changes and release the VBO if there are too many
951 * of them (and thus stop converting)
955 ++buffer
->decl_change_count
;
956 buffer
->draw_count
= 0;
958 if (buffer
->decl_change_count
> VB_MAXDECLCHANGES
959 || (buffer
->conversion_map
&& (buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
)))
961 FIXME("Too many declaration changes or converting dynamic buffer, stopping converting.\n");
962 wined3d_buffer_drop_bo(buffer
);
966 /* The declaration changed, reload the whole buffer. */
967 WARN("Reloading buffer because of a vertex declaration change.\n");
968 buffer_invalidate_bo_range(buffer
, 0, 0);
972 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
973 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
974 * decl changes and reset the decl change count after a specific number of them
976 if (buffer
->conversion_map
&& buffer_is_fully_dirty(buffer
))
978 ++buffer
->full_conversion_count
;
979 if (buffer
->full_conversion_count
> VB_MAXFULLCONVERSIONS
)
981 FIXME("Too many full buffer conversions, stopping converting.\n");
982 wined3d_buffer_drop_bo(buffer
);
988 ++buffer
->draw_count
;
989 if (buffer
->draw_count
> VB_RESETDECLCHANGE
)
990 buffer
->decl_change_count
= 0;
991 if (buffer
->draw_count
> VB_RESETFULLCONVS
)
992 buffer
->full_conversion_count
= 0;
996 if (!wined3d_buffer_load_location(buffer
, context
, WINED3D_LOCATION_BUFFER
))
997 ERR("Failed to load buffer location.\n");
1000 struct wined3d_resource
* CDECL
wined3d_buffer_get_resource(struct wined3d_buffer
*buffer
)
1002 TRACE("buffer %p.\n", buffer
);
1004 return &buffer
->resource
;
1007 static HRESULT
wined3d_buffer_gl_map(struct wined3d_buffer_gl
*buffer_gl
,
1008 unsigned int offset
, unsigned int size
, BYTE
**data
, DWORD flags
)
1010 struct wined3d_device
*device
= buffer_gl
->b
.resource
.device
;
1011 struct wined3d_context
*context
;
1015 TRACE("buffer_gl %p, offset %u, size %u, data %p, flags %#x.\n", buffer_gl
, offset
, size
, data
, flags
);
1017 count
= ++buffer_gl
->b
.resource
.map_count
;
1019 if (buffer_gl
->buffer_object
)
1021 unsigned int dirty_offset
= offset
, dirty_size
= size
;
1023 /* DISCARD invalidates the entire buffer, regardless of the specified
1024 * offset and size. Some applications also depend on the entire buffer
1025 * being uploaded in that case. Two such applications are Port Royale
1026 * and Darkstar One. */
1027 if (flags
& WINED3D_MAP_DISCARD
)
1033 if (((flags
& WINED3D_MAP_WRITE
) && !(flags
& (WINED3D_MAP_NOOVERWRITE
| WINED3D_MAP_DISCARD
)))
1034 || (!(flags
& WINED3D_MAP_WRITE
) && (buffer_gl
->b
.locations
& WINED3D_LOCATION_SYSMEM
))
1035 || buffer_gl
->b
.flags
& WINED3D_BUFFER_PIN_SYSMEM
)
1037 if (!(buffer_gl
->b
.locations
& WINED3D_LOCATION_SYSMEM
))
1039 context
= context_acquire(device
, NULL
, 0);
1040 wined3d_buffer_load_location(&buffer_gl
->b
, context
, WINED3D_LOCATION_SYSMEM
);
1041 context_release(context
);
1044 if (flags
& WINED3D_MAP_WRITE
)
1045 wined3d_buffer_invalidate_range(&buffer_gl
->b
, WINED3D_LOCATION_BUFFER
, dirty_offset
, dirty_size
);
1049 const struct wined3d_gl_info
*gl_info
;
1051 context
= context_acquire(device
, NULL
, 0);
1052 gl_info
