wined3d: Rename buffer_internal_preload() to wined3d_buffer_load().
[wine.git] / dlls / wined3d / buffer.c
blobae835be216135cbe7f65595896d1a1900d61468e
1 /*
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
25 #include "config.h"
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_DOUBLEBUFFER 0x04 /* Keep both a buffer object and 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_SYNC 0x10 /* There has been at least one synchronized map since the last preload. */
37 #define WINED3D_BUFFER_APPLESYNC 0x20 /* Using sync as in GL_APPLE_flush_buffer_range. */
39 #define VB_MAXDECLCHANGES 100 /* After that number of decl changes we stop converting */
40 #define VB_RESETDECLCHANGE 1000 /* Reset the decl changecount after that number of draws */
41 #define VB_MAXFULLCONVERSIONS 5 /* Number of full conversions before we stop converting */
42 #define VB_RESETFULLCONVS 20 /* Reset full conversion counts after that number of draws */
44 static void buffer_invalidate_bo_range(struct wined3d_buffer *buffer, unsigned int offset, unsigned int size)
46 if (!offset && (!size || size == buffer->resource.size))
47 goto invalidate_all;
49 if (offset > buffer->resource.size || size > buffer->resource.size - offset)
51 WARN("Invalid range specified, invalidating entire buffer.\n");
52 goto invalidate_all;
55 if (buffer->modified_areas >= buffer->maps_size)
57 struct wined3d_map_range *new;
59 if (!(new = HeapReAlloc(GetProcessHeap(), 0, buffer->maps, 2 * buffer->maps_size * sizeof(*buffer->maps))))
61 ERR("Failed to allocate maps array, invalidating entire buffer.\n");
62 goto invalidate_all;
65 buffer->maps = new;
66 buffer->maps_size *= 2;
69 buffer->maps[buffer->modified_areas].offset = offset;
70 buffer->maps[buffer->modified_areas].size = size;
71 ++buffer->modified_areas;
72 return;
74 invalidate_all:
75 buffer->modified_areas = 1;
76 buffer->maps[0].offset = 0;
77 buffer->maps[0].size = buffer->resource.size;
80 static inline void buffer_clear_dirty_areas(struct wined3d_buffer *This)
82 This->modified_areas = 0;
85 static BOOL buffer_is_dirty(const struct wined3d_buffer *buffer)
87 return !!buffer->modified_areas;
90 static BOOL buffer_is_fully_dirty(const struct wined3d_buffer *buffer)
92 return buffer->modified_areas == 1
93 && !buffer->maps->offset && buffer->maps->size == buffer->resource.size;
96 /* Context activation is done by the caller. */
97 static void buffer_bind(struct wined3d_buffer *buffer, struct wined3d_context *context)
99 const struct wined3d_gl_info *gl_info = context->gl_info;
101 if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER)
102 context_invalidate_state(context, STATE_INDEXBUFFER);
104 GL_EXTCALL(glBindBuffer(buffer->buffer_type_hint, buffer->buffer_object));
107 /* Context activation is done by the caller */
108 static void delete_gl_buffer(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info)
110 if(!This->buffer_object) return;
112 GL_EXTCALL(glDeleteBuffers(1, &This->buffer_object));
113 checkGLcall("glDeleteBuffers");
114 This->buffer_object = 0;
116 if(This->query)
118 wined3d_event_query_destroy(This->query);
119 This->query = NULL;
121 This->flags &= ~WINED3D_BUFFER_APPLESYNC;
124 /* Context activation is done by the caller. */
125 static void buffer_create_buffer_object(struct wined3d_buffer *This, struct wined3d_context *context)
127 GLenum gl_usage = GL_STATIC_DRAW_ARB;
128 GLenum error;
129 const struct wined3d_gl_info *gl_info = context->gl_info;
131 TRACE("Creating an OpenGL vertex buffer object for wined3d_buffer %p with usage %s.\n",
132 This, debug_d3dusage(This->resource.usage));
134 /* Make sure that the gl error is cleared. Do not use checkGLcall
135 * here because checkGLcall just prints a fixme and continues. However,
136 * if an error during VBO creation occurs we can fall back to non-vbo operation
137 * with full functionality(but performance loss)
139 while (gl_info->gl_ops.gl.p_glGetError() != GL_NO_ERROR);
141 /* Basically the FVF parameter passed to CreateVertexBuffer is no good.
