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_gl
*context_gl
)
138 wined3d_context_gl_bind_bo(context_gl
, buffer_gl
->buffer_type_hint
, buffer_gl
->b
.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_gl
*context_gl
)
145 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
146 struct wined3d_resource
*resource
= &buffer_gl
->b
.resource
;
149 if (!buffer_gl
->b
.buffer_object
)
152 /* The stream source state handler might have read the memory of the
153 * vertex buffer already and got the memory in the vbo which is not
154 * valid any longer. Dirtify the stream source to force a reload. This
155 * happens only once per changed vertexbuffer and should occur rather
157 if (resource
->bind_count
)
159 if (resource
->bind_flags
& WINED3D_BIND_VERTEX_BUFFER
)
160 device_invalidate_state(resource
->device
, STATE_STREAMSRC
);
161 if (resource
->bind_flags
& WINED3D_BIND_INDEX_BUFFER
)
162 device_invalidate_state(resource
->device
, STATE_INDEXBUFFER
);
163 if (resource
->bind_flags
& WINED3D_BIND_CONSTANT_BUFFER
)
165 device_invalidate_state(resource
->device
, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX
));
166 device_invalidate_state(resource
->device
, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL
));
167 device_invalidate_state(resource
->device
, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN
));
168 device_invalidate_state(resource
->device
, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY
));
169 device_invalidate_state(resource
->device
, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL
));
170 device_invalidate_state(resource
->device
, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE
));
172 if (resource
->bind_flags
& WINED3D_BIND_STREAM_OUTPUT
)
174 device_invalidate_state(resource
->device
, STATE_STREAM_OUTPUT
);
175 if (context_gl
->c
.transform_feedback_active
)
177 /* We have to make sure that transform feedback is not active
178 * when deleting a potentially bound transform feedback buffer.
179 * This may happen when the device is being destroyed. */
180 WARN("Deleting buffer object for buffer %p, disabling transform feedback.\n", buffer_gl
);
181 wined3d_context_gl_end_transform_feedback(context_gl
);
186 bo
= buffer_gl
->b
.buffer_object
;
187 GL_EXTCALL(glDeleteBuffers(1, &bo
));
188 checkGLcall("glDeleteBuffers");
189 buffer_gl
->b
.buffer_object
= 0;
191 if (buffer_gl
->b
.fence
)
193 wined3d_fence_destroy(buffer_gl
->b
.fence
);
194 buffer_gl
->b
.fence
= NULL
;
196 buffer_gl
->b
.flags
&= ~WINED3D_BUFFER_APPLESYNC
;
199 /* Context activation is done by the caller. */
200 static BOOL
wined3d_buffer_gl_create_buffer_object(struct wined3d_buffer_gl
*buffer_gl
,
201 struct wined3d_context_gl
*context_gl
)
203 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
204 GLenum gl_usage
= GL_STATIC_DRAW
;
208 TRACE("Creating an OpenGL buffer object for wined3d buffer %p with usage %s.\n",
209 buffer_gl
, debug_d3dusage(buffer_gl
->b
.resource
.usage
));
211 /* Make sure that the gl error is cleared. Do not use checkGLcall
212 * here because checkGLcall just prints a fixme and continues. However,
213 * if an error during VBO creation occurs we can fall back to non-VBO operation
214 * with full functionality(but performance loss).
216 while (gl_info
->gl_ops
.gl
.p_glGetError() != GL_NO_ERROR
);
218 /* Basically the FVF parameter passed to CreateVertexBuffer is no good.
219 * The vertex declaration from the device determines how the data in the
220 * buffer is interpreted. This means that on each draw call the buffer has
221 * to be verified to check if the rhw and color values are in the correct
224 GL_EXTCALL(glGenBuffers(1, &bo
));
225 buffer_gl
->b
.buffer_object
= bo
;
226 error
= gl_info
->gl_ops
.gl
.p_glGetError();
227 if (!buffer_gl
->b
.buffer_object
|| error
!= GL_NO_ERROR
)
229 ERR("Failed to create a BO with error %s (%#x).\n", debug_glerror(error
), error
);
233 wined3d_buffer_gl_bind(buffer_gl
, context_gl
);
234 error
= gl_info
->gl_ops
.gl
.p_glGetError();
235 if (error
!= GL_NO_ERROR
)
237 ERR("Failed to bind the BO with error %s (%#x).\n", debug_glerror(error
), error
);
241 if (buffer_gl
->b
.resource
.usage
& WINED3DUSAGE_DYNAMIC
)
243 TRACE("Buffer has WINED3DUSAGE_DYNAMIC set.\n");
244 gl_usage
= GL_STREAM_DRAW_ARB
;
246 if (gl_info
->supported
[APPLE_FLUSH_BUFFER_RANGE
])
248 GL_EXTCALL(glBufferParameteriAPPLE(buffer_gl
->buffer_type_hint
,
249 GL_BUFFER_FLUSHING_UNMAP_APPLE
, GL_FALSE
));
250 GL_EXTCALL(glBufferParameteriAPPLE(buffer_gl
->buffer_type_hint
,
251 GL_BUFFER_SERIALIZED_MODIFY_APPLE
, GL_FALSE
));
252 checkGLcall("glBufferParameteriAPPLE");
253 buffer_gl
->b
.flags
|= WINED3D_BUFFER_APPLESYNC
;
255 /* No setup is needed here for GL_ARB_map_buffer_range. */
258 GL_EXTCALL(glBufferData(buffer_gl
->buffer_type_hint
, buffer_gl
->b
.resource
.size
, NULL
, gl_usage
));
259 error
= gl_info
->gl_ops
.gl
.p_glGetError();
260 if (error
!= GL_NO_ERROR
)
262 ERR("glBufferData failed with error %s (%#x).\n", debug_glerror(error
), error
);
266 buffer_gl
->buffer_object_usage
= gl_usage
;
267 buffer_invalidate_bo_range(&buffer_gl
->b
, 0, 0);
272 /* Clean up all BO init, but continue because we can work without a BO :-) */
273 ERR("Failed to create a buffer object. Continuing, but performance issues may occur.\n");
274 buffer_gl
->b
.flags
&= ~WINED3D_BUFFER_USE_BO
;
275 wined3d_buffer_gl_destroy_buffer_object(buffer_gl
, context_gl
);
276 buffer_clear_dirty_areas(&buffer_gl
->b
);
280 static BOOL
buffer_process_converted_attribute(struct wined3d_buffer
*buffer
,
281 const enum wined3d_buffer_conversion_type conversion_type
,
282 const struct wined3d_stream_info_element
*attrib
, DWORD
*stride_this_run
)
284 const struct wined3d_format
*format
= attrib
->format
;
289 /* Check for some valid situations which cause us pain. One is if the buffer is used for
290 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
291 * with different strides. In the 2nd case we might have to drop conversion entirely,
292 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
296 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else.\n",
297 debug_d3dformat(format
->id
));
299 else if (attrib
->stride
!= *stride_this_run
&& *stride_this_run
)
301 FIXME("Got two concurrent strides, %d and %d.\n", attrib
->stride
, *stride_this_run
);
305 *stride_this_run
= attrib
->stride
;
306 if (buffer
->stride
!= *stride_this_run
)
308 /* We rely that this happens only on the first converted attribute that is found,
309 * if at all. See above check
311 TRACE("Reconverting because converted attributes occur, and the stride changed.\n");
312 buffer
->stride
= *stride_this_run
;
313 heap_free(buffer
->conversion_map
);
314 buffer
->conversion_map
= heap_calloc(buffer
->stride
, sizeof(*buffer
->conversion_map
));
319 data
= ((DWORD_PTR
)attrib
->data
.addr
) % buffer
->stride
;
320 for (i
= 0; i
< format
->byte_count
; ++i
)
322 DWORD_PTR idx
= (data
+ i
) % buffer
->stride
;
323 if (buffer
->conversion_map
[idx
] != conversion_type
)
325 TRACE("Byte %lu in vertex changed:\n", idx
);
326 TRACE(" It was type %#x, is %#x now.\n", buffer
->conversion_map
[idx
], conversion_type
);
328 buffer
->conversion_map
[idx
] = conversion_type
;
335 #define WINED3D_BUFFER_FIXUP_D3DCOLOR 0x01
336 #define WINED3D_BUFFER_FIXUP_XYZRHW 0x02
338 static BOOL
buffer_check_attribute(struct wined3d_buffer
*This
, const struct wined3d_stream_info
*si
,
339 const struct wined3d_state
*state
, UINT attrib_idx
, DWORD fixup_flags
, DWORD
*stride_this_run
)
341 const struct wined3d_stream_info_element
*attrib
= &si
->elements
[attrib_idx
];
342 enum wined3d_format_id format
;
345 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
346 * there, on nonexistent attribs the vbo is 0.
