wined3d: Rename WINED3D_BUFFER_DOUBLEBUFFER to WINED3D_BUFFER_PIN_SYSMEM.
[wine.git] / dlls / wined3d / buffer.c
blob2d0303f8ce675c5789bec3965d3d93b82b5685d4
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_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 buffer_invalidate_bo_range(struct wined3d_buffer *buffer, unsigned int offset, unsigned int size)
45 if (!offset && (!size || size == buffer->resource.size))
46 goto invalidate_all;
48 if (offset > buffer->resource.size || size > buffer->resource.size - offset)
50 WARN("Invalid range specified, invalidating entire buffer.\n");
51 goto invalidate_all;
54 if (buffer->modified_areas >= buffer->maps_size)
56 struct wined3d_map_range *new;
58 if (!(new = HeapReAlloc(GetProcessHeap(), 0, buffer->maps, 2 * buffer->maps_size * sizeof(*buffer->maps))))
60 ERR("Failed to allocate maps array, invalidating entire buffer.\n");
61 goto invalidate_all;
64 buffer->maps = new;
65 buffer->maps_size *= 2;
68 buffer->maps[buffer->modified_areas].offset = offset;
69 buffer->maps[buffer->modified_areas].size = size;
70 ++buffer->modified_areas;
71 return;
73 invalidate_all:
74 buffer->modified_areas = 1;
75 buffer->maps[0].offset = 0;
76 buffer->maps[0].size = buffer->resource.size;
79 static inline void buffer_clear_dirty_areas(struct wined3d_buffer *This)
81 This->modified_areas = 0;
84 static BOOL buffer_is_dirty(const struct wined3d_buffer *buffer)
86 return !!buffer->modified_areas;
89 static BOOL buffer_is_fully_dirty(const struct wined3d_buffer *buffer)
91 return buffer->modified_areas == 1
92 && !buffer->maps->offset && buffer->maps->size == buffer->resource.size;
95 static void wined3d_buffer_validate_location(struct wined3d_buffer *buffer, DWORD location)
97 TRACE("buffer %p, location %s.\n", buffer, wined3d_debug_location(location));
99 if (location & WINED3D_LOCATION_BUFFER)
100 buffer_clear_dirty_areas(buffer);
102 buffer->locations |= location;
104 TRACE("New locations flags are %s.\n", wined3d_debug_location(buffer->locations));
107 static void wined3d_buffer_invalidate_range(struct wined3d_buffer *buffer, DWORD location,
108 unsigned int offset, unsigned int size)
110 TRACE("buffer %p, location %s, offset %u, size %u.\n",
111 buffer, wined3d_debug_location(location), offset, size);
113 if (location & WINED3D_LOCATION_BUFFER)
114 buffer_invalidate_bo_range(buffer, offset, size);
116 buffer->locations &= ~location;
118 TRACE("New locations flags are %s.\n", wined3d_debug_location(buffer->locations));
120 if (!buffer->locations)
121 ERR("Buffer %p does not have any up to date location.\n", buffer);
124 void wined3d_buffer_invalidate_location(struct wined3d_buffer *buffer, DWORD location)
126 wined3d_buffer_invalidate_range(buffer, location, 0, 0);
129 /* Context activation is done by the caller. */
130 static void buffer_bind(struct wined3d_buffer *buffer, struct wined3d_context *context)
132 const struct wined3d_gl_info *gl_info = context->gl_info;
134 if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER)
135 context_invalidate_state(context, STATE_INDEXBUFFER);
137 GL_EXTCALL(glBindBuffer(buffer->buffer_type_hint, buffer->buffer_object));
140 /* Context activation is done by the caller. */
141 static void buffer_destroy_buffer_object(struct wined3d_buffer *buffer, const struct wined3d_context *context)
143 const struct wined3d_gl_info *gl_info = context->gl_info;
144 struct wined3d_resource *resource = &buffer->resource;
146 if (!buffer->buffer_object)
147 return;
149 GL_EXTCALL(glDeleteBuffers(1, &buffer->buffer_object));
150 checkGLcall("glDeleteBuffers");
151 buffer->buffer_object = 0;
153 /* The stream source state handler might have read the memory of the
154 * vertex buffer already and got the memory in the vbo which is not
155 * valid any longer. Dirtify the stream source to force a reload. This
156 * happens only once per changed vertexbuffer and should occur rather
157 * rarely. */
158 if (resource->bind_count)
160 if (buffer->bind_flags & WINED3D_BIND_VERTEX_BUFFER)
161 device_invalidate_state(resource->device, STATE_STREAMSRC);
162 if (buffer->bind_flags & WINED3D_BIND_INDEX_BUFFER)
163 device_invalidate_state(resource->device, STATE_INDEXBUFFER);
164 if (buffer->bind_flags & WINED3D_BIND_CONSTANT_BUFFER)
166 device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX));
167 device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL));
168 device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN));
169 device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY));
170 device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL));
171 device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE));
175 if (buffer->query)
177 wined3d_event_query_destroy(buffer->query);
178 buffer->query = NULL;
180 buffer->flags &= ~WINED3D_BUFFER_APPLESYNC;
183 /* Context activation is done by the caller. */
184 static BOOL buffer_create_buffer_object(struct wined3d_buffer *buffer, struct wined3d_context *context)
186 const struct wined3d_gl_info *gl_info = context->gl_info;
187 GLenum gl_usage = GL_STATIC_DRAW;
188 GLenum error;
190 TRACE("Creating an OpenGL buffer object for wined3d_buffer %p with usage %s.\n",
191 buffer, debug_d3dusage(buffer->resource.usage));
193 /* Make sure that the gl error is cleared. Do not use checkGLcall
194 * here because checkGLcall just prints a fixme and continues. However,
195 * if an error during VBO creation occurs we can fall back to non-VBO operation
196 * with full functionality(but performance loss).
198 while (gl_info->gl_ops.gl.p_glGetError() != GL_NO_ERROR);
200 /* Basically the FVF parameter passed to CreateVertexBuffer is no good.
