secur32/tests: Use importlib for functions available since Windows XP.
[wine.git] / dlls / wined3d / buffer.c
blob6883b4010a0e81e58f72e2613543481f10497fca
1 /*
2 * Copyright 2002-2005 Jason Edmeades
3 * Copyright 2002-2005 Raphael Junqueira
4 * Copyright 2004 Christian Costa
5 * Copyright 2005 Oliver Stieber
6 * Copyright 2007-2011, 2013-2014 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #include "config.h"
26 #include "wine/port.h"
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
32 #define WINED3D_BUFFER_HASDESC 0x01 /* A vertex description has been found. */
33 #define WINED3D_BUFFER_USE_BO 0x02 /* Use a buffer object for this buffer. */
34 #define WINED3D_BUFFER_DOUBLEBUFFER 0x04 /* Keep both a buffer object and a system memory copy for this buffer. */
35 #define WINED3D_BUFFER_DISCARD 0x08 /* A DISCARD lock has occurred since the last preload. */
36 #define WINED3D_BUFFER_SYNC 0x10 /* There has been at least one synchronized map since the last preload. */
37 #define WINED3D_BUFFER_MAP 0x20 /* There has been at least one map since the last preload. */
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, unsigned int offset, unsigned int size)
47 if (!offset && (!size || size == buffer->resource.size))
48 goto invalidate_all;
50 if (offset > buffer->resource.size || size > buffer->resource.size - offset)
52 WARN("Invalid range specified, invalidating entire buffer.\n");
53 goto invalidate_all;
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");
63 goto invalidate_all;
66 buffer->maps = new;
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;
73 return;
75 invalidate_all:
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)
93 return buffer->modified_areas == 1
94 && !buffer->maps->offset && buffer->maps->size == buffer->resource.size;
97 static void wined3d_buffer_validate_location(struct wined3d_buffer *buffer, DWORD location)
99 TRACE("buffer %p, location %s.\n", buffer, wined3d_debug_location(location));
101 if (location & WINED3D_LOCATION_BUFFER)
102 buffer_clear_dirty_areas(buffer);
104 buffer->locations |= location;
106 TRACE("New locations flags are %s.\n", wined3d_debug_location(buffer->locations));
109 static void wined3d_buffer_invalidate_range(struct wined3d_buffer *buffer, DWORD location,
110 unsigned int offset, unsigned int size)
112 TRACE("buffer %p, location %s, offset %u, size %u.\n",
113 buffer, wined3d_debug_location(location), offset, size);
115 if (location & WINED3D_LOCATION_BUFFER)
116 buffer_invalidate_bo_range(buffer, offset, size);
118 buffer->locations &= ~location;
120 TRACE("New locations flags are %s.\n", wined3d_debug_location(buffer->locations));
122 if (!buffer->locations)
123 ERR("Buffer %p does not have any up to date location.\n", buffer);
126 void wined3d_buffer_invalidate_location(struct wined3d_buffer *buffer, DWORD location)
128 wined3d_buffer_invalidate_range(buffer, location, 0, 0);
131 /* Context activation is done by the caller. */
132 static void buffer_bind(struct wined3d_buffer *buffer, struct wined3d_context *context)
134 const struct wined3d_gl_info *gl_info = context->gl_info;
136 if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER)
137 context_invalidate_state(context, STATE_INDEXBUFFER);
139 GL_EXTCALL(glBindBuffer(buffer->buffer_type_hint, buffer->buffer_object));
142 /* Context activation is done by the caller. */
143 static void buffer_destroy_buffer_object(struct wined3d_buffer *buffer, const struct wined3d_context *context)
145 const struct wined3d_gl_info *gl_info = context->gl_info;
146 struct wined3d_resource *resource = &buffer->resource;
148 if (!buffer->buffer_object)
149 return;
151 GL_EXTCALL(glDeleteBuffers(1, &buffer->buffer_object));
152 checkGLcall("glDeleteBuffers");
153 buffer->buffer_object = 0;
155 /* The stream source state handler might have read the memory of the
156 * vertex buffer already and got the memory in the vbo which is not
157 * valid any longer. Dirtify the stream source to force a reload. This
158 * happens only once per changed vertexbuffer and should occur rather
159 * rarely. */
160 if (resource->bind_count)
162 if (buffer->bind_flags & WINED3D_BIND_VERTEX_BUFFER)
163 device_invalidate_state(resource->device, STATE_STREAMSRC);
164 if (buffer->bind_flags & WINED3D_BIND_INDEX_BUFFER)
165 device_invalidate_state(resource->device, STATE_INDEXBUFFER);
166 if (buffer->bind_flags & WINED3D_BIND_CONSTANT_BUFFER)
168 device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX));
169 device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL));
170 device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN));
171 device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY));
172 device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL));
173 device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE));
177 if (buffer->query)
179 wined3d_event_query_destroy(buffer->query);
180 buffer->query = NULL;
182 buffer->flags &= ~WINED3D_BUFFER_APPLESYNC;
185 /* Context activation is done by the caller. */
186 static BOOL buffer_create_buffer_object(struct wined3d_buffer *buffer, struct wined3d_context *context)
188 const struct wined3d_gl_info *gl_info = context->gl_info;
189 GLenum gl_usage = GL_STATIC_DRAW;
190 GLenum error;
192 TRACE("Creating an OpenGL buffer object for wined3d_buffer %p with usage %s.\n",
193 buffer, debug_d3dusage(buffer->resource.usage));
195 /* Make sure that the gl error is cleared. Do not use checkGLcall
196 * here because checkGLcall just prints a fixme and continues. However,
197 * if an error during VBO creation occurs we can fall back to non-VBO operation
198 * with full functionality(but performance loss).
200 while (gl_info->gl_ops.gl.p_glGetError() != GL_NO_ERROR);
202 /* Basically the FVF parameter passed to CreateVertexBuffer is no good.
203 * The vertex declaration from the device determines how the data in the
204 * buffer is interpreted. This means that on each draw call the buffer has
205 * to be verified to check if the rhw and color values are in the correct
206 * format. */
208 GL_EXTCALL(glGenBuffers(1, &buffer->buffer_object));
209 error = gl_info->gl_ops.gl.p_glGetError();
210 if (!buffer->buffer_object || error != GL_NO_ERROR)
212 ERR("Failed to create a BO with error %s (%#x).\n", debug_glerror(error), error);
213 goto fail;
216 buffer_bind(buffer, context);
217 error = gl_info->gl_ops.gl.p_glGetError();
218 if (error != GL_NO_ERROR)
220 ERR("Failed to bind the BO with error %s (%#x).\n", debug_glerror(error), error);
221 goto fail;
224 if (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)
226 TRACE("Buffer has WINED3DUSAGE_DYNAMIC set.\n");
227 gl_usage = GL_STREAM_DRAW_ARB;
229 if (gl_info->supported[APPLE_FLUSH_BUFFER_RANGE])
231 GL_EXTCALL(glBufferParameteriAPPLE(buffer->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE));
232 GL_EXTCALL(glBufferParameteriAPPLE(buffer->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE));
233 checkGLcall("glBufferParameteriAPPLE");
234 buffer->flags |= WINED3D_BUFFER_APPLESYNC;
236 /* No setup is needed here for GL_ARB_map_buffer_range. */
239 /* Reserve memory for the buffer. The amount of data won't change
240 * so we are safe with calling glBufferData once and
241 * calling glBufferSubData on updates. Upload the actual data in case
242 * we're not double buffering, so we can release the heap mem afterwards.
