wined3d: Do not request coherent memory in wined3d_buffer_vk_create_buffer_object().
[wine.git] / dlls / wined3d / buffer.c
blob2e2ae239210935222bb582ec203c1741290e7b63
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 wined3d_buffer_evict_sysmem(struct wined3d_buffer *buffer)
45 if (buffer->flags & WINED3D_BUFFER_PIN_SYSMEM)
47 TRACE("Not evicting system memory for buffer %p.\n", buffer);
48 return;
51 TRACE("Evicting system memory for buffer %p.\n", buffer);
52 wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_SYSMEM);
53 wined3d_resource_free_sysmem(&buffer->resource);
56 static void buffer_invalidate_bo_range(struct wined3d_buffer *buffer, unsigned int offset, unsigned int size)
58 if (!offset && (!size || size == buffer->resource.size))
59 goto invalidate_all;
61 if (offset > buffer->resource.size || size > buffer->resource.size - offset)
63 WARN("Invalid range specified, invalidating entire buffer.\n");
64 goto invalidate_all;
67 if (!wined3d_array_reserve((void **)&buffer->maps, &buffer->maps_size,
68 buffer->modified_areas + 1, sizeof(*buffer->maps)))
70 ERR("Failed to allocate maps array, invalidating entire buffer.\n");
71 goto invalidate_all;
74 buffer->maps[buffer->modified_areas].offset = offset;
75 buffer->maps[buffer->modified_areas].size = size;
76 ++buffer->modified_areas;
77 return;
79 invalidate_all:
80 buffer->modified_areas = 1;
81 buffer->maps[0].offset = 0;
82 buffer->maps[0].size = buffer->resource.size;
85 static inline void buffer_clear_dirty_areas(struct wined3d_buffer *This)
87 This->modified_areas = 0;
90 static BOOL buffer_is_dirty(const struct wined3d_buffer *buffer)
92 return !!buffer->modified_areas;
95 static BOOL buffer_is_fully_dirty(const struct wined3d_buffer *buffer)
97 return buffer->modified_areas == 1
98 && !buffer->maps->offset && buffer->maps->size == buffer->resource.size;
101 static void wined3d_buffer_validate_location(struct wined3d_buffer *buffer, DWORD location)
103 TRACE("buffer %p, location %s.\n", buffer, wined3d_debug_location(location));
105 if (location & WINED3D_LOCATION_BUFFER)
106 buffer_clear_dirty_areas(buffer);
108 buffer->locations |= location;
110 TRACE("New locations flags are %s.\n", wined3d_debug_location(buffer->locations));
113 static void wined3d_buffer_invalidate_range(struct wined3d_buffer *buffer, DWORD location,
114 unsigned int offset, unsigned int size)
116 TRACE("buffer %p, location %s, offset %u, size %u.\n",
117 buffer, wined3d_debug_location(location), offset, size);
119 if (location & WINED3D_LOCATION_BUFFER)
120 buffer_invalidate_bo_range(buffer, offset, size);
122 buffer->locations &= ~location;
124 TRACE("New locations flags are %s.\n", wined3d_debug_location(buffer->locations));
126 if (!buffer->locations)
127 ERR("Buffer %p does not have any up to date location.\n", buffer);
130 void wined3d_buffer_invalidate_location(struct wined3d_buffer *buffer, DWORD location)
132 wined3d_buffer_invalidate_range(buffer, location, 0, 0);
135 /* Context activation is done by the caller. */
136 static void wined3d_buffer_gl_bind(struct wined3d_buffer_gl *buffer_gl, struct wined3d_context_gl *context_gl)
138 wined3d_context_gl_bind_bo(context_gl, buffer_gl->buffer_type_hint, buffer_gl->b.buffer_object);
141 /* Context activation is done by the caller. */
142 static void wined3d_buffer_gl_destroy_buffer_object(struct wined3d_buffer_gl *buffer_gl,
143 struct wined3d_context_gl *context_gl)
145 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
146 struct wined3d_resource *resource = &buffer_gl->b.resource;
147 struct wined3d_buffer *buffer = &buffer_gl->b;
148 struct wined3d_cs *cs = resource->device->cs;
149 GLuint bo;
151 if (!buffer_gl->b.buffer_object)
152 return;
154 /* The stream source state handler might have read the memory of the
155 * vertex buffer already and got the memory in the vbo which is not
156 * valid any longer. Dirtify the stream source to force a reload. This
157 * happens only once per changed vertexbuffer and should occur rather
158 * rarely. */
159 if (resource->bind_count)
161 if (resource->bind_flags & WINED3D_BIND_VERTEX_BUFFER)
162 device_invalidate_state(resource->device, STATE_STREAMSRC);
163 if (resource->bind_flags & WINED3D_BIND_INDEX_BUFFER
164 && cs->state.index_buffer == buffer)
165 device_invalidate_state(resource->device, STATE_INDEXBUFFER);
166 if (resource->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));
175 if (resource->bind_flags & WINED3D_BIND_STREAM_OUTPUT)
177 device_invalidate_state(resource->device, STATE_STREAM_OUTPUT);
178 if (context_gl->c.transform_feedback_active)
180 /* We have to make sure that transform feedback is not active
181 * when deleting a potentially bound transform feedback buffer.
