2 * Copyright 2002-2005 Jason Edmeades
3 * Copyright 2002-2005 Raphael Junqueira
4 * Copyright 2004 Christian Costa
5 * Copyright 2005 Oliver Stieber
6 * Copyright 2007-2010 Stefan Dösinger for CodeWeavers
7 * Copyright 2009 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 GLINFO_LOCATION This->resource.device->adapter->gl_info
34 #define VB_MAXDECLCHANGES 100 /* After that number of decl changes we stop converting */
35 #define VB_RESETDECLCHANGE 1000 /* Reset the decl changecount after that number of draws */
36 #define VB_MAXFULLCONVERSIONS 5 /* Number of full conversions before we stop converting */
37 #define VB_RESETFULLCONVS 20 /* Reset full conversion counts after that number of draws */
39 static inline BOOL
buffer_add_dirty_area(struct wined3d_buffer
*This
, UINT offset
, UINT size
)
41 if (!This
->buffer_object
) return TRUE
;
43 if (This
->maps_size
<= This
->modified_areas
)
45 void *new = HeapReAlloc(GetProcessHeap(), 0, This
->maps
,
46 This
->maps_size
* 2 * sizeof(*This
->maps
));
49 ERR("Out of memory\n");
59 if(offset
> This
->resource
.size
|| offset
+ size
> This
->resource
.size
)
61 WARN("Invalid range dirtified, marking entire buffer dirty\n");
63 size
= This
->resource
.size
;
65 else if(!offset
&& !size
)
67 size
= This
->resource
.size
;
70 This
->maps
[This
->modified_areas
].offset
= offset
;
71 This
->maps
[This
->modified_areas
].size
= size
;
72 This
->modified_areas
++;
76 static inline void buffer_clear_dirty_areas(struct wined3d_buffer
*This
)
78 This
->modified_areas
= 0;
81 static inline BOOL
buffer_is_dirty(struct wined3d_buffer
*This
)
83 return This
->modified_areas
!= 0;
86 static inline BOOL
buffer_is_fully_dirty(struct wined3d_buffer
*This
)
90 for(i
= 0; i
< This
->modified_areas
; i
++)
92 if(This
->maps
[i
].offset
== 0 && This
->maps
[i
].size
== This
->resource
.size
)
100 /* Context activation is done by the caller */
101 static void delete_gl_buffer(struct wined3d_buffer
*This
)
103 if(!This
->buffer_object
) return;
106 GL_EXTCALL(glDeleteBuffersARB(1, &This
->buffer_object
));
107 checkGLcall("glDeleteBuffersARB");
109 This
->buffer_object
= 0;
113 wined3d_event_query_destroy(This
->query
);
116 This
->flags
&= ~WINED3D_BUFFER_APPLESYNC
;
119 /* Context activation is done by the caller. */
120 static void buffer_create_buffer_object(struct wined3d_buffer
*This
)
122 GLenum error
, gl_usage
;
123 const struct wined3d_gl_info
*gl_info
= &This
->resource
.device
->adapter
->gl_info
;
125 TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n",
126 This
, debug_d3dusage(This
->resource
.usage
));
130 /* Make sure that the gl error is cleared. Do not use checkGLcall
131 * here because checkGLcall just prints a fixme and continues. However,
132 * if an error during VBO creation occurs we can fall back to non-vbo operation
133 * with full functionality(but performance loss)
135 while (glGetError() != GL_NO_ERROR
);
137 /* Basically the FVF parameter passed to CreateVertexBuffer is no good
138 * It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
139 * IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
140 * look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
141 * to check if the rhw and color values are in the correct format.
144 GL_EXTCALL(glGenBuffersARB(1, &This
->buffer_object
));
145 error
= glGetError();
146 if (!This
->buffer_object
|| error
!= GL_NO_ERROR
)
148 ERR("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error
), error
);
153 if(This
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
155 IWineD3DDeviceImpl_MarkStateDirty(This
->resource
.device
, STATE_INDEXBUFFER
);
157 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
158 error
= glGetError();
159 if (error
!= GL_NO_ERROR
)
161 ERR("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error
), error
);
166 /* Don't use static, because dx apps tend to update the buffer
167 * quite often even if they specify 0 usage.
169 if(This
->resource
.usage
& WINED3DUSAGE_DYNAMIC
)
171 TRACE("Gl usage = GL_STREAM_DRAW_ARB\n");
172 gl_usage
= GL_STREAM_DRAW_ARB
;
174 if(gl_info
->supported
[APPLE_FLUSH_BUFFER_RANGE
])
176 GL_EXTCALL(glBufferParameteriAPPLE(This
->buffer_type_hint
, GL_BUFFER_FLUSHING_UNMAP_APPLE
, GL_FALSE
));
177 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE)");
178 This
->flags
|= WINED3D_BUFFER_FLUSH
;
180 GL_EXTCALL(glBufferParameteriAPPLE(This
->buffer_type_hint
, GL_BUFFER_SERIALIZED_MODIFY_APPLE
, GL_FALSE
));
181 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE)");
182 This
->flags
|= WINED3D_BUFFER_APPLESYNC
;
184 /* No setup is needed here for GL_ARB_map_buffer_range */
188 TRACE("Gl usage = GL_DYNAMIC_DRAW_ARB\n");
189 gl_usage
= GL_DYNAMIC_DRAW_ARB
;
192 /* Reserve memory for the buffer. The amount of data won't change
193 * so we are safe with calling glBufferData once and
194 * calling glBufferSubData on updates. Upload the actual data in case
195 * we're not double buffering, so we can release the heap mem afterwards
197 GL_EXTCALL(glBufferDataARB(This
->buffer_type_hint
, This
->resource
.size
, This
->resource
.allocatedMemory
, gl_usage
));
198 error
= glGetError();
200 if (error
!= GL_NO_ERROR
)
202 ERR("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error
), error
);
206 This
->buffer_object_size
= This
->resource
.size
;
207 This
->buffer_object_usage
= gl_usage
;
209 if(This
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
)
211 if(!buffer_add_dirty_area(This
, 0, 0))
213 ERR("buffer_add_dirty_area failed, this is not expected\n");
219 HeapFree(GetProcessHeap(), 0, This
->resource
.heapMemory
);
220 This
->resource
.allocatedMemory
= NULL
;
221 This
->resource
.heapMemory
= NULL
;
227 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
228 ERR("Failed to create a vertex buffer object. Continuing, but performance issues may occur\n");
229 delete_gl_buffer(This
);
230 buffer_clear_dirty_areas(This
);
233 static BOOL