244 GL_EXTCALL(glBufferData(buffer->buffer_type_hint, buffer->resource.size, buffer->resource.heap_memory, gl_usage));
245 error = gl_info->gl_ops.gl.p_glGetError();
246 if (error != GL_NO_ERROR)
248 ERR("glBufferData failed with error %s (%#x).\n", debug_glerror(error), error);
249 goto fail;
252 buffer->buffer_object_usage = gl_usage;
254 if (buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER)
256 buffer_invalidate_bo_range(buffer, 0, 0);
258 else
260 wined3d_resource_free_sysmem(&buffer->resource);
261 wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_BUFFER);
262 wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_SYSMEM);
265 return TRUE;
267 fail:
268 /* Clean up all BO init, but continue because we can work without a BO :-) */
269 ERR("Failed to create a buffer object. Continuing, but performance issues may occur.\n");
270 buffer->flags &= ~WINED3D_BUFFER_USE_BO;
271 buffer_destroy_buffer_object(buffer, context);
272 buffer_clear_dirty_areas(buffer);
273 return FALSE;
276 static BOOL buffer_process_converted_attribute(struct wined3d_buffer *buffer,
277 const enum wined3d_buffer_conversion_type conversion_type,
278 const struct wined3d_stream_info_element *attrib, DWORD *stride_this_run)
280 const struct wined3d_format *format = attrib->format;
281 BOOL ret = FALSE;
282 unsigned int i;
283 DWORD_PTR data;
285 /* Check for some valid situations which cause us pain. One is if the buffer is used for
286 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
287 * with different strides. In the 2nd case we might have to drop conversion entirely,
288 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
290 if (!attrib->stride)
292 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else.\n",
293 debug_d3dformat(format->id));
295 else if (attrib->stride != *stride_this_run && *stride_this_run)
297 FIXME("Got two concurrent strides, %d and %d.\n", attrib->stride, *stride_this_run);
299 else
301 *stride_this_run = attrib->stride;
302 if (buffer->stride != *stride_this_run)
304 /* We rely that this happens only on the first converted attribute that is found,
305 * if at all. See above check
307 TRACE("Reconverting because converted attributes occur, and the stride changed.\n");
308 buffer->stride = *stride_this_run;
309 HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY, buffer->conversion_map);
310 buffer->conversion_map = wined3d_calloc(buffer->stride, sizeof(*buffer->conversion_map));
311 ret = TRUE;
315 data = ((DWORD_PTR)attrib->data.addr) % buffer->stride;
316 for (i = 0; i < format->attribute_size; ++i)
318 DWORD_PTR idx = (data + i) % buffer->stride;
319 if (buffer->conversion_map[idx] != conversion_type)
321 TRACE("Byte %lu in vertex changed:\n", idx);
322 TRACE(" It was type %#x, is %#x now.\n", buffer->conversion_map[idx], conversion_type);
323 ret = TRUE;
324 buffer->conversion_map[idx] = conversion_type;
328 return ret;
331 #define WINED3D_BUFFER_FIXUP_D3DCOLOR 0x01
332 #define WINED3D_BUFFER_FIXUP_XYZRHW 0x02
334 static BOOL buffer_check_attribute(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
335 const struct wined3d_state *state, UINT attrib_idx, DWORD fixup_flags, DWORD *stride_this_run)
337 const struct wined3d_stream_info_element *attrib = &si->elements[attrib_idx];
338 enum wined3d_format_id format;
339 BOOL ret = FALSE;
341 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
342 * there, on nonexistent attribs the vbo is 0.
344 if (!(si->use_map & (1u << attrib_idx))
345 || state->streams[attrib->stream_idx].buffer != This)
346 return FALSE;
348 format = attrib->format->id;
349 /* Look for newly appeared conversion */
350 if (fixup_flags & WINED3D_BUFFER_FIXUP_D3DCOLOR && format == WINED3DFMT_B8G8R8A8_UNORM)
352 ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run);
354 else if (fixup_flags & WINED3D_BUFFER_FIXUP_XYZRHW && si->position_transformed)
356 if (format != WINED3DFMT_R32G32B32A32_FLOAT)
358 FIXME("Unexpected format %s for transformed position.\n", debug_d3dformat(format));
359 return FALSE;
362 ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run);
364 else if (This->conversion_map)
366 ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run);
369 return ret;
372 static BOOL buffer_find_decl(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
373 const struct wined3d_state *state, DWORD fixup_flags)
375 UINT stride_this_run = 0;
376 BOOL ret = FALSE;
378 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
379 * Once we have our declaration there is no need to look it up again. Index buffers also never need
380 * conversion, so once the (empty) conversion structure is created don't bother checking again
382 if (This->flags & WINED3D_BUFFER_HASDESC)
384 if(This->resource.usage & WINED3DUSAGE_STATICDECL) return FALSE;
387 if (!fixup_flags)
389 TRACE("No fixup required.\n");
390 if(This->conversion_map)
392 HeapFree(GetProcessHeap(), 0, This->conversion_map);
393 This->conversion_map = NULL;
394 This->stride = 0;
395 return TRUE;
398 return FALSE;
401 TRACE("Finding vertex buffer conversion information\n");
402 /* Certain declaration types need some fixups before we can pass them to
403 * opengl. This means D3DCOLOR attributes with fixed function vertex
404 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
405 * GL_ARB_half_float_vertex is not supported.
407 * Note for d3d8 and d3d9:
408 * The vertex buffer FVF doesn't help with finding them, we have to use
409 * the decoded vertex declaration and pick the things that concern the
410 * current buffer. A problem with this is that this can change between
411 * draws, so we have to validate the information and reprocess the buffer
412 * if it changes, and avoid false positives for performance reasons.
413 * WineD3D doesn't even know the vertex buffer any more, it is managed
414 * by the client libraries and passed to SetStreamSource and ProcessVertices
415 * as needed.
417 * We have to distinguish between vertex shaders and fixed function to
418 * pick the way we access the strided vertex information.