142 * The vertex declaration from the device determines how the data in the
143 * buffer is interpreted. This means that on each draw call the buffer has
144 * to be verified to check if the rhw and color values are in the correct
145 * format. */
147 GL_EXTCALL(glGenBuffers(1, &This->buffer_object));
148 error = gl_info->gl_ops.gl.p_glGetError();
149 if (!This->buffer_object || error != GL_NO_ERROR)
151 ERR("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error);
152 goto fail;
155 buffer_bind(This, context);
156 error = gl_info->gl_ops.gl.p_glGetError();
157 if (error != GL_NO_ERROR)
159 ERR("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error);
160 goto fail;
163 if (This->resource.usage & WINED3DUSAGE_DYNAMIC)
165 TRACE("Buffer has WINED3DUSAGE_DYNAMIC set.\n");
166 gl_usage = GL_STREAM_DRAW_ARB;
168 if(gl_info->supported[APPLE_FLUSH_BUFFER_RANGE])
170 GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE));
171 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE)");
172 GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE));
173 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE)");
174 This->flags |= WINED3D_BUFFER_APPLESYNC;
176 /* No setup is needed here for GL_ARB_map_buffer_range */
179 /* Reserve memory for the buffer. The amount of data won't change
180 * so we are safe with calling glBufferData once and
181 * calling glBufferSubData on updates. Upload the actual data in case
182 * we're not double buffering, so we can release the heap mem afterwards
184 GL_EXTCALL(glBufferData(This->buffer_type_hint, This->resource.size, This->resource.heap_memory, gl_usage));
185 error = gl_info->gl_ops.gl.p_glGetError();
186 if (error != GL_NO_ERROR)
188 ERR("glBufferData failed with error %s (%#x)\n", debug_glerror(error), error);
189 goto fail;
192 This->buffer_object_usage = gl_usage;
194 if (This->flags & WINED3D_BUFFER_DOUBLEBUFFER)
195 buffer_invalidate_bo_range(This, 0, 0);
196 else
197 wined3d_resource_free_sysmem(&This->resource);
199 return;
201 fail:
202 /* Clean up all VBO init, but continue because we can work without a VBO :-) */
203 ERR("Failed to create a vertex buffer object. Continuing, but performance issues may occur\n");
204 This->flags &= ~WINED3D_BUFFER_USE_BO;
205 delete_gl_buffer(This, gl_info);
206 buffer_clear_dirty_areas(This);
209 static BOOL buffer_process_converted_attribute(struct wined3d_buffer *buffer,
210 const enum wined3d_buffer_conversion_type conversion_type,
211 const struct wined3d_stream_info_element *attrib, DWORD *stride_this_run)
213 const struct wined3d_format *format = attrib->format;
214 BOOL ret = FALSE;
215 unsigned int i;
216 DWORD_PTR data;
218 /* Check for some valid situations which cause us pain. One is if the buffer is used for
219 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
220 * with different strides. In the 2nd case we might have to drop conversion entirely,
221 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
223 if (!attrib->stride)
225 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else.\n",
226 debug_d3dformat(format->id));
228 else if (attrib->stride != *stride_this_run && *stride_this_run)
230 FIXME("Got two concurrent strides, %d and %d.\n", attrib->stride, *stride_this_run);
232 else
234 *stride_this_run = attrib->stride;
235 if (buffer->stride != *stride_this_run)
237 /* We rely that this happens only on the first converted attribute that is found,
238 * if at all. See above check
240 TRACE("Reconverting because converted attributes occur, and the stride changed.\n");
241 buffer->stride = *stride_this_run;
242 HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY, buffer->conversion_map);
243 buffer->conversion_map = wined3d_calloc(buffer->stride, sizeof(*buffer->conversion_map));
244 ret = TRUE;
248 data = ((DWORD_PTR)attrib->data.addr) % buffer->stride;
249 for (i = 0; i < format->attribute_size; ++i)
251 DWORD_PTR idx = (data + i) % buffer->stride;
252 if (buffer->conversion_map[idx] != conversion_type)
254 TRACE("Byte %lu in vertex changed:\n", idx);
255 TRACE(" It was type %#x, is %#x now.\n", buffer->conversion_map[idx], conversion_type);
256 ret = TRUE;
257 buffer->conversion_map[idx] = conversion_type;
261 return ret;
264 #define WINED3D_BUFFER_FIXUP_D3DCOLOR 0x01
265 #define WINED3D_BUFFER_FIXUP_XYZRHW 0x02
267 static BOOL buffer_check_attribute(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
268 const struct wined3d_state *state, UINT attrib_idx, DWORD fixup_flags, DWORD *stride_this_run)
270 const struct wined3d_stream_info_element *attrib = &si->elements[attrib_idx];
271 enum wined3d_format_id format;
272 BOOL ret = FALSE;
274 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
275 * there, on nonexistent attribs the vbo is 0.
277 if (!(si->use_map & (1u << attrib_idx))
278 || state->streams[attrib->stream_idx].buffer != This)
279 return FALSE;
281 format = attrib->format->id;
282 /* Look for newly appeared conversion */
283 if (fixup_flags & WINED3D_BUFFER_FIXUP_D3DCOLOR && format == WINED3DFMT_B8G8R8A8_UNORM)
285 ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run);
287 else if (fixup_flags & WINED3D_BUFFER_FIXUP_XYZRHW && si->position_transformed)
289 if (format != WINED3DFMT_R32G32B32A32_FLOAT)
291 FIXME("Unexpected format %s for transformed position.\n", debug_d3dformat(format));
292 return FALSE;
295 ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run);
297 else if (This->conversion_map)
299 ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run);
302 return ret;
305 static BOOL buffer_find_decl(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
306 const struct wined3d_state *state, DWORD fixup_flags)
308 UINT stride_this_run = 0;
309 BOOL ret = FALSE;
311 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
312 * Once we have our declaration there is no need to look it up again. Index buffers also never need
313 * conversion, so once the (empty) conversion structure is created don't bother checking again
315 if (This->flags & WINED3D_BUFFER_HASDESC)
317 if(This->resource.usage & WINED3DUSAGE_STATICDECL) return FALSE;
320 if (!fixup_flags)
322 TRACE("No fixup required.\n");
323 if(This->conversion_map)
325 HeapFree(GetProcessHeap(), 0, This->conversion_map);
326 This->conversion_map = NULL;
327 This->stride = 0;
328 return TRUE;
331 return FALSE;
334 TRACE("Finding vertex buffer conversion information\n");
335 /* Certain declaration types need some fixups before we can pass them to
336 * opengl. This means D3DCOLOR attributes with fixed function vertex
337 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
338 * GL_ARB_half_float_vertex is not supported.
340 * Note for d3d8 and d3d9:
341 * The vertex buffer FVF doesn't help with finding them, we have to use
342 * the decoded vertex declaration and pick the things that concern the
343 * current buffer. A problem with this is that this can change between
344 * draws, so we have to validate the information and reprocess the buffer
345 * if it changes, and avoid false positives for performance reasons.
346 * WineD3D doesn't even know the vertex buffer any more, it is managed
347 * by the client libraries and passed to SetStreamSource and ProcessVertices
348 * as needed.
350 * We have to distinguish between vertex shaders and fixed function to
351 * pick the way we access the strided vertex information.
353 * This code sets up a per-byte array with the size of the detected
354 * stride of the arrays in the buffer. For each byte we have a field
355 * that marks the conversion needed on this byte. For example, the
356 * following declaration with fixed function vertex processing:
358 * POSITIONT, FLOAT4
359 * NORMAL, FLOAT3
360 * DIFFUSE, FLOAT16_4
361 * SPECULAR, D3DCOLOR
363 * Will result in
364 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
365 * [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]
367 * Where in this example map P means 4 component position conversion, 0
368 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
369 * conversion (red / blue swizzle).