348 if (!(si
->use_map
& (1u << attrib_idx
))
349 || state
->streams
[attrib
->stream_idx
].buffer
!= This
)
352 format
= attrib
->format
->id
;
353 /* Look for newly appeared conversion */
354 if (fixup_flags
& WINED3D_BUFFER_FIXUP_D3DCOLOR
&& format
== WINED3DFMT_B8G8R8A8_UNORM
)
356 ret
= buffer_process_converted_attribute(This
, CONV_D3DCOLOR
, attrib
, stride_this_run
);
358 else if (fixup_flags
& WINED3D_BUFFER_FIXUP_XYZRHW
&& si
->position_transformed
)
360 if (format
!= WINED3DFMT_R32G32B32A32_FLOAT
)
362 FIXME("Unexpected format %s for transformed position.\n", debug_d3dformat(format
));
366 ret
= buffer_process_converted_attribute(This
, CONV_POSITIONT
, attrib
, stride_this_run
);
368 else if (This
->conversion_map
)
370 ret
= buffer_process_converted_attribute(This
, CONV_NONE
, attrib
, stride_this_run
);
376 static BOOL
buffer_find_decl(struct wined3d_buffer
*This
, const struct wined3d_stream_info
*si
,
377 const struct wined3d_state
*state
, DWORD fixup_flags
)
379 UINT stride_this_run
= 0;
382 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
383 * Once we have our declaration there is no need to look it up again. Index buffers also never need
384 * conversion, so once the (empty) conversion structure is created don't bother checking again
386 if (This
->flags
& WINED3D_BUFFER_HASDESC
)
388 if(This
->resource
.usage
& WINED3DUSAGE_STATICDECL
) return FALSE
;
393 TRACE("No fixup required.\n");
394 if(This
->conversion_map
)
396 heap_free(This
->conversion_map
);
397 This
->conversion_map
= NULL
;
405 TRACE("Finding vertex buffer conversion information\n");
406 /* Certain declaration types need some fixups before we can pass them to
407 * opengl. This means D3DCOLOR attributes with fixed function vertex
408 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
409 * GL_ARB_half_float_vertex is not supported.
411 * Note for d3d8 and d3d9:
412 * The vertex buffer FVF doesn't help with finding them, we have to use
413 * the decoded vertex declaration and pick the things that concern the
414 * current buffer. A problem with this is that this can change between
415 * draws, so we have to validate the information and reprocess the buffer
416 * if it changes, and avoid false positives for performance reasons.
417 * WineD3D doesn't even know the vertex buffer any more, it is managed
418 * by the client libraries and passed to SetStreamSource and ProcessVertices
421 * We have to distinguish between vertex shaders and fixed function to
422 * pick the way we access the strided vertex information.
424 * This code sets up a per-byte array with the size of the detected
425 * stride of the arrays in the buffer. For each byte we have a field
426 * that marks the conversion needed on this byte. For example, the
427 * following declaration with fixed function vertex processing:
435 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
436 * [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]
438 * Where in this example map P means 4 component position conversion, 0
439 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
440 * conversion (red / blue swizzle).
442 * If we're doing conversion and the stride changes we have to reconvert
443 * the whole buffer. Note that we do not mind if the semantic changes,
444 * we only care for the conversion type. So if the NORMAL is replaced
445 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
446 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
447 * conversion types depend on the semantic as well, for example a FLOAT4
448 * texcoord needs no conversion while a FLOAT4 positiont needs one
451 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_POSITION
,
452 fixup_flags
, &stride_this_run
) || ret
;
453 fixup_flags
&= ~WINED3D_BUFFER_FIXUP_XYZRHW
;
455 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_BLENDWEIGHT
,
456 fixup_flags
, &stride_this_run
) || ret
;
457 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_BLENDINDICES
,
458 fixup_flags
, &stride_this_run
) || ret
;
459 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_NORMAL
,
460 fixup_flags
, &stride_this_run
) || ret
;
461 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_DIFFUSE
,
462 fixup_flags
, &stride_this_run
) || ret
;
463 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_SPECULAR
,
464 fixup_flags
, &stride_this_run
) || ret
;
465 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_TEXCOORD0
,
466 fixup_flags
, &stride_this_run
) || ret
;
467 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_TEXCOORD1
,
468 fixup_flags
, &stride_this_run
) || ret
;
469 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_TEXCOORD2
,
470 fixup_flags
, &stride_this_run
) || ret
;
471 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_TEXCOORD3
,
472 fixup_flags
, &stride_this_run
) || ret
;
473 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_TEXCOORD4
,
474 fixup_flags
, &stride_this_run
) || ret
;
475 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_TEXCOORD5
,
476 fixup_flags
, &stride_this_run
) || ret
;
477 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_TEXCOORD6
,
478 fixup_flags
, &stride_this_run
) || ret
;
479 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_TEXCOORD7
,
480 fixup_flags
, &stride_this_run
) || ret
;
482 if (!stride_this_run
&& This
->conversion_map
)
486 ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
487 heap_free(This
->conversion_map
);
488 This
->conversion_map
= NULL
;
492 if (ret
) TRACE("Conversion information changed\n");
497 static inline unsigned int fixup_d3dcolor(DWORD
*dst_color
)
499 DWORD src_color
= *dst_color
;
501 /* Color conversion like in draw_primitive_immediate_mode(). Watch out for
502 * endianness. If we want this to work on big-endian machines as well we
503 * have to consider more things.
