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 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_CREATEBO 0x02 /* Create 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_FLUSH 0x08 /* Manual unmap flushing. */
36 #define WINED3D_BUFFER_DISCARD 0x10 /* A DISCARD lock has occurred since the last preload. */
37 #define WINED3D_BUFFER_NOSYNC 0x20 /* All locks since the last preload had NOOVERWRITE set. */
38 #define WINED3D_BUFFER_APPLESYNC 0x40 /* Using sync as in GL_APPLE_flush_buffer_range. */
40 #define VB_MAXDECLCHANGES 100 /* After that number of decl changes we stop converting */
41 #define VB_RESETDECLCHANGE 1000 /* Reset the decl changecount after that number of draws */
42 #define VB_MAXFULLCONVERSIONS 5 /* Number of full conversions before we stop converting */
43 #define VB_RESETFULLCONVS 20 /* Reset full conversion counts after that number of draws */
45 static void buffer_invalidate_bo_range(struct wined3d_buffer
*buffer
, UINT offset
, UINT size
)
50 if (offset
> buffer
->resource
.size
|| offset
+ size
> buffer
->resource
.size
)
52 WARN("Invalid range specified, invalidating entire buffer.\n");
56 if (buffer
->modified_areas
>= buffer
->maps_size
)
58 struct wined3d_map_range
*new;
60 if (!(new = HeapReAlloc(GetProcessHeap(), 0, buffer
->maps
, 2 * buffer
->maps_size
* sizeof(*buffer
->maps
))))
62 ERR("Failed to allocate maps array, invalidating entire buffer.\n");
67 buffer
->maps_size
*= 2;
70 buffer
->maps
[buffer
->modified_areas
].offset
= offset
;
71 buffer
->maps
[buffer
->modified_areas
].size
= size
;
72 ++buffer
->modified_areas
;
76 buffer
->modified_areas
= 1;
77 buffer
->maps
[0].offset
= 0;
78 buffer
->maps
[0].size
= buffer
->resource
.size
;
81 static inline void buffer_clear_dirty_areas(struct wined3d_buffer
*This
)
83 This
->modified_areas
= 0;
86 static BOOL
buffer_is_dirty(const struct wined3d_buffer
*buffer
)
88 return !!buffer
->modified_areas
;
91 static BOOL
buffer_is_fully_dirty(const struct wined3d_buffer
*buffer
)
95 for (i
= 0; i
< buffer
->modified_areas
; ++i
)
97 if (!buffer
->maps
[i
].offset
&& buffer
->maps
[i
].size
== buffer
->resource
.size
)
103 /* Context activation is done by the caller */
104 static void delete_gl_buffer(struct wined3d_buffer
*This
, const struct wined3d_gl_info
*gl_info
)
106 if(!This
->buffer_object
) return;
108 GL_EXTCALL(glDeleteBuffersARB(1, &This
->buffer_object
));
109 checkGLcall("glDeleteBuffersARB");
110 This
->buffer_object
= 0;
114 wined3d_event_query_destroy(This
->query
);
117 This
->flags
&= ~WINED3D_BUFFER_APPLESYNC
;
120 /* Context activation is done by the caller. */
121 static void buffer_create_buffer_object(struct wined3d_buffer
*This
, struct wined3d_context
*context
)
123 GLenum gl_usage
= GL_STATIC_DRAW_ARB
;
125 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
127 TRACE("Creating an OpenGL vertex buffer object for wined3d_buffer %p with usage %s.\n",
128 This
, debug_d3dusage(This
->resource
.usage
));
130 /* Make sure that the gl error is cleared. Do not use checkGLcall
131 * here because checkGLcall just prints a fixme and continues. However,
132 * if an error during VBO creation occurs we can fall back to non-vbo operation
133 * with full functionality(but performance loss)
135 while (gl_info
->gl_ops
.gl
.p_glGetError() != GL_NO_ERROR
);
137 /* Basically the FVF parameter passed to CreateVertexBuffer is no good.