201 * The vertex declaration from the device determines how the data in the
202 * buffer is interpreted. This means that on each draw call the buffer has
203 * to be verified to check if the rhw and color values are in the correct
204 * format. */
206 GL_EXTCALL(glGenBuffers(1, &buffer->buffer_object));
207 error = gl_info->gl_ops.gl.p_glGetError();
208 if (!buffer->buffer_object || error != GL_NO_ERROR)
210 ERR("Failed to create a BO with error %s (%#x).\n", debug_glerror(error), error);
211 goto fail;
214 buffer_bind(buffer, context);
215 error = gl_info->gl_ops.gl.p_glGetError();
216 if (error != GL_NO_ERROR)
218 ERR("Failed to bind the BO with error %s (%#x).\n", debug_glerror(error), error);
219 goto fail;
222 if (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)
224 TRACE("Buffer has WINED3DUSAGE_DYNAMIC set.\n");
225 gl_usage = GL_STREAM_DRAW_ARB;
227 if (gl_info->supported[APPLE_FLUSH_BUFFER_RANGE])
229 GL_EXTCALL(glBufferParameteriAPPLE(buffer->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE));
230 GL_EXTCALL(glBufferParameteriAPPLE(buffer->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE));
231 checkGLcall("glBufferParameteriAPPLE");
232 buffer->flags |= WINED3D_BUFFER_APPLESYNC;
234 /* No setup is needed here for GL_ARB_map_buffer_range. */
237 /* Reserve memory for the buffer. The amount of data won't change
238 * so we are safe with calling glBufferData once and
239 * calling glBufferSubData on updates. Upload the actual data in case
240 * we're not double buffering, so we can release the heap mem afterwards.
242 GL_EXTCALL(glBufferData(buffer->buffer_type_hint, buffer->resource.size, buffer->resource.heap_memory, gl_usage));
243 error = gl_info->gl_ops.gl.p_glGetError();
244 if (error != GL_NO_ERROR)
246 ERR("glBufferData failed with error %s (%#x).\n", debug_glerror(error), error);
247 goto fail;
250 buffer->buffer_object_usage = gl_usage;
252 if (buffer->flags & WINED3D_BUFFER_PIN_SYSMEM)
254 buffer_invalidate_bo_range(buffer, 0, 0);
256 else
258 wined3d_resource_free_sysmem(&buffer->resource);
259 wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_BUFFER);
260 wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_SYSMEM);
263 return TRUE;
265 fail:
266 /* Clean up all BO init, but continue because we can work without a BO :-) */
267 ERR("Failed to create a buffer object. Continuing, but performance issues may occur.\n");
268 buffer->flags &= ~WINED3D_BUFFER_USE_BO;
269 buffer_destroy_buffer_object(buffer, context);
270 buffer_clear_dirty_areas(buffer);
271 return FALSE;
274 static BOOL buffer_process_converted_attribute(struct wined3d_buffer *buffer,
275 const enum wined3d_buffer_conversion_type conversion_type,
276 const struct wined3d_stream_info_element *attrib, DWORD *stride_this_run)
278 const struct wined3d_format *format = attrib->format;
279 BOOL ret = FALSE;
280 unsigned int i;
281 DWORD_PTR data;
283 /* Check for some valid situations which cause us pain. One is if the buffer is used for
284 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
285 * with different strides. In the 2nd case we might have to drop conversion entirely,
286 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
288 if (!attrib->stride)
290 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else.\n",
291 debug_d3dformat(format->id));
293 else if (attrib->stride != *stride_this_run && *stride_this_run)
295 FIXME("Got two concurrent strides, %d and %d.\n", attrib->stride, *stride_this_run);
297 else
299 *stride_this_run = attrib->stride;
300 if (buffer->stride != *stride_this_run)
302 /* We rely that this happens only on the first converted attribute that is found,
303 * if at all. See above check
305 TRACE("Reconverting because converted attributes occur, and the stride changed.\n");
306 buffer->stride = *stride_this_run;
307 HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY, buffer->conversion_map);
308 buffer->conversion_map = wined3d_calloc(buffer->stride, sizeof(*buffer->conversion_map));
309 ret = TRUE;
313 data = ((DWORD_PTR)attrib->data.addr) % buffer->stride;
314 for (i = 0; i < format->attribute_size; ++i)
316 DWORD_PTR idx = (data + i) % buffer->stride;
317 if (buffer->conversion_map[idx] != conversion_type)
319 TRACE("Byte %lu in vertex changed:\n", idx);
320 TRACE(" It was type %#x, is %#x now.\n", buffer->conversion_map[idx], conversion_type);
321 ret = TRUE;
322 buffer->conversion_map[idx] = conversion_type;
326 return ret;
329 #define WINED3D_BUFFER_FIXUP_D3DCOLOR 0x01
330 #define WINED3D_BUFFER_FIXUP_XYZRHW 0x02
332 static BOOL buffer_check_attribute(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
333 const struct wined3d_state *state, UINT attrib_idx, DWORD fixup_flags, DWORD *stride_this_run)
335 const struct wined3d_stream_info_element *attrib = &si->elements[attrib_idx];
336 enum wined3d_format_id format;
337 BOOL ret = FALSE;
339 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
340 * there, on nonexistent attribs the vbo is 0.
342 if (!(si->use_map & (1u << attrib_idx))
343 || state->streams[attrib->stream_idx].buffer != This)
344 return FALSE;
346 format = attrib->format->id;
347 /* Look for newly appeared conversion */
348 if (fixup_flags & WINED3D_BUFFER_FIXUP_D3DCOLOR && format == WINED3DFMT_B8G8R8A8_UNORM)
350 ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run);
352 else if (fixup_flags & WINED3D_BUFFER_FIXUP_XYZRHW && si->position_transformed)
354 if (format != WINED3DFMT_R32G32B32A32_FLOAT)
356 FIXME("Unexpected format %s for transformed position.\n", debug_d3dformat(format));
357 return FALSE;
360 ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run);
362 else if (This->conversion_map)
364 ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run);
367 return ret;
370 static BOOL buffer_find_decl(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
371 const struct wined3d_state *state, DWORD fixup_flags)
373 UINT stride_this_run = 0;
374 BOOL ret = FALSE;
376 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
377 * Once we have our declaration there is no need to look it up again. Index buffers also never need
378 * conversion, so once the (empty) conversion structure is created don't bother checking again
380 if (This->flags & WINED3D_BUFFER_HASDESC)
382 if(This->resource.usage & WINED3DUSAGE_STATICDECL) return FALSE;
385 if (!fixup_flags)
387 TRACE("No fixup required.\n");
388 if(This->conversion_map)
390 HeapFree(GetProcessHeap(), 0, This->conversion_map);
391 This->conversion_map = NULL;
392 This->stride = 0;
393 return TRUE;
396 return FALSE;
399 TRACE("Finding vertex buffer conversion information\n");
400 /* Certain declaration types need some fixups before we can pass them to
401 * opengl. This means D3DCOLOR attributes with fixed function vertex
402 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
403 * GL_ARB_half_float_vertex is not supported.