505 * 0xff000000: Alpha mask
506 * 0x00ff0000: Blue mask
507 * 0x0000ff00: Green mask
508 * 0x000000ff: Red mask
511 *dst_color
|= (src_color
& 0xff00ff00u
); /* Alpha Green */
512 *dst_color
|= (src_color
& 0x00ff0000u
) >> 16; /* Red */
513 *dst_color
|= (src_color
& 0x000000ffu
) << 16; /* Blue */
515 return sizeof(*dst_color
);
518 static inline unsigned int fixup_transformed_pos(struct wined3d_vec4
*p
)
520 /* rhw conversion like in position_float4(). */
521 if (p
->w
!= 1.0f
&& p
->w
!= 0.0f
)
523 float w
= 1.0f
/ p
->w
;
533 ULONG CDECL
wined3d_buffer_incref(struct wined3d_buffer
*buffer
)
535 ULONG refcount
= InterlockedIncrement(&buffer
->resource
.ref
);
537 TRACE("%p increasing refcount to %u.\n", buffer
, refcount
);
542 static void buffer_conversion_upload(struct wined3d_buffer
*buffer
, struct wined3d_context
*context
)
544 unsigned int i
, j
, range_idx
, start
, end
, vertex_count
;
547 if (!wined3d_buffer_load_location(buffer
, context
, WINED3D_LOCATION_SYSMEM
))
549 ERR("Failed to load system memory.\n");
552 buffer
->flags
|= WINED3D_BUFFER_PIN_SYSMEM
;
554 /* Now for each vertex in the buffer that needs conversion. */
555 vertex_count
= buffer
->resource
.size
/ buffer
->stride
;
557 if (!(data
= heap_alloc(buffer
->resource
.size
)))
559 ERR("Out of memory.\n");
563 for (range_idx
= 0; range_idx
< buffer
->modified_areas
; ++range_idx
)
565 start
= buffer
->maps
[range_idx
].offset
;
566 end
= start
+ buffer
->maps
[range_idx
].size
;
568 memcpy(data
+ start
, (BYTE
*)buffer
->resource
.heap_memory
+ start
, end
- start
);
569 for (i
= start
/ buffer
->stride
; i
< min((end
/ buffer
->stride
) + 1, vertex_count
); ++i
)
571 for (j
= 0; j
< buffer
->stride
;)
573 switch (buffer
->conversion_map
[j
])
580 j
+= fixup_d3dcolor((DWORD
*) (data
+ i
* buffer
->stride
+ j
));
583 j
+= fixup_transformed_pos((struct wined3d_vec4
*) (data
+ i
* buffer
->stride
+ j
));
586 FIXME("Unimplemented conversion %d in shifted conversion.\n", buffer
->conversion_map
[j
]);
593 buffer
->buffer_ops
->buffer_upload_ranges(buffer
, context
,
594 data
, 0, buffer
->modified_areas
, buffer
->maps
);
599 static BOOL
wined3d_buffer_prepare_location(struct wined3d_buffer
*buffer
,
600 struct wined3d_context
*context
, unsigned int location
)
602 return buffer
->buffer_ops
->buffer_prepare_location(buffer
, context
, location
);
605 static void wined3d_buffer_unload_location(struct wined3d_buffer
*buffer
,
606 struct wined3d_context
*context
, unsigned int location
)
608 buffer
->buffer_ops
->buffer_unload_location(buffer
, context
, location
);
611 BOOL
wined3d_buffer_load_location(struct wined3d_buffer
*buffer
,
612 struct wined3d_context
*context
, DWORD location
)
614 struct wined3d_map_range range
;
616 TRACE("buffer %p, context %p, location %s.\n",
617 buffer
, context
, wined3d_debug_location(location
));
619 if (buffer
->locations
& location
)
621 TRACE("Location (%#x) is already up to date.\n", location
);
625 if (!buffer
->locations
)
627 ERR("Buffer %p does not have any up to date location.\n", buffer
);
628 wined3d_buffer_validate_location(buffer
, WINED3D_LOCATION_DISCARDED
);
629 return wined3d_buffer_load_location(buffer
, context
, location
);
632 TRACE("Current buffer location %s.\n", wined3d_debug_location(buffer
->locations
));
634 if (!wined3d_buffer_prepare_location(buffer
, context
, location
))
637 if (buffer
->locations
& WINED3D_LOCATION_DISCARDED
)
639 TRACE("Buffer previously discarded, nothing to do.\n");
640 wined3d_buffer_validate_location(buffer
, location
);
641 wined3d_buffer_invalidate_location(buffer
, WINED3D_LOCATION_DISCARDED
);
647 case WINED3D_LOCATION_SYSMEM
:
649 range
.size
= buffer
->resource
.size
;
650 buffer
->buffer_ops
->buffer_download_ranges(buffer
, context
,
651 buffer
->resource
.heap_memory
, 0, 1, &range
);
654 case WINED3D_LOCATION_BUFFER
:
655 if (!buffer
->conversion_map
)
656 buffer
->buffer_ops
->buffer_upload_ranges(buffer
, context
,
657 buffer
->resource
.heap_memory
, 0, buffer
->modified_areas
, buffer
->maps
);
659 buffer_conversion_upload(buffer
, context
);
663 ERR("Invalid location %s.\n", wined3d_debug_location(location
));
667 wined3d_buffer_validate_location(buffer
, location
);
668 if (buffer
->resource
.heap_memory
&& location
== WINED3D_LOCATION_BUFFER
669 && !(buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
))
670 wined3d_buffer_evict_sysmem(buffer
);
675 /* Context activation is done by the caller. */
676 BYTE
*wined3d_buffer_load_sysmem(struct wined3d_buffer
*buffer
, struct wined3d_context
*context
)
678 if (wined3d_buffer_load_location(buffer
, context
, WINED3D_LOCATION_SYSMEM
))
679 buffer
->flags
|= WINED3D_BUFFER_PIN_SYSMEM
;
680 return buffer
->resource
.heap_memory
;
683 DWORD
wined3d_buffer_get_memory(struct wined3d_buffer
*buffer
,
684 struct wined3d_bo_address
*data
, DWORD locations
)
686 TRACE("buffer %p, data %p, locations %s.\n",
687 buffer
, data
, wined3d_debug_location(locations
));
689 if (locations
& WINED3D_LOCATION_BUFFER
)
691 data
->buffer_object
= buffer
->buffer_object
;
693 return WINED3D_LOCATION_BUFFER
;
695 if (locations
& WINED3D_LOCATION_SYSMEM
)
697 data
->buffer_object
= 0;
698 data
->addr
= buffer
->resource
.heap_memory
;
699 return WINED3D_LOCATION_SYSMEM
;
702 ERR("Unexpected locations %s.\n", wined3d_debug_location(locations
));
703 data
->buffer_object
= 0;
708 static void buffer_resource_unload(struct wined3d_resource
*resource
)
710 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
712 TRACE("buffer %p.\n", buffer
);
714 if (buffer
->buffer_object
)
716 struct wined3d_context
*context
;
718 context
= context_acquire(resource
->device
, NULL
, 0);
720 wined3d_buffer_load_location(buffer
, context
, WINED3D_LOCATION_SYSMEM
);
721 wined3d_buffer_invalidate_location(buffer
, WINED3D_LOCATION_BUFFER
);
