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 2009-2010 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 VB_MAXDECLCHANGES 100 /* After that number of decl changes we stop converting */
33 #define VB_RESETDECLCHANGE 1000 /* Reset the decl changecount after that number of draws */
34 #define VB_MAXFULLCONVERSIONS 5 /* Number of full conversions before we stop converting */
35 #define VB_RESETFULLCONVS 20 /* Reset full conversion counts after that number of draws */
37 static inline BOOL
buffer_add_dirty_area(struct wined3d_buffer
*This
, UINT offset
, UINT size
)
39 if (!This
->buffer_object
) return TRUE
;
41 if (This
->maps_size
<= This
->modified_areas
)
43 void *new = HeapReAlloc(GetProcessHeap(), 0, This
->maps
,
44 This
->maps_size
* 2 * sizeof(*This
->maps
));
47 ERR("Out of memory\n");
57 if(offset
> This
->resource
.size
|| offset
+ size
> This
->resource
.size
)
59 WARN("Invalid range dirtified, marking entire buffer dirty\n");
61 size
= This
->resource
.size
;
63 else if(!offset
&& !size
)
65 size
= This
->resource
.size
;
68 This
->maps
[This
->modified_areas
].offset
= offset
;
69 This
->maps
[This
->modified_areas
].size
= size
;
70 This
->modified_areas
++;
74 static inline void buffer_clear_dirty_areas(struct wined3d_buffer
*This
)
76 This
->modified_areas
= 0;
79 static BOOL
buffer_is_dirty(const struct wined3d_buffer
*buffer
)
81 return !!buffer
->modified_areas
;
84 static BOOL
buffer_is_fully_dirty(const struct wined3d_buffer
*buffer
)
88 for (i
= 0; i
< buffer
->modified_areas
; ++i
)
90 if (!buffer
->maps
[i
].offset
&& buffer
->maps
[i
].size
== buffer
->resource
.size
)
96 /* Context activation is done by the caller */
97 static void delete_gl_buffer(struct wined3d_buffer
*This
, const struct wined3d_gl_info
*gl_info
)
99 if(!This
->buffer_object
) return;
101 GL_EXTCALL(glDeleteBuffersARB(1, &This
->buffer_object
));
102 checkGLcall("glDeleteBuffersARB");
103 This
->buffer_object
= 0;
107 wined3d_event_query_destroy(This
->query
);
110 This
->flags
&= ~WINED3D_BUFFER_APPLESYNC
;
113 /* Context activation is done by the caller. */
114 static void buffer_create_buffer_object(struct wined3d_buffer
*This
, const struct wined3d_gl_info
*gl_info
)
116 GLenum error
, gl_usage
;
118 TRACE("Creating an OpenGL vertex buffer object for wined3d_buffer %p with usage %s.\n",
119 This
, debug_d3dusage(This
->resource
.usage
));
121 /* Make sure that the gl error is cleared. Do not use checkGLcall
122 * here because checkGLcall just prints a fixme and continues. However,
123 * if an error during VBO creation occurs we can fall back to non-vbo operation
124 * with full functionality(but performance loss)
126 while (gl_info
->gl_ops
.gl
.p_glGetError() != GL_NO_ERROR
);
128 /* Basically the FVF parameter passed to CreateVertexBuffer is no good.
129 * The vertex declaration from the device determines how the data in the
130 * buffer is interpreted. This means that on each draw call the buffer has
131 * to be verified to check if the rhw and color values are in the correct
134 GL_EXTCALL(glGenBuffersARB(1, &This
->buffer_object
));
135 error
= gl_info
->gl_ops
.gl
.p_glGetError();
136 if (!This
->buffer_object
|| error
!= GL_NO_ERROR
)
138 ERR("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error
), error
);
142 if (This
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
143 device_invalidate_state(This
->resource
.device
, STATE_INDEXBUFFER
);
144 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
145 error
= gl_info
->gl_ops
.gl
.p_glGetError();
146 if (error
!= GL_NO_ERROR
)
148 ERR("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error
), error
);
152 /* Don't use static, because dx apps tend to update the buffer
153 * quite often even if they specify 0 usage.