371 * If we're doing conversion and the stride changes we have to reconvert
372 * the whole buffer. Note that we do not mind if the semantic changes,
373 * we only care for the conversion type. So if the NORMAL is replaced
374 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
375 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
376 * conversion types depend on the semantic as well, for example a FLOAT4
377 * texcoord needs no conversion while a FLOAT4 positiont needs one
380 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_POSITION,
381 fixup_flags, &stride_this_run) || ret;
382 fixup_flags &= ~WINED3D_BUFFER_FIXUP_XYZRHW;
384 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_BLENDWEIGHT,
385 fixup_flags, &stride_this_run) || ret;
386 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_BLENDINDICES,
387 fixup_flags, &stride_this_run) || ret;
388 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_NORMAL,
389 fixup_flags, &stride_this_run) || ret;
390 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_DIFFUSE,
391 fixup_flags, &stride_this_run) || ret;
392 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_SPECULAR,
393 fixup_flags, &stride_this_run) || ret;
394 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD0,
395 fixup_flags, &stride_this_run) || ret;
396 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD1,
397 fixup_flags, &stride_this_run) || ret;
398 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD2,
399 fixup_flags, &stride_this_run) || ret;
400 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD3,
401 fixup_flags, &stride_this_run) || ret;
402 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD4,
403 fixup_flags, &stride_this_run) || ret;
404 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD5,
405 fixup_flags, &stride_this_run) || ret;
406 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD6,
407 fixup_flags, &stride_this_run) || ret;
408 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD7,
409 fixup_flags, &stride_this_run) || ret;
411 if (!stride_this_run && This->conversion_map)
413 /* Sanity test */
414 if (!ret) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
415 HeapFree(GetProcessHeap(), 0, This->conversion_map);
416 This->conversion_map = NULL;
417 This->stride = 0;
420 if (ret) TRACE("Conversion information changed\n");
422 return ret;
425 static inline unsigned int fixup_d3dcolor(DWORD *dst_color)
427 DWORD src_color = *dst_color;
429 /* Color conversion like in draw_primitive_immediate_mode(). Watch out for
430 * endianness. If we want this to work on big-endian machines as well we
431 * have to consider more things.
433 * 0xff000000: Alpha mask
434 * 0x00ff0000: Blue mask
435 * 0x0000ff00: Green mask
436 * 0x000000ff: Red mask
438 *dst_color = 0;
439 *dst_color |= (src_color & 0xff00ff00u); /* Alpha Green */
440 *dst_color |= (src_color & 0x00ff0000u) >> 16; /* Red */
441 *dst_color |= (src_color & 0x000000ffu) << 16; /* Blue */
443 return sizeof(*dst_color);
446 static inline unsigned int fixup_transformed_pos(float *p)
448 /* rhw conversion like in position_float4(). */
449 if (p[3] != 1.0f && p[3] != 0.0f)
451 float w = 1.0f / p[3];
452 p[0] *= w;
453 p[1] *= w;
454 p[2] *= w;
455 p[3] = w;
458 return 4 * sizeof(*p);
461 /* Context activation is done by the caller. */
462 void buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_context *context,
463 struct wined3d_bo_address *data)
465 data->buffer_object = buffer->buffer_object;
466 if (!buffer->buffer_object)
468 if ((buffer->flags & WINED3D_BUFFER_USE_BO) && !buffer->resource.map_count)
470 buffer_create_buffer_object(buffer, context);
471 if (buffer->buffer_object)
473 data->buffer_object = buffer->buffer_object;
474 data->addr = NULL;
475 return;
478 data->addr = buffer->resource.heap_memory;
480 else
482 data->addr = NULL;
486 ULONG CDECL wined3d_buffer_incref(struct wined3d_buffer *buffer)
488 ULONG refcount = InterlockedIncrement(&buffer->resource.ref);
490 TRACE("%p increasing refcount to %u.\n", buffer, refcount);
492 return refcount;
495 /* Context activation is done by the caller. */
496 BYTE *buffer_get_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context)
498 const struct wined3d_gl_info *gl_info = context->gl_info;
500 /* Heap_memory exists if the buffer is double buffered or has no buffer object at all. */
501 if (buffer->resource.heap_memory)
502 return buffer->resource.heap_memory;
504 if (!wined3d_resource_allocate_sysmem(&buffer->resource))
505 ERR("Failed to allocate system memory.\n");
507 buffer_bind(buffer, context);
508 GL_EXTCALL(glGetBufferSubData(buffer->buffer_type_hint, 0, buffer->resource.size, buffer->resource.heap_memory));
509 checkGLcall("buffer download");
510 buffer->flags |= WINED3D_BUFFER_DOUBLEBUFFER;
512 return buffer->resource.heap_memory;
515 static void buffer_unload(struct wined3d_resource *resource)
517 struct wined3d_buffer *buffer = buffer_from_resource(resource);
519 TRACE("buffer %p.\n", buffer);
521 if (buffer->buffer_object)
523 struct wined3d_device *device = resource->device;
524 struct wined3d_context *context;
526 context = context_acquire(device, NULL);