182 * This may happen when the device is being destroyed. */
183 WARN("Deleting buffer object for buffer %p, disabling transform feedback.\n", buffer_gl);
184 wined3d_context_gl_end_transform_feedback(context_gl);
189 bo = buffer_gl->b.buffer_object;
190 GL_EXTCALL(glDeleteBuffers(1, &bo));
191 checkGLcall("glDeleteBuffers");
192 buffer_gl->b.buffer_object = 0;
194 if (buffer_gl->b.fence)
196 wined3d_fence_destroy(buffer_gl->b.fence);
197 buffer_gl->b.fence = NULL;
199 buffer_gl->b.flags &= ~WINED3D_BUFFER_APPLESYNC;
202 /* Context activation is done by the caller. */
203 static BOOL wined3d_buffer_gl_create_buffer_object(struct wined3d_buffer_gl *buffer_gl,
204 struct wined3d_context_gl *context_gl)
206 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
207 GLenum gl_usage = GL_STATIC_DRAW;
208 GLenum error;
209 GLuint bo;
211 TRACE("Creating an OpenGL buffer object for wined3d buffer %p with usage %s.\n",
212 buffer_gl, debug_d3dusage(buffer_gl->b.resource.usage));
214 /* Make sure that the gl error is cleared. Do not use checkGLcall
215 * here because checkGLcall just prints a fixme and continues. However,
216 * if an error during VBO creation occurs we can fall back to non-VBO operation
217 * with full functionality(but performance loss).
219 while (gl_info->gl_ops.gl.p_glGetError() != GL_NO_ERROR);
221 /* Basically the FVF parameter passed to CreateVertexBuffer is no good.
222 * The vertex declaration from the device determines how the data in the
223 * buffer is interpreted. This means that on each draw call the buffer has
224 * to be verified to check if the rhw and color values are in the correct
225 * format. */
227 GL_EXTCALL(glGenBuffers(1, &bo));
228 buffer_gl->b.buffer_object = bo;
229 error = gl_info->gl_ops.gl.p_glGetError();
230 if (!buffer_gl->b.buffer_object || error != GL_NO_ERROR)
232 ERR("Failed to create a BO with error %s (%#x).\n", debug_glerror(error), error);
233 goto fail;
236 wined3d_buffer_gl_bind(buffer_gl, context_gl);
237 error = gl_info->gl_ops.gl.p_glGetError();
238 if (error != GL_NO_ERROR)
240 ERR("Failed to bind the BO with error %s (%#x).\n", debug_glerror(error), error);
241 goto fail;
244 if (buffer_gl->b.resource.usage & WINED3DUSAGE_DYNAMIC)
246 TRACE("Buffer has WINED3DUSAGE_DYNAMIC set.\n");
247 gl_usage = GL_STREAM_DRAW_ARB;
249 if (gl_info->supported[APPLE_FLUSH_BUFFER_RANGE])
251 GL_EXTCALL(glBufferParameteriAPPLE(buffer_gl->buffer_type_hint,
252 GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE));
253 GL_EXTCALL(glBufferParameteriAPPLE(buffer_gl->buffer_type_hint,
254 GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE));
255 checkGLcall("glBufferParameteriAPPLE");
256 buffer_gl->b.flags |= WINED3D_BUFFER_APPLESYNC;
258 /* No setup is needed here for GL_ARB_map_buffer_range. */
261 GL_EXTCALL(glBufferData(buffer_gl->buffer_type_hint, buffer_gl->b.resource.size, NULL, gl_usage));
262 error = gl_info->gl_ops.gl.p_glGetError();
263 if (error != GL_NO_ERROR)