405 * Note for d3d8 and d3d9:
406 * The vertex buffer FVF doesn't help with finding them, we have to use
407 * the decoded vertex declaration and pick the things that concern the
408 * current buffer. A problem with this is that this can change between
409 * draws, so we have to validate the information and reprocess the buffer
410 * if it changes, and avoid false positives for performance reasons.
411 * WineD3D doesn't even know the vertex buffer any more, it is managed
412 * by the client libraries and passed to SetStreamSource and ProcessVertices
413 * as needed.
415 * We have to distinguish between vertex shaders and fixed function to
416 * pick the way we access the strided vertex information.
418 * This code sets up a per-byte array with the size of the detected
419 * stride of the arrays in the buffer. For each byte we have a field
420 * that marks the conversion needed on this byte. For example, the
421 * following declaration with fixed function vertex processing:
423 * POSITIONT, FLOAT4
424 * NORMAL, FLOAT3
425 * DIFFUSE, FLOAT16_4
426 * SPECULAR, D3DCOLOR
428 * Will result in
429 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
430 * [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]
432 * Where in this example map P means 4 component position conversion, 0
433 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
434 * conversion (red / blue swizzle).
436 * If we're doing conversion and the stride changes we have to reconvert
437 * the whole buffer. Note that we do not mind if the semantic changes,
438 * we only care for the conversion type. So if the NORMAL is replaced
439 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
440 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
441 * conversion types depend on the semantic as well, for example a FLOAT4
442 * texcoord needs no conversion while a FLOAT4 positiont needs one
445 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_POSITION,
446 fixup_flags, &stride_this_run) || ret;
447 fixup_flags &= ~WINED3D_BUFFER_FIXUP_XYZRHW;
449 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_BLENDWEIGHT,
450 fixup_flags, &stride_this_run) || ret;
451 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_BLENDINDICES,
452 fixup_flags, &stride_this_run) || ret;
453 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_NORMAL,
454 fixup_flags, &stride_this_run) || ret;
455 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_DIFFUSE,
456 fixup_flags, &stride_this_run) || ret;
457 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_SPECULAR,
458 fixup_flags, &stride_this_run) || ret;
459 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD0,
460 fixup_flags, &stride_this_run) || ret;
461 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD1,
462 fixup_flags, &stride_this_run) || ret;
463 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD2,
464 fixup_flags, &stride_this_run) || ret;
465 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD3,
466 fixup_flags, &stride_this_run) || ret;
467 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD4,
468 fixup_flags, &stride_this_run) || ret;
469 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD5,
470 fixup_flags, &stride_this_run) || ret;
471 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD6,
472 fixup_flags, &stride_this_run) || ret;
473 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD7,
474 fixup_flags, &stride_this_run) || ret;
476 if (!stride_this_run && This->conversion_map)
478 /* Sanity test */
479 if (!ret) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
480 HeapFree(GetProcessHeap(), 0, This->conversion_map);
481 This->conversion_map = NULL;
482 This->stride = 0;
485 if (ret) TRACE("Conversion information changed\n");
487 return ret;
490 static inline unsigned int fixup_d3dcolor(DWORD *dst_color)
492 DWORD src_color = *dst_color;
494 /* Color conversion like in draw_primitive_immediate_mode(). Watch out for
495 * endianness. If we want this to work on big-endian machines as well we
496 * have to consider more things.
498 * 0xff000000: Alpha mask
499 * 0x00ff0000: Blue mask
500 * 0x0000ff00: Green mask
501 * 0x000000ff: Red mask
503 *dst_color = 0;
504 *dst_color |= (src_color & 0xff00ff00u); /* Alpha Green */
505 *dst_color |= (src_color & 0x00ff0000u) >> 16; /* Red */
506 *dst_color |= (src_color & 0x000000ffu) << 16; /* Blue */
508 return sizeof(*dst_color);
511 static inline unsigned int fixup_transformed_pos(struct wined3d_vec4 *p)
513 /* rhw conversion like in position_float4(). */
514 if (p->w != 1.0f && p->w != 0.0f)
516 float w = 1.0f / p->w;
517 p->x *= w;
518 p->y *= w;
519 p->z *= w;
520 p->w = w;
523 return sizeof(*p);
526 ULONG CDECL wined3d_buffer_incref(struct wined3d_buffer *buffer)
528 ULONG refcount = InterlockedIncrement(&buffer->resource.ref);
530 TRACE("%p increasing refcount to %u.\n", buffer, refcount);
532 return refcount;
535 static BOOL wined3d_buffer_prepare_location(struct wined3d_buffer *buffer,
536 struct wined3d_context *context, DWORD location)
538 switch (location)
540 case WINED3D_LOCATION_SYSMEM:
541 if (buffer->resource.heap_memory)
542 return TRUE;
544 if (!wined3d_resource_allocate_sysmem(&buffer->resource))
546 ERR("Failed to allocate system memory.\n");
547 return FALSE;
549 return TRUE;
551 case WINED3D_LOCATION_BUFFER:
552 if (buffer->buffer_object)
553 return TRUE;
555 if (!(buffer->flags & WINED3D_BUFFER_USE_BO))
557 WARN("Trying to create BO for buffer %p with no WINED3D_BUFFER_USE_BO.\n", buffer);
558 return FALSE;
560 return buffer_create_buffer_object(buffer, context);
562 default:
563 ERR("Invalid location %s.\n", wined3d_debug_location(location));
564 return FALSE;
568 BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer,
569 struct wined3d_context *context, DWORD location)
571 const struct wined3d_gl_info *gl_info = context->gl_info;
573 TRACE("buffer %p, context %p, location %s.\n",
574 buffer, context, wined3d_debug_location(location));
576 if (buffer->locations & location)
578 TRACE("Location (%#x) is already up to date.\n", location);
579 return WINED3D_OK;
582 if (!buffer->locations)
584 ERR("Buffer %p does not have any up to date location.\n", buffer);
585 wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_DISCARDED);
586 return wined3d_buffer_load_location(buffer, context, location);
589 TRACE("Current buffer location %s.\n", wined3d_debug_location(buffer->locations));
591 if (!wined3d_buffer_prepare_location(buffer, context, location))
592 return FALSE;
594 if (buffer->locations & WINED3D_LOCATION_DISCARDED)
596 TRACE("Buffer previously discarded, nothing to do.\n");
597 wined3d_buffer_validate_location(buffer, location);
598 wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_DISCARDED);
599 return TRUE;
602 switch (location)
604 case WINED3D_LOCATION_SYSMEM:
605 buffer_bind(buffer, context);
606 GL_EXTCALL(glGetBufferSubData(buffer->buffer_type_hint, 0, buffer->resource.size,
607 buffer->resource.heap_memory));
608 checkGLcall("buffer download");
609 buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
610 break;
612 case WINED3D_LOCATION_BUFFER:
613 FIXME("Not implemented yet.\n");
614 return FALSE;
616 default:
617 ERR("Invalid location %s.\n", wined3d_debug_location(location));
618 return FALSE;
621 wined3d_buffer_validate_location(buffer, location);
622 return TRUE;
625 /* Context activation is done by the caller. */
626 BYTE *wined3d_buffer_load_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context)
628 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
629 return buffer->resource.heap_memory;
632 DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer,
633 struct wined3d_bo_address *data, DWORD locations)
635 TRACE("buffer %p, data %p, locations %s.\n",
636 buffer, data, wined3d_debug_location(locations));
638 if (locations & WINED3D_LOCATION_BUFFER)
640 data->buffer_object = buffer->buffer_object;
641 data->addr = NULL;
642 return WINED3D_LOCATION_BUFFER;
644 if (locations & WINED3D_LOCATION_SYSMEM)
646 data->buffer_object = 0;
647 data->addr = buffer->resource.heap_memory;
648 return WINED3D_LOCATION_SYSMEM;
651 ERR("Unexpected locations %s.\n", wined3d_debug_location(locations));
652 data->buffer_object = 0;
653 data->addr = NULL;
654 return 0;
657 static void buffer_unload(struct wined3d_resource *resource)
659 struct wined3d_buffer *buffer = buffer_from_resource(resource);
660 DWORD flags = buffer->flags;
662 TRACE("buffer %p.\n", buffer);
664 if (buffer->buffer_object)
666 struct wined3d_context *context;
668 context = context_acquire(resource->device, NULL);
670 /* Download the buffer, but don't permanently enable double buffering. */
671 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
672 if (!(flags & WINED3D_BUFFER_PIN_SYSMEM))
673 buffer->flags &= ~WINED3D_BUFFER_PIN_SYSMEM;
675 wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_BUFFER);
676 buffer_destroy_buffer_object(buffer, context);
677 buffer_clear_dirty_areas(buffer);
679 context_release(context);
681 HeapFree(GetProcessHeap(), 0, buffer->conversion_map);
682 buffer->conversion_map = NULL;
683 buffer->stride = 0;
684 buffer->conversion_stride = 0;
685 buffer->flags &= ~WINED3D_BUFFER_HASDESC;
688 resource_unload(resource);
691 static void wined3d_buffer_drop_bo(struct wined3d_buffer *buffer)
693 buffer->flags &= ~WINED3D_BUFFER_USE_BO;
694 buffer_unload(&buffer->resource);
697 static void wined3d_buffer_destroy_object(void *object)
699 struct wined3d_buffer *buffer = object;
700 struct wined3d_context *context;
702 if (buffer->buffer_object)
704 context = context_acquire(buffer->resource.device, NULL);
705 buffer_destroy_buffer_object(buffer, context);
706 context_release(context);
708 HeapFree(GetProcessHeap(), 0, buffer->conversion_map);
711 HeapFree(GetProcessHeap(), 0, buffer->maps);
712 HeapFree(GetProcessHeap(), 0, buffer);
715 ULONG CDECL wined3d_buffer_decref(struct wined3d_buffer *buffer)
717 ULONG refcount = InterlockedDecrement(&buffer->resource.ref);
719 TRACE("%p decreasing refcount to %u.\n", buffer, refcount);
721 if (!refcount)
723 buffer->resource.parent_ops->wined3d_object_destroyed(buffer->resource.parent);
724 resource_cleanup(&buffer->resource);
725 wined3d_cs_emit_destroy_object(buffer->resource.device->cs, wined3d_buffer_destroy_object, buffer);
728 return refcount;
731 void * CDECL wined3d_buffer_get_parent(const struct wined3d_buffer *buffer)
733 TRACE("buffer %p.\n", buffer);
735 return buffer->resource.parent;
738 /* The caller provides a context and binds the buffer */
739 static void buffer_sync_apple(struct wined3d_buffer *This, DWORD flags, const struct wined3d_gl_info *gl_info)
741 enum wined3d_event_query_result ret;
743 /* No fencing needs to be done if the app promises not to overwrite
744 * existing data. */
745 if (flags & WINED3D_MAP_NOOVERWRITE)
746 return;
748 if (flags & WINED3D_MAP_DISCARD)
750 GL_EXTCALL(glBufferData(This->buffer_type_hint, This->resource.size, NULL, This->buffer_object_usage));
751 checkGLcall("glBufferData");
752 return;
755 if(!This->query)
757 TRACE("Creating event query for buffer %p\n", This);
759 if (!wined3d_event_query_supported(gl_info))
761 FIXME("Event queries not supported, dropping async buffer locks.\n");