138 * The vertex declaration from the device determines how the data in the
139 * buffer is interpreted. This means that on each draw call the buffer has
140 * to be verified to check if the rhw and color values are in the correct
143 GL_EXTCALL(glGenBuffersARB(1, &This
->buffer_object
));
144 error
= gl_info
->gl_ops
.gl
.p_glGetError();
145 if (!This
->buffer_object
|| error
!= GL_NO_ERROR
)
147 ERR("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error
), error
);
151 if (This
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
152 context_invalidate_state(context
, STATE_INDEXBUFFER
);
153 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
154 error
= gl_info
->gl_ops
.gl
.p_glGetError();
155 if (error
!= GL_NO_ERROR
)
157 ERR("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error
), error
);
161 if (This
->resource
.usage
& WINED3DUSAGE_DYNAMIC
)
163 TRACE("Buffer has WINED3DUSAGE_DYNAMIC set.\n");
164 gl_usage
= GL_STREAM_DRAW_ARB
;
166 if(gl_info
->supported
[APPLE_FLUSH_BUFFER_RANGE
])
168 GL_EXTCALL(glBufferParameteriAPPLE(This
->buffer_type_hint
, GL_BUFFER_FLUSHING_UNMAP_APPLE
, GL_FALSE
));
169 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE)");
170 This
->flags
|= WINED3D_BUFFER_FLUSH
;
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(glBufferDataARB(This
->buffer_type_hint
, This
->resource
.size
, This
->resource
.allocatedMemory
, gl_usage
));
185 error
= gl_info
->gl_ops
.gl
.p_glGetError();
186 if (error
!= GL_NO_ERROR
)
188 ERR("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error
), error
);
192 This
->buffer_object_size
= This
->resource
.size
;
193 This
->buffer_object_usage
= gl_usage
;
195 if (This
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
)
197 buffer_invalidate_bo_range(This
, 0, 0);
201 wined3d_resource_free_sysmem(&This
->resource
);
202 This
->resource
.allocatedMemory
= NULL
;
208 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
209 ERR("Failed to create a vertex buffer object. Continuing, but performance issues may occur\n");
210 delete_gl_buffer(This
, gl_info
);
211 buffer_clear_dirty_areas(This
);
214 static BOOL
buffer_process_converted_attribute(struct wined3d_buffer
*This
,
215 const enum wined3d_buffer_conversion_type conversion_type
,
216 const struct wined3d_stream_info_element
*attrib
, DWORD
*stride_this_run
)
223 /* Check for some valid situations which cause us pain. One is if the buffer is used for
224 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
225 * with different strides. In the 2nd case we might have to drop conversion entirely,
226 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
230 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n",
231 debug_d3dformat(attrib
->format
->id
));
233 else if(attrib
->stride
!= *stride_this_run
&& *stride_this_run
)
235 FIXME("Got two concurrent strides, %d and %d\n", attrib
->stride
, *stride_this_run
);
239 *stride_this_run
= attrib
->stride
;
240 if (This
->stride
!= *stride_this_run
)
242 /* We rely that this happens only on the first converted attribute that is found,
243 * if at all. See above check
245 TRACE("Reconverting because converted attributes occur, and the stride changed\n");
246 This
->stride
= *stride_this_run
;
247 HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY
, This
->conversion_map
);
248 This
->conversion_map
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
249 sizeof(*This
->conversion_map
) * This
->stride
);
254 data
= ((DWORD_PTR
)attrib
->data
.addr
) % This
->stride
;
255 attrib_size
= attrib
->format
->component_count
* attrib
->format
->component_size
;
256 for (i
= 0; i
< attrib_size
; ++i
)
258 DWORD_PTR idx
= (data
+ i
) % This
->stride
;
259 if (This
->conversion_map
[idx
] != conversion_type
)
261 TRACE("Byte %ld in vertex changed\n", idx
);
262 TRACE("It was type %d, is %d now\n", This
->conversion_map
[idx
], conversion_type
);
264 This
->conversion_map
[idx
] = conversion_type
;
271 #define WINED3D_BUFFER_FIXUP_D3DCOLOR 0x01
272 #define WINED3D_BUFFER_FIXUP_XYZRHW 0x02
274 static BOOL
buffer_check_attribute(struct wined3d_buffer
*This
, const struct wined3d_stream_info
*si
,
275 UINT attrib_idx
, DWORD fixup_flags
, DWORD
*stride_this_run
)
277 const struct wined3d_stream_info_element
*attrib
= &si
->elements
[attrib_idx
];
278 enum wined3d_format_id format
;
281 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
282 * there, on nonexistent attribs the vbo is 0.
284 if (!(si
->use_map
& (1 << attrib_idx
))
285 || attrib
->data
.buffer_object
!= This
->buffer_object
)
288 format
= attrib
->format
->id
;
289 /* Look for newly appeared conversion */
290 if (fixup_flags
& WINED3D_BUFFER_FIXUP_D3DCOLOR
&& format
== WINED3DFMT_B8G8R8A8_UNORM
)
292 ret
= buffer_process_converted_attribute(This
, CONV_D3DCOLOR
, attrib
, stride_this_run
);
294 else if (fixup_flags
& WINED3D_BUFFER_FIXUP_XYZRHW
&& si
->position_transformed
)
296 if (format
!= WINED3DFMT_R32G32B32A32_FLOAT
)
298 FIXME("Unexpected format %s for transformed position.\n", debug_d3dformat(format
));
302 ret
= buffer_process_converted_attribute(This
, CONV_POSITIONT
, attrib
, stride_this_run
);
304 else if (This
->conversion_map
)
306 ret
= buffer_process_converted_attribute(This
, CONV_NONE
, attrib
, stride_this_run
);
312 static BOOL
buffer_find_decl(struct wined3d_buffer
*This
, const struct wined3d_stream_info
*si
,
315 UINT stride_this_run
= 0;
318 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
319 * Once we have our declaration there is no need to look it up again. Index buffers also never need
320 * conversion, so once the (empty) conversion structure is created don't bother checking again
322 if (This
->flags
& WINED3D_BUFFER_HASDESC
)
324 if(This
->resource
.usage
& WINED3DUSAGE_STATICDECL
) return FALSE
;
329 TRACE("No fixup required.\n");
330 if(This
->conversion_map
)
332 HeapFree(GetProcessHeap(), 0, This
->conversion_map
);
333 This
->conversion_map
= NULL
;
341 TRACE("Finding vertex buffer conversion information\n");
342 /* Certain declaration types need some fixups before we can pass them to
343 * opengl. This means D3DCOLOR attributes with fixed function vertex
344 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
345 * GL_ARB_half_float_vertex is not supported.