265 ERR("glBufferData failed with error %s (%#x).\n", debug_glerror(error), error);
266 goto fail;
269 buffer_gl->buffer_object_usage = gl_usage;
270 buffer_invalidate_bo_range(&buffer_gl->b, 0, 0);
272 return TRUE;
274 fail:
275 /* Clean up all BO init, but continue because we can work without a BO :-) */
276 ERR("Failed to create a buffer object. Continuing, but performance issues may occur.\n");
277 buffer_gl->b.flags &= ~WINED3D_BUFFER_USE_BO;
278 wined3d_buffer_gl_destroy_buffer_object(buffer_gl, context_gl);
279 buffer_clear_dirty_areas(&buffer_gl->b);
280 return FALSE;
283 static BOOL buffer_process_converted_attribute(struct wined3d_buffer *buffer,
284 const enum wined3d_buffer_conversion_type conversion_type,
285 const struct wined3d_stream_info_element *attrib, DWORD *stride_this_run)
287 const struct wined3d_format *format = attrib->format;
288 BOOL ret = FALSE;
289 unsigned int i;
290 DWORD_PTR data;
292 /* Check for some valid situations which cause us pain. One is if the buffer is used for
293 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
294 * with different strides. In the 2nd case we might have to drop conversion entirely,
295 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
297 if (!attrib->stride)
299 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else.\n",
300 debug_d3dformat(format->id));
302 else if (attrib->stride != *stride_this_run && *stride_this_run)
304 FIXME("Got two concurrent strides, %d and %d.\n", attrib->stride, *stride_this_run);
306 else
308 *stride_this_run = attrib->stride;
309 if (buffer->stride != *stride_this_run)
311 /* We rely that this happens only on the first converted attribute that is found,
312 * if at all. See above check
314 TRACE("Reconverting because converted attributes occur, and the stride changed.\n");
315 buffer->stride = *stride_this_run;
316 heap_free(buffer->conversion_map);
317 buffer->conversion_map = heap_calloc(buffer->stride, sizeof(*buffer->conversion_map));
318 ret = TRUE;
322 data = ((DWORD_PTR)attrib->data.addr) % buffer->stride;
323 for (i = 0; i < format->byte_count; ++i)
325 DWORD_PTR idx = (data + i) % buffer->stride;
326 if (buffer->conversion_map[idx] != conversion_type)
328 TRACE("Byte %lu in vertex changed:\n", idx);
329 TRACE(" It was type %#x, is %#x now.\n", buffer->conversion_map[idx], conversion_type);
330 ret = TRUE;
331 buffer->conversion_map[idx] = conversion_type;
335 return ret;
338 #define WINED3D_BUFFER_FIXUP_D3DCOLOR 0x01
339 #define WINED3D_BUFFER_FIXUP_XYZRHW 0x02
341 static BOOL buffer_check_attribute(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
342 const struct wined3d_state *state, UINT attrib_idx, DWORD fixup_flags, DWORD *stride_this_run)
344 const struct wined3d_stream_info_element *attrib = &si->elements[attrib_idx];
345 enum wined3d_format_id format;
346 BOOL ret = FALSE;
348 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
349 * there, on nonexistent attribs the vbo is 0.