528 /* Download the buffer, but don't permanently enable double buffering */
529 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
531 buffer_get_sysmem(buffer, context);
532 buffer->flags &= ~WINED3D_BUFFER_DOUBLEBUFFER;
535 delete_gl_buffer(buffer, context->gl_info);
536 buffer_clear_dirty_areas(buffer);
538 context_release(context);
540 HeapFree(GetProcessHeap(), 0, buffer->conversion_map);
541 buffer->conversion_map = NULL;
542 buffer->stride = 0;
543 buffer->conversion_stride = 0;
544 buffer->flags &= ~WINED3D_BUFFER_HASDESC;
546 /* The stream source state handler might have read the memory of the
547 * vertex buffer already and got the memory in the vbo which is not
548 * valid any longer. Dirtify the stream source to force a reload. This
549 * happens only once per changed vertexbuffer and should occur rather
550 * rarely. */
551 if (resource->bind_count)
552 device_invalidate_state(device, STATE_STREAMSRC);
555 resource_unload(resource);
558 static void wined3d_buffer_drop_bo(struct wined3d_buffer *buffer)
560 buffer->flags &= ~WINED3D_BUFFER_USE_BO;
561 buffer_unload(&buffer->resource);
564 static void wined3d_buffer_destroy_object(void *object)
566 struct wined3d_buffer *buffer = object;
567 struct wined3d_context *context;
569 if (buffer->buffer_object)
571 context = context_acquire(buffer->resource.device, NULL);
572 delete_gl_buffer(buffer, context->gl_info);
573 context_release(context);
575 HeapFree(GetProcessHeap(), 0, buffer->conversion_map);
578 HeapFree(GetProcessHeap(), 0, buffer->maps);
579 HeapFree(GetProcessHeap(), 0, buffer);
582 ULONG CDECL wined3d_buffer_decref(struct wined3d_buffer *buffer)
584 ULONG refcount = InterlockedDecrement(&buffer->resource.ref);
586 TRACE("%p decreasing refcount to %u.\n", buffer, refcount);
588 if (!refcount)
590 buffer->resource.parent_ops->wined3d_object_destroyed(buffer->resource.parent);
591 resource_cleanup(&buffer->resource);
592 wined3d_cs_emit_destroy_object(buffer->resource.device->cs, wined3d_buffer_destroy_object, buffer);
595 return refcount;
598 void * CDECL wined3d_buffer_get_parent(const struct wined3d_buffer *buffer)
600 TRACE("buffer %p.\n", buffer);
602 return buffer->resource.parent;
605 /* The caller provides a context and binds the buffer */
606 static void buffer_sync_apple(struct wined3d_buffer *This, DWORD flags, const struct wined3d_gl_info *gl_info)
608 enum wined3d_event_query_result ret;
610 /* No fencing needs to be done if the app promises not to overwrite
611 * existing data. */
612 if (flags & WINED3D_MAP_NOOVERWRITE)
613 return;
615 if (flags & WINED3D_MAP_DISCARD)
617 GL_EXTCALL(glBufferData(This->buffer_type_hint, This->resource.size, NULL, This->buffer_object_usage));
618 checkGLcall("glBufferData");
619 return;
622 if(!This->query)
624 TRACE("Creating event query for buffer %p\n", This);
626 if (!wined3d_event_query_supported(gl_info))
628 FIXME("Event queries not supported, dropping async buffer locks.\n");
629 goto drop_query;
632 This->query = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*This->query));
633 if (!This->query)
635 ERR("Failed to allocate event query memory, dropping async buffer locks.\n");
636 goto drop_query;
639 /* Since we don't know about old draws a glFinish is needed once */
640 gl_info->gl_ops.gl.p_glFinish();
641 return;
643 TRACE("Synchronizing buffer %p\n", This);
644 ret = wined3d_event_query_finish(This->query, This->resource.device);
645 switch(ret)
647 case WINED3D_EVENT_QUERY_NOT_STARTED:
648 case WINED3D_EVENT_QUERY_OK:
649 /* All done */
650 return;
652 case WINED3D_EVENT_QUERY_WRONG_THREAD:
653 WARN("Cannot synchronize buffer lock due to a thread conflict\n");
654 goto drop_query;
656 default:
657 ERR("wined3d_event_query_finish returned %u, dropping async buffer locks\n", ret);
658 goto drop_query;
661 drop_query:
662 if(This->query)
664 wined3d_event_query_destroy(This->query);
665 This->query = NULL;
668 gl_info->gl_ops.gl.p_glFinish();
669 GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE));
670 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
671 This->flags &= ~WINED3D_BUFFER_APPLESYNC;
674 /* The caller provides a GL context */
675 static void buffer_direct_upload(struct wined3d_buffer *This, struct wined3d_context *context, DWORD flags)
677 const struct wined3d_gl_info *gl_info = context->gl_info;
678 unsigned int start, len;
679 BYTE *map;
681 buffer_bind(This, context);
682 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
684 GLbitfield mapflags;
685 mapflags = GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
686 if (flags & WINED3D_BUFFER_DISCARD)
687 mapflags |= GL_MAP_INVALIDATE_BUFFER_BIT;
688 else if (!(flags & WINED3D_BUFFER_SYNC))
689 mapflags |= GL_MAP_UNSYNCHRONIZED_BIT;
690 map = GL_EXTCALL(glMapBufferRange(This->buffer_type_hint, 0,
691 This->resource.size, mapflags));
692 checkGLcall("glMapBufferRange");
694 else
696 if (This->flags & WINED3D_BUFFER_APPLESYNC)
698 DWORD syncflags = 0;
699 if (flags & WINED3D_BUFFER_DISCARD)
700 syncflags |= WINED3D_MAP_DISCARD;
701 else if (!(flags & WINED3D_BUFFER_SYNC))
702 syncflags |= WINED3D_MAP_NOOVERWRITE;
703 buffer_sync_apple(This, syncflags, gl_info);