= context
->gl_info
;
1054 if (flags
& WINED3D_MAP_DISCARD
)
1055 wined3d_buffer_validate_location(&buffer_gl
->b
, WINED3D_LOCATION_BUFFER
);
1057 wined3d_buffer_load_location(&buffer_gl
->b
, context
, WINED3D_LOCATION_BUFFER
);
1059 if (flags
& WINED3D_MAP_WRITE
)
1060 buffer_invalidate_bo_range(&buffer_gl
->b
, dirty_offset
, dirty_size
);
1062 if ((flags
& WINED3D_MAP_DISCARD
) && buffer_gl
->b
.resource
.heap_memory
)
1063 wined3d_buffer_evict_sysmem(&buffer_gl
->b
);
1067 wined3d_buffer_gl_bind(buffer_gl
, context
);
1069 /* Filter redundant WINED3D_MAP_DISCARD maps. The 3DMark2001
1070 * multitexture fill rate test seems to depend on this. When
1071 * we map a buffer with GL_MAP_INVALIDATE_BUFFER_BIT, the
1072 * driver is free to discard the previous contents of the
1073 * buffer. The r600g driver only does this when the buffer is
1074 * currently in use, while the proprietary NVIDIA driver
1075 * appears to do this unconditionally. */
1076 if (buffer_gl
->b
.flags
& WINED3D_BUFFER_DISCARD
)
1077 flags
&= ~WINED3D_MAP_DISCARD
;
1079 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
1081 GLbitfield mapflags
= wined3d_resource_gl_map_flags(flags
);
1082 buffer_gl
->b
.map_ptr
= GL_EXTCALL(glMapBufferRange(buffer_gl
->buffer_type_hint
,
1083 0, buffer_gl
->b
.resource
.size
, mapflags
));
1084 checkGLcall("glMapBufferRange");
1088 if (buffer_gl
->b
.flags
& WINED3D_BUFFER_APPLESYNC
)
1089 wined3d_buffer_gl_sync_apple(buffer_gl
, flags
, gl_info
);
1090 buffer_gl
->b
.map_ptr
= GL_EXTCALL(glMapBuffer(buffer_gl
->buffer_type_hint
,
1092 checkGLcall("glMapBuffer");
1095 if (((DWORD_PTR
)buffer_gl
->b
.map_ptr
) & (RESOURCE_ALIGNMENT
- 1))
1097 WARN("Pointer %p is not %u byte aligned.\n", buffer_gl
->b
.map_ptr
, RESOURCE_ALIGNMENT
);
1099 GL_EXTCALL(glUnmapBuffer(buffer_gl
->buffer_type_hint
));
1100 checkGLcall("glUnmapBuffer");
1101 buffer_gl
->b
.map_ptr
= NULL
;
1103 if (buffer_gl
->b
.resource
.usage
& WINED3DUSAGE_DYNAMIC
)
1105 /* The extra copy is more expensive than not using VBOs at
1106 * all on the Nvidia Linux driver, which is the only driver
1107 * that returns unaligned pointers.
1109 TRACE("Dynamic buffer, dropping VBO.\n");
1110 wined3d_buffer_drop_bo(&buffer_gl
->b
);
1114 TRACE("Falling back to doublebuffered operation.\n");
1115 wined3d_buffer_load_location(&buffer_gl
->b
, context
, WINED3D_LOCATION_SYSMEM
);
1116 buffer_gl
->b
.flags
|= WINED3D_BUFFER_PIN_SYSMEM
;
1118 TRACE("New pointer is %p.\n", buffer_gl
->b
.resource
.heap_memory
);
1122 context_release(context
);
1125 if (flags
& WINED3D_MAP_DISCARD
)
1126 buffer_gl
->b
.flags
|= WINED3D_BUFFER_DISCARD
;
1129 base
= buffer_gl
->b
.map_ptr
? buffer_gl
->b
.map_ptr
: buffer_gl
->b
.resource
.heap_memory
;
1130 *data
= base
+ offset
;
1132 TRACE("Returning memory at %p (base %p, offset %u).\n", *data
, base
, offset
);
1133 /* TODO: check Flags compatibility with buffer->currentDesc.Usage (see MSDN) */
1138 static void wined3d_buffer_gl_unmap(struct wined3d_buffer_gl
*buffer_gl
)
1142 TRACE("buffer_gl %p.\n", buffer_gl
);
1144 /* In the case that the number of Unmap calls > the
1145 * number of Map calls, d3d returns always D3D_OK.