762 goto drop_query;
765 This->query = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*This->query));
766 if (!This->query)
768 ERR("Failed to allocate event query memory, dropping async buffer locks.\n");
769 goto drop_query;
772 /* Since we don't know about old draws a glFinish is needed once */
773 gl_info->gl_ops.gl.p_glFinish();
774 return;
776 TRACE("Synchronizing buffer %p\n", This);
777 ret = wined3d_event_query_finish(This->query, This->resource.device);
778 switch(ret)
780 case WINED3D_EVENT_QUERY_NOT_STARTED:
781 case WINED3D_EVENT_QUERY_OK:
782 /* All done */
783 return;
785 case WINED3D_EVENT_QUERY_WRONG_THREAD:
786 WARN("Cannot synchronize buffer lock due to a thread conflict\n");
787 goto drop_query;
789 default:
790 ERR("wined3d_event_query_finish returned %u, dropping async buffer locks\n", ret);
791 goto drop_query;
794 drop_query:
795 if(This->query)
797 wined3d_event_query_destroy(This->query);
798 This->query = NULL;
801 gl_info->gl_ops.gl.p_glFinish();
802 GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE));
803 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
804 This->flags &= ~WINED3D_BUFFER_APPLESYNC;
807 /* Context activation is done by the caller. */
808 static void wined3d_buffer_upload_ranges(struct wined3d_buffer *buffer, struct wined3d_context *context,
809 const void *data, unsigned int range_count, const struct wined3d_map_range *ranges)
811 const struct wined3d_gl_info *gl_info = context->gl_info;
812 const struct wined3d_map_range *range;
814 buffer_bind(buffer, context);
816 while (range_count--)
818 range = &ranges[range_count];
819 GL_EXTCALL(glBufferSubData(buffer->buffer_type_hint,
820 range->offset, range->size, (BYTE *)data + range->offset));
822 checkGLcall("glBufferSubData");
825 static void buffer_conversion_upload(struct wined3d_buffer *buffer, struct wined3d_context *context)
827 unsigned int i, j, range_idx, start, end, vertex_count;
828 BYTE *data;
830 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
832 /* Now for each vertex in the buffer that needs conversion. */
833 vertex_count = buffer->resource.size / buffer->stride;
835 if (!(data = HeapAlloc(GetProcessHeap(), 0, buffer->resource.size)))
837 ERR("Out of memory.\n");
838 return;
841 for (range_idx = 0; range_idx < buffer->modified_areas; ++range_idx)
843 start = buffer->maps[range_idx].offset;
844 end = start + buffer->maps[range_idx].size;
846 memcpy(data + start, (BYTE *)buffer->resource.heap_memory + start, end - start);
847 for (i = start / buffer->stride; i < min((end / buffer->stride) + 1, vertex_count); ++i)
849 for (j = 0; j < buffer->stride;)
851 switch (buffer->conversion_map[j])
853 case CONV_NONE:
854 /* Done already */
855 j += sizeof(DWORD);
856 break;
857 case CONV_D3DCOLOR:
858 j += fixup_d3dcolor((DWORD *) (data + i * buffer->stride + j));
859 break;
860 case CONV_POSITIONT:
861 j += fixup_transformed_pos((struct wined3d_vec4 *) (data + i * buffer->stride + j));
862 break;
863 default:
864 FIXME("Unimplemented conversion %d in shifted conversion.\n", buffer->conversion_map[j]);
865 ++j;
871 wined3d_buffer_upload_ranges(buffer, context, data, buffer->modified_areas, buffer->maps);
873 HeapFree(GetProcessHeap(), 0, data);
876 void buffer_mark_used(struct wined3d_buffer *buffer)
878 buffer->flags &= ~WINED3D_BUFFER_DISCARD;
881 /* Context activation is done by the caller. */
882 void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *context,
883 const struct wined3d_state *state)
885 const struct wined3d_gl_info *gl_info = context->gl_info;
886 BOOL decl_changed = FALSE;
888 TRACE("buffer %p.\n", buffer);
890 if (buffer->resource.map_count)
892 WARN("Buffer is mapped, skipping preload.\n");
893 return;
896 buffer_mark_used(buffer);
898 /* TODO: Make converting independent from VBOs */
899 if (!(buffer->flags & WINED3D_BUFFER_USE_BO))
901 /* Not doing any conversion */
902 return;
905 wined3d_buffer_prepare_location(buffer, context, WINED3D_LOCATION_BUFFER);
907 /* Reading the declaration makes only sense if we have valid state information
908 * (i.e., if this function is called during draws). */
909 if (state)
911 DWORD fixup_flags = 0;
913 if (!use_vs(state))
915 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && !context->d3d_info->ffp_generic_attributes)
916 fixup_flags |= WINED3D_BUFFER_FIXUP_D3DCOLOR;
917 if (!context->d3d_info->xyzrhw)
918 fixup_flags |= WINED3D_BUFFER_FIXUP_XYZRHW;
921 decl_changed = buffer_find_decl(buffer, &context->stream_info, state, fixup_flags);
922 buffer->flags |= WINED3D_BUFFER_HASDESC;
925 if (!decl_changed && !(buffer->flags & WINED3D_BUFFER_HASDESC && buffer_is_dirty(buffer)))
927 ++buffer->draw_count;
928 if (buffer->draw_count > VB_RESETDECLCHANGE)
929 buffer->decl_change_count = 0;
930 if (buffer->draw_count > VB_RESETFULLCONVS)
931 buffer->full_conversion_count = 0;
932 return;
935 /* If applications change the declaration over and over, reconverting all the time is a huge
936 * performance hit. So count the declaration changes and release the VBO if there are too many
937 * of them (and thus stop converting)
939 if (decl_changed)
941 ++buffer->decl_change_count;
942 buffer->draw_count = 0;
944 if (buffer->decl_change_count > VB_MAXDECLCHANGES
945 || (buffer->conversion_map && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)))
947 FIXME("Too many declaration changes or converting dynamic buffer, stopping converting.\n");
948 wined3d_buffer_drop_bo(buffer);
949 return;
952 /* The declaration changed, reload the whole buffer. */
953 WARN("Reloading buffer because of a vertex declaration change.\n");