705 map = GL_EXTCALL(glMapBuffer(This->buffer_type_hint, GL_WRITE_ONLY));
706 checkGLcall("glMapBuffer");
708 if (!map)
710 ERR("Failed to map opengl buffer\n");
711 return;
714 while (This->modified_areas)
716 This->modified_areas--;
717 start = This->maps[This->modified_areas].offset;
718 len = This->maps[This->modified_areas].size;
720 memcpy(map + start, (BYTE *)This->resource.heap_memory + start, len);
722 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
724 GL_EXTCALL(glFlushMappedBufferRange(This->buffer_type_hint, start, len));
725 checkGLcall("glFlushMappedBufferRange");
727 else if (This->flags & WINED3D_BUFFER_APPLESYNC)
729 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This->buffer_type_hint, start, len));
730 checkGLcall("glFlushMappedBufferRangeAPPLE");
733 GL_EXTCALL(glUnmapBuffer(This->buffer_type_hint));
734 checkGLcall("glUnmapBuffer");
737 void buffer_mark_used(struct wined3d_buffer *buffer)
739 buffer->flags &= ~(WINED3D_BUFFER_SYNC | WINED3D_BUFFER_DISCARD);
742 /* Context activation is done by the caller. */
743 void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *context,
744 const struct wined3d_state *state)
746 DWORD flags = buffer->flags & (WINED3D_BUFFER_SYNC | WINED3D_BUFFER_DISCARD);
747 const struct wined3d_gl_info *gl_info = context->gl_info;
748 unsigned int i, j, start, end, len, vertex_count;
749 BOOL decl_changed = FALSE;
750 BYTE *data;
752 TRACE("buffer %p.\n", buffer);
754 if (buffer->resource.map_count)
756 WARN("Buffer is mapped, skipping preload.\n");
757 return;
760 buffer_mark_used(buffer);
762 if (!buffer->buffer_object)
764 /* TODO: Make converting independent from VBOs */
765 if (buffer->flags & WINED3D_BUFFER_USE_BO)
767 buffer_create_buffer_object(buffer, context);
769 else
771 /* Not doing any conversion */
772 return;
776 /* Reading the declaration makes only sense if we have valid state information
777 * (i.e., if this function is called during draws). */
778 if (state)
780 DWORD fixup_flags = 0;
782 if (!use_vs(state))
784 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && !context->d3d_info->ffp_generic_attributes)
785 fixup_flags |= WINED3D_BUFFER_FIXUP_D3DCOLOR;
786 if (!context->d3d_info->xyzrhw)
787 fixup_flags |= WINED3D_BUFFER_FIXUP_XYZRHW;
790 decl_changed = buffer_find_decl(buffer, &context->stream_info, state, fixup_flags);
791 buffer->flags |= WINED3D_BUFFER_HASDESC;
794 if (!decl_changed && !(buffer->flags & WINED3D_BUFFER_HASDESC && buffer_is_dirty(buffer)))
796 ++buffer->draw_count;
797 if (buffer->draw_count > VB_RESETDECLCHANGE)
798 buffer->decl_change_count = 0;
799 if (buffer->draw_count > VB_RESETFULLCONVS)
800 buffer->full_conversion_count = 0;
801 return;
804 /* If applications change the declaration over and over, reconverting all the time is a huge
805 * performance hit. So count the declaration changes and release the VBO if there are too many
806 * of them (and thus stop converting)
808 if (decl_changed)
810 ++buffer->decl_change_count;
811 buffer->draw_count = 0;
813 if (buffer->decl_change_count > VB_MAXDECLCHANGES
814 || (buffer->conversion_map && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)))
816 FIXME("Too many declaration changes or converting dynamic buffer, stopping converting.\n");
817 wined3d_buffer_drop_bo(buffer);
818 return;
821 /* The declaration changed, reload the whole buffer. */
822 WARN("Reloading buffer because of a vertex declaration change.\n");
823 buffer_invalidate_bo_range(buffer, 0, 0);
825 /* Avoid unfenced updates, we might overwrite more areas of the buffer than the application
826 * cleared for unsynchronized updates
828 flags = 0;
830 else
832 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
833 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
834 * decl changes and reset the decl change count after a specific number of them
836 if (buffer->conversion_map && buffer_is_fully_dirty(buffer))
838 ++buffer->full_conversion_count;
839 if (buffer->full_conversion_count > VB_MAXFULLCONVERSIONS)
841 FIXME("Too many full buffer conversions, stopping converting.\n");
842 wined3d_buffer_drop_bo(buffer);
843 return;
846 else
848 ++buffer->draw_count;
849 if (buffer->draw_count > VB_RESETDECLCHANGE)
850 buffer->decl_change_count = 0;
851 if (buffer->draw_count > VB_RESETFULLCONVS)
852 buffer->full_conversion_count = 0;
856 if (!buffer->conversion_map)
858 /* That means that there is nothing to fixup. Just upload from
859 * buffer->resource.heap_memory directly into the vbo. Do not
860 * free the system memory copy because drawPrimitive may need it if
861 * the stride is 0, for instancing emulation, vertex blending
862 * emulation or shader emulation. */
863 TRACE("No conversion needed.\n");
865 /* Nothing to do because we locked directly into the vbo */
866 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
867 return;
869 buffer_direct_upload(buffer, context, flags);
870 return;
873 /* This would potentially invalidate the element array buffer binding. */
874 if (buffer->buffer_type_hint != GL_ARRAY_BUFFER)
875 ERR("Converting data in non-vertex buffer.\n");
877 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
878 buffer_get_sysmem(buffer, context);