1146 * This is also needed to prevent Map from returning garbage on
1147 * the next call (this will happen if the lock_count is < 0). */
1148 if (!buffer_gl
->b
.resource
.map_count
)
1150 WARN("Unmap called without a previous map call.\n");
1154 if (--buffer_gl
->b
.resource
.map_count
)
1156 /* Delay loading the buffer until everything is unlocked */
1157 TRACE("Ignoring unmap.\n");
1161 if (buffer_gl
->b
.map_ptr
)
1163 struct wined3d_device
*device
= buffer_gl
->b
.resource
.device
;
1164 const struct wined3d_gl_info
*gl_info
;
1165 struct wined3d_context
*context
;
1167 context
= context_acquire(device
, NULL
, 0);
1168 gl_info
= context
->gl_info
;
1170 wined3d_buffer_gl_bind(buffer_gl
, context
);
1172 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
1174 for (i
= 0; i
< buffer_gl
->b
.modified_areas
; ++i
)
1176 GL_EXTCALL(glFlushMappedBufferRange(buffer_gl
->buffer_type_hint
,
1177 buffer_gl
->b
.maps
[i
].offset
, buffer_gl
->b
.maps
[i
].size
));
1178 checkGLcall("glFlushMappedBufferRange");
1181 else if (buffer_gl
->b
.flags
& WINED3D_BUFFER_APPLESYNC
)
1183 for (i
= 0; i
< buffer_gl
->b
.modified_areas
; ++i
)
1185 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(buffer_gl
->buffer_type_hint
,
1186 buffer_gl
->b
.maps
[i
].offset
, buffer_gl
->b
.maps
[i
].size
));
1187 checkGLcall("glFlushMappedBufferRangeAPPLE");
1191 GL_EXTCALL(glUnmapBuffer(buffer_gl
->buffer_type_hint
));
1192 context_release(context
);
1194 buffer_clear_dirty_areas(&buffer_gl
->b
);
1195 buffer_gl
->b
.map_ptr
= NULL
;
1199 void wined3d_buffer_copy(struct wined3d_buffer
*dst_buffer
, unsigned int dst_offset
,
1200 struct wined3d_buffer
*src_buffer
, unsigned int src_offset
, unsigned int size
)
1202 struct wined3d_bo_address dst
, src
;
1203 struct wined3d_context
*context
;
1206 buffer_mark_used(dst_buffer
);
1207 buffer_mark_used(src_buffer
);
1209 dst_location
= wined3d_buffer_get_memory(dst_buffer
, &dst
, dst_buffer
->locations
);
1210 dst
.addr
+= dst_offset
;
1212 wined3d_buffer_get_memory(src_buffer
, &src
, src_buffer
->locations
);
1213 src
.addr
+= src_offset
;
1215 context
= context_acquire(dst_buffer
->resource
.device
, NULL
, 0);
1216 context_copy_bo_address(context
, &dst
, wined3d_buffer_gl(dst_buffer
)->buffer_type_hint
,
1217 &src
, wined3d_buffer_gl(src_buffer
)->buffer_type_hint
, size
);
1218 context_release(context
);
1220 wined3d_buffer_invalidate_range(dst_buffer
, ~dst_location
, dst_offset
, size
);
1223 void wined3d_buffer_upload_data(struct wined3d_buffer
*buffer
, struct wined3d_context
*context
,
1224 const struct wined3d_box
*box
, const void *data
)
1226 struct wined3d_map_range range
;
1230 range
.offset
= box
->left
;
1231 range
.size
= box
->right
- box
->left
;
1236 range
.size
= buffer
->resource
.size
;
1239 wined3d_buffer_gl_upload_ranges(wined3d_buffer_gl(buffer
), context
, data
, range
.offset
, 1, &range
);
1242 static void wined3d_buffer_init_data(struct wined3d_buffer
*buffer
,
1243 struct wined3d_device
*device
, const struct wined3d_sub_resource_data
*data
)
1245 struct wined3d_resource
*resource
= &buffer
->resource
;
1246 struct wined3d_bo_address bo
;
1247 struct wined3d_box box
;
1249 if (buffer
->flags
& WINED3D_BUFFER_USE_BO
)
1251 wined3d_box_set(&box
, 0, 0, resource
->size
, 1, 0, 1);
1252 wined3d_cs_emit_update_sub_resource(device
->cs
, resource
,
1253 0, &box
, data
->data
, data
->row_pitch
, data
->slice_pitch
);
1257 wined3d_buffer_get_memory(buffer
, &bo
, WINED3D_LOCATION_SYSMEM
);
1258 memcpy(bo
.addr
, data
->data
, resource
->size
);
1259 wined3d_buffer_validate_location(buffer
, WINED3D_LOCATION_SYSMEM