347 * Note for d3d8 and d3d9:
348 * The vertex buffer FVF doesn't help with finding them, we have to use
349 * the decoded vertex declaration and pick the things that concern the
350 * current buffer. A problem with this is that this can change between
351 * draws, so we have to validate the information and reprocess the buffer
352 * if it changes, and avoid false positives for performance reasons.
353 * WineD3D doesn't even know the vertex buffer any more, it is managed
354 * by the client libraries and passed to SetStreamSource and ProcessVertices
357 * We have to distinguish between vertex shaders and fixed function to
358 * pick the way we access the strided vertex information.
360 * This code sets up a per-byte array with the size of the detected
361 * stride of the arrays in the buffer. For each byte we have a field
362 * that marks the conversion needed on this byte. For example, the
363 * following declaration with fixed function vertex processing:
371 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
372 * [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]
374 * Where in this example map P means 4 component position conversion, 0
375 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
376 * conversion (red / blue swizzle).
378 * If we're doing conversion and the stride changes we have to reconvert
379 * the whole buffer. Note that we do not mind if the semantic changes,
380 * we only care for the conversion type. So if the NORMAL is replaced
381 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
382 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
383 * conversion types depend on the semantic as well, for example a FLOAT4
384 * texcoord needs no conversion while a FLOAT4 positiont needs one
387 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_POSITION
,
388 fixup_flags
, &stride_this_run
) || ret
;
389 fixup_flags
&= ~WINED3D_BUFFER_FIXUP_XYZRHW
;
391 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_NORMAL
,
392 fixup_flags
, &stride_this_run
) || ret
;
393 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_DIFFUSE
,
394 fixup_flags
, &stride_this_run
) || ret
;
395 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_SPECULAR
,
396 fixup_flags
, &stride_this_run
) || ret
;
397 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD0
,
398 fixup_flags
, &stride_this_run
) || ret
;
399 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD1
,
400 fixup_flags
, &stride_this_run
) || ret
;
401 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD2
,
402 fixup_flags
, &stride_this_run
) || ret
;
403 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD3
,
404 fixup_flags
, &stride_this_run
) || ret
;
405 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD4
,
406 fixup_flags
, &stride_this_run
) || ret
;
407 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD5
,
408 fixup_flags
, &stride_this_run
) || ret
;
409 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD6
,
410 fixup_flags
, &stride_this_run
) || ret
;
411 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD7
,
412 fixup_flags
, &stride_this_run
) || ret
;
414 if (!stride_this_run
&& This
->conversion_map
)
417 if (!ret
) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
418 HeapFree(GetProcessHeap(), 0, This
->conversion_map
);
419 This
->conversion_map
= NULL
;
423 if (ret
) TRACE("Conversion information changed\n");
428 static inline void fixup_d3dcolor(DWORD
*dst_color
)
430 DWORD src_color
= *dst_color
;
432 /* Color conversion like in drawStridedSlow. watch out for little endianity
433 * If we want that stuff to work on big endian machines too we have to consider more things
435 * 0xff000000: Alpha mask
436 * 0x00ff0000: Blue mask
437 * 0x0000ff00: Green mask
438 * 0x000000ff: Red mask
441 *dst_color
|= (src_color
& 0xff00ff00); /* Alpha Green */
442 *dst_color
|= (src_color
& 0x00ff0000) >> 16; /* Red */
443 *dst_color
|= (src_color
& 0x000000ff) << 16; /* Blue */
446 static inline void 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];
459 /* Context activation is done by the caller. */
460 void buffer_get_memory(struct wined3d_buffer
*buffer
, struct wined3d_context
*context
,
461 struct wined3d_bo_address
*data
)
463 data
->buffer_object
= buffer
->buffer_object
;
464 if (!buffer
->buffer_object
)
466 if ((buffer
->flags
& WINED3D_BUFFER_CREATEBO
) && !buffer
->resource
.map_count
)
468 buffer_create_buffer_object(buffer
, context
);
469 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
470 if (buffer
->buffer_object
)
472 data
->buffer_object
= buffer
->buffer_object
;
477 data
->addr
= buffer
->resource
.allocatedMemory
;
485 ULONG CDECL
wined3d_buffer_incref(struct wined3d_buffer
*buffer
)
487 ULONG refcount
= InterlockedIncrement(&buffer
->resource
.ref
);
489 TRACE("%p increasing refcount to %u.\n", buffer
, refcount
);
494 /* Context activation is done by the caller. */