880 /* Now for each vertex in the buffer that needs conversion */
881 vertex_count = buffer->resource.size / buffer->stride;
883 if (!(data = HeapAlloc(GetProcessHeap(), 0, buffer->resource.size)))
885 ERR("Out of memory.\n");
886 return;
889 while (buffer->modified_areas)
891 buffer->modified_areas--;
892 start = buffer->maps[buffer->modified_areas].offset;
893 len = buffer->maps[buffer->modified_areas].size;
894 end = start + len;
896 memcpy(data + start, (BYTE *)buffer->resource.heap_memory + start, end - start);
897 for (i = start / buffer->stride; i < min((end / buffer->stride) + 1, vertex_count); ++i)
899 for (j = 0; j < buffer->stride;)
901 switch (buffer->conversion_map[j])
903 case CONV_NONE:
904 /* Done already */
905 j += sizeof(DWORD);
906 break;
907 case CONV_D3DCOLOR:
908 j += fixup_d3dcolor((DWORD *) (data + i * buffer->stride + j));
909 break;
910 case CONV_POSITIONT:
911 j += fixup_transformed_pos((float *) (data + i * buffer->stride + j));
912 break;
913 default:
914 FIXME("Unimplemented conversion %d in shifted conversion.\n", buffer->conversion_map[j]);
915 ++j;
920 GL_EXTCALL(glBindBuffer(buffer->buffer_type_hint, buffer->buffer_object));
921 checkGLcall("glBindBuffer");
922 GL_EXTCALL(glBufferSubData(buffer->buffer_type_hint, start, len, data + start));
923 checkGLcall("glBufferSubData");
926 HeapFree(GetProcessHeap(), 0, data);
929 struct wined3d_resource * CDECL wined3d_buffer_get_resource(struct wined3d_buffer *buffer)
931 TRACE("buffer %p.\n", buffer);
933 return &buffer->resource;
936 static HRESULT wined3d_buffer_map(struct wined3d_buffer *buffer, UINT offset, UINT size, BYTE **data, DWORD flags)
938 LONG count;
939 BYTE *base;
941 TRACE("buffer %p, offset %u, size %u, data %p, flags %#x.\n", buffer, offset, size, data, flags);
943 /* Filter redundant WINED3D_MAP_DISCARD maps. The 3DMark2001 multitexture
944 * fill rate test seems to depend on this. When we map a buffer with
945 * GL_MAP_INVALIDATE_BUFFER_BIT, the driver is free to discard the
946 * previous contents of the buffer. The r600g driver only does this when
947 * the buffer is currently in use, while the proprietary NVIDIA driver
948 * appears to do this unconditionally. */
949 if (buffer->flags & WINED3D_BUFFER_DISCARD)
950 flags &= ~WINED3D_MAP_DISCARD;
951 count = ++buffer->resource.map_count;
953 if (buffer->buffer_object)
955 /* DISCARD invalidates the entire buffer, regardless of the specified
956 * offset and size. Some applications also depend on the entire buffer
957 * being uploaded in that case. Two such applications are Port Royale
958 * and Darkstar One. */
959 if (flags & WINED3D_MAP_DISCARD)
960 buffer_invalidate_bo_range(buffer, 0, 0);
961 else if (!(flags & WINED3D_MAP_READONLY))
962 buffer_invalidate_bo_range(buffer, offset, size);
964 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
966 if (count == 1)
968 struct wined3d_device *device = buffer->resource.device;
969 struct wined3d_context *context;
970 const struct wined3d_gl_info *gl_info;
972 context = context_acquire(device, NULL);
973 gl_info = context->gl_info;
975 buffer_bind(buffer, context);
977 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
979 GLbitfield mapflags = wined3d_resource_gl_map_flags(flags);
980 buffer->map_ptr = GL_EXTCALL(glMapBufferRange(buffer->buffer_type_hint,
981 0, buffer->resource.size, mapflags));
982 checkGLcall("glMapBufferRange");
984 else
986 if (buffer->flags & WINED3D_BUFFER_APPLESYNC)
987 buffer_sync_apple(buffer, flags, gl_info);
988 buffer->map_ptr = GL_EXTCALL(glMapBuffer(buffer->buffer_type_hint,
989 GL_READ_WRITE));
990 checkGLcall("glMapBuffer");
993 if (((DWORD_PTR)buffer->map_ptr) & (RESOURCE_ALIGNMENT - 1))
995 WARN("Pointer %p is not %u byte aligned.\n", buffer->map_ptr, RESOURCE_ALIGNMENT);
997 GL_EXTCALL(glUnmapBuffer(buffer->buffer_type_hint));
998 checkGLcall("glUnmapBuffer");
999 buffer->map_ptr = NULL;
1001 if (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)
1003 /* The extra copy is more expensive than not using VBOs at
1004 * all on the Nvidia Linux driver, which is the only driver
1005 * that returns unaligned pointers.
1007 TRACE("Dynamic buffer, dropping VBO.\n");
1008 wined3d_buffer_drop_bo(buffer);
1010 else
1012 TRACE("Falling back to doublebuffered operation.\n");
1013 buffer_get_sysmem(buffer, context);
1015 TRACE("New pointer is %p.\n", buffer->resource.heap_memory);
1016 buffer->map_ptr = NULL;
1018 context_release(context);
1022 if (flags & WINED3D_MAP_DISCARD)
1023 buffer->flags |= WINED3D_BUFFER_DISCARD;
1024 else if (!(flags & WINED3D_MAP_NOOVERWRITE))
1025 buffer->flags |= WINED3D_BUFFER_SYNC;
1028 base = buffer->map_ptr ? buffer->map_ptr : buffer->resource.heap_memory;
1029 *data = base + offset;
1031 TRACE("Returning memory at %p (base %p, offset %u).\n", *data, base, offset);
1032 /* TODO: check Flags compatibility with buffer->currentDesc.Usage (see MSDN) */
1034 return WINED3D_OK;
1037 static void wined3d_buffer_unmap(struct wined3d_buffer *buffer)
1039 ULONG i;
1041 TRACE("buffer %p.\n", buffer);
1043 /* In the case that the number of Unmap calls > the
1044 * number of Map calls, d3d returns always D3D_OK.