);
1260 wined3d_buffer_invalidate_location(buffer
, ~WINED3D_LOCATION_SYSMEM
);
1264 static ULONG
buffer_resource_incref(struct wined3d_resource
*resource
)
1266 return wined3d_buffer_incref(buffer_from_resource(resource
));
1269 static ULONG
buffer_resource_decref(struct wined3d_resource
*resource
)
1271 return wined3d_buffer_decref(buffer_from_resource(resource
));
1274 static void buffer_resource_preload(struct wined3d_resource
*resource
)
1276 struct wined3d_context
*context
;
1278 context
= context_acquire(resource
->device
, NULL
, 0);
1279 wined3d_buffer_load(buffer_from_resource(resource
), context
, NULL
);
1280 context_release(context
);
1283 static HRESULT
buffer_resource_sub_resource_map(struct wined3d_resource
*resource
, unsigned int sub_resource_idx
,
1284 struct wined3d_map_desc
*map_desc
, const struct wined3d_box
*box
, DWORD flags
)
1286 struct wined3d_buffer_gl
*buffer_gl
= wined3d_buffer_gl(buffer_from_resource(resource
));
1289 if (sub_resource_idx
)
1291 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx
);
1292 return E_INVALIDARG
;
1298 size
= box
->right
- box
->left
;
1305 map_desc
->row_pitch
= map_desc
->slice_pitch
= resource
->size
;
1306 return wined3d_buffer_gl_map(buffer_gl
, offset
, size
, (BYTE
**)&map_desc
->data
, flags
);
1309 static HRESULT
buffer_resource_sub_resource_unmap(struct wined3d_resource
*resource
, unsigned int sub_resource_idx
)
1311 if (sub_resource_idx
)
1313 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx
);
1314 return E_INVALIDARG
;
1317 wined3d_buffer_gl_unmap(wined3d_buffer_gl(buffer_from_resource(resource
)));
1321 static const struct wined3d_resource_ops buffer_resource_ops
=
1323 buffer_resource_incref
,
1324 buffer_resource_decref
,
1325 buffer_resource_preload
,
1327 buffer_resource_sub_resource_map
,
1328 buffer_resource_sub_resource_unmap
,
1331 static GLenum
buffer_type_hint_from_bind_flags(const struct wined3d_gl_info
*gl_info
,
1332 unsigned int bind_flags
)
1334 if (bind_flags
== WINED3D_BIND_INDEX_BUFFER
)
1335 return GL_ELEMENT_ARRAY_BUFFER
;
1337 if (bind_flags
& (WINED3D_BIND_SHADER_RESOURCE
| WINED3D_BIND_UNORDERED_ACCESS
)
1338 && gl_info
->supported
[ARB_TEXTURE_BUFFER_OBJECT
])
1339 return GL_TEXTURE_BUFFER
;
1341 if (bind_flags
& WINED3D_BIND_CONSTANT_BUFFER
)
1342 return GL_UNIFORM_BUFFER
;
1344 if (bind_flags
& WINED3D_BIND_STREAM_OUTPUT
)
1345 return GL_TRANSFORM_FEEDBACK_BUFFER
;
1347 if (bind_flags
& ~(WINED3D_BIND_VERTEX_BUFFER
| WINED3D_BIND_INDEX_BUFFER
))
1348 FIXME("Unhandled bind flags %#x.\n", bind_flags
);
1350 return GL_ARRAY_BUFFER
;
1353 static HRESULT
wined3d_buffer_init(struct wined3d_buffer
*buffer
, struct wined3d_device
*device
,
1354 const struct wined3d_buffer_desc
*desc
, const struct wined3d_sub_resource_data
*data
,
1355 void *parent
, const struct wined3d_parent_ops
*parent_ops
)
1357 const struct wined3d_format
*format
= wined3d_get_format(device
->adapter
, WINED3DFMT_UNKNOWN
, desc
->usage
);
1358 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1359 struct wined3d_resource
*resource
= &buffer
->resource
;
1360 BOOL dynamic_buffer_ok
;
1363 if (!desc
->byte_width
)
1365 WARN("Size 0 requested, returning E_INVALIDARG.\n");
1366 return E_INVALIDARG
;
1369 if (desc
->bind_flags
& WINED3D_BIND_CONSTANT_BUFFER
&& desc
->byte_width
& (WINED3D_CONSTANT_BUFFER_ALIGNMENT
- 1))
1371 WARN("Size %#x is not suitably aligned for constant buffers.\n", desc
->byte_width
);
1372 return E_INVALIDARG
;
1375 if (data
&& !data
->data
)
1377 WARN("Invalid sub-resource data specified.\n");
1378 return E_INVALIDARG
;
1381 if (FAILED(hr
= resource_init(resource