722 wined3d_buffer_unload_location(buffer
, context
, WINED3D_LOCATION_BUFFER
);
723 buffer_clear_dirty_areas(buffer
);
725 context_release(context
);
727 heap_free(buffer
->conversion_map
);
728 buffer
->conversion_map
= NULL
;
730 buffer
->conversion_stride
= 0;
731 buffer
->flags
&= ~WINED3D_BUFFER_HASDESC
;
734 resource_unload(resource
);
737 static void wined3d_buffer_drop_bo(struct wined3d_buffer
*buffer
)
739 buffer
->flags
&= ~WINED3D_BUFFER_USE_BO
;
740 buffer_resource_unload(&buffer
->resource
);
743 static void wined3d_buffer_destroy_object(void *object
)
745 struct wined3d_buffer
*buffer
= object
;
746 struct wined3d_context
*context
;
748 if (buffer
->buffer_object
)
750 context
= context_acquire(buffer
->resource
.device
, NULL
, 0);
751 wined3d_buffer_unload_location(buffer
, context
, WINED3D_LOCATION_BUFFER
);
752 context_release(context
);
754 heap_free(buffer
->conversion_map
);
755 heap_free(buffer
->maps
);
758 void wined3d_buffer_cleanup(struct wined3d_buffer
*buffer
)
760 wined3d_cs_destroy_object(buffer
->resource
.device
->cs
, wined3d_buffer_destroy_object
, buffer
);
761 resource_cleanup(&buffer
->resource
);
764 ULONG CDECL
wined3d_buffer_decref(struct wined3d_buffer
*buffer
)
766 ULONG refcount
= InterlockedDecrement(&buffer
->resource
.ref
);
768 TRACE("%p decreasing refcount to %u.\n", buffer
, refcount
);
772 buffer
->resource
.parent_ops
->wined3d_object_destroyed(buffer
->resource
.parent
);
773 buffer
->resource
.device
->adapter
->adapter_ops
->adapter_destroy_buffer(buffer
);
779 void * CDECL
wined3d_buffer_get_parent(const struct wined3d_buffer
*buffer
)
781 TRACE("buffer %p.\n", buffer
);
783 return buffer
->resource
.parent
;
786 /* The caller provides a context and binds the buffer */
787 static void wined3d_buffer_gl_sync_apple(struct wined3d_buffer_gl
*buffer_gl
,
788 uint32_t flags
, struct wined3d_context_gl
*context_gl
)
790 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
791 enum wined3d_fence_result ret
;
794 /* No fencing needs to be done if the app promises not to overwrite
796 if (flags
& WINED3D_MAP_NOOVERWRITE
)
799 if (flags
& WINED3D_MAP_DISCARD
)
801 wined3d_buffer_gl_bind(buffer_gl
, context_gl
);
803 GL_EXTCALL(glBufferData(buffer_gl
->buffer_type_hint
, buffer_gl
->b
.resource
.size
,
804 NULL
, buffer_gl
->buffer_object_usage
));
805 checkGLcall("glBufferData");
809 if (!buffer_gl
->b
.fence
)
811 TRACE("Creating fence for buffer %p.\n", buffer_gl
);
813 if (FAILED(hr
= wined3d_fence_create(buffer_gl
->b
.resource
.device
, &buffer_gl
->b
.fence
)))
815 if (hr
== WINED3DERR_NOTAVAILABLE
)
816 FIXME("Fences not supported, dropping async buffer locks.\n");
818 ERR("Failed to create fence, hr %#x.\n", hr
);
822 /* Since we don't know about old draws a glFinish is needed once */
823 gl_info
->gl_ops
.gl
.p_glFinish();
827 TRACE("Synchronizing buffer %p.\n", buffer_gl
);
828 ret
= wined3d_fence_wait(buffer_gl
->b
.fence
, buffer_gl
->b
.resource
.device
);
831 case WINED3D_FENCE_NOT_STARTED
:
832 case WINED3D_FENCE_OK
:
836 case WINED3D_FENCE_WRONG_THREAD
:
837 WARN("Cannot synchronize buffer lock due to a thread conflict.\n");
841 ERR("wined3d_fence_wait() returned %u, dropping async buffer locks.\n", ret
);
846 if (buffer_gl
->b
.fence
)
848 wined3d_fence_destroy(buffer_gl
->b
.fence
);
849 buffer_gl
->b
.fence
= NULL
;
852 gl_info
->gl_ops
.gl
.p_glFinish();
853 wined3d_buffer_gl_bind(buffer_gl
, context_gl
);
854 GL_EXTCALL(glBufferParameteriAPPLE(buffer_gl
->buffer_type_hint
, GL_BUFFER_SERIALIZED_MODIFY_APPLE
, GL_TRUE
));
855 checkGLcall("glBufferParameteriAPPLE(buffer_gl->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
856 buffer_gl
->b
.flags
&= ~WINED3D_BUFFER_APPLESYNC
;
859 static void buffer_mark_used(struct wined3d_buffer
*buffer
)
861 buffer
->flags
&= ~WINED3D_BUFFER_DISCARD
;
864 /* Context activation is done by the caller. */
865 void wined3d_buffer_load(struct wined3d_buffer
*buffer
, struct wined3d_context
*context
,
866 const struct wined3d_state
*state
)
868 const struct wined3d_d3d_info
*d3d_info
= context
->d3d_info
;
869 BOOL decl_changed
= FALSE
;
871 TRACE("buffer %p.\n", buffer
);
873 if (buffer
->resource
.map_count
&& buffer
->map_ptr
)
875 FIXME("Buffer is mapped through buffer object, not loading.\n");
878 else if (buffer
->resource
.map_count
)
880 WARN("Loading mapped buffer.\n");
883 buffer_mark_used(buffer
);
885 /* TODO: Make converting independent from VBOs */
886 if (!(buffer
->flags
& WINED3D_BUFFER_USE_BO
))
888 /* Not doing any conversion */
892 if (!wined3d_buffer_prepare_location(buffer
, context
, WINED3D_LOCATION_BUFFER
))
894 ERR("Failed to prepare buffer location.\n");
898 /* Reading the declaration makes only sense if we have valid state information
899 * (i.e., if this function is called during draws). */
902 DWORD fixup_flags
= 0;
906 if (!d3d_info
->vertex_bgra
&& !d3d_info
->ffp_generic_attributes
)
907 fixup_flags
|= WINED3D_BUFFER_FIXUP_D3DCOLOR
;
908 if (!d3d_info
->xyzrhw
)
909 fixup_flags
|= WINED3D_BUFFER_FIXUP_XYZRHW
;
912 decl_changed
= buffer_find_decl(buffer
, &context
->stream_info
, state
, fixup_flags
);
913 buffer
->flags
|= WINED3D_BUFFER_HASDESC
;
916 if (!decl_changed
&& !(buffer
->flags
& WINED3D_BUFFER_HASDESC
&& buffer_is_dirty(buffer
)))
918 ++buffer
->draw_count
;
919 if (buffer
->draw_count
> VB_RESETDECLCHANGE
)
920 buffer
->decl_change_count
= 0;
921 if (buffer
->draw_count
> VB_RESETFULLCONVS
)
922 buffer
->full_conversion_count
= 0;
926 /* If applications change the declaration over and over, reconverting all the time is a huge
927 * performance hit. So count the declaration changes and release the VBO if there are too many
928 * of them (and thus stop converting)
932 ++buffer
->decl_change_count
;
933 buffer
->draw_count
= 0;
935 if (buffer
->decl_change_count
> VB_MAXDECLCHANGES