420 * This code sets up a per-byte array with the size of the detected
421 * stride of the arrays in the buffer. For each byte we have a field
422 * that marks the conversion needed on this byte. For example, the
423 * following declaration with fixed function vertex processing:
425 * POSITIONT, FLOAT4
426 * NORMAL, FLOAT3
427 * DIFFUSE, FLOAT16_4
428 * SPECULAR, D3DCOLOR
430 * Will result in
431 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
432 * [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]
434 * Where in this example map P means 4 component position conversion, 0
435 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
436 * conversion (red / blue swizzle).
438 * If we're doing conversion and the stride changes we have to reconvert
439 * the whole buffer. Note that we do not mind if the semantic changes,
440 * we only care for the conversion type. So if the NORMAL is replaced
441 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
442 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
443 * conversion types depend on the semantic as well, for example a FLOAT4
444 * texcoord needs no conversion while a FLOAT4 positiont needs one
447 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_POSITION,
448 fixup_flags, &stride_this_run) || ret;
449 fixup_flags &= ~WINED3D_BUFFER_FIXUP_XYZRHW;
451 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_BLENDWEIGHT,
452 fixup_flags, &stride_this_run) || ret;
453 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_BLENDINDICES,
454 fixup_flags, &stride_this_run) || ret;
455 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_NORMAL,
456 fixup_flags, &stride_this_run) || ret;
457 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_DIFFUSE,
458 fixup_flags, &stride_this_run) || ret;
459 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_SPECULAR,
460 fixup_flags, &stride_this_run) || ret;
461 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD0,
462 fixup_flags, &stride_this_run) || ret;
463 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD1,
464 fixup_flags, &stride_this_run) || ret;
465 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD2,
466 fixup_flags, &stride_this_run) || ret;
467 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD3,
468 fixup_flags, &stride_this_run) || ret;
469 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD4,
470 fixup_flags, &stride_this_run) || ret;
471 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD5,
472 fixup_flags, &stride_this_run) || ret;
473 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD6,
474 fixup_flags, &stride_this_run) || ret;
475 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD7,
476 fixup_flags, &stride_this_run) || ret;
478 if (!stride_this_run && This->conversion_map)
480 /* Sanity test */
481 if (!ret) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
482 HeapFree(GetProcessHeap(), 0, This->conversion_map);
483 This->conversion_map = NULL;
484 This->stride = 0;
487 if (ret) TRACE("Conversion information changed\n");
489 return ret;
492 static inline unsigned int fixup_d3dcolor(DWORD *dst_color)
494 DWORD src_color = *dst_color;
496 /* Color conversion like in draw_primitive_immediate_mode(). Watch out for
497 * endianness. If we want this to work on big-endian machines as well we
498 * have to consider more things.
500 * 0xff000000: Alpha mask
501 * 0x00ff0000: Blue mask
502 * 0x0000ff00: Green mask
503 * 0x000000ff: Red mask
505 *dst_color = 0;
506 *dst_color |= (src_color & 0xff00ff00u); /* Alpha Green */
507 *dst_color |= (src_color & 0x00ff0000u) >> 16; /* Red */
508 *dst_color |= (src_color & 0x000000ffu) << 16; /* Blue */
510 return sizeof(*dst_color);
513 static inline unsigned int fixup_transformed_pos(struct wined3d_vec4 *p)
515 /* rhw conversion like in position_float4(). */
516 if (p->w != 1.0f && p->w != 0.0f)
518 float w = 1.0f / p->w;
519 p->x *= w;
520 p->y *= w;
521 p->z *= w;
522 p->w = w;
525 return sizeof(*p);
528 ULONG CDECL wined3d_buffer_incref(struct wined3d_buffer *buffer)
530 ULONG refcount = InterlockedIncrement(&buffer->resource.ref);
532 TRACE("%p increasing refcount to %u.\n", buffer, refcount);
534 return refcount;
537 static BOOL wined3d_buffer_prepare_location(struct wined3d_buffer *buffer,
538 struct wined3d_context *context, DWORD location)
540 switch (location)
542 case WINED3D_LOCATION_SYSMEM:
543 if (buffer->resource.heap_memory)
544 return TRUE;
546 if (!wined3d_resource_allocate_sysmem(&buffer->resource))
548 ERR("Failed to allocate system memory.\n");
549 return FALSE;
551 return TRUE;
553 case WINED3D_LOCATION_BUFFER:
554 if (buffer->buffer_object)
555 return TRUE;
557 if (!(buffer->flags & WINED3D_BUFFER_USE_BO))
559 WARN("Trying to create BO for buffer %p with no WINED3D_BUFFER_USE_BO.\n", buffer);
560 return FALSE;
562 return buffer_create_buffer_object(buffer, context);
564 default:
565 ERR("Invalid location %s.\n", wined3d_debug_location(location));
566 return FALSE;
570 static BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer,
571 struct wined3d_context *context, DWORD location)
573 const struct wined3d_gl_info *gl_info = context->gl_info;
575 TRACE("buffer %p, context %p, location %s.\n",
576 buffer, context, wined3d_debug_location(location));
578 if (buffer->locations & location)
580 TRACE("Location (%#x) is already up to date.\n", location);
581 return WINED3D_OK;
584 if (!buffer->locations)
586 ERR("Buffer %p does not have any up to date location.\n", buffer);
587 wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_DISCARDED);
588 return wined3d_buffer_load_location(buffer, context, location);
591 TRACE("Current buffer location %s.\n", wined3d_debug_location(buffer->locations));
593 if (!wined3d_buffer_prepare_location(buffer, context, location))
594 return FALSE;
596 if (buffer->locations & WINED3D_LOCATION_DISCARDED)
598 TRACE("Buffer previously discarded, nothing to do.\n");
599 wined3d_buffer_validate_location(buffer, location);
600 wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_DISCARDED);