495 BYTE
*buffer_get_sysmem(struct wined3d_buffer
*This
, struct wined3d_context
*context
)
497 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
499 /* AllocatedMemory exists if the buffer is double buffered or has no buffer object at all */
500 if(This
->resource
.allocatedMemory
) return This
->resource
.allocatedMemory
;
502 if (!wined3d_resource_allocate_sysmem(&This
->resource
))
503 ERR("Failed to allocate system memory.\n");
504 This
->resource
.allocatedMemory
= This
->resource
.heap_memory
;
506 if (This
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
507 context_invalidate_state(context
, STATE_INDEXBUFFER
);
509 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
510 GL_EXTCALL(glGetBufferSubDataARB(This
->buffer_type_hint
, 0, This
->resource
.size
, This
->resource
.allocatedMemory
));
511 This
->flags
|= WINED3D_BUFFER_DOUBLEBUFFER
;
513 return This
->resource
.allocatedMemory
;
516 static void buffer_unload(struct wined3d_resource
*resource
)
518 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
520 TRACE("buffer %p.\n", buffer
);
522 if (buffer
->buffer_object
)
524 struct wined3d_device
*device
= resource
->device
;
525 struct wined3d_context
*context
;
527 context
= context_acquire(device
, NULL
);
529 /* Download the buffer, but don't permanently enable double buffering */
530 if (!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
532 buffer_get_sysmem(buffer
, context
);
533 buffer
->flags
&= ~WINED3D_BUFFER_DOUBLEBUFFER
;
536 delete_gl_buffer(buffer
, context
->gl_info
);
537 buffer
->flags
|= WINED3D_BUFFER_CREATEBO
; /* Recreate the buffer object next load */
538 buffer_clear_dirty_areas(buffer
);
540 context_release(context
);
542 HeapFree(GetProcessHeap(), 0, buffer
->conversion_map
);
543 buffer
->conversion_map
= NULL
;
545 buffer
->conversion_stride
= 0;
546 buffer
->flags
&= ~WINED3D_BUFFER_HASDESC
;
549 resource_unload(resource
);
552 ULONG CDECL
wined3d_buffer_decref(struct wined3d_buffer
*buffer
)
554 ULONG refcount
= InterlockedDecrement(&buffer
->resource
.ref
);
555 struct wined3d_context
*context
;
557 TRACE("%p decreasing refcount to %u.\n", buffer
, refcount
);
561 if (buffer
->buffer_object
)
563 context
= context_acquire(buffer
->resource
.device
, NULL
);
564 delete_gl_buffer(buffer
, context
->gl_info
);
565 context_release(context
);
567 HeapFree(GetProcessHeap(), 0, buffer
->conversion_map
);
570 resource_cleanup(&buffer
->resource
);
571 buffer
->resource
.parent_ops
->wined3d_object_destroyed(buffer
->resource
.parent
);
572 HeapFree(GetProcessHeap(), 0, buffer
->maps
);
573 HeapFree(GetProcessHeap(), 0, buffer
);
579 void * CDECL
wined3d_buffer_get_parent(const struct wined3d_buffer
*buffer
)
581 TRACE("buffer %p.\n", buffer
);
583 return buffer
->resource
.parent
;
586 DWORD CDECL
wined3d_buffer_set_priority(struct wined3d_buffer
*buffer
, DWORD priority
)
588 return resource_set_priority(&buffer
->resource
, priority
);
591 DWORD CDECL
wined3d_buffer_get_priority(const struct wined3d_buffer
*buffer
)
593 return resource_get_priority(&buffer
->resource
);
596 /* The caller provides a context and binds the buffer */
597 static void buffer_sync_apple(struct wined3d_buffer
*This
, DWORD flags
, const struct wined3d_gl_info
*gl_info
)
599 enum wined3d_event_query_result ret
;
601 /* No fencing needs to be done if the app promises not to overwrite
603 if (flags
& WINED3D_MAP_NOOVERWRITE
)
606 if (flags
& WINED3D_MAP_DISCARD
)
608 GL_EXTCALL(glBufferDataARB(This
->buffer_type_hint
, This
->resource
.size
, NULL
, This
->buffer_object_usage
));
609 checkGLcall("glBufferDataARB\n");
615 TRACE("Creating event query for buffer %p\n", This
);
617 if (!wined3d_event_query_supported(gl_info
))
619 FIXME("Event queries not supported, dropping async buffer locks.\n");
623 This
->query
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*This
->query
));
626 ERR("Failed to allocate event query memory, dropping async buffer locks.\n");
630 /* Since we don't know about old draws a glFinish is needed once */
631 gl_info
->gl_ops
.gl
.p_glFinish();
634 TRACE("Synchronizing buffer %p\n", This
);
635 ret
= wined3d_event_query_finish(This
->query
, This
->resource
.device
);
638 case WINED3D_EVENT_QUERY_NOT_STARTED
:
639 case WINED3D_EVENT_QUERY_OK
:
643 case WINED3D_EVENT_QUERY_WRONG_THREAD
:
644 WARN("Cannot synchronize buffer lock due to a thread conflict\n");
648 ERR("wined3d_event_query_finish returned %u, dropping async buffer locks\n", ret
);
655 wined3d_event_query_destroy(This
->query
);
659 gl_info
->gl_ops
.gl
.p_glFinish();
660 GL_EXTCALL(glBufferParameteriAPPLE(This
->buffer_type_hint
, GL_BUFFER_SERIALIZED_MODIFY_APPLE
, GL_TRUE
));
661 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
662 This
->flags
&= ~WINED3D_BUFFER_APPLESYNC
;
665 /* The caller provides a GL context */
666 static void buffer_direct_upload(struct wined3d_buffer