936 || (buffer
->conversion_map
&& (buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
)))
938 FIXME("Too many declaration changes or converting dynamic buffer, stopping converting.\n");
939 wined3d_buffer_drop_bo(buffer
);
943 /* The declaration changed, reload the whole buffer. */
944 WARN("Reloading buffer because of a vertex declaration change.\n");
945 buffer_invalidate_bo_range(buffer
, 0, 0);
949 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
950 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
951 * decl changes and reset the decl change count after a specific number of them
953 if (buffer
->conversion_map
&& buffer_is_fully_dirty(buffer
))
955 ++buffer
->full_conversion_count
;
956 if (buffer
->full_conversion_count
> VB_MAXFULLCONVERSIONS
)
958 FIXME("Too many full buffer conversions, stopping converting.\n");
959 wined3d_buffer_drop_bo(buffer
);
965 ++buffer
->draw_count
;
966 if (buffer
->draw_count
> VB_RESETDECLCHANGE
)
967 buffer
->decl_change_count
= 0;
968 if (buffer
->draw_count
> VB_RESETFULLCONVS
)
969 buffer
->full_conversion_count
= 0;
973 if (!wined3d_buffer_load_location(buffer
, context
, WINED3D_LOCATION_BUFFER
))
974 ERR("Failed to load buffer location.\n");
977 struct wined3d_resource
* CDECL
wined3d_buffer_get_resource(struct wined3d_buffer
*buffer
)
979 TRACE("buffer %p.\n", buffer
);
981 return &buffer
->resource
;
984 static HRESULT
buffer_resource_sub_resource_map(struct wined3d_resource
*resource
, unsigned int sub_resource_idx
,
985 struct wined3d_map_desc
*map_desc
, const struct wined3d_box
*box
, uint32_t flags
)
987 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
988 struct wined3d_device
*device
= resource
->device
;
989 struct wined3d_context
*context
;
990 unsigned int offset
, size
;
994 TRACE("resource %p, sub_resource_idx %u, map_desc %p, box %s, flags %#x.\n",
995 resource
, sub_resource_idx
, map_desc
, debug_box(box
), flags
);
997 if (sub_resource_idx
)
999 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx
);
1000 return E_INVALIDARG
;
1006 size
= box
->right
- box
->left
;
1013 map_desc
->row_pitch
= map_desc
->slice_pitch
= resource
->size
;
1015 count
= ++resource
->map_count
;
1017 if (buffer
->buffer_object
)
1019 unsigned int dirty_offset
= offset
, dirty_size
= size
;
1020 struct wined3d_bo_address addr
;
1022 /* DISCARD invalidates the entire buffer, regardless of the specified
1023 * offset and size. Some applications also depend on the entire buffer
1024 * being uploaded in that case. Two such applications are Port Royale
1025 * and Darkstar One. */
1026 if (flags
& WINED3D_MAP_DISCARD
)
1032 if (((flags
& WINED3D_MAP_WRITE
) && !(flags
& (WINED3D_MAP_NOOVERWRITE
| WINED3D_MAP_DISCARD
)))
1033 || (!(flags
& WINED3D_MAP_WRITE
) && (buffer
->locations
& WINED3D_LOCATION_SYSMEM
))
1034 || buffer
->flags
& WINED3D_BUFFER_PIN_SYSMEM
)
1036 if (!(buffer
->locations
& WINED3D_LOCATION_SYSMEM
))
1038 context
= context_acquire(device
, NULL
, 0);
1039 wined3d_buffer_load_location(buffer
, context
, WINED3D_LOCATION_SYSMEM
);
1040 context_release(context
);
1043 if (flags
& WINED3D_MAP_WRITE
)
1044 wined3d_buffer_invalidate_range(buffer
, WINED3D_LOCATION_BUFFER
, dirty_offset
, dirty_size
);
1048 context
= context_acquire(device
, NULL
, 0);
1050 if (flags
& WINED3D_MAP_DISCARD
)
1051 wined3d_buffer_validate_location(buffer
, WINED3D_LOCATION_BUFFER
);
1053 wined3d_buffer_load_location(buffer
, context
, WINED3D_LOCATION_BUFFER
);
1055 if (flags
& WINED3D_MAP_WRITE
)
1057 wined3d_buffer_invalidate_location(buffer
, WINED3D_LOCATION_SYSMEM
);
1058 buffer_invalidate_bo_range(buffer
, dirty_offset
, dirty_size
);
1061 if ((flags
& WINED3D_MAP_DISCARD
) && resource
->heap_memory
)
1062 wined3d_buffer_evict_sysmem(buffer
);
1066 /* Filter redundant WINED3D_MAP_DISCARD maps. The 3DMark2001
1067 * multitexture fill rate test seems to depend on this. When
1068 * we map a buffer with GL_MAP_INVALIDATE_BUFFER_BIT, the
1069 * driver is free to discard the previous contents of the
1070 * buffer. The r600g driver only does this when the buffer is
1071 * currently in use, while the proprietary NVIDIA driver
1072 * appears to do this unconditionally. */
1073 if (buffer
->flags
& WINED3D_BUFFER_DISCARD
)
1074 flags
&= ~WINED3D_MAP_DISCARD
;
1076 if (buffer
->flags
& WINED3D_BUFFER_APPLESYNC
)
1077 wined3d_buffer_gl_sync_apple(wined3d_buffer_gl(buffer
), flags
, wined3d_context_gl(context
));
1079 addr
.buffer_object
= buffer
->buffer_object
;
1081 buffer
->map_ptr
= wined3d_context_map_bo_address(context
,
1082 &addr
, resource
->size
, resource
->bind_flags
, flags
);
1084 if (((DWORD_PTR
)buffer
->map_ptr
) & (RESOURCE_ALIGNMENT
- 1))
1086 WARN("Pointer %p is not %u byte aligned.\n", buffer
->map_ptr
, RESOURCE_ALIGNMENT
);
1088 wined3d_context_unmap_bo_address(context
, &addr
, resource
->bind_flags
, 0, NULL
);
1089 buffer
->map_ptr
= NULL
;
1091 if (resource
->usage
& WINED3DUSAGE_DYNAMIC
)
1093 /* The extra copy is more expensive than not using VBOs
1094 * at all on the NVIDIA Linux driver, which is the
1095 * only driver that returns unaligned pointers. */
1096 TRACE("Dynamic buffer, dropping VBO.\n");
1097 wined3d_buffer_drop_bo(buffer
);
1101 TRACE("Falling back to doublebuffered operation.\n");
1102 wined3d_buffer_load_location(buffer
, context
, WINED3D_LOCATION_SYSMEM
);
1103 buffer
->flags
|= WINED3D_BUFFER_PIN_SYSMEM
;
1105 TRACE("New pointer is %p.\n", resource
->heap_memory
);
1109 context_release(context
);
1112 if (flags
& WINED3D_MAP_DISCARD
)
1113 buffer
->flags
|= WINED3D_BUFFER_DISCARD
;
1116 base
= buffer
->map_ptr
? buffer
->map_ptr
: resource
->heap_memory
;
1117 map_desc
->data
= base
+ offset
;
1119 TRACE("Returning memory at %p (base %p, offset %u).\n", map_desc
->data
, base
, offset
);
1124 static HRESULT