351 if (!(si->use_map & (1u << attrib_idx))
352 || state->streams[attrib->stream_idx].buffer != This)
353 return FALSE;
355 format = attrib->format->id;
356 /* Look for newly appeared conversion */
357 if (fixup_flags & WINED3D_BUFFER_FIXUP_D3DCOLOR && format == WINED3DFMT_B8G8R8A8_UNORM)
359 ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run);
361 else if (fixup_flags & WINED3D_BUFFER_FIXUP_XYZRHW && si->position_transformed)
363 if (format != WINED3DFMT_R32G32B32A32_FLOAT)
365 FIXME("Unexpected format %s for transformed position.\n", debug_d3dformat(format));
366 return FALSE;
369 ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run);
371 else if (This->conversion_map)
373 ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run);
376 return ret;
379 static BOOL buffer_find_decl(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
380 const struct wined3d_state *state, DWORD fixup_flags)
382 UINT stride_this_run = 0;
383 BOOL ret = FALSE;
385 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
386 * Once we have our declaration there is no need to look it up again. Index buffers also never need
387 * conversion, so once the (empty) conversion structure is created don't bother checking again
389 if (This->flags & WINED3D_BUFFER_HASDESC)
391 if(This->resource.usage & WINED3DUSAGE_STATICDECL) return FALSE;
394 if (!fixup_flags)
396 TRACE("No fixup required.\n");
397 if(This->conversion_map)
399 heap_free(This->conversion_map);
400 This->conversion_map = NULL;
401 This->stride = 0;
402 return TRUE;
405 return FALSE;
408 TRACE("Finding vertex buffer conversion information\n");
409 /* Certain declaration types need some fixups before we can pass them to
410 * opengl. This means D3DCOLOR attributes with fixed function vertex
411 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
412 * GL_ARB_half_float_vertex is not supported.
414 * Note for d3d8 and d3d9:
415 * The vertex buffer FVF doesn't help with finding them, we have to use
416 * the decoded vertex declaration and pick the things that concern the
417 * current buffer. A problem with this is that this can change between
418 * draws, so we have to validate the information and reprocess the buffer
419 * if it changes, and avoid false positives for performance reasons.
420 * WineD3D doesn't even know the vertex buffer any more, it is managed
421 * by the client libraries and passed to SetStreamSource and ProcessVertices
422 * as needed.
424 * We have to distinguish between vertex shaders and fixed function to
425 * pick the way we access the strided vertex information.
427 * This code sets up a per-byte array with the size of the detected
428 * stride of the arrays in the buffer. For each byte we have a field
429 * that marks the conversion needed on this byte. For example, the
430 * following declaration with fixed function vertex processing:
432 * POSITIONT, FLOAT4
433 * NORMAL, FLOAT3
434 * DIFFUSE, FLOAT16_4
435 * SPECULAR, D3DCOLOR
437 * Will result in
438 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
439 * [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]
441 * Where in this example map P means 4 component position conversion, 0
442 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
443 * conversion (red / blue swizzle).
445 * If we're doing conversion and the stride changes we have to reconvert
446 * the whole buffer. Note that we do not mind if the semantic changes,
447 * we only care for the conversion type. So if the NORMAL is replaced
448 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
449 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
450 * conversion types depend on the semantic as well, for example a FLOAT4
451 * texcoord needs no conversion while a FLOAT4 positiont needs one
454 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_POSITION,
455 fixup_flags, &stride_this_run) || ret;
456 fixup_flags &= ~WINED3D_BUFFER_FIXUP_XYZRHW;
458 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_BLENDWEIGHT,
459 fixup_flags, &stride_this_run) || ret;
460 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_BLENDINDICES,
461 fixup_flags, &stride_this_run) || ret;
462 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_NORMAL,
463 fixup_flags, &stride_this_run) || ret;
464 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_DIFFUSE,
465 fixup_flags, &stride_this_run) || ret;
466 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_SPECULAR,
467 fixup_flags, &stride_this_run) || ret;
468 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD0,
469 fixup_flags, &stride_this_run) || ret;
470 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD1,
471 fixup_flags, &stride_this_run) || ret;
472 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD2,
473 fixup_flags, &stride_this_run) || ret;
474 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD3,
475 fixup_flags, &stride_this_run) || ret;
476 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD4,
477 fixup_flags, &stride_this_run) || ret;
478 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD5,
479 fixup_flags, &stride_this_run) || ret;
480 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD6,
481 fixup_flags, &stride_this_run) || ret;
482 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD7,
483 fixup_flags, &stride_this_run) || ret;
485 if (!stride_this_run && This->conversion_map)
487 /* Sanity test */
488 if (!ret)
489 ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
490 heap_free(This->conversion_map);
491 This->conversion_map = NULL;
492 This->stride = 0;
495 if (ret) TRACE("Conversion information changed\n");
497 return ret;
500 static inline unsigned int fixup_d3dcolor(DWORD *dst_color)
502 DWORD src_color = *dst_color;
504 /* Color conversion like in draw_primitive_immediate_mode(). Watch out for
505 * endianness. If we want this to work on big-endian machines as well we
506 * have to consider more things.