*This
, const struct wined3d_gl_info
*gl_info
, DWORD flags
)
669 UINT start
= 0, len
= 0;
671 /* This potentially invalidates the element array buffer binding, but the
672 * caller always takes care of this. */
673 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
674 checkGLcall("glBindBufferARB");
675 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
678 mapflags
= GL_MAP_WRITE_BIT
| GL_MAP_FLUSH_EXPLICIT_BIT
;
679 if (flags
& WINED3D_BUFFER_DISCARD
)
680 mapflags
|= GL_MAP_INVALIDATE_BUFFER_BIT
;
681 if (flags
& WINED3D_BUFFER_NOSYNC
)
682 mapflags
|= GL_MAP_UNSYNCHRONIZED_BIT
;
683 map
= GL_EXTCALL(glMapBufferRange(This
->buffer_type_hint
, 0,
684 This
->resource
.size
, mapflags
));
685 checkGLcall("glMapBufferRange");
689 if (This
->flags
& WINED3D_BUFFER_APPLESYNC
)
692 if (flags
& WINED3D_BUFFER_DISCARD
)
693 syncflags
|= WINED3D_MAP_DISCARD
;
694 if (flags
& WINED3D_BUFFER_NOSYNC
)
695 syncflags
|= WINED3D_MAP_NOOVERWRITE
;
696 buffer_sync_apple(This
, syncflags
, gl_info
);
698 map
= GL_EXTCALL(glMapBufferARB(This
->buffer_type_hint
, GL_WRITE_ONLY_ARB
));
699 checkGLcall("glMapBufferARB");
703 ERR("Failed to map opengl buffer\n");
707 while (This
->modified_areas
)
709 This
->modified_areas
--;
710 start
= This
->maps
[This
->modified_areas
].offset
;
711 len
= This
->maps
[This
->modified_areas
].size
;
713 memcpy(map
+ start
, This
->resource
.allocatedMemory
+ start
, len
);
715 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
717 GL_EXTCALL(glFlushMappedBufferRange(This
->buffer_type_hint
, start
, len
));
718 checkGLcall("glFlushMappedBufferRange");
720 else if (This
->flags
& WINED3D_BUFFER_FLUSH
)
722 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This
->buffer_type_hint
, start
, len
));
723 checkGLcall("glFlushMappedBufferRangeAPPLE");
726 GL_EXTCALL(glUnmapBufferARB(This
->buffer_type_hint
));
727 checkGLcall("glUnmapBufferARB");
730 /* Context activation is done by the caller. */
731 void buffer_internal_preload(struct wined3d_buffer
*buffer
, struct wined3d_context
*context
,
732 const struct wined3d_state
*state
)
734 DWORD flags
= buffer
->flags
& (WINED3D_BUFFER_NOSYNC
| WINED3D_BUFFER_DISCARD
);
735 struct wined3d_device
*device
= buffer
->resource
.device
;
736 UINT start
= 0, end
= 0, len
= 0, vertices
;
737 const struct wined3d_gl_info
*gl_info
;
738 BOOL decl_changed
= FALSE
;
742 TRACE("buffer %p.\n", buffer
);
744 if (buffer
->resource
.map_count
)
746 WARN("Buffer is mapped, skipping preload.\n");
750 buffer
->flags
&= ~(WINED3D_BUFFER_NOSYNC
| WINED3D_BUFFER_DISCARD
);
752 if (!buffer
->buffer_object
)
754 /* TODO: Make converting independent from VBOs */
755 if (buffer
->flags
& WINED3D_BUFFER_CREATEBO
)
757 buffer_create_buffer_object(buffer
, context
);
758 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
762 /* Not doing any conversion */
767 /* Reading the declaration makes only sense if we have valid state information
768 * (i.e., if this function is called during draws). */
771 DWORD fixup_flags
= 0;
775 if (!context
->gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
])
776 fixup_flags
|= WINED3D_BUFFER_FIXUP_D3DCOLOR
;
777 if (!context
->d3d_info
->xyzrhw
)
778 fixup_flags
|= WINED3D_BUFFER_FIXUP_XYZRHW
;
781 decl_changed
= buffer_find_decl(buffer
, &context
->stream_info
, fixup_flags
);
782 buffer
->flags
|= WINED3D_BUFFER_HASDESC
;
785 if (!decl_changed
&& !(buffer
->flags
& WINED3D_BUFFER_HASDESC
&& buffer_is_dirty(buffer
)))
787 ++buffer
->draw_count
;
788 if (buffer
->draw_count
> VB_RESETDECLCHANGE
)
789 buffer
->decl_change_count
= 0;
790 if (buffer
->draw_count
> VB_RESETFULLCONVS
)
791 buffer
->full_conversion_count
= 0;
795 /* If applications change the declaration over and over, reconverting all the time is a huge
796 * performance hit. So count the declaration changes and release the VBO if there are too many
797 * of them (and thus stop converting)
801 ++buffer
->decl_change_count
;
802 buffer
->draw_count
= 0;
804 if (buffer
->decl_change_count
> VB_MAXDECLCHANGES
805 || (buffer
->conversion_map
&& (buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
)))
807 FIXME("Too many declaration changes or converting dynamic buffer, stopping converting\n");
809 buffer_unload(&buffer
->resource
);
810 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
812 /* The stream source state handler might have read the memory of
813 * the vertex buffer already and got the memory in the vbo which
814 * is not valid any longer. Dirtify the stream source to force a
815 * reload. This happens only once per changed vertexbuffer and
816 * should occur rather rarely. */
817 device_invalidate_state(device
, STATE_STREAMSRC
);
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
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 buffer_unload(&buffer
->resource
);