buffer_resource_sub_resource_unmap(struct wined3d_resource
*resource
, unsigned int sub_resource_idx
)
1126 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
1127 unsigned int range_count
= buffer
->modified_areas
;
1128 struct wined3d_device
*device
= resource
->device
;
1129 struct wined3d_context
*context
;
1130 struct wined3d_bo_address addr
;
1132 TRACE("resource %p, sub_resource_idx %u.\n", resource
, sub_resource_idx
);
1134 if (sub_resource_idx
)
1136 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx
);
1137 return E_INVALIDARG
;
1140 if (!resource
->map_count
)
1142 WARN("Unmap called without a previous map call.\n");
1146 if (--resource
->map_count
)
1148 /* Delay loading the buffer until everything is unmapped. */
1149 TRACE("Ignoring unmap.\n");
1153 if (!buffer
->map_ptr
)
1156 context
= context_acquire(device
, NULL
, 0);
1158 if (buffer
->flags
& WINED3D_BUFFER_APPLESYNC
)
1160 struct wined3d_context_gl
*context_gl
;
1161 const struct wined3d_gl_info
*gl_info
;
1162 struct wined3d_buffer_gl
*buffer_gl
;
1165 buffer_gl
= wined3d_buffer_gl(buffer
);
1166 context_gl
= wined3d_context_gl(context
);
1167 gl_info
= context_gl
->gl_info
;
1169 wined3d_buffer_gl_bind(buffer_gl
, context_gl
);
1170 for (i
= 0; i
< range_count
; ++i
)
1172 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(buffer_gl
->buffer_type_hint
,
1173 buffer
->maps
[i
].offset
, buffer
->maps
[i
].size
));
1174 checkGLcall("glFlushMappedBufferRangeAPPLE");
1179 addr
.buffer_object
= buffer
->buffer_object
;
1181 wined3d_context_unmap_bo_address(context
, &addr
, resource
->bind_flags
, range_count
, buffer
->maps
);
1183 context_release(context
);
1185 buffer_clear_dirty_areas(buffer
);
1186 buffer
->map_ptr
= NULL
;
1191 void wined3d_buffer_copy(struct wined3d_buffer
*dst_buffer
, unsigned int dst_offset
,
1192 struct wined3d_buffer
*src_buffer
, unsigned int src_offset
, unsigned int size
)
1194 struct wined3d_bo_address dst
, src
;
1195 struct wined3d_context
*context
;
1198 buffer_mark_used(dst_buffer
);
1199 buffer_mark_used(src_buffer
);
1201 dst_location
= wined3d_buffer_get_memory(dst_buffer
, &dst
, dst_buffer
->locations
);
1202 dst
.addr
+= dst_offset
;
1204 wined3d_buffer_get_memory(src_buffer
, &src
, src_buffer
->locations
);
1205 src
.addr
+= src_offset
;
1207 context
= context_acquire(dst_buffer
->resource
.device
, NULL
, 0);
1208 wined3d_context_copy_bo_address(context
, &dst
, dst_buffer
->resource
.bind_flags
,
1209 &src
, src_buffer
->resource
.bind_flags
, size
);
1210 context_release(context
);
1212 wined3d_buffer_invalidate_range(dst_buffer
, ~dst_location
, dst_offset
, size
);
1215 void wined3d_buffer_upload_data(struct wined3d_buffer
*buffer
, struct wined3d_context
*context
,
1216 const struct wined3d_box
*box
, const void *data
)
1218 struct wined3d_map_range range
;
1222 range
.offset
= box
->left
;
1223 range
.size
= box
->right
- box
->left
;
1228 range
.size
= buffer
->resource
.size
;
1231 buffer
->buffer_ops
->buffer_upload_ranges(buffer
, context
, data
, range
.offset
, 1, &range
);
1234 static void wined3d_buffer_init_data(struct wined3d_buffer
*buffer
,
1235 struct wined3d_device
*device
, const struct wined3d_sub_resource_data
*data
)
1237 struct wined3d_resource
*resource
= &buffer
->resource
;
1238 struct wined3d_bo_address bo
;
1239 struct wined3d_box box
;
1241 if (buffer
->flags
& WINED3D_BUFFER_USE_BO
)
1243 wined3d_box_set(&box
, 0, 0, resource
->size
, 1, 0, 1);
1244 wined3d_cs_emit_update_sub_resource(device
->cs
, resource
,
1245 0, &box
, data
->data
, data
->row_pitch
, data
->slice_pitch
);
1249 wined3d_buffer_get_memory(buffer
, &bo
, WINED3D_LOCATION_SYSMEM
);
1250 memcpy(bo
.addr
, data
->data
, resource
->size
);
1251 wined3d_buffer_validate_location(buffer
, WINED3D_LOCATION_SYSMEM
);
1252 wined3d_buffer_invalidate_location(buffer
, ~WINED3D_LOCATION_SYSMEM
);
1256 static ULONG
buffer_resource_incref(struct wined3d_resource
*resource
)
1258 return wined3d_buffer_incref(buffer_from_resource(resource
));
1261 static ULONG
buffer_resource_decref(struct wined3d_resource
*resource
)
1263 return wined3d_buffer_decref(buffer_from_resource(resource
));
1266 static void buffer_resource_preload(struct wined3d_resource
*resource
)
1268 struct wined3d_context
*context
;
1270 context
= context_acquire(resource
->device
, NULL
, 0);
1271 wined3d_buffer_load(buffer_from_resource(resource
), context
, NULL
);
1272 context_release(context
);
1275 static const struct wined3d_resource_ops buffer_resource_ops
=
1277 buffer_resource_incref
,
1278 buffer_resource_decref
,
1279 buffer_resource_preload
,
1280 buffer_resource_unload
,
1281 buffer_resource_sub_resource_map
,
1282 buffer_resource_sub_resource_unmap
,
1285 GLenum
wined3d_buffer_gl_binding_from_bind_flags(const struct wined3d_gl_info
*gl_info
, uint32_t bind_flags
)
1288 return GL_PIXEL_UNPACK_BUFFER
;
1290 if (bind_flags
== WINED3D_BIND_INDEX_BUFFER
)
1291 return GL_ELEMENT_ARRAY_BUFFER
;
1293 if (bind_flags
& (WINED3D_BIND_SHADER_RESOURCE
| WINED3D_BIND_UNORDERED_ACCESS
)
1294 && gl_info
->supported
[ARB_TEXTURE_BUFFER_OBJECT
])
1295 return GL_TEXTURE_BUFFER
;
1297 if (bind_flags
& WINED3D_BIND_CONSTANT_BUFFER
)
1298 return GL_UNIFORM_BUFFER
;
1300 if (bind_flags
& WINED3D_BIND_STREAM_OUTPUT
)
1301 return GL_TRANSFORM_FEEDBACK_BUFFER
;
1303 if (bind_flags
& ~(WINED3D_BIND_VERTEX_BUFFER
| WINED3D_BIND_INDEX_BUFFER
))
1304 FIXME("Unhandled bind flags %#x.\n", bind_flags
);
1306 return GL_ARRAY_BUFFER
;
1309 static HRESULT
wined3d_buffer_init(struct wined3d_buffer
*buffer
, struct wined3d_device
*device
,
1310 const struct wined3d_buffer_desc
*desc
, const struct wined3d_sub_resource_data
*data
,
1311 void *parent
, const struct wined3d_parent_ops
*parent_ops
, const struct wined3d_buffer_ops
*buffer_ops
)
1313 const struct wined3d_format
*format