601 return TRUE;
604 switch (location)
606 case WINED3D_LOCATION_SYSMEM:
607 buffer_bind(buffer, context);
608 GL_EXTCALL(glGetBufferSubData(buffer->buffer_type_hint, 0, buffer->resource.size,
609 buffer->resource.heap_memory));
610 checkGLcall("buffer download");
611 buffer->flags |= WINED3D_BUFFER_DOUBLEBUFFER;
612 break;
614 case WINED3D_LOCATION_BUFFER:
615 FIXME("Not implemented yet.\n");
616 return FALSE;
618 default:
619 ERR("Invalid location %s.\n", wined3d_debug_location(location));
620 return FALSE;
623 wined3d_buffer_validate_location(buffer, location);
624 return TRUE;
627 /* Context activation is done by the caller. */
628 BYTE *wined3d_buffer_load_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context)
630 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
631 return buffer->resource.heap_memory;
634 DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer,
635 struct wined3d_bo_address *data, DWORD locations)
637 TRACE("buffer %p, data %p, locations %s.\n",
638 buffer, data, wined3d_debug_location(locations));
640 if (locations & WINED3D_LOCATION_BUFFER)
642 data->buffer_object = buffer->buffer_object;
643 data->addr = NULL;
644 return WINED3D_LOCATION_BUFFER;
646 if (locations & WINED3D_LOCATION_SYSMEM)
648 data->buffer_object = 0;
649 data->addr = buffer->resource.heap_memory;
650 return WINED3D_LOCATION_SYSMEM;
653 ERR("Unexpected locations %s.\n", wined3d_debug_location(locations));
654 data->buffer_object = 0;
655 data->addr = NULL;
656 return 0;
659 static void buffer_unload(struct wined3d_resource *resource)
661 struct wined3d_buffer *buffer = buffer_from_resource(resource);
662 DWORD flags = buffer->flags;
664 TRACE("buffer %p.\n", buffer);
666 if (buffer->buffer_object)
668 struct wined3d_context *context;
670 context = context_acquire(resource->device, NULL);
672 /* Download the buffer, but don't permanently enable double buffering. */
673 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
674 if (!(flags & WINED3D_BUFFER_DOUBLEBUFFER))
675 buffer->flags &= ~WINED3D_BUFFER_DOUBLEBUFFER;
677 wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_BUFFER);
678 buffer_destroy_buffer_object(buffer, context);
679 buffer_clear_dirty_areas(buffer);
681 context_release(context);
683 HeapFree(GetProcessHeap(), 0, buffer->conversion_map);
684 buffer->conversion_map = NULL;
685 buffer->stride = 0;
686 buffer->conversion_stride = 0;
687 buffer->flags &= ~WINED3D_BUFFER_HASDESC;
690 resource_unload(resource);
693 static void wined3d_buffer_drop_bo(struct wined3d_buffer *buffer)
695 buffer->flags &= ~WINED3D_BUFFER_USE_BO;
696 buffer_unload(&buffer->resource);
699 static void wined3d_buffer_destroy_object(void *object)
701 struct wined3d_buffer *buffer = object;
702 struct wined3d_context *context;
704 if (buffer->buffer_object)
706 context = context_acquire(buffer->resource.device, NULL);
707 buffer_destroy_buffer_object(buffer, context);
708 context_release(context);
710 HeapFree(GetProcessHeap(), 0, buffer->conversion_map);
713 HeapFree(GetProcessHeap(), 0, buffer->maps);
714 HeapFree(GetProcessHeap(), 0, buffer);
717 ULONG CDECL wined3d_buffer_decref(struct wined3d_buffer *buffer)
719 ULONG refcount = InterlockedDecrement(&buffer->resource.ref);
721 TRACE("%p decreasing refcount to %u.\n", buffer, refcount);
723 if (!refcount)
725 buffer->resource.parent_ops->wined3d_object_destroyed(buffer->resource.parent);
726 resource_cleanup(&buffer->resource);
727 wined3d_cs_emit_destroy_object(buffer->resource.device->cs, wined3d_buffer_destroy_object, buffer);
730 return refcount;
733 void * CDECL wined3d_buffer_get_parent(const struct wined3d_buffer *buffer)
735 TRACE("buffer %p.\n", buffer);
737 return buffer->resource.parent;
740 /* The caller provides a context and binds the buffer */
741 static void buffer_sync_apple(struct wined3d_buffer *This, DWORD flags, const struct wined3d_gl_info *gl_info)
743 enum wined3d_event_query_result ret;
745 /* No fencing needs to be done if the app promises not to overwrite
746 * existing data. */
747 if (flags & WINED3D_MAP_NOOVERWRITE)
748 return;
750 if (flags & WINED3D_MAP_DISCARD)
752 GL_EXTCALL(glBufferData(This->buffer_type_hint, This->resource.size, NULL, This->buffer_object_usage));
753 checkGLcall("glBufferData");
754 return;
757 if(!This->query)
759 TRACE("Creating event query for buffer %p\n", This);
761 if (!wined3d_event_query_supported(gl_info))
763 FIXME("Event queries not supported, dropping async buffer locks.\n");
764 goto drop_query;
767 This->query = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*This->query));
768 if (!This->query)
770 ERR("Failed to allocate event query memory, dropping async buffer locks.\n");
771 goto drop_query;
774 /* Since we don't know about old draws a glFinish is needed once */
775 gl_info->gl_ops.gl.p_glFinish();
776 return;
778 TRACE("Synchronizing buffer %p\n", This);
779 ret = wined3d_event_query_finish(This->query, This->resource.device);
780 switch(ret)
782 case WINED3D_EVENT_QUERY_NOT_STARTED:
783 case WINED3D_EVENT_QUERY_OK:
784 /* All done */
785 return;
787 case WINED3D_EVENT_QUERY_WRONG_THREAD:
788 WARN("Cannot synchronize buffer lock due to a thread conflict\n");
789 goto drop_query;
791 default:
792 ERR("wined3d_event_query_finish returned %u, dropping async buffer locks\n", ret);
793 goto drop_query;
796 drop_query:
797 if(This->query)
799 wined3d_event_query_destroy(This->query);
800 This->query = NULL;
803 gl_info->gl_ops.gl.p_glFinish();
804 GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE));
805 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
806 This->flags &= ~WINED3D_BUFFER_APPLESYNC;
809 /* The caller provides a GL context */
810 static void buffer_direct_upload(struct wined3d_buffer *This, struct wined3d_context *context, DWORD flags)
812 const struct wined3d_gl_info *gl_info = context->gl_info;
813 unsigned int start, len;
814 BYTE *map;
816 buffer_bind(This, context);
817 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
819 GLbitfield mapflags;