155 if(This
->resource
.usage
& WINED3DUSAGE_DYNAMIC
)
157 TRACE("Gl usage = GL_STREAM_DRAW_ARB\n");
158 gl_usage
= GL_STREAM_DRAW_ARB
;
160 if(gl_info
->supported
[APPLE_FLUSH_BUFFER_RANGE
])
162 GL_EXTCALL(glBufferParameteriAPPLE(This
->buffer_type_hint
, GL_BUFFER_FLUSHING_UNMAP_APPLE
, GL_FALSE
));
163 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE)");
164 This
->flags
|= WINED3D_BUFFER_FLUSH
;
166 GL_EXTCALL(glBufferParameteriAPPLE(This
->buffer_type_hint
, GL_BUFFER_SERIALIZED_MODIFY_APPLE
, GL_FALSE
));
167 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE)");
168 This
->flags
|= WINED3D_BUFFER_APPLESYNC
;
170 /* No setup is needed here for GL_ARB_map_buffer_range */
174 TRACE("Gl usage = GL_DYNAMIC_DRAW_ARB\n");
175 gl_usage
= GL_DYNAMIC_DRAW_ARB
;
178 /* Reserve memory for the buffer. The amount of data won't change
179 * so we are safe with calling glBufferData once and
180 * calling glBufferSubData on updates. Upload the actual data in case
181 * we're not double buffering, so we can release the heap mem afterwards
183 GL_EXTCALL(glBufferDataARB(This
->buffer_type_hint
, This
->resource
.size
, This
->resource
.allocatedMemory
, gl_usage
));
184 error
= gl_info
->gl_ops
.gl
.p_glGetError();
185 if (error
!= GL_NO_ERROR
)
187 ERR("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error
), error
);
191 This
->buffer_object_size
= This
->resource
.size
;
192 This
->buffer_object_usage
= gl_usage
;
194 if(This
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
)
196 if(!buffer_add_dirty_area(This
, 0, 0))
198 ERR("buffer_add_dirty_area failed, this is not expected\n");
204 HeapFree(GetProcessHeap(), 0, This
->resource
.heapMemory
);
205 This
->resource
.allocatedMemory
= NULL
;
206 This
->resource
.heapMemory
= NULL
;
212 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
213 ERR("Failed to create a vertex buffer object. Continuing, but performance issues may occur\n");
214 delete_gl_buffer(This
, gl_info
);
215 buffer_clear_dirty_areas(This
);
218 static BOOL
buffer_process_converted_attribute(struct wined3d_buffer
*This
,
219 const enum wined3d_buffer_conversion_type conversion_type
,
220 const struct wined3d_stream_info_element
*attrib
, DWORD
*stride_this_run
)
227 /* Check for some valid situations which cause us pain. One is if the buffer is used for
228 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
229 * with different strides. In the 2nd case we might have to drop conversion entirely,
230 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
234 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n",
235 debug_d3dformat(attrib
->format
->id
));
237 else if(attrib
->stride
!= *stride_this_run
&& *stride_this_run
)
239 FIXME("Got two concurrent strides, %d and %d\n", attrib
->stride
, *stride_this_run
);
243 *stride_this_run
= attrib
->stride
;
244 if (This
->stride
!= *stride_this_run
)
246 /* We rely that this happens only on the first converted attribute that is found,
247 * if at all. See above check
249 TRACE("Reconverting because converted attributes occur, and the stride changed\n");
250 This
->stride
= *stride_this_run
;
251 HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY
, This
->conversion_map
);
252 This
->conversion_map
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
253 sizeof(*This
->conversion_map
) * This
->stride
);
258 data
= ((DWORD_PTR
)attrib
->data
.addr
) % This
->stride
;
259 attrib_size
= attrib
->format
->component_count
* attrib
->format
->component_size
;
260 for (i
= 0; i
< attrib_size
; ++i
)
262 DWORD_PTR idx
= (data
+ i
) % This
->stride
;
263 if (This
->conversion_map
[idx
] != conversion_type
)
265 TRACE("Byte %ld in vertex changed\n", idx
);
266 TRACE("It was type %d, is %d now\n", This
->conversion_map
[idx
], conversion_type
);
268 This
->conversion_map
[idx
] = conversion_type
;
275 static BOOL
buffer_check_attribute(struct wined3d_buffer
*This
, const struct wined3d_stream_info
*si
,
276 UINT attrib_idx
, const BOOL check_d3dcolor
, const BOOL is_ffp_position
, const BOOL is_ffp_color
,
277 DWORD
*stride_this_run
)
279 const struct wined3d_stream_info_element
*attrib
= &si
->elements
[attrib_idx
];
280 enum wined3d_format_id format
;
283 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
284 * there, on nonexistent attribs the vbo is 0.
286 if (!(si
->use_map
& (1 << attrib_idx
))
287 || attrib
->data
.buffer_object
!= This
->buffer_object
)
290 format
= attrib
->format
->id
;
291 /* Look for newly appeared conversion */
292 if (check_d3dcolor
&& format
== WINED3DFMT_B8G8R8A8_UNORM
)
294 ret
= buffer_process_converted_attribute(This
, CONV_D3DCOLOR
, attrib
, stride_this_run
);
296 if (!is_ffp_color
) FIXME("Test for non-color fixed function WINED3DFMT_B8G8R8A8_UNORM format\n");
298 else if (is_ffp_position
&& si
->position_transformed
)
300 if (format
!= WINED3DFMT_R32G32B32A32_FLOAT
)
302 FIXME("Unexpected format %s for transformed position.\n", debug_d3dformat(format
));
306 ret
= buffer_process_converted_attribute(This
, CONV_POSITIONT
, attrib
, stride_this_run
);
308 else if (This
->conversion_map
)
310 ret
= buffer_process_converted_attribute(This
, CONV_NONE
, attrib
, stride_this_run
);
316 static BOOL
buffer_find_decl(struct wined3d_buffer
*This
)
318 struct wined3d_device
*device
= This
->resource
.device
;
319 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
320 const struct wined3d_stream_info
*si
= &device
->strided_streams
;
321 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
322 UINT stride_this_run
= 0;
324 BOOL support_d3dcolor
= gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
];
326 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
327 * Once we have our declaration there is no need to look it up again. Index buffers also never need
328 * conversion, so once the (empty) conversion structure is created don't bother checking again
330 if (This
->flags
& WINED3D_BUFFER_HASDESC
)
332 if(This
->resource
.usage
& WINED3DUSAGE_STATICDECL
) return FALSE
;
337 TRACE("Vertex shaders used, no VBO conversion is needed\n");
338 if(This
->conversion_map
)
340 HeapFree(GetProcessHeap(), 0, This
->conversion_map
);
341 This
->conversion_map
= NULL
;
349 TRACE("Finding vertex buffer conversion information\n");
350 /* Certain declaration types need some fixups before we can pass them to
351 * opengl. This means D3DCOLOR attributes with fixed function vertex
352 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
353 * GL_ARB_half_float_vertex is not supported.
355 * Note for d3d8 and d3d9:
356 * The vertex buffer FVF doesn't help with finding them, we have to use
357 * the decoded vertex declaration and pick the things that concern the
358 * current buffer. A problem with this is that this can change between
359 * draws, so we have to validate the information and reprocess the buffer
360 * if it changes, and avoid false positives for performance reasons.