buffer_process_converted_attribute(struct wined3d_buffer
*This
,
234 const enum wined3d_buffer_conversion_type conversion_type
,
235 const struct wined3d_stream_info_element
*attrib
, DWORD
*stride_this_run
)
240 DWORD offset
= This
->resource
.device
->stateBlock
->streamOffset
[attrib
->stream_idx
];
243 /* Check for some valid situations which cause us pain. One is if the buffer is used for
244 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
245 * with different strides. In the 2nd case we might have to drop conversion entirely,
246 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
250 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n",
251 debug_d3dformat(attrib
->format_desc
->format
));
253 else if(attrib
->stride
!= *stride_this_run
&& *stride_this_run
)
255 FIXME("Got two concurrent strides, %d and %d\n", attrib
->stride
, *stride_this_run
);
259 *stride_this_run
= attrib
->stride
;
260 if (This
->stride
!= *stride_this_run
)
262 /* We rely that this happens only on the first converted attribute that is found,
263 * if at all. See above check
265 TRACE("Reconverting because converted attributes occur, and the stride changed\n");
266 This
->stride
= *stride_this_run
;
267 HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY
, This
->conversion_map
);
268 This
->conversion_map
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
269 sizeof(*This
->conversion_map
) * This
->stride
);
274 data
= (((DWORD_PTR
)attrib
->data
) + offset
) % This
->stride
;
275 attrib_size
= attrib
->format_desc
->component_count
* attrib
->format_desc
->component_size
;
276 for (i
= 0; i
< attrib_size
; ++i
)
278 DWORD_PTR idx
= (data
+ i
) % This
->stride
;
279 if (This
->conversion_map
[idx
] != conversion_type
)
281 TRACE("Byte %ld in vertex changed\n", idx
);
282 TRACE("It was type %d, is %d now\n", This
->conversion_map
[idx
], conversion_type
);
284 This
->conversion_map
[idx
] = conversion_type
;
291 static BOOL
buffer_check_attribute(struct wined3d_buffer
*This
, const struct wined3d_stream_info
*si
,
292 UINT attrib_idx
, const BOOL check_d3dcolor
, const BOOL is_ffp_position
, const BOOL is_ffp_color
,
293 DWORD
*stride_this_run
, BOOL
*float16_used
)
295 const struct wined3d_stream_info_element
*attrib
= &si
->elements
[attrib_idx
];
296 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
297 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
299 WINED3DFORMAT format
;
301 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
302 * there, on nonexistent attribs the vbo is 0.
304 if (!(si
->use_map
& (1 << attrib_idx
))
305 || attrib
->buffer_object
!= This
->buffer_object
)
308 format
= attrib
->format_desc
->format
;
309 /* Look for newly appeared conversion */
310 if (!gl_info
->supported
[ARB_HALF_FLOAT_VERTEX
]
311 && (format
== WINED3DFMT_R16G16_FLOAT
|| format
== WINED3DFMT_R16G16B16A16_FLOAT
))
313 ret
= buffer_process_converted_attribute(This
, CONV_FLOAT16_2
, attrib
, stride_this_run
);
315 if (is_ffp_position
) FIXME("Test FLOAT16 fixed function processing positions\n");
316 else if (is_ffp_color
) FIXME("test FLOAT16 fixed function processing colors\n");
317 *float16_used
= TRUE
;
319 else if (check_d3dcolor
&& format
== WINED3DFMT_B8G8R8A8_UNORM
)
321 ret
= buffer_process_converted_attribute(This
, CONV_D3DCOLOR
, attrib
, stride_this_run
);
323 if (!is_ffp_color
) FIXME("Test for non-color fixed function WINED3DFMT_B8G8R8A8_UNORM format\n");
325 else if (is_ffp_position
&& format
== WINED3DFMT_R32G32B32A32_FLOAT
)
327 ret
= buffer_process_converted_attribute(This
, CONV_POSITIONT
, attrib
, stride_this_run
);
329 else if (This
->conversion_map
)
331 ret
= buffer_process_converted_attribute(This
, CONV_NONE
, attrib
, stride_this_run
);
337 static UINT
*find_conversion_shift(struct wined3d_buffer
*This
,
338 const struct wined3d_stream_info
*strided
, UINT stride
)
340 UINT
*ret
, i
, j
, shift
, orig_type_size
;
348 This
->conversion_stride
= stride
;
349 ret
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(DWORD
) * stride
);
350 for (i
= 0; i
< MAX_ATTRIBS
; ++i
)
352 WINED3DFORMAT format
;
354 if (!(strided
->use_map
& (1 << i
)) || strided
->elements
[i
].buffer_object
!= This
->buffer_object
) continue;
356 format
= strided
->elements
[i
].format_desc
->format
;
357 if (format
== WINED3DFMT_R16G16_FLOAT
)
361 else if (format
== WINED3DFMT_R16G16B16A16_FLOAT
)
364 /* Pre-shift the last 4 bytes in the FLOAT16_4 by 4 bytes - this makes FLOAT16_2 and FLOAT16_4 conversions
367 for (j
= 4; j
< 8; ++j
)
369 ret
[(DWORD_PTR
)strided
->elements
[i
].data
+ j
] += 4;
376 This
->conversion_stride
+= shift
;
380 orig_type_size
= strided
->elements
[i
].format_desc
->component_count
381 * strided
->elements
[i
].format_desc
->component_size
;
382 for (j
= (DWORD_PTR
)strided
->elements
[i
].data
+ orig_type_size
; j
< stride
; ++j
)
391 TRACE("Dumping conversion shift:\n");
392 for (i
= 0; i
< stride
; ++i
)
394 TRACE("[%d]", ret
[i
]);
402 static BOOL
buffer_find_decl(struct wined3d_buffer
*This
)
404 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
405 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
406 const struct wined3d_stream_info
*si
= &device
->strided_streams
;
407 UINT stride_this_run
= 0;
408 BOOL float16_used
= FALSE
;
412 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
413 * Once we have our declaration there is no need to look it up again. Index buffers also never need
414 * conversion, so once the (empty) conversion structure is created don't bother checking again
416 if (This
->flags
& WINED3D_BUFFER_HASDESC
)
418 if(This
->resource
.usage
& WINED3DUSAGE_STATICDECL
) return FALSE
;
421 TRACE("Finding vertex buffer conversion information\n");
422 /* Certain declaration types need some fixups before we can pass them to
423 * opengl. This means D3DCOLOR attributes with fixed function vertex
424 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
425 * GL_ARB_half_float_vertex is not supported.