508 * 0xff000000: Alpha mask
509 * 0x00ff0000: Blue mask
510 * 0x0000ff00: Green mask
511 * 0x000000ff: Red mask
513 *dst_color = 0;
514 *dst_color |= (src_color & 0xff00ff00u); /* Alpha Green */
515 *dst_color |= (src_color & 0x00ff0000u) >> 16; /* Red */
516 *dst_color |= (src_color & 0x000000ffu) << 16; /* Blue */
518 return sizeof(*dst_color);
521 static inline unsigned int fixup_transformed_pos(struct wined3d_vec4 *p)
523 /* rhw conversion like in position_float4(). */
524 if (p->w != 1.0f && p->w != 0.0f)
526 float w = 1.0f / p->w;
527 p->x *= w;
528 p->y *= w;
529 p->z *= w;
530 p->w = w;
533 return sizeof(*p);
536 ULONG CDECL wined3d_buffer_incref(struct wined3d_buffer *buffer)
538 ULONG refcount = InterlockedIncrement(&buffer->resource.ref);
540 TRACE("%p increasing refcount to %u.\n", buffer, refcount);
542 return refcount;
545 static void buffer_conversion_upload(struct wined3d_buffer *buffer, struct wined3d_context *context)
547 unsigned int i, j, range_idx, start, end, vertex_count;
548 BYTE *data;
550 if (!wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM))
552 ERR("Failed to load system memory.\n");
553 return;
555 buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
557 /* Now for each vertex in the buffer that needs conversion. */
558 vertex_count = buffer->resource.size / buffer->stride;
560 if (!(data = heap_alloc(buffer->resource.size)))
562 ERR("Out of memory.\n");
563 return;
566 for (range_idx = 0; range_idx < buffer->modified_areas; ++range_idx)
568 start = buffer->maps[range_idx].offset;
569 end = start + buffer->maps[range_idx].size;
571 memcpy(data + start, (BYTE *)buffer->resource.heap_memory + start, end - start);
572 for (i = start / buffer->stride; i < min((end / buffer->stride) + 1, vertex_count); ++i)
574 for (j = 0; j < buffer->stride;)
576 switch (buffer->conversion_map[j])
578 case CONV_NONE:
579 /* Done already */
580 j += sizeof(DWORD);
581 break;
582 case CONV_D3DCOLOR:
583 j += fixup_d3dcolor((DWORD *) (data + i * buffer->stride + j));
584 break;
585 case CONV_POSITIONT:
586 j += fixup_transformed_pos((struct wined3d_vec4 *) (data + i * buffer->stride + j));
587 break;
588 default:
589 FIXME("Unimplemented conversion %d in shifted conversion.\n", buffer->conversion_map[j]);
590 ++j;
596 buffer->buffer_ops->buffer_upload_ranges(buffer, context,
597 data, 0, buffer->modified_areas, buffer->maps);
599 heap_free(data);
602 static BOOL wined3d_buffer_prepare_location(struct wined3d_buffer *buffer,
603 struct wined3d_context *context, unsigned int location)
605 return buffer->buffer_ops->buffer_prepare_location(buffer, context, location);
608 static void wined3d_buffer_unload_location(struct wined3d_buffer *buffer,
609 struct wined3d_context *context, unsigned int location)
611 buffer->buffer_ops->buffer_unload_location(buffer, context, location);
614 BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer,
615 struct wined3d_context *context, DWORD location)
617 struct wined3d_range range;
619 TRACE("buffer %p, context %p, location %s.\n",
620 buffer, context, wined3d_debug_location(location));
622 if (buffer->locations & location)
624 TRACE("Location (%#x) is already up to date.\n", location);
625 return TRUE;
628 if (!buffer->locations)
630 ERR("Buffer %p does not have any up to date location.\n", buffer);
631 wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_DISCARDED);
632 return wined3d_buffer_load_location(buffer, context, location);
635 TRACE("Current buffer location %s.\n", wined3d_debug_location(buffer->locations));
637 if (!wined3d_buffer_prepare_location(buffer, context, location))
638 return FALSE;