361 * WineD3D doesn't even know the vertex buffer any more, it is managed
362 * by the client libraries and passed to SetStreamSource and ProcessVertices
365 * We have to distinguish between vertex shaders and fixed function to
366 * pick the way we access the strided vertex information.
368 * This code sets up a per-byte array with the size of the detected
369 * stride of the arrays in the buffer. For each byte we have a field
370 * that marks the conversion needed on this byte. For example, the
371 * following declaration with fixed function vertex processing:
379 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
380 * [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]
382 * Where in this example map P means 4 component position conversion, 0
383 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
384 * conversion (red / blue swizzle).
386 * If we're doing conversion and the stride changes we have to reconvert
387 * the whole buffer. Note that we do not mind if the semantic changes,
388 * we only care for the conversion type. So if the NORMAL is replaced
389 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
390 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
391 * conversion types depend on the semantic as well, for example a FLOAT4
392 * texcoord needs no conversion while a FLOAT4 positiont needs one
395 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_POSITION
,
396 TRUE
, TRUE
, FALSE
, &stride_this_run
) || ret
;
397 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_NORMAL
,
398 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
399 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_DIFFUSE
,
400 !support_d3dcolor
, FALSE
, TRUE
, &stride_this_run
) || ret
;
401 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_SPECULAR
,
402 !support_d3dcolor
, FALSE
, TRUE
, &stride_this_run
) || ret
;
403 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD0
,
404 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
405 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD1
,
406 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
407 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD2
,
408 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
409 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD3
,
410 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
411 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD4
,
412 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
413 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD5
,
414 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
415 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD6
,
416 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
417 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD7
,
418 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
420 if (!stride_this_run
&& This
->conversion_map
)
423 if (!ret
) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
424 HeapFree(GetProcessHeap(), 0, This
->conversion_map
);
425 This
->conversion_map
= NULL
;
429 if (ret
) TRACE("Conversion information changed\n");
434 static inline void fixup_d3dcolor(DWORD
*dst_color
)
436 DWORD src_color
= *dst_color
;
438 /* Color conversion like in drawStridedSlow. watch out for little endianity
439 * If we want that stuff to work on big endian machines too we have to consider more things
441 * 0xff000000: Alpha mask
442 * 0x00ff0000: Blue mask
443 * 0x0000ff00: Green mask
444 * 0x000000ff: Red mask
447 *dst_color
|= (src_color
& 0xff00ff00); /* Alpha Green */
448 *dst_color
|= (src_color
& 0x00ff0000) >> 16; /* Red */
449 *dst_color
|= (src_color
& 0x000000ff) << 16; /* Blue */
452 static inline void fixup_transformed_pos(float *p
)
454 /* rhw conversion like in position_float4(). */
455 if (p
[3] != 1.0f
&& p
[3] != 0.0f
)
457 float w
= 1.0f
/ p
[3];
465 /* Context activation is done by the caller. */
466 void buffer_get_memory(struct wined3d_buffer
*buffer
, const struct wined3d_gl_info
*gl_info
,
467 struct wined3d_bo_address
*data
)
469 data
->buffer_object
= buffer
->buffer_object
;
470 if (!buffer
->buffer_object
)
472 if ((buffer
->flags
& WINED3D_BUFFER_CREATEBO
) && !buffer
->resource
.map_count
)
474 buffer_create_buffer_object(buffer
, gl_info
);
475 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
476 if (buffer
->buffer_object
)
478 data
->buffer_object
= buffer
->buffer_object
;
483 data
->addr
= buffer
->resource
.allocatedMemory
;
491 ULONG CDECL
wined3d_buffer_incref(struct wined3d_buffer
*buffer
)
493 ULONG refcount
= InterlockedIncrement(&buffer
->resource
.ref
);
495 TRACE("%p increasing refcount to %u.\n", buffer
, refcount
);
500 /* Context activation is done by the caller. */
501 BYTE
*buffer_get_sysmem(struct wined3d_buffer
*This
, const struct wined3d_gl_info
*gl_info
)
503 /* AllocatedMemory exists if the buffer is double buffered or has no buffer object at all */
504 if(This
->resource
.allocatedMemory
) return This
->resource
.allocatedMemory
;
506 This
->resource
.heapMemory
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, This
->resource
.size
+ RESOURCE_ALIGNMENT
);
507 This
->resource
.allocatedMemory
= (BYTE
*)(((ULONG_PTR
)This
->resource
.heapMemory
+ (RESOURCE_ALIGNMENT
- 1)) & ~(RESOURCE_ALIGNMENT
- 1));
509 if (This
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
510 device_invalidate_state(This
->resource
.device
, STATE_INDEXBUFFER
);
512 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
513 GL_EXTCALL(glGetBufferSubDataARB(This
->buffer_type_hint
, 0, This
->resource
.size
, This
->resource
.allocatedMemory
));
514 This
->flags
|= WINED3D_BUFFER_DOUBLEBUFFER
;
516 return This
->resource
.allocatedMemory
;
519 /* Do not call while under the GL lock. */
520 static void buffer_unload(struct wined3d_resource
*resource
)
522 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