427 * Note for d3d8 and d3d9:
428 * The vertex buffer FVF doesn't help with finding them, we have to use
429 * the decoded vertex declaration and pick the things that concern the
430 * current buffer. A problem with this is that this can change between
431 * draws, so we have to validate the information and reprocess the buffer
432 * if it changes, and avoid false positives for performance reasons.
433 * WineD3D doesn't even know the vertex buffer any more, it is managed
434 * by the client libraries and passed to SetStreamSource and ProcessVertices
437 * We have to distinguish between vertex shaders and fixed function to
438 * pick the way we access the strided vertex information.
440 * This code sets up a per-byte array with the size of the detected
441 * stride of the arrays in the buffer. For each byte we have a field
442 * that marks the conversion needed on this byte. For example, the
443 * following declaration with fixed function vertex processing:
451 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
452 * [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]
454 * Where in this example map P means 4 component position conversion, 0
455 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
456 * conversion (red / blue swizzle).
458 * If we're doing conversion and the stride changes we have to reconvert
459 * the whole buffer. Note that we do not mind if the semantic changes,
460 * we only care for the conversion type. So if the NORMAL is replaced
461 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
462 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
463 * conversion types depend on the semantic as well, for example a FLOAT4
464 * texcoord needs no conversion while a FLOAT4 positiont needs one
466 if (use_vs(device
->stateBlock
))
469 /* If the current vertex declaration is marked for no half float conversion don't bother to
470 * analyse the strided streams in depth, just set them up for no conversion. Return decl changed
471 * if we used conversion before
473 if (!((IWineD3DVertexDeclarationImpl
*) device
->stateBlock
->vertexDecl
)->half_float_conv_needed
)
475 if (This
->conversion_map
)
477 TRACE("Now using shaders without conversion, but conversion used before\n");
478 HeapFree(GetProcessHeap(), 0, This
->conversion_map
);
479 HeapFree(GetProcessHeap(), 0, This
->conversion_shift
);
480 This
->conversion_map
= NULL
;
482 This
->conversion_shift
= NULL
;
483 This
->conversion_stride
= 0;
491 for (i
= 0; i
< MAX_ATTRIBS
; ++i
)
493 ret
= buffer_check_attribute(This
, si
, i
, FALSE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
496 /* Recalculate the conversion shift map if the declaration has changed,
497 * and we're using float16 conversion or used it on the last run
499 if (ret
&& (float16_used
|| This
->conversion_map
))
501 HeapFree(GetProcessHeap(), 0, This
->conversion_shift
);
502 This
->conversion_shift
= find_conversion_shift(This
, si
, This
->stride
);
507 /* Fixed function is a bit trickier. We have to take care for D3DCOLOR types, FLOAT4 positions and of course
508 * FLOAT16s if not supported. Also, we can't iterate over the array, so use macros to generate code for all
509 * the attributes that our current fixed function pipeline implementation cares for.
511 BOOL support_d3dcolor
= gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
];
512 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_POSITION
,
513 TRUE
, TRUE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
514 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_NORMAL
,
515 TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
516 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_DIFFUSE
,
517 !support_d3dcolor
, FALSE
, TRUE
, &stride_this_run
, &float16_used
) || ret
;
518 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_SPECULAR
,
519 !support_d3dcolor
, FALSE
, TRUE
, &stride_this_run
, &float16_used
) || ret
;
520 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD0
,
521 TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
522 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD1
,
523 TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
524 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD2
,
525 TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
526 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD3
,
527 TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
528 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD4
,
529 TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
530 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD5
,
531 TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
532 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD6
,
533 TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
534 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD7
,
535 TRUE
, FALSE
, FALSE
, &stride_this_run
, &float16_used
) || ret
;
537 if (float16_used
) FIXME("Float16 conversion used with fixed function vertex processing\n");
540 if (stride_this_run
== 0 && This
->conversion_map
)
543 if (!ret
) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
544 HeapFree(GetProcessHeap(), 0, This
->conversion_map
);
545 This
->conversion_map
= NULL
;
549 if (ret
) TRACE("Conversion information changed\n");
554 /* Context activation is done by the caller. */
555 static void buffer_check_buffer_object_size(struct wined3d_buffer
*This
)
557 UINT size
= This
->conversion_stride
?