820 mapflags = GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
821 if (flags & WINED3D_BUFFER_DISCARD)
822 mapflags |= GL_MAP_INVALIDATE_BUFFER_BIT;
823 else if (flags & WINED3D_BUFFER_MAP && !(flags & WINED3D_BUFFER_SYNC))
824 mapflags |= GL_MAP_UNSYNCHRONIZED_BIT;
825 map = GL_EXTCALL(glMapBufferRange(This->buffer_type_hint, 0,
826 This->resource.size, mapflags));
827 checkGLcall("glMapBufferRange");
829 else
831 if (This->flags & WINED3D_BUFFER_APPLESYNC)
833 DWORD syncflags = 0;
834 if (flags & WINED3D_BUFFER_DISCARD)
835 syncflags |= WINED3D_MAP_DISCARD;
836 else if (flags & WINED3D_BUFFER_MAP && !(flags & WINED3D_BUFFER_SYNC))
837 syncflags |= WINED3D_MAP_NOOVERWRITE;
838 buffer_sync_apple(This, syncflags, gl_info);
840 map = GL_EXTCALL(glMapBuffer(This->buffer_type_hint, GL_WRITE_ONLY));
841 checkGLcall("glMapBuffer");
843 if (!map)
845 ERR("Failed to map OpenGL buffer.\n");
846 return;
849 while (This->modified_areas)
851 This->modified_areas--;
852 start = This->maps[This->modified_areas].offset;
853 len = This->maps[This->modified_areas].size;
855 memcpy(map + start, (BYTE *)This->resource.heap_memory + start, len);
857 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
859 GL_EXTCALL(glFlushMappedBufferRange(This->buffer_type_hint, start, len));
860 checkGLcall("glFlushMappedBufferRange");
862 else if (This->flags & WINED3D_BUFFER_APPLESYNC)
864 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This->buffer_type_hint, start, len));
865 checkGLcall("glFlushMappedBufferRangeAPPLE");
868 GL_EXTCALL(glUnmapBuffer(This->buffer_type_hint));
869 checkGLcall("glUnmapBuffer");
871 wined3d_buffer_validate_location(This, WINED3D_LOCATION_BUFFER);
874 static void buffer_conversion_upload(struct wined3d_buffer *buffer, struct wined3d_context *context)
876 const struct wined3d_gl_info *gl_info = context->gl_info;
877 unsigned int i, j, start, end, len, vertex_count;
878 BYTE *data;
880 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
882 /* Now for each vertex in the buffer that needs conversion. */
883 vertex_count = buffer->resource.size / buffer->stride;
885 if (!(data = HeapAlloc(GetProcessHeap(), 0, buffer->resource.size)))
887 ERR("Out of memory.\n");
888 return;
891 buffer_bind(buffer, context);
892 while (buffer->modified_areas)
894 buffer->modified_areas--;
895 start = buffer->maps[buffer->modified_areas].offset;
896 len = buffer->maps[buffer->modified_areas].size;
897 end = start + len;
899 memcpy(data + start, (BYTE *)buffer->resource.heap_memory + start, end - start);
900 for (i = start / buffer->stride; i < min((end / buffer->stride) + 1, vertex_count); ++i)
902 for (j = 0; j < buffer->stride;)
904 switch (buffer->conversion_map[j])
906 case CONV_NONE:
907 /* Done already */
908 j += sizeof(DWORD);
909 break;
910 case CONV_D3DCOLOR:
911 j += fixup_d3dcolor((DWORD *) (data + i * buffer->stride + j));
912 break;
913 case CONV_POSITIONT:
914 j += fixup_transformed_pos((struct wined3d_vec4 *) (data + i * buffer->stride + j));
915 break;
916 default:
917 FIXME("Unimplemented conversion %d in shifted conversion.\n", buffer->conversion_map[j]);
918 ++j;
923 GL_EXTCALL(glBufferSubData(buffer->buffer_type_hint, start, len, data + start));
924 checkGLcall("glBufferSubData");
927 HeapFree(GetProcessHeap(), 0, data);
929 wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_BUFFER);
932 void buffer_mark_used(struct wined3d_buffer *buffer)
934 buffer->flags &= ~(WINED3D_BUFFER_MAP | WINED3D_BUFFER_SYNC | WINED3D_BUFFER_DISCARD);
937 /* Context activation is done by the caller. */
938 void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *context,
939 const struct wined3d_state *state)
941 DWORD flags = buffer->flags & (WINED3D_BUFFER_MAP | WINED3D_BUFFER_SYNC | WINED3D_BUFFER_DISCARD);
942 const struct wined3d_gl_info *gl_info = context->gl_info;
943 BOOL decl_changed = FALSE;
945 TRACE("buffer %p.\n", buffer);
947 if (buffer->resource.map_count)
949 WARN("Buffer is mapped, skipping preload.\n");
950 return;
953 buffer_mark_used(buffer);
955 /* TODO: Make converting independent from VBOs */
956 if (!(buffer->flags & WINED3D_BUFFER_USE_BO))
958 /* Not doing any conversion */
959 return;
962 wined3d_buffer_prepare_location(buffer, context, WINED3D_LOCATION_BUFFER);
964 /* Reading the declaration makes only sense if we have valid state information
965 * (i.e., if this function is called during draws). */
966 if (state)
968 DWORD fixup_flags = 0;
970 if (!use_vs(state))
972 if (!gl_info->supported[ARB_VERTEX_ARRAY_BGRA] && !context->d3d_info->ffp_generic_attributes)
973 fixup_flags |= WINED3D_BUFFER_FIXUP_D3DCOLOR;
974 if (!context->d3d_info->xyzrhw)
975 fixup_flags |= WINED3D_BUFFER_FIXUP_XYZRHW;
978 decl_changed = buffer_find_decl(buffer, &context->stream_info, state, fixup_flags);
979 buffer->flags |= WINED3D_BUFFER_HASDESC;
982 if (!decl_changed && !(buffer->flags & WINED3D_BUFFER_HASDESC && buffer_is_dirty(buffer)))
984 ++buffer->draw_count;
985 if (buffer->draw_count > VB_RESETDECLCHANGE)
986 buffer->decl_change_count = 0;
987 if (buffer->draw_count > VB_RESETFULLCONVS)
988 buffer->full_conversion_count = 0;
989 return;
992 /* If applications change the declaration over and over, reconverting all the time is a huge
993 * performance hit. So count the declaration changes and release the VBO if there are too many
994 * of them (and thus stop converting)
996 if (decl_changed)
998 ++buffer->decl_change_count;
999 buffer->draw_count = 0;
1001 if (buffer->decl_change_count > VB_MAXDECLCHANGES
1002 || (buffer->conversion_map && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)))
1004 FIXME("Too many declaration changes or converting dynamic buffer, stopping converting.\n");
1005 wined3d_buffer_drop_bo(buffer);
1006 return;
1009 /* The declaration changed, reload the whole buffer. */
1010 WARN("Reloading buffer because of a vertex declaration change.\n");
1011 buffer_invalidate_bo_range(buffer, 0, 0);
1013 /* Avoid unfenced updates, we might overwrite more areas of the buffer than the application
1014 * cleared for unsynchronized updates.