524 TRACE("buffer %p.\n", buffer
);
526 if (buffer
->buffer_object
)
528 struct wined3d_device
*device
= resource
->device
;
529 struct wined3d_context
*context
;
531 context
= context_acquire(device
, NULL
);
533 /* Download the buffer, but don't permanently enable double buffering */
534 if (!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
536 buffer_get_sysmem(buffer
, context
->gl_info
);
537 buffer
->flags
&= ~WINED3D_BUFFER_DOUBLEBUFFER
;
540 delete_gl_buffer(buffer
, context
->gl_info
);
541 buffer
->flags
|= WINED3D_BUFFER_CREATEBO
; /* Recreate the buffer object next load */
542 buffer_clear_dirty_areas(buffer
);
544 context_release(context
);
546 HeapFree(GetProcessHeap(), 0, buffer
->conversion_map
);
547 buffer
->conversion_map
= NULL
;
549 buffer
->conversion_stride
= 0;
550 buffer
->flags
&= ~WINED3D_BUFFER_HASDESC
;
553 resource_unload(resource
);
556 /* Do not call while under the GL lock. */
557 ULONG CDECL
wined3d_buffer_decref(struct wined3d_buffer
*buffer
)
559 ULONG refcount
= InterlockedDecrement(&buffer
->resource
.ref
);
561 TRACE("%p decreasing refcount to %u.\n", buffer
, refcount
);
565 buffer_unload(&buffer
->resource
);
566 resource_cleanup(&buffer
->resource
);
567 buffer
->resource
.parent_ops
->wined3d_object_destroyed(buffer
->resource
.parent
);
568 HeapFree(GetProcessHeap(), 0, buffer
->maps
);
569 HeapFree(GetProcessHeap(), 0, buffer
);
575 void * CDECL
wined3d_buffer_get_parent(const struct wined3d_buffer
*buffer
)
577 TRACE("buffer %p.\n", buffer
);
579 return buffer
->resource
.parent
;
582 DWORD CDECL
wined3d_buffer_set_priority(struct wined3d_buffer
*buffer
, DWORD priority
)
584 return resource_set_priority(&buffer
->resource
, priority
);
587 DWORD CDECL
wined3d_buffer_get_priority(const struct wined3d_buffer
*buffer
)
589 return resource_get_priority(&buffer
->resource
);
592 /* The caller provides a context and binds the buffer */
593 static void buffer_sync_apple(struct wined3d_buffer
*This
, DWORD flags
, const struct wined3d_gl_info
*gl_info
)
595 enum wined3d_event_query_result ret
;
597 /* No fencing needs to be done if the app promises not to overwrite
599 if (flags
& WINED3D_MAP_NOOVERWRITE
)
602 if (flags
& WINED3D_MAP_DISCARD
)
604 GL_EXTCALL(glBufferDataARB(This
->buffer_type_hint
, This
->resource
.size
, NULL
, This
->buffer_object_usage
));
605 checkGLcall("glBufferDataARB\n");
611 TRACE("Creating event query for buffer %p\n", This
);
613 if (!wined3d_event_query_supported(gl_info
))
615 FIXME("Event queries not supported, dropping async buffer locks.\n");
619 This
->query
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*This
->query
));
622 ERR("Failed to allocate event query memory, dropping async buffer locks.\n");
626 /* Since we don't know about old draws a glFinish is needed once */
627 gl_info
->gl_ops
.gl
.p_glFinish();
630 TRACE("Synchronizing buffer %p\n", This
);
631 ret
= wined3d_event_query_finish(This
->query
, This
->resource
.device
);
634 case WINED3D_EVENT_QUERY_NOT_STARTED
:
635 case WINED3D_EVENT_QUERY_OK
:
639 case WINED3D_EVENT_QUERY_WRONG_THREAD
:
640 WARN("Cannot synchronize buffer lock due to a thread conflict\n");
644 ERR("wined3d_event_query_finish returned %u, dropping async buffer locks\n", ret
);
651 wined3d_event_query_destroy(This
->query
);
655 gl_info
->gl_ops
.gl
.p_glFinish();
656 GL_EXTCALL(glBufferParameteriAPPLE(This
->buffer_type_hint
, GL_BUFFER_SERIALIZED_MODIFY_APPLE
, GL_TRUE
));
657 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
658 This
->flags
&= ~WINED3D_BUFFER_APPLESYNC
;
661 /* The caller provides a GL context */
662 static void buffer_direct_upload(struct wined3d_buffer
*This
, const struct wined3d_gl_info
*gl_info
, DWORD flags
)
665 UINT start
= 0, len
= 0;
667 /* This potentially invalidates the element array buffer binding, but the
668 * caller always takes care of this. */
669 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
670 checkGLcall("glBindBufferARB");
671 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
674 mapflags
= GL_MAP_WRITE_BIT
| GL_MAP_FLUSH_EXPLICIT_BIT
;
675 if (flags
& WINED3D_BUFFER_DISCARD
)
676 mapflags
|= GL_MAP_INVALIDATE_BUFFER_BIT
;
677 if (flags
& WINED3D_BUFFER_NOSYNC
)
678 mapflags
|= GL_MAP_UNSYNCHRONIZED_BIT
;
679 map
= GL_EXTCALL(glMapBufferRange(This
->buffer_type_hint
, 0,
680 This
->resource
.size
, mapflags
));
681 checkGLcall("glMapBufferRange");
685 if (This
->flags
& WINED3D_BUFFER_APPLESYNC
)
688 if (flags
& WINED3D_BUFFER_DISCARD
)
689 syncflags
|= WINED3D_MAP_DISCARD
;
690 if (flags
& WINED3D_BUFFER_NOSYNC
)
691 syncflags
|= WINED3D_MAP_NOOVERWRITE
;
692 buffer_sync_apple(This
, syncflags
, gl_info
);
694 map
= GL_EXTCALL(glMapBufferARB(This
->buffer_type_hint
, GL_WRITE_ONLY_ARB
));
695 checkGLcall("glMapBufferARB");
699 ERR("Failed to map opengl buffer\n");
703 while (This
->modified_areas
)
705 This
->modified_areas
--;
706 start
= This
->maps
[This
->modified_areas
].offset
;
707 len
= This
->maps
[This
->modified_areas
].size
;
709 memcpy(map
+ start
, This
->resource
.allocatedMemory
+ start
, len
);
711 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
713 GL_EXTCALL(glFlushMappedBufferRange(This
->buffer_type_hint
, start
, len
));
714 checkGLcall("glFlushMappedBufferRange");
716 else if (This
->flags
& WINED3D_BUFFER_FLUSH
)
718 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This
->buffer_type_hint
, start
, len
));
719 checkGLcall("glFlushMappedBufferRangeAPPLE");
722 GL_EXTCALL(glUnmapBufferARB(This
->buffer_type_hint
));
723 checkGLcall("glUnmapBufferARB");
726 /* Do not call while under the GL lock. */
727 void CDECL
wined3d_buffer_preload(struct wined3d_buffer
*buffer
)
729 DWORD flags
= buffer
->flags
& (WINED3D_BUFFER_NOSYNC
| WINED3D_BUFFER_DISCARD
);
730 struct wined3d_device
*device
= buffer
->resource
.device
;