1045 * This is also needed to prevent Map from returning garbage on
1046 * the next call (this will happen if the lock_count is < 0). */
1047 if (!buffer->resource.map_count)
1049 WARN("Unmap called without a previous map call.\n");
1050 return;
1053 if (--buffer->resource.map_count)
1055 /* Delay loading the buffer until everything is unlocked */
1056 TRACE("Ignoring unmap.\n");
1057 return;
1060 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER) && buffer->buffer_object)
1062 struct wined3d_device *device = buffer->resource.device;
1063 const struct wined3d_gl_info *gl_info;
1064 struct wined3d_context *context;
1066 context = context_acquire(device, NULL);
1067 gl_info = context->gl_info;
1069 buffer_bind(buffer, context);
1071 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
1073 for (i = 0; i < buffer->modified_areas; ++i)
1075 GL_EXTCALL(glFlushMappedBufferRange(buffer->buffer_type_hint,
1076 buffer->maps[i].offset, buffer->maps[i].size));
1077 checkGLcall("glFlushMappedBufferRange");
1080 else if (buffer->flags & WINED3D_BUFFER_APPLESYNC)
1082 for (i = 0; i < buffer->modified_areas; ++i)
1084 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(buffer->buffer_type_hint,
1085 buffer->maps[i].offset, buffer->maps[i].size));
1086 checkGLcall("glFlushMappedBufferRangeAPPLE");
1090 GL_EXTCALL(glUnmapBuffer(buffer->buffer_type_hint));
1091 if (wined3d_settings.strict_draw_ordering)
1092 gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
1093 context_release(context);
1095 buffer_clear_dirty_areas(buffer);
1096 buffer->map_ptr = NULL;
1098 else if (buffer->flags & WINED3D_BUFFER_HASDESC)
1100 wined3d_resource_preload(&buffer->resource);
1104 HRESULT wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset,
1105 struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size)
1107 BYTE *dst_buffer_mem, *src_buffer_mem, *dst_ptr, *src_ptr;
1108 struct wined3d_bo_address dst_bo_address, src_bo_address;
1109 const struct wined3d_gl_info *gl_info;
1110 struct wined3d_context *context;
1111 struct wined3d_device *device;
1112 HRESULT hr;
1114 device = dst_buffer->resource.device;
1116 context = context_acquire(device, NULL);
1117 gl_info = context->gl_info;
1119 buffer_get_memory(dst_buffer, context, &dst_bo_address);
1120 buffer_get_memory(src_buffer, context, &src_bo_address);
1122 dst_buffer_mem = dst_buffer->resource.heap_memory;
1123 src_buffer_mem = src_buffer->resource.heap_memory;
1125 if (!dst_buffer_mem && !src_buffer_mem)
1127 if (gl_info->supported[ARB_COPY_BUFFER])
1129 GL_EXTCALL(glBindBuffer(GL_COPY_READ_BUFFER, src_bo_address.buffer_object));
1130 GL_EXTCALL(glBindBuffer(GL_COPY_WRITE_BUFFER, dst_bo_address.buffer_object));
1131 GL_EXTCALL(glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, src_offset, dst_offset, size));
1132 checkGLcall("direct buffer copy");
1134 else
1136 if (FAILED(hr = wined3d_buffer_map(dst_buffer, dst_offset, size, &dst_ptr, 0)))
1138 WARN("Failed to map dst_buffer, hr %#x.\n", hr);
1139 context_release(context);
1140 return WINED3DERR_INVALIDCALL;
1142 if (FAILED(hr = wined3d_buffer_map(src_buffer, src_offset, size, &src_ptr, WINED3D_MAP_READONLY)))
1144 WARN("Failed to map src_buffer, hr %#x.\n", hr);
1145 wined3d_buffer_unmap(dst_buffer);
1146 context_release(context);
1147 return WINED3DERR_INVALIDCALL;
1150 memcpy(dst_ptr, src_ptr, size);
1152 wined3d_buffer_unmap(src_buffer);
1153 wined3d_buffer_unmap(dst_buffer);
1156 else if (dst_buffer_mem && !src_buffer_mem)
1158 buffer_bind(src_buffer, context);
1159 GL_EXTCALL(glGetBufferSubData(src_buffer->buffer_type_hint, src_offset, size, dst_buffer_mem + dst_offset));
1160 checkGLcall("buffer download");
1162 else if (!dst_buffer_mem && src_buffer_mem)
1164 buffer_bind(dst_buffer, context);
1165 GL_EXTCALL(glBufferSubData(dst_buffer->buffer_type_hint, dst_offset, size, src_buffer_mem + src_offset));
1166 checkGLcall("buffer upload");
1168 else
1170 memcpy(dst_buffer_mem + dst_offset, src_buffer_mem + src_offset, size);
1173 if (dst_buffer_mem)
1174 buffer_invalidate_bo_range(dst_buffer, dst_offset, size);
1176 context_release(context);
1177 return WINED3D_OK;
1180 HRESULT wined3d_buffer_upload_data(struct wined3d_buffer *buffer,
1181 const struct wined3d_box *box, const void *data)
1183 UINT offset, size;
1184 HRESULT hr;
1185 BYTE *ptr;
1187 if (box)
1189 offset = box->left;
1190 size = box->right - box->left;
1192 else
1194 offset = 0;
1195 size = buffer->resource.size;
1198 if (FAILED(hr = wined3d_buffer_map(buffer, offset, size, &ptr, 0)))
1199 return hr;
1201 memcpy(ptr, data, size);
1203 wined3d_buffer_unmap(buffer);
1204 return WINED3D_OK;
1207 static ULONG buffer_resource_incref(struct wined3d_resource *resource)
1209 return wined3d_buffer_incref(buffer_from_resource(resource));
1212 static ULONG buffer_resource_decref(struct wined3d_resource *resource)
1214 return wined3d_buffer_decref(buffer_from_resource(resource));
1217 static void buffer_resource_preload(struct wined3d_resource *resource)
1219 struct wined3d_context *context;
1221 context = context_acquire(resource->device, NULL);
1222 wined3d_buffer_load(buffer_from_resource(resource), context, NULL);
1223 context_release(context);
1226 static HRESULT buffer_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx,
1227 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags)
1229 struct wined3d_buffer *buffer = buffer_from_resource(resource);
1230 UINT offset, size;
1232 if (sub_resource_idx)
1234 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
1235 return E_INVALIDARG;
1238 if (box)
1240 offset = box->left;
1241 size = box->right - box->left;
1243 else
1245 offset = size = 0;
1248 map_desc->row_pitch = map_desc->slice_pitch = buffer->desc.byte_width;
1249 return wined3d_buffer_map(buffer, offset, size, (BYTE **)&map_desc->data, flags);
1252 static HRESULT buffer_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
1254 if (sub_resource_idx)
1256 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
1257 return E_INVALIDARG;
1260 wined3d_buffer_unmap(buffer_from_resource(resource));
1261 return WINED3D_OK;
1264 static const struct wined3d_resource_ops buffer_resource_ops =
1266 buffer_resource_incref,
1267 buffer_resource_decref,
1268 buffer_resource_preload,
1269 buffer_unload,
1270 buffer_resource_sub_resource_map,
1271 buffer_resource_sub_resource_unmap,
1274 static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device *device,
1275 UINT size, DWORD usage, enum wined3d_format_id format_id, enum wined3d_pool pool, GLenum bind_hint,
1276 const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops)
1278 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1279 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
1280 HRESULT hr;
1281 BOOL dynamic_buffer_ok;
1283 if (!size)
1285 WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL.\n");
1286 return WINED3DERR_INVALIDCALL;
1289 if (data && !data->data)
1291 WARN("Invalid sub-resource data specified.\n");
1292 return E_INVALIDARG;
1295 hr = resource_init(&buffer->resource, device, WINED3D_RTYPE_BUFFER, format,
1296 WINED3D_MULTISAMPLE_NONE, 0, usage, pool, size, 1, 1, size, parent, parent_ops, &buffer_resource_ops);
1297 if (FAILED(hr))
1299 WARN("Failed to initialize resource, hr %#x.\n", hr);
1300 return hr;
1302 buffer->buffer_type_hint = bind_hint;
1304 TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer->resource.size, buffer->resource.usage,
1305 debug_d3dformat(buffer->resource.format->id), buffer->resource.heap_memory, buffer);
1307 if (device->create_parms.flags & WINED3DCREATE_SOFTWARE_VERTEXPROCESSING || pool == WINED3D_POOL_MANAGED)
1309 /* SWvp and managed buffers always return the same pointer in buffer
1310 * maps and retain data in DISCARD maps. Keep a system memory copy of
1311 * the buffer to provide the same behavior to the application. */
1312 TRACE("Using doublebuffer mode.\n");
1313 buffer->flags |= WINED3D_BUFFER_DOUBLEBUFFER;
1316 /* Observations show that draw_primitive_immediate_mode() is faster on
1317 * dynamic vertex buffers than converting + draw_primitive_arrays().