, device
, WINED3D_RTYPE_BUFFER
, format
,
1382 WINED3D_MULTISAMPLE_NONE
, 0, desc
->usage
, desc
->bind_flags
, desc
->access
,
1383 desc
->byte_width
, 1, 1, desc
->byte_width
, parent
, parent_ops
, &buffer_resource_ops
)))
1385 WARN("Failed to initialize resource, hr %#x.\n", hr
);
1388 buffer
->structure_byte_stride
= desc
->structure_byte_stride
;
1389 buffer
->locations
= data
? WINED3D_LOCATION_DISCARDED
: WINED3D_LOCATION_SYSMEM
;
1391 TRACE("buffer %p, size %#x, usage %#x, format %s, memory @ %p.\n",
1392 buffer
, buffer
->resource
.size
, buffer
->resource
.usage
,
1393 debug_d3dformat(buffer
->resource
.format
->id
), buffer
->resource
.heap_memory
);
1395 if (device
->create_parms
.flags
& WINED3DCREATE_SOFTWARE_VERTEXPROCESSING
1396 || wined3d_resource_access_is_managed(desc
->access
))
1398 /* SWvp and managed buffers always return the same pointer in buffer
1399 * maps and retain data in DISCARD maps. Keep a system memory copy of
1400 * the buffer to provide the same behavior to the application. */
1401 TRACE("Pinning system memory.\n");
1402 buffer
->flags
|= WINED3D_BUFFER_PIN_SYSMEM
;
1403 buffer
->locations
= WINED3D_LOCATION_SYSMEM
;
1406 /* Observations show that draw_primitive_immediate_mode() is faster on
1407 * dynamic vertex buffers than converting + draw_primitive_arrays().
1408 * (Half-Life 2 and others.) */
1409 dynamic_buffer_ok
= gl_info
->supported
[APPLE_FLUSH_BUFFER_RANGE
] || gl_info
->supported
[ARB_MAP_BUFFER_RANGE
];
1411 if (!gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
])
1413 TRACE("Not creating a BO because GL_ARB_vertex_buffer is not supported.\n");
1415 else if (!(desc
->access
& WINED3D_RESOURCE_ACCESS_GPU
))
1417 TRACE("Not creating a BO because the buffer is not GPU accessible.\n");
1419 else if (!dynamic_buffer_ok
&& (resource
->usage
& WINED3DUSAGE_DYNAMIC
))
1421 TRACE("Not creating a BO because the buffer has dynamic usage and no GL support.\n");
1425 buffer
->flags
|= WINED3D_BUFFER_USE_BO
;
1428 if (buffer
->locations
& WINED3D_LOCATION_SYSMEM
|| !(buffer
->flags
& WINED3D_BUFFER_USE_BO
))
1430 if (!wined3d_resource_allocate_sysmem(&buffer
->resource
))
1431 return E_OUTOFMEMORY
;
1434 if (!(buffer
->maps
= heap_alloc(sizeof(*buffer
->maps
))))
1436 ERR("Out of memory.\n");
1437 buffer_unload(resource
);
1438 resource_cleanup(resource
);
1439 wined3d_resource_wait_idle(resource
);
1440 return E_OUTOFMEMORY
;
1442 buffer
->maps_size
= 1;
1445 wined3d_buffer_init_data(buffer
, device
, data
);
1450 HRESULT CDECL
wined3d_buffer_create(struct wined3d_device
*device
, const struct wined3d_buffer_desc
*desc
,
1451 const struct wined3d_sub_resource_data
*data
, void *parent
, const struct wined3d_parent_ops
*parent_ops
,
1452 struct wined3d_buffer
**buffer
)
1454 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1455 struct wined3d_buffer_gl
*object
;
1458 TRACE("device %p, desc byte_width %u, usage %s, bind_flags %s, access %s, data %p, parent %p, "
1459 "parent_ops %p, buffer %p.\n",
1460 device
, desc
->byte_width
, debug_d3dusage(desc
->usage
),
1461 wined3d_debug_bind_flags(desc
->bind_flags
), wined3d_debug_resource_access(desc
->access
),
1462 data
, parent
, parent_ops
, buffer
);
1464 if (!(object
= heap_alloc_zero(sizeof(*object
))))
1465 return E_OUTOFMEMORY
;
1467 object
->buffer_type_hint
= buffer_type_hint_from_bind_flags(gl_info
, desc
->bind_flags
);
1469 if (FAILED(hr
= wined3d_buffer_init(&object
->b
, device
, desc
, data
, parent
, parent_ops
)))
1471 WARN("Failed to initialize buffer, hr %#x.\n", hr
);
1476 TRACE("Created buffer %p.\n", object
);
1478 *buffer
= &object
->b
;