731 UINT start
= 0, end
= 0, len
= 0, vertices
;
732 const struct wined3d_gl_info
*gl_info
;
733 struct wined3d_context
*context
;
734 BOOL decl_changed
= FALSE
;
738 TRACE("buffer %p.\n", buffer
);
740 if (buffer
->resource
.map_count
)
742 WARN("Buffer is mapped, skipping preload.\n");
746 buffer
->flags
&= ~(WINED3D_BUFFER_NOSYNC
| WINED3D_BUFFER_DISCARD
);
748 if (!buffer
->buffer_object
)
750 /* TODO: Make converting independent from VBOs */
751 if (buffer
->flags
& WINED3D_BUFFER_CREATEBO
)
753 context
= context_acquire(device
, NULL
);
754 buffer_create_buffer_object(buffer
, context
->gl_info
);
755 context_release(context
);
756 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
760 /* Not doing any conversion */
765 /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
766 if (device
->isInDraw
&& buffer
->resource
.bind_count
> 0)
768 decl_changed
= buffer_find_decl(buffer
);
769 buffer
->flags
|= WINED3D_BUFFER_HASDESC
;
772 if (!decl_changed
&& !(buffer
->flags
& WINED3D_BUFFER_HASDESC
&& buffer_is_dirty(buffer
)))
774 ++buffer
->draw_count
;
775 if (buffer
->draw_count
> VB_RESETDECLCHANGE
)
776 buffer
->decl_change_count
= 0;
777 if (buffer
->draw_count
> VB_RESETFULLCONVS
)
778 buffer
->full_conversion_count
= 0;
782 /* If applications change the declaration over and over, reconverting all the time is a huge
783 * performance hit. So count the declaration changes and release the VBO if there are too many
784 * of them (and thus stop converting)
788 ++buffer
->decl_change_count
;
789 buffer
->draw_count
= 0;
791 if (buffer
->decl_change_count
> VB_MAXDECLCHANGES
792 || (buffer
->conversion_map
&& (buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
)))
794 FIXME("Too many declaration changes or converting dynamic buffer, stopping converting\n");
796 buffer_unload(&buffer
->resource
);
797 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
799 /* The stream source state handler might have read the memory of
800 * the vertex buffer already and got the memory in the vbo which
801 * is not valid any longer. Dirtify the stream source to force a
802 * reload. This happens only once per changed vertexbuffer and
803 * should occur rather rarely. */
804 device_invalidate_state(device
, STATE_STREAMSRC
);
808 /* The declaration changed, reload the whole buffer */
809 WARN("Reloading buffer because of decl change\n");
810 buffer_clear_dirty_areas(buffer
);
811 if (!buffer_add_dirty_area(buffer
, 0, 0))
813 ERR("buffer_add_dirty_area failed, this is not expected\n");
816 /* Avoid unfenced updates, we might overwrite more areas of the buffer than the application
817 * cleared for unsynchronized updates
823 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
824 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
825 * decl changes and reset the decl change count after a specific number of them
827 if (buffer
->conversion_map
&& buffer_is_fully_dirty(buffer
))
829 ++buffer
->full_conversion_count
;
830 if (buffer
->full_conversion_count
> VB_MAXFULLCONVERSIONS
)
832 FIXME("Too many full buffer conversions, stopping converting.\n");
833 buffer_unload(&buffer
->resource
);
834 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
835 if (buffer
->resource
.bind_count
)
836 device_invalidate_state(device
, STATE_STREAMSRC
);
842 ++buffer
->draw_count
;
843 if (buffer
->draw_count
> VB_RESETDECLCHANGE
)
844 buffer
->decl_change_count
= 0;
845 if (buffer
->draw_count
> VB_RESETFULLCONVS
)
846 buffer
->full_conversion_count
= 0;
850 if (buffer
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
851 device_invalidate_state(device
, STATE_INDEXBUFFER
);
853 if (!buffer
->conversion_map
)
855 /* That means that there is nothing to fixup. Just upload from
856 * buffer->resource.allocatedMemory directly into the vbo. Do not
857 * free the system memory copy because drawPrimitive may need it if
858 * the stride is 0, for instancing emulation, vertex blending
859 * emulation or shader emulation. */
860 TRACE("No conversion needed.\n");
862 /* Nothing to do because we locked directly into the vbo */
863 if (!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
868 context
= context_acquire(device
, NULL
);
869 buffer_direct_upload(buffer
, context
->gl_info
, flags
);
871 context_release(context
);
875 context
= context_acquire(device
, NULL
);
876 gl_info
= context
->gl_info
;
878 if(!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
880 buffer_get_sysmem(buffer
, gl_info
);
883 /* Now for each vertex in the buffer that needs conversion */
884 vertices
= buffer
->resource
.size
/ buffer
->stride
;
886 data
= HeapAlloc(GetProcessHeap(), 0, buffer
->resource
.size
);
888 while(buffer
->modified_areas
)
890 buffer
->modified_areas
--;
891 start
= buffer
->maps
[buffer
->modified_areas
].offset
;
892 len
= buffer
->maps
[buffer
->modified_areas
].size
;
895 memcpy(data
+ start
, buffer
->resource
.allocatedMemory
+ start
, end
- start
);
896 for (i
= start
/ buffer
->stride
; i
< min((end
/ buffer
->stride
) + 1, vertices
); ++i
)
898 for (j
= 0; j
< buffer
->stride
; ++j
)
900 switch (buffer
->conversion_map
[j
])
907 fixup_d3dcolor((DWORD
*) (data
+ i
* buffer
->stride
+ j
));
912 fixup_transformed_pos((float *) (data
+ i
* buffer
->stride
+ j
));
916 FIXME("Unimplemented conversion %d in shifted conversion\n", buffer
->conversion_map
[j
]);
921 GL_EXTCALL(glBindBufferARB(buffer
->buffer_type_hint
, buffer
->buffer_object
));
922 checkGLcall("glBindBufferARB");
923 GL_EXTCALL(glBufferSubDataARB(buffer
->buffer_type_hint
, start
, len
, data
+ start
));
924 checkGLcall("glBufferSubDataARB");
927 HeapFree(GetProcessHeap(), 0, data
);
928 context_release(context
);
931 static DWORD
buffer_sanitize_flags(const struct wined3d_buffer
*buffer
, DWORD flags
)
933 /* Not all flags make sense together, but Windows never returns an error.