1016 flags = 0;
1018 else
1020 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
1021 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
1022 * decl changes and reset the decl change count after a specific number of them
1024 if (buffer->conversion_map && buffer_is_fully_dirty(buffer))
1026 ++buffer->full_conversion_count;
1027 if (buffer->full_conversion_count > VB_MAXFULLCONVERSIONS)
1029 FIXME("Too many full buffer conversions, stopping converting.\n");
1030 wined3d_buffer_drop_bo(buffer);
1031 return;
1034 else
1036 ++buffer->draw_count;
1037 if (buffer->draw_count > VB_RESETDECLCHANGE)
1038 buffer->decl_change_count = 0;
1039 if (buffer->draw_count > VB_RESETFULLCONVS)
1040 buffer->full_conversion_count = 0;
1044 if (!buffer->conversion_map)
1046 /* That means that there is nothing to fixup. Just upload from
1047 * buffer->resource.heap_memory directly into the BO. Do not
1048 * free the system memory copy because drawPrimitive may need it if
1049 * the stride is 0, for instancing emulation, vertex blending
1050 * emulation or shader emulation. */
1051 TRACE("No conversion needed.\n");
1053 /* Nothing to do because heap memory exists if the buffer is double buffer or has no BO at all. */
1054 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
1055 return;
1057 buffer_direct_upload(buffer, context, flags);
1059 else
1061 buffer_conversion_upload(buffer, context);
1065 struct wined3d_resource * CDECL wined3d_buffer_get_resource(struct wined3d_buffer *buffer)
1067 TRACE("buffer %p.\n", buffer);
1069 return &buffer->resource;
1072 static HRESULT wined3d_buffer_map(struct wined3d_buffer *buffer, UINT offset, UINT size, BYTE **data, DWORD flags)
1074 struct wined3d_device *device = buffer->resource.device;
1075 struct wined3d_context *context;
1076 LONG count;
1077 BYTE *base;
1079 TRACE("buffer %p, offset %u, size %u, data %p, flags %#x.\n", buffer, offset, size, data, flags);
1081 /* Filter redundant WINED3D_MAP_DISCARD maps. The 3DMark2001 multitexture
1082 * fill rate test seems to depend on this. When we map a buffer with
1083 * GL_MAP_INVALIDATE_BUFFER_BIT, the driver is free to discard the
1084 * previous contents of the buffer. The r600g driver only does this when
1085 * the buffer is currently in use, while the proprietary NVIDIA driver
1086 * appears to do this unconditionally. */
1087 if (buffer->flags & WINED3D_BUFFER_DISCARD)
1088 flags &= ~WINED3D_MAP_DISCARD;
1089 count = ++buffer->resource.map_count;
1091 if (buffer->buffer_object)
1093 unsigned int dirty_offset = offset, dirty_size = size;
1095 /* DISCARD invalidates the entire buffer, regardless of the specified
1096 * offset and size. Some applications also depend on the entire buffer
1097 * being uploaded in that case. Two such applications are Port Royale
1098 * and Darkstar One. */
1099 if (flags & WINED3D_MAP_DISCARD)
1101 dirty_offset = 0;
1102 dirty_size = 0;
1105 if (buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER)
1107 if (!(buffer->locations & WINED3D_LOCATION_SYSMEM))
1109 context = context_acquire(device, NULL);
1110 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
1111 context_release(context);
1114 if (!(flags & WINED3D_MAP_READONLY))
1115 wined3d_buffer_invalidate_range(buffer, WINED3D_LOCATION_BUFFER, dirty_offset, dirty_size);
1117 else
1119 if (!(flags & WINED3D_MAP_READONLY))
1120 buffer_invalidate_bo_range(buffer, dirty_offset, dirty_size);
1122 if (count == 1)
1124 const struct wined3d_gl_info *gl_info;
1126 context = context_acquire(device, NULL);
1127 gl_info = context->gl_info;
1129 buffer_bind(buffer, context);
1131 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
1133 GLbitfield mapflags = wined3d_resource_gl_map_flags(flags);
1134 buffer->map_ptr = GL_EXTCALL(glMapBufferRange(buffer->buffer_type_hint,
1135 0, buffer->resource.size, mapflags));
1136 checkGLcall("glMapBufferRange");
1138 else
1140 if (buffer->flags & WINED3D_BUFFER_APPLESYNC)
1141 buffer_sync_apple(buffer, flags, gl_info);
1142 buffer->map_ptr = GL_EXTCALL(glMapBuffer(buffer->buffer_type_hint,
1143 GL_READ_WRITE));
1144 checkGLcall("glMapBuffer");
1147 if (((DWORD_PTR)buffer->map_ptr) & (RESOURCE_ALIGNMENT - 1))
1149 WARN("Pointer %p is not %u byte aligned.\n", buffer->map_ptr, RESOURCE_ALIGNMENT);
1151 GL_EXTCALL(glUnmapBuffer(buffer->buffer_type_hint));
1152 checkGLcall("glUnmapBuffer");
1153 buffer->map_ptr = NULL;
1155 if (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)
1157 /* The extra copy is more expensive than not using VBOs at
1158 * all on the Nvidia Linux driver, which is the only driver
1159 * that returns unaligned pointers.
1161 TRACE("Dynamic buffer, dropping VBO.\n");
1162 wined3d_buffer_drop_bo(buffer);
1164 else
1166 TRACE("Falling back to doublebuffered operation.\n");
1167 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
1169 TRACE("New pointer is %p.\n", buffer->resource.heap_memory);
1170 buffer->map_ptr = NULL;
1172 context_release(context);
1176 buffer->flags |= WINED3D_BUFFER_MAP;
1177 if (flags & WINED3D_MAP_DISCARD)
1178 buffer->flags |= WINED3D_BUFFER_DISCARD;
1179 else if (!(flags & WINED3D_MAP_NOOVERWRITE))
1180 buffer->flags |= WINED3D_BUFFER_SYNC;
1183 base = buffer->map_ptr ? buffer->map_ptr : buffer->resource.heap_memory;
1184 *data = base + offset;
1186 TRACE("Returning memory at %p (base %p, offset %u).\n", *data, base, offset);
1187 /* TODO: check Flags compatibility with buffer->currentDesc.Usage (see MSDN) */
1189 return WINED3D_OK;
1192 static void wined3d_buffer_unmap(struct wined3d_buffer *buffer)
1194 ULONG i;
1196 TRACE("buffer %p.\n", buffer);
1198 /* In the case that the number of Unmap calls > the
1199 * number of Map calls, d3d returns always D3D_OK.