558 This
->conversion_stride
* (This
->resource
.size
/ This
->stride
) : This
->resource
.size
;
559 if (This
->buffer_object_size
!= size
)
561 TRACE("Old size %u, creating new size %u\n", This
->buffer_object_size
, size
);
563 if(This
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
565 IWineD3DDeviceImpl_MarkStateDirty(This
->resource
.device
, STATE_INDEXBUFFER
);
568 /* Rescue the data before resizing the buffer object if we do not have our backup copy */
569 if(!(This
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
571 buffer_get_sysmem(This
);
575 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
576 checkGLcall("glBindBufferARB");
577 GL_EXTCALL(glBufferDataARB(This
->buffer_type_hint
, size
, NULL
, This
->buffer_object_usage
));
578 This
->buffer_object_size
= size
;
579 checkGLcall("glBufferDataARB");
584 static inline void fixup_d3dcolor(DWORD
*dst_color
)
586 DWORD src_color
= *dst_color
;
588 /* Color conversion like in drawStridedSlow. watch out for little endianity
589 * If we want that stuff to work on big endian machines too we have to consider more things
591 * 0xff000000: Alpha mask
592 * 0x00ff0000: Blue mask
593 * 0x0000ff00: Green mask
594 * 0x000000ff: Red mask
597 *dst_color
|= (src_color
& 0xff00ff00); /* Alpha Green */
598 *dst_color
|= (src_color
& 0x00ff0000) >> 16; /* Red */
599 *dst_color
|= (src_color
& 0x000000ff) << 16; /* Blue */
602 static inline void fixup_transformed_pos(float *p
)
604 /* rhw conversion like in position_float4(). */
605 if (p
[3] != 1.0f
&& p
[3] != 0.0f
)
607 float w
= 1.0f
/ p
[3];
615 /* Context activation is done by the caller. */
616 const BYTE
*buffer_get_memory(IWineD3DBuffer
*iface
, GLuint
*buffer_object
)
618 struct wined3d_buffer
*This
= (struct wined3d_buffer
*)iface
;
620 *buffer_object
= This
->buffer_object
;
621 if (!This
->buffer_object
)
623 if (This
->flags
& WINED3D_BUFFER_CREATEBO
)
625 buffer_create_buffer_object(This
);
626 This
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
627 if (This
->buffer_object
)
629 *buffer_object
= This
->buffer_object
;
633 return This
->resource
.allocatedMemory
;
641 /* IUnknown methods */
643 static HRESULT STDMETHODCALLTYPE
buffer_QueryInterface(IWineD3DBuffer
*iface
,
644 REFIID riid
, void **object
)
646 TRACE("iface %p, riid %s, object %p\n", iface
, debugstr_guid(riid
), object
);
648 if (IsEqualGUID(riid
, &IID_IWineD3DBuffer
)
649 || IsEqualGUID(riid
, &IID_IWineD3DResource
)
650 || IsEqualGUID(riid
, &IID_IWineD3DBase
)
651 || IsEqualGUID(riid
, &IID_IUnknown
))
653 IUnknown_AddRef(iface
);
658 WARN("%s not implemented, returning E_NOINTERFACE\n", debugstr_guid(riid
));
662 return E_NOINTERFACE
;
665 static ULONG STDMETHODCALLTYPE
buffer_AddRef(IWineD3DBuffer
*iface
)
667 struct wined3d_buffer
*This
= (struct wined3d_buffer
*)iface
;
668 ULONG refcount
= InterlockedIncrement(&This
->resource
.ref
);
670 TRACE("%p increasing refcount to %u\n", This
, refcount
);
675 /* Context activation is done by the caller. */
676 BYTE
*buffer_get_sysmem(struct wined3d_buffer
*This
)
678 /* AllocatedMemory exists if the buffer is double buffered or has no buffer object at all */
679 if(This
->resource
.allocatedMemory
) return This
->resource
.allocatedMemory
;
681 This
->resource
.heapMemory
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, This
->resource
.size
+ RESOURCE_ALIGNMENT
);
682 This
->resource
.allocatedMemory
= (BYTE
*)(((ULONG_PTR
)This
->resource
.heapMemory
+ (RESOURCE_ALIGNMENT
- 1)) & ~(RESOURCE_ALIGNMENT
- 1));
684 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
685 GL_EXTCALL(glGetBufferSubDataARB(This
->buffer_type_hint
, 0, This
->resource
.size
, This
->resource
.allocatedMemory
));
687 This
->flags
|= WINED3D_BUFFER_DOUBLEBUFFER
;
689 return This
->resource
.allocatedMemory
;
692 static void STDMETHODCALLTYPE
buffer_UnLoad(IWineD3DBuffer
*iface
)
694 struct wined3d_buffer
*This
= (struct wined3d_buffer
*)iface
;
696 TRACE("iface %p\n", iface
);
698 if (This
->buffer_object
)
700 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
701 struct wined3d_context
*context
;
703 context
= context_acquire(device
, NULL
);
705 /* Download the buffer, but don't permanently enable double buffering */
706 if(!(This
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
708 buffer_get_sysmem(This
);
709 This
->flags
&= ~WINED3D_BUFFER_DOUBLEBUFFER
;
712 delete_gl_buffer(This
);
713 This
->flags
|= WINED3D_BUFFER_CREATEBO
; /* Recreate the buffer object next load */
714 buffer_clear_dirty_areas(This
);
716 context_release(context
);
718 HeapFree(GetProcessHeap(), 0, This
->conversion_shift
);
719 This
->conversion_shift
= NULL
;
720 HeapFree(GetProcessHeap(), 0, This
->conversion_map
);
721 This
->conversion_map
= NULL
;
723 This
->conversion_stride
= 0;
724 This
->flags
&= ~WINED3D_BUFFER_HASDESC
;
728 static ULONG STDMETHODCALLTYPE
buffer_Release(IWineD3DBuffer
*iface
)
730 struct wined3d_buffer
*This
= (struct wined3d_buffer
*)iface
;
731 ULONG refcount
= InterlockedDecrement(&This
->resource
.ref
);
733 TRACE("%p decreasing refcount to %u\n", This
, refcount
);
737 buffer_UnLoad(iface
);
738 resource_cleanup((IWineD3DResource
*)iface
);
739 This
->resource
.parent_ops
->wined3d_object_destroyed(This
->resource
.parent
);
740 HeapFree(GetProcessHeap(), 0, This
->maps
);
741 HeapFree(GetProcessHeap(), 0, This
);
747 /* IWineD3DBase methods */