934 * Catch the cases that could cause issues. */
935 if (flags
& WINED3D_MAP_READONLY
)
937 if (flags
& WINED3D_MAP_DISCARD
)
939 WARN("WINED3D_MAP_READONLY combined with WINED3D_MAP_DISCARD, ignoring flags.\n");
942 if (flags
& WINED3D_MAP_NOOVERWRITE
)
944 WARN("WINED3D_MAP_READONLY combined with WINED3D_MAP_NOOVERWRITE, ignoring flags.\n");
948 else if ((flags
& (WINED3D_MAP_DISCARD
| WINED3D_MAP_NOOVERWRITE
))
949 == (WINED3D_MAP_DISCARD
| WINED3D_MAP_NOOVERWRITE
))
951 WARN("WINED3D_MAP_DISCARD and WINED3D_MAP_NOOVERWRITE used together, ignoring.\n");
954 else if (flags
& (WINED3D_MAP_DISCARD
| WINED3D_MAP_NOOVERWRITE
)
955 && !(buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
))
957 WARN("DISCARD or NOOVERWRITE map on non-dynamic buffer, ignoring.\n");
964 static GLbitfield
buffer_gl_map_flags(DWORD d3d_flags
)
968 if (!(d3d_flags
& WINED3D_MAP_READONLY
))
969 ret
|= GL_MAP_WRITE_BIT
| GL_MAP_FLUSH_EXPLICIT_BIT
;
970 if (!(d3d_flags
& (WINED3D_MAP_DISCARD
| WINED3D_MAP_NOOVERWRITE
)))
971 ret
|= GL_MAP_READ_BIT
;
973 if (d3d_flags
& WINED3D_MAP_DISCARD
)
974 ret
|= GL_MAP_INVALIDATE_BUFFER_BIT
;
975 if (d3d_flags
& WINED3D_MAP_NOOVERWRITE
)
976 ret
|= GL_MAP_UNSYNCHRONIZED_BIT
;
981 struct wined3d_resource
* CDECL
wined3d_buffer_get_resource(struct wined3d_buffer
*buffer
)
983 TRACE("buffer %p.\n", buffer
);
985 return &buffer
->resource
;
988 HRESULT CDECL
wined3d_buffer_map(struct wined3d_buffer
*buffer
, UINT offset
, UINT size
, BYTE
**data
, DWORD flags
)
990 BOOL dirty
= buffer_is_dirty(buffer
);
993 TRACE("buffer %p, offset %u, size %u, data %p, flags %#x\n", buffer
, offset
, size
, data
, flags
);
995 flags
= buffer_sanitize_flags(buffer
, flags
);
996 if (!(flags
& WINED3D_MAP_READONLY
))
998 if (flags
& WINED3D_MAP_DISCARD
)
1000 /* DISCARD invalidates the entire buffer, regardless of the
1001 * specified offset and size. Some applications also depend on the
1002 * entire buffer being uploaded in that case. Two such
1003 * applications are Port Royale and Darkstar One. */
1004 if (!buffer_add_dirty_area(buffer
, 0, 0))
1005 return E_OUTOFMEMORY
;
1009 if (!buffer_add_dirty_area(buffer
, offset
, size
))
1010 return E_OUTOFMEMORY
;
1014 count
= ++buffer
->resource
.map_count
;
1016 if (buffer
->buffer_object
)
1018 if (!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
1022 struct wined3d_device
*device
= buffer
->resource
.device
;
1023 struct wined3d_context
*context
;
1024 const struct wined3d_gl_info
*gl_info
;
1026 context
= context_acquire(device
, NULL
);
1027 gl_info
= context
->gl_info
;
1029 if (buffer
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
1030 context_invalidate_state(context
, STATE_INDEXBUFFER
);
1031 GL_EXTCALL(glBindBufferARB(buffer
->buffer_type_hint
, buffer
->buffer_object
));
1033 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
1035 GLbitfield mapflags
= buffer_gl_map_flags(flags
);
1036 buffer
->resource
.allocatedMemory
= GL_EXTCALL(glMapBufferRange(buffer
->buffer_type_hint
,
1037 0, buffer
->resource
.size
, mapflags
));
1038 checkGLcall("glMapBufferRange");
1042 if (buffer
->flags
& WINED3D_BUFFER_APPLESYNC
)
1043 buffer_sync_apple(buffer
, flags
, gl_info
);
1044 buffer
->resource
.allocatedMemory
= GL_EXTCALL(glMapBufferARB(buffer
->buffer_type_hint
,
1045 GL_READ_WRITE_ARB
));
1046 checkGLcall("glMapBufferARB");
1049 if (((DWORD_PTR
)buffer
->resource
.allocatedMemory
) & (RESOURCE_ALIGNMENT
- 1))
1051 WARN("Pointer %p is not %u byte aligned.\n", buffer
->resource
.allocatedMemory
, RESOURCE_ALIGNMENT
);
1053 GL_EXTCALL(glUnmapBufferARB(buffer
->buffer_type_hint
));
1054 checkGLcall("glUnmapBufferARB");
1055 buffer
->resource
.allocatedMemory
= NULL
;
1057 if (buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
)
1059 /* The extra copy is more expensive than not using VBOs at
1060 * all on the Nvidia Linux driver, which is the only driver
1061 * that returns unaligned pointers
1063 TRACE("Dynamic buffer, dropping VBO\n");
1064 buffer_unload(&buffer
->resource
);
1065 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
1066 if (buffer
->resource
.bind_count
)
1067 device_invalidate_state(device
, STATE_STREAMSRC
);
1071 TRACE("Falling back to doublebuffered operation\n");