640 if (buffer->locations & WINED3D_LOCATION_DISCARDED)
642 TRACE("Buffer previously discarded, nothing to do.\n");
643 wined3d_buffer_validate_location(buffer, location);
644 wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_DISCARDED);
645 return TRUE;
648 switch (location)
650 case WINED3D_LOCATION_SYSMEM:
651 range.offset = 0;
652 range.size = buffer->resource.size;
653 buffer->buffer_ops->buffer_download_ranges(buffer, context,
654 buffer->resource.heap_memory, 0, 1, &range);
655 break;
657 case WINED3D_LOCATION_BUFFER:
658 if (!buffer->conversion_map)
659 buffer->buffer_ops->buffer_upload_ranges(buffer, context,
660 buffer->resource.heap_memory, 0, buffer->modified_areas, buffer->maps);
661 else
662 buffer_conversion_upload(buffer, context);
663 break;
665 default:
666 ERR("Invalid location %s.\n", wined3d_debug_location(location));
667 return FALSE;
670 wined3d_buffer_validate_location(buffer, location);
671 if (buffer->resource.heap_memory && location == WINED3D_LOCATION_BUFFER
672 && !(buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
673 wined3d_buffer_evict_sysmem(buffer);
675 return TRUE;
678 /* Context activation is done by the caller. */
679 BYTE *wined3d_buffer_load_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context)
681 if (wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM))
682 buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
683 return buffer->resource.heap_memory;
686 DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer,
687 struct wined3d_bo_address *data, DWORD locations)
689 TRACE("buffer %p, data %p, locations %s.\n",
690 buffer, data, wined3d_debug_location(locations));
692 if (locations & WINED3D_LOCATION_BUFFER)
694 data->buffer_object = buffer->buffer_object;
695 data->addr = NULL;
696 return WINED3D_LOCATION_BUFFER;
698 if (locations & WINED3D_LOCATION_SYSMEM)
700 data->buffer_object = 0;
701 data->addr = buffer->resource.heap_memory;
702 return WINED3D_LOCATION_SYSMEM;
705 ERR("Unexpected locations %s.\n", wined3d_debug_location(locations));
706 data->buffer_object = 0;
707 data->addr = NULL;
708 return 0;
711 static void buffer_resource_unload(struct wined3d_resource *resource)
713 struct wined3d_buffer *buffer = buffer_from_resource(resource);
715 TRACE("buffer %p.\n", buffer);
717 if (buffer->buffer_object)
719 struct wined3d_context *context;
721 context = context_acquire(resource->device, NULL, 0);
723 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
724 wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_BUFFER);
725 wined3d_buffer_unload_location(buffer, context, WINED3D_LOCATION_BUFFER);
726 buffer_clear_dirty_areas(buffer);
728 context_release(context);
730 heap_free(buffer->conversion_map);
731 buffer->conversion_map = NULL;
732 buffer->stride = 0;
733 buffer->conversion_stride = 0;
734 buffer->flags &= ~WINED3D_BUFFER_HASDESC;
737 resource_unload(resource);
740 static void wined3d_buffer_drop_bo(struct wined3d_buffer *buffer)
742 buffer->flags &= ~WINED3D_BUFFER_USE_BO;
743 buffer_resource_unload(&buffer->resource);
746 static void wined3d_buffer_destroy_object(void *object)
748 struct wined3d_buffer *buffer = object;
749 struct wined3d_context *context;
751 if (buffer->buffer_object)
753 context = context_acquire(buffer->resource.device, NULL, 0);
754 wined3d_buffer_unload_location(buffer, context, WINED3D_LOCATION_BUFFER);
755 context_release(context);
757 heap_free(buffer->conversion_map);
758 heap_free(buffer->maps);
761 void wined3d_buffer_cleanup(struct wined3d_buffer *buffer)
763 wined3d_cs_destroy_object(buffer->resource.device->cs, wined3d_buffer_destroy_object, buffer);