1200 * This is also needed to prevent Map from returning garbage on
1201 * the next call (this will happen if the lock_count is < 0). */
1202 if (!buffer->resource.map_count)
1204 WARN("Unmap called without a previous map call.\n");
1205 return;
1208 if (--buffer->resource.map_count)
1210 /* Delay loading the buffer until everything is unlocked */
1211 TRACE("Ignoring unmap.\n");
1212 return;
1215 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER) && buffer->buffer_object)
1217 struct wined3d_device *device = buffer->resource.device;
1218 const struct wined3d_gl_info *gl_info;
1219 struct wined3d_context *context;
1221 context = context_acquire(device, NULL);
1222 gl_info = context->gl_info;
1224 buffer_bind(buffer, context);
1226 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
1228 for (i = 0; i < buffer->modified_areas; ++i)
1230 GL_EXTCALL(glFlushMappedBufferRange(buffer->buffer_type_hint,
1231 buffer->maps[i].offset, buffer->maps[i].size));
1232 checkGLcall("glFlushMappedBufferRange");
1235 else if (buffer->flags & WINED3D_BUFFER_APPLESYNC)
1237 for (i = 0; i < buffer->modified_areas; ++i)
1239 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(buffer->buffer_type_hint,
1240 buffer->maps[i].offset, buffer->maps[i].size));
1241 checkGLcall("glFlushMappedBufferRangeAPPLE");
1245 GL_EXTCALL(glUnmapBuffer(buffer->buffer_type_hint));
1246 if (wined3d_settings.strict_draw_ordering)
1247 gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
1248 context_release(context);
1250 buffer_clear_dirty_areas(buffer);
1251 buffer->map_ptr = NULL;
1253 else if (buffer->flags & WINED3D_BUFFER_HASDESC)
1255 wined3d_resource_preload(&buffer->resource);
1259 HRESULT wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset,
1260 struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size)
1262 const struct wined3d_gl_info *gl_info;
1263 struct wined3d_bo_address dst, src;
1264 struct wined3d_context *context;
1265 struct wined3d_device *device;
1266 BYTE *dst_ptr, *src_ptr;
1267 DWORD dst_location;
1268 HRESULT hr;
1270 buffer_mark_used(dst_buffer);
1271 buffer_mark_used(src_buffer);
1273 device = dst_buffer->resource.device;
1275 context = context_acquire(device, NULL);
1276 gl_info = context->gl_info;
1278 dst_location = wined3d_buffer_get_memory(dst_buffer, &dst, dst_buffer->locations);
1279 wined3d_buffer_get_memory(src_buffer, &src, src_buffer->locations);
1281 if (dst.buffer_object && src.buffer_object)
1283 if (gl_info->supported[ARB_COPY_BUFFER])
1285 GL_EXTCALL(glBindBuffer(GL_COPY_READ_BUFFER, src.buffer_object));
1286 GL_EXTCALL(glBindBuffer(GL_COPY_WRITE_BUFFER, dst.buffer_object));
1287 GL_EXTCALL(glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER,
1288 src_offset, dst_offset, size));
1289 checkGLcall("direct buffer copy");
1291 else
1293 if (FAILED(hr = wined3d_buffer_map(dst_buffer, dst_offset, size, &dst_ptr, 0)))
1295 WARN("Failed to map dst_buffer, hr %#x.\n", hr);
1296 context_release(context);
1297 return WINED3DERR_INVALIDCALL;
1299 if (FAILED(hr = wined3d_buffer_map(src_buffer, src_offset, size, &src_ptr, WINED3D_MAP_READONLY)))
1301 WARN("Failed to map src_buffer, hr %#x.\n", hr);
1302 wined3d_buffer_unmap(dst_buffer);
1303 context_release(context);
1304 return WINED3DERR_INVALIDCALL;
1307 memcpy(dst_ptr, src_ptr, size);
1309 wined3d_buffer_unmap(src_buffer);
1310 wined3d_buffer_unmap(dst_buffer);
1313 else if (!dst.buffer_object && src.buffer_object)
1315 buffer_bind(src_buffer, context);
1316 GL_EXTCALL(glGetBufferSubData(src_buffer->buffer_type_hint, src_offset, size, dst.addr + dst_offset));
1317 checkGLcall("buffer download");
1319 else if (dst.buffer_object && !src.buffer_object)
1321 buffer_bind(dst_buffer, context);
1322 GL_EXTCALL(glBufferSubData(dst_buffer->buffer_type_hint, dst_offset, size, src.addr + src_offset));
1323 checkGLcall("buffer upload");
1325 else
1327 memcpy(dst.addr + dst_offset, src.addr + src_offset, size);
1330 wined3d_buffer_invalidate_range(dst_buffer, ~dst_location, dst_offset, size);
1332 context_release(context);
1333 return WINED3D_OK;
1336 HRESULT wined3d_buffer_upload_data(struct wined3d_buffer *buffer,
1337 const struct wined3d_box *box, const void *data)
1339 UINT offset, size;
1340 HRESULT hr;
1341 BYTE *ptr;
1343 if (box)
1345 offset = box->left;
1346 size = box->right - box->left;
1348 else
1350 offset = 0;
1351 size = buffer->resource.size;
1354 if (FAILED(hr = wined3d_buffer_map(buffer, offset, size, &ptr, 0)))
1355 return hr;
1357 memcpy(ptr, data, size);
1359 wined3d_buffer_unmap(buffer);
1360 return WINED3D_OK;
1363 static ULONG buffer_resource_incref(struct wined3d_resource *resource)
1365 return wined3d_buffer_incref(buffer_from_resource(resource));
1368 static ULONG buffer_resource_decref(struct wined3d_resource *resource)
1370 return wined3d_buffer_decref(buffer_from_resource(resource));
1373 static void buffer_resource_preload(struct wined3d_resource *resource)
1375 struct wined3d_context *context;
1377 context = context_acquire(resource->device, NULL);
1378 wined3d_buffer_load(buffer_from_resource(resource), context, NULL);
1379 context_release(context);
1382 static HRESULT buffer_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx,
1383 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags)
1385 struct wined3d_buffer *buffer = buffer_from_resource(resource);
1386 UINT offset, size;
1388 if (sub_resource_idx)
1390 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
1391 return E_INVALIDARG;
1394 if (box)
1396 offset = box->left;
1397 size = box->right - box->left;
1399 else
1401 offset = size = 0;
1404 map_desc->row_pitch = map_desc->slice_pitch = buffer->desc.byte_width;
1405 return wined3d_buffer_map(buffer, offset, size, (BYTE **)&map_desc->data, flags);
1408 static HRESULT buffer_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
1410 if (sub_resource_idx)
1412 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
1413 return E_INVALIDARG;
1416 wined3d_buffer_unmap(buffer_from_resource(resource));
1417 return WINED3D_OK;
1420 static const struct wined3d_resource_ops buffer_resource_ops =
1422 buffer_resource_incref,
1423 buffer_resource_decref,
1424 buffer_resource_preload,
1425 buffer_unload,
1426 buffer_resource_sub_resource_map,
1427 buffer_resource_sub_resource_unmap,
1430 static GLenum buffer_type_hint_from_bind_flags(unsigned int bind_flags)
1432 if (bind_flags == WINED3D_BIND_INDEX_BUFFER)
1433 return GL_ELEMENT_ARRAY_BUFFER;
1435 if (bind_flags & WINED3D_BIND_CONSTANT_BUFFER)
1436 return GL_UNIFORM_BUFFER;
1438 if (bind_flags & ~(WINED3D_BIND_VERTEX_BUFFER | WINED3D_BIND_INDEX_BUFFER))
1439 FIXME("Unhandled bind flags %#x.\n", bind_flags);
1441 return GL_ARRAY_BUFFER;
1444 static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device *device,
1445 UINT size, DWORD usage, enum wined3d_format_id format_id, enum wined3d_pool pool, unsigned int bind_flags,
1446 const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops)
1448 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1449 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id, usage);
1450 BOOL dynamic_buffer_ok;
1451 HRESULT hr;
1453 if (!size)
1455 WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL.\n");
1456 return WINED3DERR_INVALIDCALL;
1459 if (data && !data->data)
1461 WARN("Invalid sub-resource data specified.\n");
1462 return E_INVALIDARG;
1465 hr = resource_init(&buffer->resource, device, WINED3D_RTYPE_BUFFER, format,
1466 WINED3D_MULTISAMPLE_NONE, 0, usage, pool, size, 1, 1, size, parent, parent_ops, &buffer_resource_ops);
1467 if (FAILED(hr))
1469 WARN("Failed to initialize resource, hr %#x.\n", hr);
1470 return hr;
1472 buffer->buffer_type_hint = buffer_type_hint_from_bind_flags(bind_flags);
1473 buffer->bind_flags = bind_flags;
1474 buffer->locations = WINED3D_LOCATION_SYSMEM;
1476 TRACE("buffer %p, size %#x, usage %#x, format %s, memory @ %p.\n",
1477 buffer, buffer->resource.size, buffer->resource.usage,
1478 debug_d3dformat(buffer->resource.format->id), buffer->resource.heap_memory);
1480 if (device->create_parms.flags & WINED3DCREATE_SOFTWARE_VERTEXPROCESSING || pool == WINED3D_POOL_MANAGED)
1482 /* SWvp and managed buffers always return the same pointer in buffer
1483 * maps and retain data in DISCARD maps. Keep a system memory copy of
1484 * the buffer to provide the same behavior to the application. */
1485 TRACE("Using doublebuffer mode.\n");
1486 buffer->flags |= WINED3D_BUFFER_DOUBLEBUFFER;
1489 /* Observations show that draw_primitive_immediate_mode() is faster on
1490 * dynamic vertex buffers than converting + draw_primitive_arrays().