1318 * (Half-Life 2 and others.) */
1319 dynamic_buffer_ok = gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] || gl_info->supported[ARB_MAP_BUFFER_RANGE];
1321 if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
1323 TRACE("Not creating a BO because GL_ARB_vertex_buffer is not supported.\n");
1325 else if (buffer->resource.pool == WINED3D_POOL_SYSTEM_MEM)
1327 TRACE("Not creating a BO because the buffer is in system memory.\n");
1329 else if (!dynamic_buffer_ok && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
1331 TRACE("Not creating a BO because the buffer has dynamic usage and no GL support.\n");
1333 else
1335 buffer->flags |= WINED3D_BUFFER_USE_BO;
1338 if (!(buffer->maps = HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer->maps))))
1340 ERR("Out of memory.\n");
1341 buffer_unload(&buffer->resource);
1342 resource_cleanup(&buffer->resource);
1343 wined3d_resource_wait_idle(&buffer->resource);
1344 return E_OUTOFMEMORY;
1346 buffer->maps_size = 1;
1348 if (data)
1349 wined3d_device_update_sub_resource(device, &buffer->resource,
1350 0, NULL, data->data, data->row_pitch, data->slice_pitch);
1352 return WINED3D_OK;
1355 HRESULT CDECL wined3d_buffer_create(struct wined3d_device *device, const struct wined3d_buffer_desc *desc,
1356 const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops,
1357 struct wined3d_buffer **buffer)
1359 struct wined3d_buffer *object;
1360 HRESULT hr;
1362 TRACE("device %p, desc %p, data %p, parent %p, parent_ops %p, buffer %p.\n",
1363 device, desc, data, parent, parent_ops, buffer);
1365 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1366 if (!object)
1367 return E_OUTOFMEMORY;
1369 FIXME("Ignoring access flags (pool).\n");
1371 hr = buffer_init(object, device, desc->byte_width, desc->usage, WINED3DFMT_UNKNOWN,
1372 WINED3D_POOL_MANAGED, GL_ARRAY_BUFFER_ARB, data, parent, parent_ops);
1373 if (FAILED(hr))
1375 WARN("Failed to initialize buffer, hr %#x.\n", hr);
1376 HeapFree(GetProcessHeap(), 0, object);
1377 return hr;
1379 object->desc = *desc;
1381 TRACE("Created buffer %p.\n", object);
1383 *buffer = object;
1385 return WINED3D_OK;
1388 HRESULT CDECL wined3d_buffer_create_vb(struct wined3d_device *device, UINT size, DWORD usage, enum wined3d_pool pool,
1389 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer)
1391 struct wined3d_buffer *object;
1392 HRESULT hr;
1394 TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
1395 device, size, usage, pool, parent, parent_ops, buffer);
1397 if (pool == WINED3D_POOL_SCRATCH)
1399 /* The d3d9 tests shows that this is not allowed. It doesn't make much
1400 * sense anyway, SCRATCH buffers wouldn't be usable anywhere. */
1401 WARN("Vertex buffer in WINED3D_POOL_SCRATCH requested, returning WINED3DERR_INVALIDCALL.\n");
1402 *buffer = NULL;
1403 return WINED3DERR_INVALIDCALL;
1406 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1407 if (!object)
1409 *buffer = NULL;
1410 return WINED3DERR_OUTOFVIDEOMEMORY;
1413 hr = buffer_init(object, device, size, usage, WINED3DFMT_VERTEXDATA,
1414 pool, GL_ARRAY_BUFFER_ARB, NULL, parent, parent_ops);
1415 if (FAILED(hr))
1417 WARN("Failed to initialize buffer, hr %#x.\n", hr);
1418 HeapFree(GetProcessHeap(), 0, object);
1419 return hr;
1422 TRACE("Created buffer %p.\n", object);
1423 *buffer = object;
1425 return WINED3D_OK;
1428 HRESULT CDECL wined3d_buffer_create_ib(struct wined3d_device *device, UINT size, DWORD usage, enum wined3d_pool pool,
1429 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer)
1431 struct wined3d_buffer *object;
1432 HRESULT hr;
1434 TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
1435 device, size, usage, pool, parent, parent_ops, buffer);
1437 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1438 if (!object)
1440 *buffer = NULL;
1441 return WINED3DERR_OUTOFVIDEOMEMORY;
1444 hr = buffer_init(object, device, size, usage | WINED3DUSAGE_STATICDECL,
1445 WINED3DFMT_UNKNOWN, pool, GL_ELEMENT_ARRAY_BUFFER_ARB, NULL,
1446 parent, parent_ops);
1447 if (FAILED(hr))
1449 WARN("Failed to initialize buffer, hr %#x\n", hr);
1450 HeapFree(GetProcessHeap(), 0, object);
1451 return hr;
1454 TRACE("Created buffer %p.\n", object);
1455 *buffer = object;
1457 return WINED3D_OK;