764 resource_cleanup(&buffer->resource);
767 ULONG CDECL wined3d_buffer_decref(struct wined3d_buffer *buffer)
769 ULONG refcount = InterlockedDecrement(&buffer->resource.ref);
771 TRACE("%p decreasing refcount to %u.\n", buffer, refcount);
773 if (!refcount)
775 buffer->resource.parent_ops->wined3d_object_destroyed(buffer->resource.parent);
776 buffer->resource.device->adapter->adapter_ops->adapter_destroy_buffer(buffer);
779 return refcount;
782 void * CDECL wined3d_buffer_get_parent(const struct wined3d_buffer *buffer)
784 TRACE("buffer %p.\n", buffer);
786 return buffer->resource.parent;
789 /* The caller provides a context and binds the buffer */
790 static void wined3d_buffer_gl_sync_apple(struct wined3d_buffer_gl *buffer_gl,
791 uint32_t flags, struct wined3d_context_gl *context_gl)
793 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
794 enum wined3d_fence_result ret;
795 HRESULT hr;
797 /* No fencing needs to be done if the app promises not to overwrite
798 * existing data. */
799 if (flags & WINED3D_MAP_NOOVERWRITE)
800 return;
802 if (flags & WINED3D_MAP_DISCARD)
804 wined3d_buffer_gl_bind(buffer_gl, context_gl);
806 GL_EXTCALL(glBufferData(buffer_gl->buffer_type_hint, buffer_gl->b.resource.size,
807 NULL, buffer_gl->buffer_object_usage));
808 checkGLcall("glBufferData");
809 return;
812 if (!buffer_gl->b.fence)
814 TRACE("Creating fence for buffer %p.\n", buffer_gl);
816 if (FAILED(hr = wined3d_fence_create(buffer_gl->b.resource.device, &buffer_gl->b.fence)))
818 if (hr == WINED3DERR_NOTAVAILABLE)
819 FIXME("Fences not supported, dropping async buffer locks.\n");
820 else
821 ERR("Failed to create fence, hr %#x.\n", hr);
822 goto drop_fence;
825 /* Since we don't know about old draws a glFinish is needed once */
826 gl_info->gl_ops.gl.p_glFinish();
827 return;
830 TRACE("Synchronizing buffer %p.\n", buffer_gl);
831 ret = wined3d_fence_wait(buffer_gl->b.fence, buffer_gl->b.resource.device);
832 switch (ret)
834 case WINED3D_FENCE_NOT_STARTED:
835 case WINED3D_FENCE_OK:
836 /* All done */
837 return;
839 case WINED3D_FENCE_WRONG_THREAD:
840 WARN("Cannot synchronize buffer lock due to a thread conflict.\n");
841 goto drop_fence;
843 default:
844 ERR("wined3d_fence_wait() returned %u, dropping async buffer locks.\n", ret);
845 goto drop_fence;
848 drop_fence:
849 if (buffer_gl->b.fence)
851 wined3d_fence_destroy(buffer_gl->b.fence);
852 buffer_gl->b.fence = NULL;
855 gl_info->gl_ops.gl.p_glFinish();
856 wined3d_buffer_gl_bind(buffer_gl, context_gl);
857 GL_EXTCALL(glBufferParameteriAPPLE(buffer_gl->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE));
858 checkGLcall("glBufferParameteriAPPLE(buffer_gl->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
859 buffer_gl->b.flags &= ~WINED3D_BUFFER_APPLESYNC;
862 static void buffer_mark_used(struct wined3d_buffer *buffer)
864 buffer->flags &= ~WINED3D_BUFFER_DISCARD;
867 /* Context activation is done by the caller. */
868 void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *context,
869 const struct wined3d_state *state)
871 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
872 BOOL decl_changed = FALSE;
874 TRACE("buffer %p.\n", buffer);
876 if (buffer->resource.map_count && buffer->map_ptr)
878 FIXME("Buffer is mapped through buffer object, not loading.\n");
879 return;
881 else if (buffer->resource.map_count)
883 WARN("Loading mapped buffer.\n");
886 buffer_mark_used(buffer);
888 /* TODO: Make converting independent from VBOs */
889 if (!(buffer->flags & WINED3D_BUFFER_USE_BO))
891 /* Not doing any conversion */
892 return;
895 if (!wined3d_buffer_prepare_location(buffer, context, WINED3D_LOCATION_BUFFER))