= wined3d_get_format(device
->adapter
, WINED3DFMT_UNKNOWN
, desc
->bind_flags
);
1314 struct wined3d_resource
*resource
= &buffer
->resource
;
1317 TRACE("buffer %p, device %p, desc byte_width %u, usage %s, bind_flags %s, "
1318 "access %s, data %p, parent %p, parent_ops %p.\n",
1319 buffer
, device
, desc
->byte_width
, debug_d3dusage(desc
->usage
), wined3d_debug_bind_flags(desc
->bind_flags
),
1320 wined3d_debug_resource_access(desc
->access
), data
, parent
, parent_ops
);
1322 if (!desc
->byte_width
)
1324 WARN("Size 0 requested, returning E_INVALIDARG.\n");
1325 return E_INVALIDARG
;
1328 if (desc
->bind_flags
& WINED3D_BIND_CONSTANT_BUFFER
&& desc
->byte_width
& (WINED3D_CONSTANT_BUFFER_ALIGNMENT
- 1))
1330 WARN("Size %#x is not suitably aligned for constant buffers.\n", desc
->byte_width
);
1331 return E_INVALIDARG
;
1334 if (data
&& !data
->data
)
1336 WARN("Invalid sub-resource data specified.\n");
1337 return E_INVALIDARG
;
1340 if (FAILED(hr
= resource_init(resource
, device
, WINED3D_RTYPE_BUFFER
, format
,
1341 WINED3D_MULTISAMPLE_NONE
, 0, desc
->usage
, desc
->bind_flags
, desc
->access
,
1342 desc
->byte_width
, 1, 1, desc
->byte_width
, parent
, parent_ops
, &buffer_resource_ops
)))
1344 WARN("Failed to initialize resource, hr %#x.\n", hr
);
1347 buffer
->buffer_ops
= buffer_ops
;
1348 buffer
->structure_byte_stride
= desc
->structure_byte_stride
;
1349 buffer
->locations
= data
? WINED3D_LOCATION_DISCARDED
: WINED3D_LOCATION_SYSMEM
;
1351 TRACE("buffer %p, size %#x, usage %#x, memory @ %p.\n",
1352 buffer
, buffer
->resource
.size
, buffer
->resource
.usage
, buffer
->resource
.heap_memory
);
1354 if (device
->create_parms
.flags
& WINED3DCREATE_SOFTWARE_VERTEXPROCESSING
1355 || wined3d_resource_access_is_managed(desc
->access
))
1357 /* SWvp and managed buffers always return the same pointer in buffer
1358 * maps and retain data in DISCARD maps. Keep a system memory copy of
1359 * the buffer to provide the same behavior to the application. */
1360 TRACE("Pinning system memory.\n");
1361 buffer
->flags
|= WINED3D_BUFFER_PIN_SYSMEM
;
1362 buffer
->locations
= WINED3D_LOCATION_SYSMEM
;
1365 if (buffer
->locations
& WINED3D_LOCATION_SYSMEM
|| !(buffer
->flags
& WINED3D_BUFFER_USE_BO
))
1367 if (!wined3d_resource_prepare_sysmem(&buffer
->resource
))
1368 return E_OUTOFMEMORY
;
1371 if (!(buffer
->maps
= heap_alloc(sizeof(*buffer
->maps
))))
1373 ERR("Out of memory.\n");
1374 buffer_resource_unload(resource
);
1375 resource_cleanup(resource
);
1376 wined3d_resource_wait_idle(resource
);
1377 return E_OUTOFMEMORY
;
1379 buffer
->maps_size
= 1;
1382 wined3d_buffer_init_data(buffer
, device
, data
);
1387 static BOOL
wined3d_buffer_no3d_prepare_location(struct wined3d_buffer
*buffer
,
1388 struct wined3d_context
*context
, unsigned int location
)
1390 if (location
== WINED3D_LOCATION_SYSMEM
)
1391 return wined3d_resource_prepare_sysmem(&buffer
->resource
);
1393 FIXME("Unhandled location %s.\n", wined3d_debug_location(location
));
1398 static void wined3d_buffer_no3d_unload_location(struct wined3d_buffer
*buffer
,
1399 struct wined3d_context
*context
, unsigned int location
)
1401 TRACE("buffer %p, context %p, location %s.\n", buffer
, context
, wined3d_debug_location(location
));
1404 static void wined3d_buffer_no3d_upload_ranges(struct wined3d_buffer
*buffer
, struct wined3d_context
*context
,
1405 const void *data
, unsigned int data_offset
, unsigned int range_count
, const struct wined3d_map_range
*ranges
)
1407 FIXME("Not implemented.\n");
1410 static void wined3d_buffer_no3d_download_ranges(struct wined3d_buffer
*buffer
, struct wined3d_context
*context
,
1411 void *data
, unsigned int data_offset
, unsigned int range_count
, const struct wined3d_map_range
*ranges
)
1413 FIXME("Not implemented.\n");
1416 static const struct wined3d_buffer_ops wined3d_buffer_no3d_ops
=
1418 wined3d_buffer_no3d_prepare_location
,
1419 wined3d_buffer_no3d_unload_location
,
1420 wined3d_buffer_no3d_upload_ranges
,
1421 wined3d_buffer_no3d_download_ranges
,
1424 HRESULT
wined3d_buffer_no3d_init(struct wined3d_buffer
*buffer_no3d
, struct wined3d_device
*device
,
1425 const struct wined3d_buffer_desc
*desc
, const struct wined3d_sub_resource_data
*data
,
1426 void *parent
, const struct wined3d_parent_ops
*parent_ops
)
1428 TRACE("buffer_no3d %p, device %p, desc %p, data %p, parent %p, parent_ops %p.\n",
1429 buffer_no3d
, device
, desc
, data
, parent
, parent_ops
);
1431 return wined3d_buffer_init(buffer_no3d
, device
, desc
, data
, parent
, parent_ops
, &wined3d_buffer_no3d_ops
);
1434 static BOOL
wined3d_buffer_gl_prepare_location(struct wined3d_buffer
*buffer
,
1435 struct wined3d_context
*context
, unsigned int location
)
1437 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
1438 struct wined3d_buffer_gl
*buffer_gl
= wined3d_buffer_gl(buffer
);
1442 case WINED3D_LOCATION_SYSMEM
:
1443 return wined3d_resource_prepare_sysmem(&buffer
->resource
);
1445 case WINED3D_LOCATION_BUFFER
:
1446 if (buffer
->buffer_object
)
1449 if (!(buffer
->flags
& WINED3D_BUFFER_USE_BO
))
1451 WARN("Trying to create BO for buffer %p with no WINED3D_BUFFER_USE_BO.\n", buffer
);
1454 return wined3d_buffer_gl_create_buffer_object(buffer_gl
, context_gl
);
1457 ERR("Invalid location %s.\n", wined3d_debug_location(location
));
1462 static void wined3d_buffer_gl_unload_location(struct wined3d_buffer
*buffer
,
1463 struct wined3d_context
*context
, unsigned int location
)
1465 TRACE("buffer %p, context %p, location %s.\n", buffer
, context
, wined3d_debug_location(location
));
1469 case WINED3D_LOCATION_BUFFER
:
1470 wined3d_buffer_gl_destroy_buffer_object(wined3d_buffer_gl(buffer
), wined3d_context_gl(context
));
1474 ERR("Unhandled location %s.\n", wined3d_debug_location(location
));
1479 /* Context activation is done by the caller. */