954 buffer_invalidate_bo_range(buffer, 0, 0);
956 else
958 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
959 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
960 * decl changes and reset the decl change count after a specific number of them
962 if (buffer->conversion_map && buffer_is_fully_dirty(buffer))
964 ++buffer->full_conversion_count;
965 if (buffer->full_conversion_count > VB_MAXFULLCONVERSIONS)
967 FIXME("Too many full buffer conversions, stopping converting.\n");
968 wined3d_buffer_drop_bo(buffer);
969 return;
972 else
974 ++buffer->draw_count;
975 if (buffer->draw_count > VB_RESETDECLCHANGE)
976 buffer->decl_change_count = 0;
977 if (buffer->draw_count > VB_RESETFULLCONVS)
978 buffer->full_conversion_count = 0;
982 if (!buffer->conversion_map)
984 /* That means that there is nothing to fixup. Just upload from
985 * buffer->resource.heap_memory directly into the BO. Do not
986 * free the system memory copy because drawPrimitive may need it if
987 * the stride is 0, for instancing emulation, vertex blending
988 * emulation or shader emulation. */
989 TRACE("No conversion needed.\n");
991 /* Nothing to do because heap memory exists if the buffer is double buffer or has no BO at all. */
992 if (!(buffer->flags & WINED3D_BUFFER_PIN_SYSMEM))
993 return;
995 wined3d_buffer_upload_ranges(buffer, context, buffer->resource.heap_memory,
996 buffer->modified_areas, buffer->maps);
998 else
1000 buffer_conversion_upload(buffer, context);
1002 wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_BUFFER);
1005 struct wined3d_resource * CDECL wined3d_buffer_get_resource(struct wined3d_buffer *buffer)
1007 TRACE("buffer %p.\n", buffer);
1009 return &buffer->resource;
1012 static HRESULT wined3d_buffer_map(struct wined3d_buffer *buffer, UINT offset, UINT size, BYTE **data, DWORD flags)
1014 struct wined3d_device *device = buffer->resource.device;
1015 struct wined3d_context *context;
1016 LONG count;
1017 BYTE *base;
1019 TRACE("buffer %p, offset %u, size %u, data %p, flags %#x.\n", buffer, offset, size, data, flags);
1021 /* Filter redundant WINED3D_MAP_DISCARD maps. The 3DMark2001 multitexture
1022 * fill rate test seems to depend on this. When we map a buffer with
1023 * GL_MAP_INVALIDATE_BUFFER_BIT, the driver is free to discard the
1024 * previous contents of the buffer. The r600g driver only does this when
1025 * the buffer is currently in use, while the proprietary NVIDIA driver
1026 * appears to do this unconditionally. */
1027 if (buffer->flags & WINED3D_BUFFER_DISCARD)
1028 flags &= ~WINED3D_MAP_DISCARD;
1029 count = ++buffer->resource.map_count;
1031 if (buffer->buffer_object)
1033 unsigned int dirty_offset = offset, dirty_size = size;
1035 /* DISCARD invalidates the entire buffer, regardless of the specified
1036 * offset and size. Some applications also depend on the entire buffer
1037 * being uploaded in that case. Two such applications are Port Royale
1038 * and Darkstar One. */
1039 if (flags & WINED3D_MAP_DISCARD)
1041 dirty_offset = 0;
1042 dirty_size = 0;
1045 if (buffer->flags & WINED3D_BUFFER_PIN_SYSMEM)
1047 if (!(buffer->locations & WINED3D_LOCATION_SYSMEM))
1049 context = context_acquire(device, NULL);
1050 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
1051 context_release(context);
1054 if (!(flags & WINED3D_MAP_READONLY))
1055 wined3d_buffer_invalidate_range(buffer, WINED3D_LOCATION_BUFFER, dirty_offset, dirty_size);
1057 else
1059 if (!(flags & WINED3D_MAP_READONLY))
1060 buffer_invalidate_bo_range(buffer, dirty_offset, dirty_size);
1062 if (count == 1)
1064 const struct wined3d_gl_info *gl_info;
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 GLbitfield mapflags = wined3d_resource_gl_map_flags(flags);
1074 buffer->map_ptr = GL_EXTCALL(glMapBufferRange(buffer->buffer_type_hint,
1075 0, buffer->resource.size, mapflags));
1076 checkGLcall("glMapBufferRange");
1078 else
1080 if (buffer->flags & WINED3D_BUFFER_APPLESYNC)
1081 buffer_sync_apple(buffer, flags, gl_info);
1082 buffer->map_ptr = GL_EXTCALL(glMapBuffer(buffer->buffer_type_hint,
1083 GL_READ_WRITE));
1084 checkGLcall("glMapBuffer");
1087 if (((DWORD_PTR)buffer->map_ptr) & (RESOURCE_ALIGNMENT - 1))
1089 WARN("Pointer %p is not %u byte aligned.\n", buffer->map_ptr, RESOURCE_ALIGNMENT);
1091 GL_EXTCALL(glUnmapBuffer(buffer->buffer_type_hint));
1092 checkGLcall("glUnmapBuffer");
1093 buffer->map_ptr = NULL;
1095 if (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)
1097 /* The extra copy is more expensive than not using VBOs at
1098 * all on the Nvidia Linux driver, which is the only driver
1099 * that returns unaligned pointers.
1101 TRACE("Dynamic buffer, dropping VBO.\n");
1102 wined3d_buffer_drop_bo(buffer);
1104 else
1106 TRACE("Falling back to doublebuffered operation.\n");
1107 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
1109 TRACE("New pointer is %p.\n", buffer->resource.heap_memory);
1110 buffer->map_ptr = NULL;
1112 context_release(context);
1116 if (flags & WINED3D_MAP_DISCARD)
1117 buffer->flags |= WINED3D_BUFFER_DISCARD;
1120 base = buffer->map_ptr ? buffer->map_ptr : buffer->resource.heap_memory;
1121 *data = base + offset;
1123 TRACE("Returning memory at %p (base %p, offset %u).\n", *data, base, offset);
1124 /* TODO: check Flags compatibility with buffer->currentDesc.Usage (see MSDN) */
1126 return WINED3D_OK;
1129 static void wined3d_buffer_unmap(struct wined3d_buffer *buffer)
1131 ULONG i;
1133 TRACE("buffer %p.\n", buffer);
1135 /* In the case that the number of Unmap calls > the
1136 * number of Map calls, d3d returns always D3D_OK.