843 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
844 if (buffer
->resource
.bind_count
)
845 device_invalidate_state(device
, STATE_STREAMSRC
);
851 ++buffer
->draw_count
;
852 if (buffer
->draw_count
> VB_RESETDECLCHANGE
)
853 buffer
->decl_change_count
= 0;
854 if (buffer
->draw_count
> VB_RESETFULLCONVS
)
855 buffer
->full_conversion_count
= 0;
859 if (buffer
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
860 device_invalidate_state(device
, STATE_INDEXBUFFER
);
862 if (!buffer
->conversion_map
)
864 /* That means that there is nothing to fixup. Just upload from
865 * buffer->resource.allocatedMemory directly into the vbo. Do not
866 * free the system memory copy because drawPrimitive may need it if
867 * the stride is 0, for instancing emulation, vertex blending
868 * emulation or shader emulation. */
869 TRACE("No conversion needed.\n");
871 /* Nothing to do because we locked directly into the vbo */
872 if (!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
877 buffer_direct_upload(buffer
, context
->gl_info
, flags
);
882 gl_info
= context
->gl_info
;
884 if(!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
886 buffer_get_sysmem(buffer
, context
);
889 /* Now for each vertex in the buffer that needs conversion */
890 vertices
= buffer
->resource
.size
/ buffer
->stride
;
892 data
= HeapAlloc(GetProcessHeap(), 0, buffer
->resource
.size
);
894 while(buffer
->modified_areas
)
896 buffer
->modified_areas
--;
897 start
= buffer
->maps
[buffer
->modified_areas
].offset
;
898 len
= buffer
->maps
[buffer
->modified_areas
].size
;
901 memcpy(data
+ start
, buffer
->resource
.allocatedMemory
+ start
, end
- start
);
902 for (i
= start
/ buffer
->stride
; i
< min((end
/ buffer
->stride
) + 1, vertices
); ++i
)
904 for (j
= 0; j
< buffer
->stride
; ++j
)
906 switch (buffer
->conversion_map
[j
])
913 fixup_d3dcolor((DWORD
*) (data
+ i
* buffer
->stride
+ j
));
918 fixup_transformed_pos((float *) (data
+ i
* buffer
->stride
+ j
));
922 FIXME("Unimplemented conversion %d in shifted conversion\n", buffer
->conversion_map
[j
]);
927 GL_EXTCALL(glBindBufferARB(buffer
->buffer_type_hint
, buffer
->buffer_object
));
928 checkGLcall("glBindBufferARB");
929 GL_EXTCALL(glBufferSubDataARB(buffer
->buffer_type_hint
, start
, len
, data
+ start
));
930 checkGLcall("glBufferSubDataARB");
933 HeapFree(GetProcessHeap(), 0, data
);
936 void CDECL
wined3d_buffer_preload(struct wined3d_buffer
*buffer
)
938 struct wined3d_context
*context
;
939 context
= context_acquire(buffer
->resource
.device
, NULL
);
940 buffer_internal_preload(buffer
, context
, NULL
);
941 context_release(context
);
944 struct wined3d_resource
* CDECL
wined3d_buffer_get_resource(struct wined3d_buffer
*buffer
)
946 TRACE("buffer %p.\n", buffer
);
948 return &buffer
->resource
;
951 HRESULT CDECL
wined3d_buffer_map(struct wined3d_buffer
*buffer
, UINT offset
, UINT size
, BYTE
**data
, DWORD flags
)
953 BOOL dirty
= buffer_is_dirty(buffer
);
956 TRACE("buffer %p, offset %u, size %u, data %p, flags %#x\n", buffer
, offset
, size
, data
, flags
);
958 flags
= wined3d_resource_sanitize_map_flags(&buffer
->resource
, flags
);
959 count
= ++buffer
->resource
.map_count
;
961 if (buffer
->buffer_object
)
963 /* DISCARD invalidates the entire buffer, regardless of the specified
964 * offset and size. Some applications also depend on the entire buffer
965 * being uploaded in that case. Two such applications are Port Royale
966 * and Darkstar One. */
967 if (flags
& WINED3D_MAP_DISCARD
)
968 buffer_invalidate_bo_range(buffer
, 0, 0);
969 else if (!(flags
& WINED3D_MAP_READONLY
))
970 buffer_invalidate_bo_range(buffer
, offset
, size
);
972 if (!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
976 struct wined3d_device
*device
= buffer
->resource
.device
;
977 struct wined3d_context
*context
;
978 const struct wined3d_gl_info
*gl_info
;
980 context
= context_acquire(device
, NULL
);
981 gl_info
= context
->gl_info
;
983 if (buffer
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
984 context_invalidate_state(context
, STATE_INDEXBUFFER
);
985 GL_EXTCALL(glBindBufferARB(buffer
->buffer_type_hint
, buffer
->buffer_object
));
987 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
989 GLbitfield mapflags
= wined3d_resource_gl_map_flags(flags
);
990 buffer
->resource
.allocatedMemory
= GL_EXTCALL(glMapBufferRange(buffer
->buffer_type_hint
,
991 0, buffer
->resource
.size
, mapflags
));
992 checkGLcall("glMapBufferRange");
996 if (buffer
->flags
& WINED3D_BUFFER_APPLESYNC
)
997 buffer_sync_apple(buffer
, flags
, gl_info
);
998 buffer
->resource
.allocatedMemory
= GL_EXTCALL(glMapBufferARB(buffer
->buffer_type_hint
,
1000 checkGLcall("glMapBufferARB");
1003 if (((DWORD_PTR
)buffer
->resource
.allocatedMemory
) & (RESOURCE_ALIGNMENT
- 1))
1005 WARN("Pointer %p is not %u byte aligned.\n", buffer
->resource
.allocatedMemory
, RESOURCE_ALIGNMENT
);