1480 static void wined3d_buffer_gl_upload_ranges(struct wined3d_buffer
*buffer
, struct wined3d_context
*context
,
1481 const void *data
, unsigned int data_offset
, unsigned int range_count
, const struct wined3d_map_range
*ranges
)
1483 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
1484 struct wined3d_buffer_gl
*buffer_gl
= wined3d_buffer_gl(buffer
);
1485 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1486 const struct wined3d_map_range
*range
;
1488 wined3d_buffer_gl_bind(buffer_gl
, context_gl
);
1490 while (range_count
--)
1492 range
= &ranges
[range_count
];
1493 GL_EXTCALL(glBufferSubData(buffer_gl
->buffer_type_hint
,
1494 range
->offset
, range
->size
, (BYTE
*)data
+ range
->offset
- data_offset
));
1496 checkGLcall("buffer upload");
1499 /* Context activation is done by the caller. */
1500 static void wined3d_buffer_gl_download_ranges(struct wined3d_buffer
*buffer
, struct wined3d_context
*context
,
1501 void *data
, unsigned int data_offset
, unsigned int range_count
, const struct wined3d_map_range
*ranges
)
1503 struct wined3d_context_gl
*context_gl
= wined3d_context_gl(context
);
1504 struct wined3d_buffer_gl
*buffer_gl
= wined3d_buffer_gl(buffer
);
1505 const struct wined3d_gl_info
*gl_info
= context_gl
->gl_info
;
1506 const struct wined3d_map_range
*range
;
1508 wined3d_buffer_gl_bind(buffer_gl
, context_gl
);
1510 while (range_count
--)
1512 range
= &ranges
[range_count
];
1513 GL_EXTCALL(glGetBufferSubData(buffer_gl
->buffer_type_hint
,
1514 range
->offset
, range
->size
, (BYTE
*)data
+ range
->offset
- data_offset
));
1516 checkGLcall("buffer download");
1519 static const struct wined3d_buffer_ops wined3d_buffer_gl_ops
=
1521 wined3d_buffer_gl_prepare_location
,
1522 wined3d_buffer_gl_unload_location
,
1523 wined3d_buffer_gl_upload_ranges
,
1524 wined3d_buffer_gl_download_ranges
,
1527 HRESULT
wined3d_buffer_gl_init(struct wined3d_buffer_gl
*buffer_gl
, struct wined3d_device
*device
,
1528 const struct wined3d_buffer_desc
*desc
, const struct wined3d_sub_resource_data
*data
,
1529 void *parent
, const struct wined3d_parent_ops
*parent_ops
)
1531 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1533 TRACE("buffer_gl %p, device %p, desc %p, data %p, parent %p, parent_ops %p.\n",
1534 buffer_gl
, device
, desc
, data
, parent
, parent_ops
);
1536 /* Observations show that draw_primitive_immediate_mode() is faster on
1537 * dynamic vertex buffers than converting + draw_primitive_arrays().
1538 * (Half-Life 2 and others.) */
1539 if (!(desc
->access
& WINED3D_RESOURCE_ACCESS_GPU
))
1540 TRACE("Not creating a BO because the buffer is not GPU accessible.\n");
1541 else if (!gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
])
1542 TRACE("Not creating a BO because GL_ARB_vertex_buffer is not supported.\n");
1543 else if (!(gl_info
->supported
[APPLE_FLUSH_BUFFER_RANGE
] || gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
1544 && (desc
->usage
& WINED3DUSAGE_DYNAMIC
))
1545 TRACE("Not creating a BO because the buffer has dynamic usage and no GL support.\n");
1547 buffer_gl
->b
.flags
|= WINED3D_BUFFER_USE_BO
;
1548 buffer_gl
->buffer_type_hint
= wined3d_buffer_gl_binding_from_bind_flags(gl_info
, desc
->bind_flags
);
1550 return wined3d_buffer_init(&buffer_gl
->b
, device
, desc
, data
, parent
, parent_ops
, &wined3d_buffer_gl_ops
);
1553 static BOOL
wined3d_buffer_vk_prepare_location(struct wined3d_buffer
*buffer
,
1554 struct wined3d_context
*context
, unsigned int location
)
1558 case WINED3D_LOCATION_SYSMEM
:
1559 return wined3d_resource_prepare_sysmem(&buffer
->resource
);
1561 case WINED3D_LOCATION_BUFFER
:
1562 /* The Vulkan buffer is created during resource creation. */
1566 FIXME("Unhandled location %s.\n", wined3d_debug_location(location
));
1571 static void wined3d_buffer_vk_unload_location(struct wined3d_buffer
*buffer
,
1572 struct wined3d_context
*context
, unsigned int location
)
1574 FIXME("buffer %p, context %p, location %s.\n", buffer
, context
, wined3d_debug_location(location
));
1577 static void wined3d_buffer_vk_upload_ranges(struct wined3d_buffer
*buffer
, struct wined3d_context
*context
,
1578 const void *data
, unsigned int data_offset
, unsigned int range_count
, const struct wined3d_map_range
*ranges
)
1580 FIXME("Not implemented.\n");
1583 static void wined3d_buffer_vk_download_ranges(struct wined3d_buffer
*buffer
, struct wined3d_context
*context
,
1584 void *data
, unsigned int data_offset
, unsigned int range_count
, const struct wined3d_map_range
*ranges
)
1586 FIXME("Not implemented.\n");
1589 static const struct wined3d_buffer_ops wined3d_buffer_vk_ops
=
1591 wined3d_buffer_vk_prepare_location
,
1592 wined3d_buffer_vk_unload_location
,
1593 wined3d_buffer_vk_upload_ranges
,
1594 wined3d_buffer_vk_download_ranges
,
1597 HRESULT
wined3d_buffer_vk_init(struct wined3d_buffer_vk
*buffer_vk
, struct wined3d_device
*device
,
1598 const struct wined3d_buffer_desc
*desc
, const struct wined3d_sub_resource_data
*data
,
1599 void *parent
, const struct wined3d_parent_ops
*parent_ops
)
1601 TRACE("buffer_vk %p, device %p, desc %p, data %p, parent %p, parent_ops %p.\n",
1602 buffer_vk
, device
, desc
, data
, parent
, parent_ops
);
1604 return wined3d_buffer_init(&buffer_vk
->b
, device
, desc
, data
, parent
, parent_ops
, &wined3d_buffer_vk_ops
);
1607 HRESULT CDECL
wined3d_buffer_create(struct wined3d_device
*device
, const struct wined3d_buffer_desc
*desc
,
1608 const struct wined3d_sub_resource_data
*data
, void *parent
, const struct wined3d_parent_ops
*parent_ops
,
1609 struct wined3d_buffer
**buffer
)
1611 TRACE("device %p, desc %p, data %p, parent %p, parent_ops %p, buffer %p.\n",
1612 device
, desc
, data
, parent
, parent_ops
, buffer
);
1614 return device
->adapter
->adapter_ops
->adapter_create_buffer(device
, desc
, data
, parent
, parent_ops
, buffer
);