1137 * This is also needed to prevent Map from returning garbage on
1138 * the next call (this will happen if the lock_count is < 0). */
1139 if (!buffer->resource.map_count)
1141 WARN("Unmap called without a previous map call.\n");
1142 return;
1145 if (--buffer->resource.map_count)
1147 /* Delay loading the buffer until everything is unlocked */
1148 TRACE("Ignoring unmap.\n");
1149 return;
1152 if (!(buffer->flags & WINED3D_BUFFER_PIN_SYSMEM) && buffer->buffer_object)
1154 struct wined3d_device *device = buffer->resource.device;
1155 const struct wined3d_gl_info *gl_info;
1156 struct wined3d_context *context;
1158 context = context_acquire(device, NULL);
1159 gl_info = context->gl_info;
1161 buffer_bind(buffer, context);
1163 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
1165 for (i = 0; i < buffer->modified_areas; ++i)
1167 GL_EXTCALL(glFlushMappedBufferRange(buffer->buffer_type_hint,
1168 buffer->maps[i].offset, buffer->maps[i].size));
1169 checkGLcall("glFlushMappedBufferRange");
1172 else if (buffer->flags & WINED3D_BUFFER_APPLESYNC)
1174 for (i = 0; i < buffer->modified_areas; ++i)
1176 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(buffer->buffer_type_hint,
1177 buffer->maps[i].offset, buffer->maps[i].size));
1178 checkGLcall("glFlushMappedBufferRangeAPPLE");
1182 GL_EXTCALL(glUnmapBuffer(buffer->buffer_type_hint));
1183 if (wined3d_settings.strict_draw_ordering)
1184 gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
1185 context_release(context);
1187 buffer_clear_dirty_areas(buffer);
1188 buffer->map_ptr = NULL;
1190 else if (buffer->flags & WINED3D_BUFFER_HASDESC)
1192 wined3d_resource_preload(&buffer->resource);
1196 HRESULT wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset,
1197 struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size)
1199 const struct wined3d_gl_info *gl_info;
1200 struct wined3d_bo_address dst, src;
1201 struct wined3d_context *context;
1202 struct wined3d_device *device;
1203 BYTE *dst_ptr, *src_ptr;
1204 DWORD dst_location;
1205 HRESULT hr;
1207 buffer_mark_used(dst_buffer);
1208 buffer_mark_used(src_buffer);
1210 device = dst_buffer->resource.device;
1212 context = context_acquire(device, NULL);
1213 gl_info = context->gl_info;
1215 dst_location = wined3d_buffer_get_memory(dst_buffer, &dst, dst_buffer->locations);
1216 wined3d_buffer_get_memory(src_buffer, &src, src_buffer->locations);
1218 if (dst.buffer_object && src.buffer_object)
1220 if (gl_info->supported[ARB_COPY_BUFFER])
1222 GL_EXTCALL(glBindBuffer(GL_COPY_READ_BUFFER, src.buffer_object));
1223 GL_EXTCALL(glBindBuffer(GL_COPY_WRITE_BUFFER, dst.buffer_object));
1224 GL_EXTCALL(glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER,
1225 src_offset, dst_offset, size));
1226 checkGLcall("direct buffer copy");
1228 else
1230 if (FAILED(hr = wined3d_buffer_map(dst_buffer, dst_offset, size, &dst_ptr, 0)))
1232 WARN("Failed to map dst_buffer, hr %#x.\n", hr);
1233 context_release(context);
1234 return WINED3DERR_INVALIDCALL;
1236 if (FAILED(hr = wined3d_buffer_map(src_buffer, src_offset, size, &src_ptr, WINED3D_MAP_READONLY)))
1238 WARN("Failed to map src_buffer, hr %#x.\n", hr);
1239 wined3d_buffer_unmap(dst_buffer);
1240 context_release(context);
1241 return WINED3DERR_INVALIDCALL;
1244 memcpy(dst_ptr, src_ptr, size);
1246 wined3d_buffer_unmap(src_buffer);
1247 wined3d_buffer_unmap(dst_buffer);
1250 else if (!dst.buffer_object && src.buffer_object)
1252 buffer_bind(src_buffer, context);
1253 GL_EXTCALL(glGetBufferSubData(src_buffer->buffer_type_hint, src_offset, size, dst.addr + dst_offset));
1254 checkGLcall("buffer download");
1256 else if (dst.buffer_object && !src.buffer_object)
1258 buffer_bind(dst_buffer, context);
1259 GL_EXTCALL(glBufferSubData(dst_buffer->buffer_type_hint, dst_offset, size, src.addr + src_offset));
1260 checkGLcall("buffer upload");
1262 else
1264 memcpy(dst.addr + dst_offset, src.addr + src_offset, size);
1267 wined3d_buffer_invalidate_range(dst_buffer, ~dst_location, dst_offset, size);
1269 context_release(context);
1270 return WINED3D_OK;
1273 HRESULT wined3d_buffer_upload_data(struct wined3d_buffer *buffer,
1274 const struct wined3d_box *box, const void *data)
1276 UINT offset, size;
1277 HRESULT hr;
1278 BYTE *ptr;
1280 if (box)
1282 offset = box->left;
1283 size = box->right - box->left;
1285 else
1287 offset = 0;
1288 size = buffer->resource.size;
1291 if (FAILED(hr = wined3d_buffer_map(buffer, offset, size, &ptr, 0)))
1292 return hr;
1294 memcpy(ptr, data, size);
1296 wined3d_buffer_unmap(buffer);
1297 return WINED3D_OK;
1300 static ULONG buffer_resource_incref(struct wined3d_resource *resource)
1302 return wined3d_buffer_incref(buffer_from_resource(resource));
1305 static ULONG buffer_resource_decref(struct wined3d_resource *resource)
1307 return wined3d_buffer_decref(buffer_from_resource(resource));
1310 static void buffer_resource_preload(struct wined3d_resource *resource)
1312 struct wined3d_context *context;
1314 context = context_acquire(resource->device, NULL);
1315 wined3d_buffer_load(buffer_from_resource(resource), context, NULL);
1316 context_release(context);
1319 static HRESULT buffer_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx,
1320 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags)
1322 struct wined3d_buffer *buffer = buffer_from_resource(resource);
1323 UINT offset, size;
1325 if (sub_resource_idx)
1327 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
1328 return E_INVALIDARG;
1331 if (box)
1333 offset = box->left;
1334 size = box->right - box->left;
1336 else
1338 offset = size = 0;
1341 map_desc->row_pitch = map_desc->slice_pitch = buffer->desc.byte_width;
1342 return wined3d_buffer_map(buffer, offset, size, (BYTE **)&map_desc->data, flags);
1345 static HRESULT buffer_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
1347 if (sub_resource_idx)
1349 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
1350 return E_INVALIDARG;
1353 wined3d_buffer_unmap(buffer_from_resource(resource));
1354 return WINED3D_OK;
1357 static const struct wined3d_resource_ops buffer_resource_ops =
1359 buffer_resource_incref,
1360 buffer_resource_decref,
1361 buffer_resource_preload,
1362 buffer_unload,
1363 buffer_resource_sub_resource_map,
1364 buffer_resource_sub_resource_unmap,
1367 static GLenum buffer_type_hint_from_bind_flags(unsigned int bind_flags)
1369 if (bind_flags == WINED3D_BIND_INDEX_BUFFER)
1370 return GL_ELEMENT_ARRAY_BUFFER;
1372 if (bind_flags & WINED3D_BIND_CONSTANT_BUFFER)
1373 return GL_UNIFORM_BUFFER;
1375 if (bind_flags & ~(WINED3D_BIND_VERTEX_BUFFER | WINED3D_BIND_INDEX_BUFFER))
1376 FIXME("Unhandled bind flags %#x.\n", bind_flags);
1378 return GL_ARRAY_BUFFER;
1381 static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device *device,
1382 UINT size, DWORD usage, enum wined3d_format_id format_id, enum wined3d_pool pool, unsigned int bind_flags,
1383 const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops)
1385 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1386 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id, usage);
1387 BOOL dynamic_buffer_ok;
1388 HRESULT hr;
1390 if (!size)
1392 WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL.\n");
1393 return WINED3DERR_INVALIDCALL;
1396 if (data && !data->data)
1398 WARN("Invalid sub-resource data specified.\n");
1399 return E_INVALIDARG;
1402 hr = resource_init(&buffer->resource, device, WINED3D_RTYPE_BUFFER, format,
1403 WINED3D_MULTISAMPLE_NONE, 0, usage, pool, size, 1, 1, size, parent, parent_ops, &buffer_resource_ops);
1404 if (FAILED(hr))
1406 WARN("Failed to initialize resource, hr %#x.\n", hr);
1407 return hr;
1409 buffer->buffer_type_hint = buffer_type_hint_from_bind_flags(bind_flags);
1410 buffer->bind_flags = bind_flags;
1411 buffer->locations = WINED3D_LOCATION_SYSMEM;
1413 TRACE("buffer %p, size %#x, usage %#x, format %s, memory @ %p.\n",
1414 buffer, buffer->resource.size, buffer->resource.usage,
1415 debug_d3dformat(buffer->resource.format->id), buffer->resource.heap_memory);
1417 if (device->create_parms.flags & WINED3DCREATE_SOFTWARE_VERTEXPROCESSING || pool == WINED3D_POOL_MANAGED)
1419 /* SWvp and managed buffers always return the same pointer in buffer
1420 * maps and retain data in DISCARD maps. Keep a system memory copy of
1421 * the buffer to provide the same behavior to the application. */
1422 TRACE("Using doublebuffer mode.\n");
1423 buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
1426 /* Observations show that draw_primitive_immediate_mode() is faster on
1427 * dynamic vertex buffers than converting + draw_primitive_arrays().