1007 GL_EXTCALL(glUnmapBufferARB(buffer
->buffer_type_hint
));
1008 checkGLcall("glUnmapBufferARB");
1009 buffer
->resource
.allocatedMemory
= NULL
;
1011 if (buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
)
1013 /* The extra copy is more expensive than not using VBOs at
1014 * all on the Nvidia Linux driver, which is the only driver
1015 * that returns unaligned pointers
1017 TRACE("Dynamic buffer, dropping VBO\n");
1018 buffer_unload(&buffer
->resource
);
1019 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
1020 if (buffer
->resource
.bind_count
)
1021 device_invalidate_state(device
, STATE_STREAMSRC
);
1025 TRACE("Falling back to doublebuffered operation\n");
1026 buffer_get_sysmem(buffer
, context
);
1028 TRACE("New pointer is %p.\n", buffer
->resource
.allocatedMemory
);
1030 context_release(context
);
1037 if (buffer
->flags
& WINED3D_BUFFER_NOSYNC
&& !(flags
& WINED3D_MAP_NOOVERWRITE
))
1039 buffer
->flags
&= ~WINED3D_BUFFER_NOSYNC
;
1042 else if(flags
& WINED3D_MAP_NOOVERWRITE
)
1044 buffer
->flags
|= WINED3D_BUFFER_NOSYNC
;
1047 if (flags
& WINED3D_MAP_DISCARD
)
1049 buffer
->flags
|= WINED3D_BUFFER_DISCARD
;
1054 *data
= buffer
->resource
.allocatedMemory
+ offset
;
1056 TRACE("Returning memory at %p (base %p, offset %u).\n", *data
, buffer
->resource
.allocatedMemory
, offset
);
1057 /* TODO: check Flags compatibility with buffer->currentDesc.Usage (see MSDN) */
1062 void CDECL
wined3d_buffer_unmap(struct wined3d_buffer
*buffer
)
1066 TRACE("buffer %p.\n", buffer
);
1068 /* In the case that the number of Unmap calls > the
1069 * number of Map calls, d3d returns always D3D_OK.
1070 * This is also needed to prevent Map from returning garbage on
1071 * the next call (this will happen if the lock_count is < 0). */
1072 if (!buffer
->resource
.map_count
)
1074 WARN("Unmap called without a previous map call.\n");
1078 if (--buffer
->resource
.map_count
)
1080 /* Delay loading the buffer until everything is unlocked */
1081 TRACE("Ignoring unmap.\n");
1085 if (!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
) && buffer
->buffer_object
)
1087 struct wined3d_device
*device
= buffer
->resource
.device
;
1088 const struct wined3d_gl_info
*gl_info
;
1089 struct wined3d_context
*context
;
1091 context
= context_acquire(device
, NULL
);
1092 gl_info
= context
->gl_info
;
1094 if (buffer
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
1095 context_invalidate_state(context
, STATE_INDEXBUFFER
);
1096 GL_EXTCALL(glBindBufferARB(buffer
->buffer_type_hint
, buffer
->buffer_object
));
1098 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
1100 for (i
= 0; i
< buffer
->modified_areas
; ++i
)
1102 GL_EXTCALL(glFlushMappedBufferRange(buffer
->buffer_type_hint
,
1103 buffer
->maps
[i
].offset
, buffer
->maps
[i
].size
));
1104 checkGLcall("glFlushMappedBufferRange");
1107 else if (buffer
->flags
& WINED3D_BUFFER_FLUSH
)
1109 for (i
= 0; i
< buffer
->modified_areas
; ++i
)
1111 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(buffer
->buffer_type_hint
,
1112 buffer
->maps
[i
].offset
, buffer
->maps
[i
].size
));
1113 checkGLcall("glFlushMappedBufferRangeAPPLE");
1117 GL_EXTCALL(glUnmapBufferARB(buffer
->buffer_type_hint
));
1118 if (wined3d_settings
.strict_draw_ordering
)
1119 gl_info
->gl_ops
.gl
.p_glFlush(); /* Flush to ensure ordering across contexts. */
1120 context_release(context
);
1122 buffer
->resource
.allocatedMemory
= NULL
;
1123 buffer_clear_dirty_areas(buffer
);
1125 else if (buffer
->flags
& WINED3D_BUFFER_HASDESC
)
1127 wined3d_buffer_preload(buffer
);
1131 static const struct wined3d_resource_ops buffer_resource_ops
=
1136 static HRESULT
buffer_init(struct wined3d_buffer
*buffer
, struct wined3d_device
*device
,
1137 UINT size
, DWORD usage
, enum wined3d_format_id format_id
, enum wined3d_pool pool
, GLenum bind_hint
,
1138 const char *data
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
1140 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1141 const struct wined3d_format
*format
= wined3d_get_format(gl_info
, format_id
);
1143 BOOL dynamic_buffer_ok
;
1147 WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
1148 return WINED3DERR_INVALIDCALL
;
1151 hr
= resource_init(&buffer
->resource
, device
, WINED3D_RTYPE_BUFFER
, format
,
1152 WINED3D_MULTISAMPLE_NONE
, 0, usage
, pool
, size
, 1, 1, size
,
1153 parent
, parent_ops
, &buffer_resource_ops
);
1156 WARN("Failed to initialize resource, hr %#x\n", hr
);
1159 buffer
->buffer_type_hint
= bind_hint
;
1161 TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer
->resource
.size
, buffer
->resource
.usage
,
1162 debug_d3dformat(buffer
->resource
.format
->id
), buffer
->resource
.allocatedMemory
, buffer
);
1164 if (device
->create_parms
.flags
& WINED3DCREATE_SOFTWARE_VERTEXPROCESSING
)
1166 /* SWvp always returns the same pointer in buffer maps and retains data in DISCARD maps.