749 static HRESULT STDMETHODCALLTYPE
buffer_GetParent(IWineD3DBuffer
*iface
, IUnknown
**parent
)
751 return resource_get_parent((IWineD3DResource
*)iface
, parent
);
754 /* IWineD3DResource methods */
756 static HRESULT STDMETHODCALLTYPE
buffer_SetPrivateData(IWineD3DBuffer
*iface
,
757 REFGUID guid
, const void *data
, DWORD data_size
, DWORD flags
)
759 return resource_set_private_data((IWineD3DResource
*)iface
, guid
, data
, data_size
, flags
);
762 static HRESULT STDMETHODCALLTYPE
buffer_GetPrivateData(IWineD3DBuffer
*iface
,
763 REFGUID guid
, void *data
, DWORD
*data_size
)
765 return resource_get_private_data((IWineD3DResource
*)iface
, guid
, data
, data_size
);
768 static HRESULT STDMETHODCALLTYPE
buffer_FreePrivateData(IWineD3DBuffer
*iface
, REFGUID guid
)
770 return resource_free_private_data((IWineD3DResource
*)iface
, guid
);
773 static DWORD STDMETHODCALLTYPE
buffer_SetPriority(IWineD3DBuffer
*iface
, DWORD priority
)
775 return resource_set_priority((IWineD3DResource
*)iface
, priority
);
778 static DWORD STDMETHODCALLTYPE
buffer_GetPriority(IWineD3DBuffer
*iface
)
780 return resource_get_priority((IWineD3DResource
*)iface
);
783 /* The caller provides a context and binds the buffer */
784 static void buffer_sync_apple(struct wined3d_buffer
*This
, DWORD flags
, const struct wined3d_gl_info
*gl_info
)
786 enum wined3d_event_query_result ret
;
788 /* No fencing needs to be done if the app promises not to overwrite
790 if(flags
& WINED3DLOCK_NOOVERWRITE
) return;
791 if(flags
& WINED3DLOCK_DISCARD
)
794 GL_EXTCALL(glBufferDataARB(This
->buffer_type_hint
, This
->resource
.size
, NULL
, This
->buffer_object_usage
));
795 checkGLcall("glBufferDataARB\n");
802 TRACE("Creating event query for buffer %p\n", This
);
804 if (!wined3d_event_query_supported(gl_info
))
806 FIXME("Event queries not supported, dropping async buffer locks.\n");
810 This
->query
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*This
->query
));
813 ERR("Failed to allocate event query memory, dropping async buffer locks.\n");
817 /* Since we don't know about old draws a glFinish is needed once */
821 TRACE("Synchronizing buffer %p\n", This
);
822 ret
= wined3d_event_query_finish(This
->query
, This
->resource
.device
);
825 case WINED3D_EVENT_QUERY_NOT_STARTED
:
826 case WINED3D_EVENT_QUERY_OK
:
830 case WINED3D_EVENT_QUERY_WRONG_THREAD
:
831 WARN("Cannot synchronize buffer lock due to a thread conflict\n");
835 ERR("wined3d_event_query_finish returned %u, dropping async buffer locks\n", ret
);
842 wined3d_event_query_destroy(This
->query
);
848 GL_EXTCALL(glBufferParameteriAPPLE(This
->buffer_type_hint
, GL_BUFFER_SERIALIZED_MODIFY_APPLE
, GL_TRUE
));
849 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
851 This
->flags
&= ~WINED3D_BUFFER_APPLESYNC
;
854 /* The caller provides a GL context */
855 static void buffer_direct_upload(struct wined3d_buffer
*This
, const struct wined3d_gl_info
*gl_info
, DWORD flags
)
858 UINT start
= 0, len
= 0;
861 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
862 checkGLcall("glBindBufferARB");
863 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
866 mapflags
= GL_MAP_WRITE_BIT
| GL_MAP_FLUSH_EXPLICIT_BIT
;
867 if (flags
& WINED3D_BUFFER_DISCARD
)
869 mapflags
|= GL_MAP_UNSYNCHRONIZED_BIT
| GL_MAP_INVALIDATE_BUFFER_BIT
;
871 else if (flags
& WINED3D_BUFFER_NOSYNC
)
873 mapflags
|= GL_MAP_UNSYNCHRONIZED_BIT
;
875 map
= GL_EXTCALL(glMapBufferRange(This
->buffer_type_hint
, 0,
876 This
->resource
.size
, mapflags
));
877 checkGLcall("glMapBufferRange");
881 if (This
->flags
& WINED3D_BUFFER_APPLESYNC
)
884 if (flags
& WINED3D_BUFFER_DISCARD
) syncflags
|= WINED3DLOCK_DISCARD
;
885 if (flags
& WINED3D_BUFFER_NOSYNC
) syncflags
|= WINED3DLOCK_NOOVERWRITE
;
887 buffer_sync_apple(This
, syncflags
, gl_info
);
890 map
= GL_EXTCALL(glMapBufferARB(This
->buffer_type_hint
, GL_WRITE_ONLY_ARB
));
891 checkGLcall("glMapBufferARB");
896 ERR("Failed to map opengl buffer\n");
900 while(This
->modified_areas
)
902 This
->modified_areas
--;
903 start
= This
->maps
[This
->modified_areas
].offset
;
904 len
= This
->maps
[This
->modified_areas
].size
;
906 memcpy(map
+ start
, This
->resource
.allocatedMemory
+ start
, len
);
908 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
910 GL_EXTCALL(glFlushMappedBufferRange(This
->buffer_type_hint
, start
, len
));
911 checkGLcall("glFlushMappedBufferRange");
913 else if (This
->flags
& WINED3D_BUFFER_FLUSH
)
915 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This
->buffer_type_hint
, start
, len
));
916 checkGLcall("glFlushMappedBufferRangeAPPLE");
919 GL_EXTCALL(glUnmapBufferARB(This
->buffer_type_hint
));
920 checkGLcall("glUnmapBufferARB");
924 static void STDMETHODCALLTYPE
buffer_PreLoad(IWineD3DBuffer
*iface
)
926 struct wined3d_buffer
*This
= (struct wined3d_buffer
*)iface
;
927 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
928 UINT start
= 0, end
= 0, len
= 0, vertices
;
929 struct wined3d_context
*context
;
930 BOOL decl_changed
= FALSE
;
933 DWORD flags
= This
->flags
& (WINED3D_BUFFER_NOSYNC
| WINED3D_BUFFER_DISCARD
);
935 TRACE("iface %p\n", iface
);
936 This
->flags
&= ~(WINED3D_BUFFER_NOSYNC
| WINED3D_BUFFER_DISCARD
);
938 context
= context_acquire(device
, NULL
);
940 if (!This
->buffer_object
)
942 /* TODO: Make converting independent from VBOs */
943 if (This
->flags
& WINED3D_BUFFER_CREATEBO
)
945 buffer_create_buffer_object(This