1428 * (Half-Life 2 and others.) */
1429 dynamic_buffer_ok = gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] || gl_info->supported[ARB_MAP_BUFFER_RANGE];
1431 if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
1433 TRACE("Not creating a BO because GL_ARB_vertex_buffer is not supported.\n");
1435 else if (buffer->resource.pool == WINED3D_POOL_SYSTEM_MEM)
1437 TRACE("Not creating a BO because the buffer is in system memory.\n");
1439 else if (!dynamic_buffer_ok && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
1441 TRACE("Not creating a BO because the buffer has dynamic usage and no GL support.\n");
1443 else
1445 buffer->flags |= WINED3D_BUFFER_USE_BO;
1448 if (!(buffer->maps = HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer->maps))))
1450 ERR("Out of memory.\n");
1451 buffer_unload(&buffer->resource);
1452 resource_cleanup(&buffer->resource);
1453 wined3d_resource_wait_idle(&buffer->resource);
1454 return E_OUTOFMEMORY;
1456 buffer->maps_size = 1;
1458 if (data)
1459 wined3d_device_update_sub_resource(device, &buffer->resource,
1460 0, NULL, data->data, data->row_pitch, data->slice_pitch);
1462 return WINED3D_OK;
1465 HRESULT CDECL wined3d_buffer_create(struct wined3d_device *device, const struct wined3d_buffer_desc *desc,
1466 const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops,
1467 struct wined3d_buffer **buffer)
1469 struct wined3d_buffer *object;
1470 HRESULT hr;
1472 TRACE("device %p, desc %p, data %p, parent %p, parent_ops %p, buffer %p.\n",
1473 device, desc, data, parent, parent_ops, buffer);
1475 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1476 if (!object)
1477 return E_OUTOFMEMORY;
1479 FIXME("Ignoring access flags (pool).\n");
1481 hr = buffer_init(object, device, desc->byte_width, desc->usage, WINED3DFMT_UNKNOWN,
1482 WINED3D_POOL_MANAGED, desc->bind_flags, data, parent, parent_ops);
1483 if (FAILED(hr))
1485 WARN("Failed to initialize buffer, hr %#x.\n", hr);
1486 HeapFree(GetProcessHeap(), 0, object);
1487 return hr;
1489 object->desc = *desc;
1491 TRACE("Created buffer %p.\n", object);
1493 *buffer = object;
1495 return WINED3D_OK;
1498 HRESULT CDECL wined3d_buffer_create_vb(struct wined3d_device *device, UINT size, DWORD usage, enum wined3d_pool pool,
1499 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer)
1501 struct wined3d_buffer *object;
1502 HRESULT hr;
1504 TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
1505 device, size, usage, pool, parent, parent_ops, buffer);
1507 if (pool == WINED3D_POOL_SCRATCH)
1509 /* The d3d9 tests shows that this is not allowed. It doesn't make much
1510 * sense anyway, SCRATCH buffers wouldn't be usable anywhere. */
1511 WARN("Vertex buffer in WINED3D_POOL_SCRATCH requested, returning WINED3DERR_INVALIDCALL.\n");
1512 *buffer = NULL;
1513 return WINED3DERR_INVALIDCALL;
1516 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1517 if (!object)
1519 *buffer = NULL;
1520 return WINED3DERR_OUTOFVIDEOMEMORY;
1523 hr = buffer_init(object, device, size, usage, WINED3DFMT_UNKNOWN,
1524 pool, WINED3D_BIND_VERTEX_BUFFER, NULL, parent, parent_ops);
1525 if (FAILED(hr))
1527 WARN("Failed to initialize buffer, hr %#x.\n", hr);
1528 HeapFree(GetProcessHeap(), 0, object);
1529 return hr;
1532 TRACE("Created buffer %p.\n", object);
1533 *buffer = object;
1535 return WINED3D_OK;
1538 HRESULT CDECL wined3d_buffer_create_ib(struct wined3d_device *device, UINT size, DWORD usage, enum wined3d_pool pool,
1539 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer)
1541 struct wined3d_buffer *object;
1542 HRESULT hr;
1544 TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
1545 device, size, usage, pool, parent, parent_ops, buffer);
1547 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1548 if (!object)
1550 *buffer = NULL;
1551 return WINED3DERR_OUTOFVIDEOMEMORY;
1554 hr = buffer_init(object, device, size, usage | WINED3DUSAGE_STATICDECL,
1555 WINED3DFMT_UNKNOWN, pool, WINED3D_BIND_INDEX_BUFFER, NULL,
1556 parent, parent_ops);
1557 if (FAILED(hr))
1559 WARN("Failed to initialize buffer, hr %#x\n", hr);
1560 HeapFree(GetProcessHeap(), 0, object);
1561 return hr;
1564 TRACE("Created buffer %p.\n", object);
1565 *buffer = object;
1567 return WINED3D_OK;