1167 * Keep a system memory copy of the buffer to provide the same behavior to the application.
1168 * Still use a VBO to support OpenGL 3 core contexts. */
1169 TRACE("Using doublebuffer mode because of software vertex processing\n");
1170 buffer
->flags
|= WINED3D_BUFFER_DOUBLEBUFFER
;
1173 dynamic_buffer_ok
= gl_info
->supported
[APPLE_FLUSH_BUFFER_RANGE
] || gl_info
->supported
[ARB_MAP_BUFFER_RANGE
];
1175 /* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
1176 * drawStridedFast (half-life 2 and others).
1178 * Basically converting the vertices in the buffer is quite expensive, and observations
1179 * show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
1180 * Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
1182 if (!gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
])
1184 TRACE("Not creating a vbo because GL_ARB_vertex_buffer is not supported\n");
1186 else if(buffer
->resource
.pool
== WINED3D_POOL_SYSTEM_MEM
)
1188 TRACE("Not creating a vbo because the vertex buffer is in system memory\n");
1190 else if(!dynamic_buffer_ok
&& (buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
))
1192 TRACE("Not creating a vbo because the buffer has dynamic usage and no GL support\n");
1196 buffer
->flags
|= WINED3D_BUFFER_CREATEBO
;
1203 hr
= wined3d_buffer_map(buffer
, 0, size
, &ptr
, 0);
1206 ERR("Failed to map buffer, hr %#x\n", hr
);
1207 buffer_unload(&buffer
->resource
);
1208 resource_cleanup(&buffer
->resource
);
1212 memcpy(ptr
, data
, size
);
1214 wined3d_buffer_unmap(buffer
);
1217 buffer
->maps
= HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer
->maps
));
1220 ERR("Out of memory\n");
1221 buffer_unload(&buffer
->resource
);
1222 resource_cleanup(&buffer
->resource
);
1223 return E_OUTOFMEMORY
;
1225 buffer
->maps_size
= 1;
1230 HRESULT CDECL
wined3d_buffer_create(struct wined3d_device
*device
, struct wined3d_buffer_desc
*desc
, const void *data
,
1231 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_buffer
**buffer
)
1233 struct wined3d_buffer
*object
;
1236 TRACE("device %p, desc %p, data %p, parent %p, buffer %p\n", device
, desc
, data
, parent
, buffer
);
1238 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1240 return E_OUTOFMEMORY
;
1242 FIXME("Ignoring access flags (pool)\n");
1244 hr
= buffer_init(object
, device
, desc
->byte_width
, desc
->usage
, WINED3DFMT_UNKNOWN
,
1245 WINED3D_POOL_MANAGED
, GL_ARRAY_BUFFER_ARB
, data
, parent
, parent_ops
);
1248 WARN("Failed to initialize buffer, hr %#x.\n", hr
);
1249 HeapFree(GetProcessHeap(), 0, object
);
1252 object
->desc
= *desc
;
1254 TRACE("Created buffer %p.\n", object
);
1261 HRESULT CDECL
wined3d_buffer_create_vb(struct wined3d_device
*device
, UINT size
, DWORD usage
, enum wined3d_pool pool
,
1262 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_buffer
**buffer
)
1264 struct wined3d_buffer
*object
;
1267 TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
1268 device
, size
, usage
, pool
, parent
, parent_ops
, buffer
);
1270 if (pool
== WINED3D_POOL_SCRATCH
)
1272 /* The d3d9 tests shows that this is not allowed. It doesn't make much
1273 * sense anyway, SCRATCH buffers wouldn't be usable anywhere. */
1274 WARN("Vertex buffer in WINED3D_POOL_SCRATCH requested, returning WINED3DERR_INVALIDCALL.\n");
1276 return WINED3DERR_INVALIDCALL
;
1279 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1283 return WINED3DERR_OUTOFVIDEOMEMORY
;
1286 hr
= buffer_init(object
, device
, size
, usage
, WINED3DFMT_VERTEXDATA
,
1287 pool
, GL_ARRAY_BUFFER_ARB
, NULL
, parent
, parent_ops
);
1290 WARN("Failed to initialize buffer, hr %#x.\n", hr
);
1291 HeapFree(GetProcessHeap(), 0, object
);
1295 TRACE("Created buffer %p.\n", object
);
1301 HRESULT CDECL
wined3d_buffer_create_ib(struct wined3d_device
*device
, UINT size
, DWORD usage
, enum wined3d_pool pool
,
1302 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_buffer
**buffer
)
1304 struct wined3d_buffer
*object
;
1307 TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
1308 device
, size
, usage
, pool
, parent
, parent_ops
, buffer
);
1310 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1314 return WINED3DERR_OUTOFVIDEOMEMORY
;
1317 hr
= buffer_init(object
, device
, size
, usage
| WINED3DUSAGE_STATICDECL
,
1318 WINED3DFMT_UNKNOWN
, pool
, GL_ELEMENT_ARRAY_BUFFER_ARB
, NULL
,
1319 parent
, parent_ops
);
1322 WARN("Failed to initialize buffer, hr %#x\n", hr
);
1323 HeapFree(GetProcessHeap(), 0, object
);
1327 TRACE("Created buffer %p.\n", object
);