);
946 This
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
950 /* Not doing any conversion */
955 /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
956 if (device
->isInDraw
&& This
->bind_count
> 0)
958 decl_changed
= buffer_find_decl(This
);
959 This
->flags
|= WINED3D_BUFFER_HASDESC
;
962 if (!decl_changed
&& !(This
->flags
& WINED3D_BUFFER_HASDESC
&& buffer_is_dirty(This
)))
964 context_release(context
);
966 if (This
->draw_count
> VB_RESETDECLCHANGE
) This
->decl_change_count
= 0;
967 if (This
->draw_count
> VB_RESETFULLCONVS
) This
->full_conversion_count
= 0;
971 /* If applications change the declaration over and over, reconverting all the time is a huge
972 * performance hit. So count the declaration changes and release the VBO if there are too many
973 * of them (and thus stop converting)
977 ++This
->decl_change_count
;
978 This
->draw_count
= 0;
980 if (This
->decl_change_count
> VB_MAXDECLCHANGES
||
981 (This
->conversion_map
&& (This
->resource
.usage
& WINED3DUSAGE_DYNAMIC
)))
983 FIXME("Too many declaration changes or converting dynamic buffer, stopping converting\n");
985 IWineD3DBuffer_UnLoad(iface
);
986 This
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
988 /* The stream source state handler might have read the memory of the vertex buffer already
989 * and got the memory in the vbo which is not valid any longer. Dirtify the stream source
990 * to force a reload. This happens only once per changed vertexbuffer and should occur rather
993 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_STREAMSRC
);
996 buffer_check_buffer_object_size(This
);
998 /* The declaration changed, reload the whole buffer */
999 WARN("Reloading buffer because of decl change\n");
1000 buffer_clear_dirty_areas(This
);
1001 if(!buffer_add_dirty_area(This
, 0, 0))
1003 ERR("buffer_add_dirty_area failed, this is not expected\n");
1006 /* Avoid unfenced updates, we might overwrite more areas of the buffer than the application
1007 * cleared for unsynchronized updates
1013 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
1014 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
1015 * decl changes and reset the decl change count after a specific number of them
1017 if(buffer_is_fully_dirty(This
))
1019 ++This
->full_conversion_count
;
1020 if(This
->full_conversion_count
> VB_MAXFULLCONVERSIONS
)
1022 FIXME("Too many full buffer conversions, stopping converting\n");
1023 IWineD3DBuffer_UnLoad(iface
);
1024 This
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
1025 IWineD3DDeviceImpl_MarkStateDirty(device
, STATE_STREAMSRC
);
1032 if (This
->draw_count
> VB_RESETDECLCHANGE
) This
->decl_change_count
= 0;
1033 if (This
->draw_count
> VB_RESETFULLCONVS
) This
->full_conversion_count
= 0;
1037 if(This
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
1039 IWineD3DDeviceImpl_MarkStateDirty(This
->resource
.device
, STATE_INDEXBUFFER
);
1042 if (!This
->conversion_map
)
1044 /* That means that there is nothing to fixup. Just upload from This->resource.allocatedMemory
1045 * directly into the vbo. Do not free the system memory copy because drawPrimitive may need it if
1046 * the stride is 0, for instancing emulation, vertex blending emulation or shader emulation.
1048 TRACE("No conversion needed\n");
1050 /* Nothing to do because we locked directly into the vbo */
1051 if (!(This
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
1053 context_release(context
);
1057 buffer_direct_upload(This
, context
->gl_info
, flags
);
1059 context_release(context
);
1063 if(!(This
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
1065 buffer_get_sysmem(This
);
1068 /* Now for each vertex in the buffer that needs conversion */
1069 vertices
= This
->resource
.size
/ This
->stride
;
1071 if (This
->conversion_shift
)
1073 TRACE("Shifted conversion\n");
1074 data
= HeapAlloc(GetProcessHeap(), 0, vertices
* This
->conversion_stride
);
1077 len
= This
->resource
.size
;
1080 if (This
->maps
[0].offset
|| This
->maps
[0].size
!= This
->resource
.size
)
1082 FIXME("Implement partial buffer load with shifted conversion\n");
1085 for (i
= start
/ This
->stride
; i
< min((end
/ This
->stride
) + 1, vertices
); ++i
)
1087 for (j
= 0; j
< This
->stride
; ++j
)
1089 switch(This
->conversion_map
[j
])
1092 data
[This
->conversion_stride
* i
+ j
+ This
->conversion_shift
[j
]]
1093 = This
->resource
.allocatedMemory
[This
->stride
* i
+ j
];
1096 case CONV_FLOAT16_2
:
1098 float *out
= (float *)(&data
[This
->conversion_stride
* i
+ j
+ This
->conversion_shift
[j
]]);
1099 const WORD
*in
= (WORD
*)(&This
->resource
.allocatedMemory
[i
* This
->stride
+ j
]);
1101 out
[1] = float_16_to_32(in
+ 1);
1102 out
[0] = float_16_to_32(in
+ 0);
1103 j
+= 3; /* Skip 3 additional bytes,as a FLOAT16_2 has 4 bytes */
1108 FIXME("Unimplemented conversion %d in shifted conversion\n", This
->conversion_map
[j
]);
1115 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
1116 checkGLcall("glBindBufferARB");
1117 GL_EXTCALL(glBufferSubDataARB(This
->buffer_type_hint
, 0, vertices
* This
->conversion_stride
, data
));
1118 checkGLcall("glBufferSubDataARB");
1123 data
= HeapAlloc(GetProcessHeap(), 0, This
->resource
.size
);
1125 while(This
->modified_areas
)
1127 This
->modified_areas
--;
1128 start
= This
->maps
[This
->modified_areas
].offset
;
1129 len
= This
->maps
[This
->modified_areas
].size
;
1132 memcpy(data
+ start