1072 buffer_get_sysmem(buffer
, gl_info
);
1074 TRACE("New pointer is %p.\n", buffer
->resource
.allocatedMemory
);
1076 context_release(context
);
1083 if (buffer
->flags
& WINED3D_BUFFER_NOSYNC
&& !(flags
& WINED3D_MAP_NOOVERWRITE
))
1085 buffer
->flags
&= ~WINED3D_BUFFER_NOSYNC
;
1088 else if(flags
& WINED3D_MAP_NOOVERWRITE
)
1090 buffer
->flags
|= WINED3D_BUFFER_NOSYNC
;
1093 if (flags
& WINED3D_MAP_DISCARD
)
1095 buffer
->flags
|= WINED3D_BUFFER_DISCARD
;
1100 *data
= buffer
->resource
.allocatedMemory
+ offset
;
1102 TRACE("Returning memory at %p (base %p, offset %u).\n", *data
, buffer
->resource
.allocatedMemory
, offset
);
1103 /* TODO: check Flags compatibility with buffer->currentDesc.Usage (see MSDN) */
1108 void CDECL
wined3d_buffer_unmap(struct wined3d_buffer
*buffer
)
1112 TRACE("buffer %p.\n", buffer
);
1114 /* In the case that the number of Unmap calls > the
1115 * number of Map calls, d3d returns always D3D_OK.
1116 * This is also needed to prevent Map from returning garbage on
1117 * the next call (this will happen if the lock_count is < 0). */
1118 if (!buffer
->resource
.map_count
)
1120 WARN("Unmap called without a previous map call.\n");
1124 if (--buffer
->resource
.map_count
)
1126 /* Delay loading the buffer until everything is unlocked */
1127 TRACE("Ignoring unmap.\n");
1131 if (!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
) && buffer
->buffer_object
)
1133 struct wined3d_device
*device
= buffer
->resource
.device
;
1134 const struct wined3d_gl_info
*gl_info
;
1135 struct wined3d_context
*context
;
1137 context
= context_acquire(device
, NULL
);
1138 gl_info
= context
->gl_info
;
1140 if (buffer
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
1141 context_invalidate_state(context
, STATE_INDEXBUFFER
);
1142 GL_EXTCALL(glBindBufferARB(buffer
->buffer_type_hint
, buffer
->buffer_object
));
1144 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
1146 for (i
= 0; i
< buffer
->modified_areas
; ++i
)
1148 GL_EXTCALL(glFlushMappedBufferRange(buffer
->buffer_type_hint
,
1149 buffer
->maps
[i
].offset
, buffer
->maps
[i
].size
));
1150 checkGLcall("glFlushMappedBufferRange");
1153 else if (buffer
->flags
& WINED3D_BUFFER_FLUSH
)
1155 for (i
= 0; i
< buffer
->modified_areas
; ++i
)
1157 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(buffer
->buffer_type_hint
,
1158 buffer
->maps
[i
].offset
, buffer
->maps
[i
].size
));
1159 checkGLcall("glFlushMappedBufferRangeAPPLE");
1163 GL_EXTCALL(glUnmapBufferARB(buffer
->buffer_type_hint
));
1164 if (wined3d_settings
.strict_draw_ordering
)
1165 gl_info
->gl_ops
.gl
.p_glFlush(); /* Flush to ensure ordering across contexts. */
1166 context_release(context
);
1168 buffer
->resource
.allocatedMemory
= NULL
;
1169 buffer_clear_dirty_areas(buffer
);
1171 else if (buffer
->flags
& WINED3D_BUFFER_HASDESC
)
1173 wined3d_buffer_preload(buffer
);
1177 static const struct wined3d_resource_ops buffer_resource_ops
=
1182 static HRESULT
buffer_init(struct wined3d_buffer
*buffer
, struct wined3d_device
*device
,
1183 UINT size
, DWORD usage
, enum wined3d_format_id format_id
, enum wined3d_pool pool
, GLenum bind_hint
,
1184 const char *data
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
1186 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1187 const struct wined3d_format
*format
= wined3d_get_format(gl_info
, format_id
);
1189 BOOL dynamic_buffer_ok
;
1193 WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
1194 return WINED3DERR_INVALIDCALL
;
1197 hr
= resource_init(&buffer
->resource
, device
, WINED3D_RTYPE_BUFFER
, format
,
1198 WINED3D_MULTISAMPLE_NONE
, 0, usage
, pool
, size
, 1, 1, size
,
1199 parent
, parent_ops
, &buffer_resource_ops
);
1202 WARN("Failed to initialize resource, hr %#x\n", hr
);
1205 buffer
->buffer_type_hint
= bind_hint
;
1207 TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer
->resource
.size
, buffer
->resource
.usage
,
1208 debug_d3dformat(buffer
->resource
.format
->id
), buffer
->resource
.allocatedMemory
, buffer
);
1210 if (device
->create_parms
.flags
& WINED3DCREATE_SOFTWARE_VERTEXPROCESSING
)
1212 /* SWvp always returns the same pointer in buffer maps and retains data in DISCARD maps.