1491 * (Half-Life 2 and others.) */
1492 dynamic_buffer_ok = gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] || gl_info->supported[ARB_MAP_BUFFER_RANGE];
1494 if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
1496 TRACE("Not creating a BO because GL_ARB_vertex_buffer is not supported.\n");
1498 else if (buffer->resource.pool == WINED3D_POOL_SYSTEM_MEM)
1500 TRACE("Not creating a BO because the buffer is in system memory.\n");
1502 else if (!dynamic_buffer_ok && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
1504 TRACE("Not creating a BO because the buffer has dynamic usage and no GL support.\n");
1506 else
1508 buffer->flags |= WINED3D_BUFFER_USE_BO;
1511 if (!(buffer->maps = HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer->maps))))
1513 ERR("Out of memory.\n");
1514 buffer_unload(&buffer->resource);
1515 resource_cleanup(&buffer->resource);
1516 wined3d_resource_wait_idle(&buffer->resource);
1517 return E_OUTOFMEMORY;
1519 buffer->maps_size = 1;
1521 if (data)
1522 wined3d_device_update_sub_resource(device, &buffer->resource,
1523 0, NULL, data->data, data->row_pitch, data->slice_pitch);
1525 return WINED3D_OK;
1528 HRESULT CDECL wined3d_buffer_create(struct wined3d_device *device, const struct wined3d_buffer_desc *desc,
1529 const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops,
1530 struct wined3d_buffer **buffer)
1532 struct wined3d_buffer *object;
1533 HRESULT hr;
1535 TRACE("device %p, desc %p, data %p, parent %p, parent_ops %p, buffer %p.\n",
1536 device, desc, data, parent, parent_ops, buffer);
1538 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1539 if (!object)
1540 return E_OUTOFMEMORY;
1542 FIXME("Ignoring access flags (pool).\n");
1544 hr = buffer_init(object, device, desc->byte_width, desc->usage, WINED3DFMT_UNKNOWN,
1545 WINED3D_POOL_MANAGED, desc->bind_flags, data, parent, parent_ops);
1546 if (FAILED(hr))
1548 WARN("Failed to initialize buffer, hr %#x.\n", hr);
1549 HeapFree(GetProcessHeap(), 0, object);
1550 return hr;
1552 object->desc = *desc;
1554 TRACE("Created buffer %p.\n", object);
1556 *buffer = object;
1558 return WINED3D_OK;
1561 HRESULT CDECL wined3d_buffer_create_vb(struct wined3d_device *device, UINT size, DWORD usage, enum wined3d_pool pool,
1562 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer)
1564 struct wined3d_buffer *object;
1565 HRESULT hr;
1567 TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
1568 device, size, usage, pool, parent, parent_ops, buffer);
1570 if (pool == WINED3D_POOL_SCRATCH)
1572 /* The d3d9 tests shows that this is not allowed. It doesn't make much
1573 * sense anyway, SCRATCH buffers wouldn't be usable anywhere. */
1574 WARN("Vertex buffer in WINED3D_POOL_SCRATCH requested, returning WINED3DERR_INVALIDCALL.\n");
1575 *buffer = NULL;
1576 return WINED3DERR_INVALIDCALL;
1579 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1580 if (!object)
1582 *buffer = NULL;
1583 return WINED3DERR_OUTOFVIDEOMEMORY;
1586 hr = buffer_init(object, device, size, usage, WINED3DFMT_UNKNOWN,
1587 pool, WINED3D_BIND_VERTEX_BUFFER, NULL, parent, parent_ops);
1588 if (FAILED(hr))
1590 WARN("Failed to initialize buffer, hr %#x.\n", hr);
1591 HeapFree(GetProcessHeap(), 0, object);
1592 return hr;
1595 TRACE("Created buffer %p.\n", object);
1596 *buffer = object;
1598 return WINED3D_OK;
1601 HRESULT CDECL wined3d_buffer_create_ib(struct wined3d_device *device, UINT size, DWORD usage, enum wined3d_pool pool,
1602 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer)
1604 struct wined3d_buffer *object;
1605 HRESULT hr;
1607 TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
1608 device, size, usage, pool, parent, parent_ops, buffer);
1610 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1611 if (!object)
1613 *buffer = NULL;
1614 return WINED3DERR_OUTOFVIDEOMEMORY;
1617 hr = buffer_init(object, device, size, usage | WINED3DUSAGE_STATICDECL,
1618 WINED3DFMT_UNKNOWN, pool, WINED3D_BIND_INDEX_BUFFER, NULL,
1619 parent, parent_ops);
1620 if (FAILED(hr))
1622 WARN("Failed to initialize buffer, hr %#x\n", hr);
1623 HeapFree(GetProcessHeap(), 0, object);
1624 return hr;
1627 TRACE("Created buffer %p.\n", object);
1628 *buffer = object;
1630 return WINED3D_OK;