, This
->resource
.allocatedMemory
+ start
, end
- start
);
1133 for (i
= start
/ This
->stride
; i
< min((end
/ This
->stride
) + 1, vertices
); ++i
)
1135 for (j
= 0; j
< This
->stride
; ++j
)
1137 switch(This
->conversion_map
[j
])
1144 fixup_d3dcolor((DWORD
*) (data
+ i
* This
->stride
+ j
));
1148 case CONV_POSITIONT
:
1149 fixup_transformed_pos((float *) (data
+ i
* This
->stride
+ j
));
1153 case CONV_FLOAT16_2
:
1154 ERR("Did not expect FLOAT16 conversion in unshifted conversion\n");
1156 FIXME("Unimplemented conversion %d in shifted conversion\n", This
->conversion_map
[j
]);
1162 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
1163 checkGLcall("glBindBufferARB");
1164 GL_EXTCALL(glBufferSubDataARB(This
->buffer_type_hint
, start
, len
, data
+ start
));
1165 checkGLcall("glBufferSubDataARB");
1170 HeapFree(GetProcessHeap(), 0, data
);
1173 context_release(context
);
1176 static WINED3DRESOURCETYPE STDMETHODCALLTYPE
buffer_GetType(IWineD3DBuffer
*iface
)
1178 return resource_get_type((IWineD3DResource
*)iface
);
1181 /* IWineD3DBuffer methods */
1183 static DWORD
buffer_sanitize_flags(struct wined3d_buffer
*buffer
, DWORD flags
)
1185 /* Not all flags make sense together, but Windows never returns an error. Catch the
1186 * cases that could cause issues */
1187 if(flags
& WINED3DLOCK_READONLY
)
1189 if(flags
& WINED3DLOCK_DISCARD
)
1191 WARN("WINED3DLOCK_READONLY combined with WINED3DLOCK_DISCARD, ignoring flags\n");
1194 if(flags
& WINED3DLOCK_NOOVERWRITE
)
1196 WARN("WINED3DLOCK_READONLY combined with WINED3DLOCK_NOOVERWRITE, ignoring flags\n");
1200 else if((flags
& (WINED3DLOCK_DISCARD
| WINED3DLOCK_NOOVERWRITE
)) == (WINED3DLOCK_DISCARD
| WINED3DLOCK_NOOVERWRITE
))
1202 WARN("WINED3DLOCK_DISCARD and WINED3DLOCK_NOOVERWRITE used together, ignoring\n");
1205 else if (flags
& (WINED3DLOCK_DISCARD
| WINED3DLOCK_NOOVERWRITE
) && !(buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
))
1207 WARN("DISCARD or NOOVERWRITE lock on non-dynamic buffer, ignoring\n");
1214 static GLbitfield
buffer_gl_map_flags(DWORD d3d_flags
)
1218 if (!(d3d_flags
& WINED3DLOCK_READONLY
)) ret
= GL_MAP_WRITE_BIT
| GL_MAP_FLUSH_EXPLICIT_BIT
;
1220 if (d3d_flags
& (WINED3DLOCK_DISCARD
| WINED3DLOCK_NOOVERWRITE
))
1222 if(d3d_flags
& WINED3DLOCK_DISCARD
) ret
|= GL_MAP_INVALIDATE_BUFFER_BIT
;
1223 ret
|= GL_MAP_UNSYNCHRONIZED_BIT
;
1227 ret
|= GL_MAP_READ_BIT
;
1233 static HRESULT STDMETHODCALLTYPE
buffer_Map(IWineD3DBuffer
*iface
, UINT offset
, UINT size
, BYTE
**data
, DWORD flags
)
1235 struct wined3d_buffer
*This
= (struct wined3d_buffer
*)iface
;
1237 BOOL dirty
= buffer_is_dirty(This
);
1239 TRACE("iface %p, offset %u, size %u, data %p, flags %#x\n", iface
, offset
, size
, data
, flags
);
1241 flags
= buffer_sanitize_flags(This
, flags
);
1242 if (!(flags
& WINED3DLOCK_READONLY
))
1244 if (!buffer_add_dirty_area(This
, offset
, size
)) return E_OUTOFMEMORY
;
1247 count
= InterlockedIncrement(&This
->lock_count
);
1249 if (This
->buffer_object
)
1251 if(!(This
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
1255 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1256 struct wined3d_context
*context
;
1257 const struct wined3d_gl_info
*gl_info
;
1259 if(This
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
1261 IWineD3DDeviceImpl_MarkStateDirty(This
->resource
.device
, STATE_INDEXBUFFER
);
1264 context
= context_acquire(device
, NULL
);
1265 gl_info
= context
->gl_info
;
1267 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
1269 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
1271 GLbitfield mapflags
= buffer_gl_map_flags(flags
);
1272 This
->resource
.allocatedMemory
= GL_EXTCALL(glMapBufferRange(This
->buffer_type_hint
, 0,
1273 This
->resource
.size
, mapflags
));
1274 checkGLcall("glMapBufferRange");
1278 if(This
->flags
& WINED3D_BUFFER_APPLESYNC
)
1281 buffer_sync_apple(This
, flags
, gl_info
);
1284 This
->resource
.allocatedMemory
= GL_EXTCALL(glMapBufferARB(This
->buffer_type_hint
, GL_READ_WRITE_ARB
));
1285 checkGLcall("glMapBufferARB");
1289 if (((DWORD_PTR
) This
->resource
.allocatedMemory
) & (RESOURCE_ALIGNMENT
- 1))
1291 WARN("Pointer %p is not %u byte aligned, falling back to double buffered operation\n",
1292 This
->resource
.allocatedMemory
, RESOURCE_ALIGNMENT
);
1295 GL_EXTCALL(glUnmapBufferARB(This
->buffer_type_hint
));
1296 checkGLcall("glUnmapBufferARB");
1298 This
->resource
.allocatedMemory
= NULL
;
1300 buffer_get_sysmem(This
);
1301 TRACE("New pointer is %p\n", This
->resource
.allocatedMemory
);
1303 context_release(context
);
1310 if (This
->flags
& WINED3D_BUFFER_NOSYNC
&& !(flags
& WINED3DLOCK_NOOVERWRITE
))
1312 This
->flags
&= ~WINED3D_BUFFER_NOSYNC
;
1315 else if(flags
& WINED3DLOCK_NOOVERWRITE
)
1317 This
->flags
|= WINED3D_BUFFER_NOSYNC
;
1320 if (flags
& WINED3DLOCK_DISCARD
)
1322 This
->flags
|= WINED3D_BUFFER_DISCARD
;
1327 *data
= This
->resource
.allocatedMemory
+ offset
;
1329 TRACE("Returning memory at %p (base %p, offset %u)\n", *data
, This
->resource
.allocatedMemory
, offset
);
1330 /* TODO: check Flags compatibility with This->currentDesc.Usage (see MSDN) */
1335 static HRESULT STDMETHODCALLTYPE
buffer_Unmap(IWineD3DBuffer
*iface
)
1337 struct wined3d_buffer
*This
= (struct wined3d_buffer
*)iface
;
1340 TRACE("(%p)\n", This
);
1342 /* In the case that the number of Unmap calls > the
1343 * number of Map calls, d3d returns always D3D_OK.