1213 * Keep a system memory copy of the buffer to provide the same behavior to the application.
1214 * Still use a VBO to support OpenGL 3 core contexts. */
1215 TRACE("Using doublebuffer mode because of software vertex processing\n");
1216 buffer
->flags
|= WINED3D_BUFFER_DOUBLEBUFFER
;
1219 dynamic_buffer_ok
= gl_info
->supported
[APPLE_FLUSH_BUFFER_RANGE
] || gl_info
->supported
[ARB_MAP_BUFFER_RANGE
];
1221 /* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
1222 * drawStridedFast (half-life 2 and others).
1224 * Basically converting the vertices in the buffer is quite expensive, and observations
1225 * show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
1226 * Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
1228 if (!gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
])
1230 TRACE("Not creating a vbo because GL_ARB_vertex_buffer is not supported\n");
1232 else if(buffer
->resource
.pool
== WINED3D_POOL_SYSTEM_MEM
)
1234 TRACE("Not creating a vbo because the vertex buffer is in system memory\n");
1236 else if(!dynamic_buffer_ok
&& (buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
))
1238 TRACE("Not creating a vbo because the buffer has dynamic usage and no GL support\n");
1242 buffer
->flags
|= WINED3D_BUFFER_CREATEBO
;
1249 hr
= wined3d_buffer_map(buffer
, 0, size
, &ptr
, 0);
1252 ERR("Failed to map buffer, hr %#x\n", hr
);
1253 buffer_unload(&buffer
->resource
);
1254 resource_cleanup(&buffer
->resource
);
1258 memcpy(ptr
, data
, size
);
1260 wined3d_buffer_unmap(buffer
);
1263 buffer
->maps
= HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer
->maps
));
1266 ERR("Out of memory\n");
1267 buffer_unload(&buffer
->resource
);
1268 resource_cleanup(&buffer
->resource
);
1269 return E_OUTOFMEMORY
;
1271 buffer
->maps_size
= 1;
1276 HRESULT CDECL
wined3d_buffer_create(struct wined3d_device
*device
, struct wined3d_buffer_desc
*desc
, const void *data
,
1277 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_buffer
**buffer
)
1279 struct wined3d_buffer
*object
;
1282 TRACE("device %p, desc %p, data %p, parent %p, buffer %p\n", device
, desc
, data
, parent
, buffer
);
1284 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1286 return E_OUTOFMEMORY
;
1288 FIXME("Ignoring access flags (pool)\n");
1290 hr
= buffer_init(object
, device
, desc
->byte_width
, desc
->usage
, WINED3DFMT_UNKNOWN
,
1291 WINED3D_POOL_MANAGED
, GL_ARRAY_BUFFER_ARB
, data
, parent
, parent_ops
);
1294 WARN("Failed to initialize buffer, hr %#x.\n", hr
);
1295 HeapFree(GetProcessHeap(), 0, object
);
1298 object
->desc
= *desc
;
1300 TRACE("Created buffer %p.\n", object
);
1307 HRESULT CDECL
wined3d_buffer_create_vb(struct wined3d_device
*device
, UINT size
, DWORD usage
, enum wined3d_pool pool
,
1308 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_buffer
**buffer
)
1310 struct wined3d_buffer
*object
;
1313 TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
1314 device
, size
, usage
, pool
, parent
, parent_ops
, buffer
);
1316 if (pool
== WINED3D_POOL_SCRATCH
)
1318 /* The d3d9 tests shows that this is not allowed. It doesn't make much
1319 * sense anyway, SCRATCH buffers wouldn't be usable anywhere. */
1320 WARN("Vertex buffer in WINED3D_POOL_SCRATCH requested, returning WINED3DERR_INVALIDCALL.\n");
1322 return WINED3DERR_INVALIDCALL
;
1325 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1329 return WINED3DERR_OUTOFVIDEOMEMORY
;
1332 hr
= buffer_init(object
, device
, size
, usage
, WINED3DFMT_VERTEXDATA
,
1333 pool
, GL_ARRAY_BUFFER_ARB
, NULL
, parent
, parent_ops
);
1336 WARN("Failed to initialize buffer, hr %#x.\n", hr
);
1337 HeapFree(GetProcessHeap(), 0, object
);
1341 TRACE("Created buffer %p.\n", object
);
1347 HRESULT CDECL
wined3d_buffer_create_ib(struct wined3d_device
*device
, UINT size
, DWORD usage
, enum wined3d_pool pool
,
1348 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_buffer
**buffer
)
1350 struct wined3d_buffer
*object
;
1353 TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
1354 device
, size
, usage
, pool
, parent
, parent_ops
, buffer
);
1356 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1360 return WINED3DERR_OUTOFVIDEOMEMORY
;
1363 hr
= buffer_init(object
, device
, size
, usage
| WINED3DUSAGE_STATICDECL
,
1364 WINED3DFMT_UNKNOWN
, pool
, GL_ELEMENT_ARRAY_BUFFER_ARB
, NULL
,
1365 parent
, parent_ops
);
1368 WARN("Failed to initialize buffer, hr %#x\n", hr
);
1369 HeapFree(GetProcessHeap(), 0, object
);
1373 TRACE("Created buffer %p.\n", object
);