1344 * This is also needed to prevent Map from returning garbage on
1345 * the next call (this will happen if the lock_count is < 0). */
1346 if(This
->lock_count
== 0)
1348 TRACE("Unmap called without a previous Map call!\n");
1352 if (InterlockedDecrement(&This
->lock_count
))
1354 /* Delay loading the buffer until everything is unlocked */
1355 TRACE("Ignoring unlock\n");
1359 if(!(This
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
) && This
->buffer_object
)
1361 IWineD3DDeviceImpl
*device
= This
->resource
.device
;
1362 const struct wined3d_gl_info
*gl_info
;
1363 struct wined3d_context
*context
;
1365 if(This
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
1367 IWineD3DDeviceImpl_MarkStateDirty(This
->resource
.device
, STATE_INDEXBUFFER
);
1370 context
= context_acquire(device
, NULL
);
1371 gl_info
= context
->gl_info
;
1373 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
1375 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
1377 for(i
= 0; i
< This
->modified_areas
; i
++)
1379 GL_EXTCALL(glFlushMappedBufferRange(This
->buffer_type_hint
,
1380 This
->maps
[i
].offset
,
1381 This
->maps
[i
].size
));
1382 checkGLcall("glFlushMappedBufferRange");
1385 else if (This
->flags
& WINED3D_BUFFER_FLUSH
)
1387 for(i
= 0; i
< This
->modified_areas
; i
++)
1389 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This
->buffer_type_hint
,
1390 This
->maps
[i
].offset
,
1391 This
->maps
[i
].size
));
1392 checkGLcall("glFlushMappedBufferRangeAPPLE");
1396 GL_EXTCALL(glUnmapBufferARB(This
->buffer_type_hint
));
1398 context_release(context
);
1400 This
->resource
.allocatedMemory
= NULL
;
1401 buffer_clear_dirty_areas(This
);
1403 else if (This
->flags
& WINED3D_BUFFER_HASDESC
)
1405 buffer_PreLoad(iface
);
1411 static HRESULT STDMETHODCALLTYPE
buffer_GetDesc(IWineD3DBuffer
*iface
, WINED3DBUFFER_DESC
*desc
)
1413 struct wined3d_buffer
*This
= (struct wined3d_buffer
*)iface
;
1415 TRACE("(%p)\n", This
);
1417 desc
->Type
= This
->resource
.resourceType
;
1418 desc
->Usage
= This
->resource
.usage
;
1419 desc
->Pool
= This
->resource
.pool
;
1420 desc
->Size
= This
->resource
.size
;
1425 static const struct IWineD3DBufferVtbl wined3d_buffer_vtbl
=
1427 /* IUnknown methods */
1428 buffer_QueryInterface
,
1431 /* IWineD3DBase methods */
1433 /* IWineD3DResource methods */
1434 buffer_SetPrivateData
,
1435 buffer_GetPrivateData
,
1436 buffer_FreePrivateData
,
1442 /* IWineD3DBuffer methods */
1448 HRESULT
buffer_init(struct wined3d_buffer
*buffer
, IWineD3DDeviceImpl
*device
,
1449 UINT size
, DWORD usage
, WINED3DFORMAT format
, WINED3DPOOL pool
, GLenum bind_hint
,
1450 const char *data
, IUnknown
*parent
, const struct wined3d_parent_ops
*parent_ops
)
1452 const struct wined3d_format_desc
*format_desc
= getFormatDescEntry(format
, &device
->adapter
->gl_info
);
1454 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1455 BOOL dynamic_buffer_ok
;
1459 WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
1460 return WINED3DERR_INVALIDCALL
;
1463 buffer
->vtbl
= &wined3d_buffer_vtbl
;
1465 hr
= resource_init((IWineD3DResource
*)buffer
, WINED3DRTYPE_BUFFER
,
1466 device
, size
, usage
, format_desc
, pool
, parent
, parent_ops
);
1469 WARN("Failed to initialize resource, hr %#x\n", hr
);
1472 buffer
->buffer_type_hint
= bind_hint
;
1474 TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer
->resource
.size
, buffer
->resource
.usage
,
1475 debug_d3dformat(buffer
->resource
.format_desc
->format
), buffer
->resource
.allocatedMemory
, buffer
);
1477 /* GL_ARB_map_buffer_range is disabled for now due to numerous bugs and no gains */
1478 dynamic_buffer_ok
= gl_info
->supported
[APPLE_FLUSH_BUFFER_RANGE
];
1480 /* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
1481 * drawStridedFast (half-life 2 and others).
1483 * Basically converting the vertices in the buffer is quite expensive, and observations
1484 * show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
1485 * Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
1487 if (!gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
])
1489 TRACE("Not creating a vbo because GL_ARB_vertex_buffer is not supported\n");
1491 else if(buffer
->resource
.pool
== WINED3DPOOL_SYSTEMMEM
)
1493 TRACE("Not creating a vbo because the vertex buffer is in system memory\n");
1495 else if(!dynamic_buffer_ok
&& (buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
))
1497 TRACE("Not creating a vbo because the buffer has dynamic usage and no GL support\n");
1501 buffer
->flags
|= WINED3D_BUFFER_CREATEBO
;
1508 hr
= IWineD3DBuffer_Map((IWineD3DBuffer
*)buffer
, 0, size
, &ptr
, 0);
1511 ERR("Failed to map buffer, hr %#x\n", hr
);
1512 buffer_UnLoad((IWineD3DBuffer
*)buffer
);
1513 resource_cleanup((IWineD3DResource
*)buffer
);
1517 memcpy(ptr
, data
, size
);
1519 hr
= IWineD3DBuffer_Unmap((IWineD3DBuffer
*)buffer
);
1522 ERR("Failed to unmap buffer, hr %#x\n", hr
);
1523 buffer_UnLoad((IWineD3DBuffer
*)buffer
);
1524 resource_cleanup((IWineD3DResource
*)buffer
);
1529 buffer
->maps
= HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer
->maps
));
1532 ERR("Out of memory\n");
1533 buffer_UnLoad((IWineD3DBuffer
*)buffer
);
1534 resource_cleanup((IWineD3DResource
*)buffer
);
1535 return E_OUTOFMEMORY
;
1537 buffer
->maps_size
= 1;