897 ERR("Failed to prepare buffer location.\n");
898 return;
901 /* Reading the declaration makes only sense if we have valid state information
902 * (i.e., if this function is called during draws). */
903 if (state)
905 DWORD fixup_flags = 0;
907 if (!use_vs(state))
909 if (!d3d_info->vertex_bgra && !d3d_info->ffp_generic_attributes)
910 fixup_flags |= WINED3D_BUFFER_FIXUP_D3DCOLOR;
911 if (!d3d_info->xyzrhw)
912 fixup_flags |= WINED3D_BUFFER_FIXUP_XYZRHW;
915 decl_changed = buffer_find_decl(buffer, &context->stream_info, state, fixup_flags);
916 buffer->flags |= WINED3D_BUFFER_HASDESC;
919 if (!decl_changed && !(buffer->flags & WINED3D_BUFFER_HASDESC && buffer_is_dirty(buffer)))
921 ++buffer->draw_count;
922 if (buffer->draw_count > VB_RESETDECLCHANGE)
923 buffer->decl_change_count = 0;
924 if (buffer->draw_count > VB_RESETFULLCONVS)
925 buffer->full_conversion_count = 0;
926 return;
929 /* If applications change the declaration over and over, reconverting all the time is a huge
930 * performance hit. So count the declaration changes and release the VBO if there are too many
931 * of them (and thus stop converting)
933 if (decl_changed)
935 ++buffer->decl_change_count;
936 buffer->draw_count = 0;
938 if (buffer->decl_change_count > VB_MAXDECLCHANGES
939 || (buffer->conversion_map && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)))
941 FIXME("Too many declaration changes or converting dynamic buffer, stopping converting.\n");
942 wined3d_buffer_drop_bo(buffer);
943 return;
946 /* The declaration changed, reload the whole buffer. */
947 WARN("Reloading buffer because of a vertex declaration change.\n");
948 buffer_invalidate_bo_range(buffer, 0, 0);
950 else
952 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
953 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
954 * decl changes and reset the decl change count after a specific number of them
956 if (buffer->conversion_map && buffer_is_fully_dirty(buffer))
958 ++buffer->full_conversion_count;
959 if (buffer->full_conversion_count > VB_MAXFULLCONVERSIONS)
961 FIXME("Too many full buffer conversions, stopping converting.\n");
962 wined3d_buffer_drop_bo(buffer);
963 return;
966 else
968 ++buffer->draw_count;
969 if (buffer->draw_count > VB_RESETDECLCHANGE)
970 buffer->decl_change_count = 0;
971 if (buffer->draw_count > VB_RESETFULLCONVS)
972 buffer->full_conversion_count = 0;
976 if (!wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER))
977 ERR("Failed to load buffer location.\n");
980 struct wined3d_resource * CDECL wined3d_buffer_get_resource(struct wined3d_buffer *buffer)
982 TRACE("buffer %p.\n", buffer);
984 return &buffer->resource;
987 static HRESULT buffer_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx,
988 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, uint32_t flags)
990 struct wined3d_buffer *buffer = buffer_from_resource(resource);
991 struct wined3d_device *device = resource->device;
992 struct wined3d_context *context;
993 unsigned int offset, size;
994 uint8_t *base;
995 LONG count;
997 TRACE("resource %p, sub_resource_idx %u, map_desc %p, box %s, flags %#x.\n",
998 resource, sub_resource_idx, map_desc, debug_box(box), flags);
1000 if (sub_resource_idx)
1002 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
1003 return E_INVALIDARG;
1006 if (box)
1008 offset = box->left;
1009 size = box->right - box->left;
1011 else
1013 offset = size = 0;
1016 map_desc->row_pitch = map_desc->slice_pitch = resource->size;
1018 count = ++resource->map_count;
1020 if (buffer->buffer_object)
1022 unsigned int dirty_offset = offset, dirty_size = size;
1023 struct wined3d_bo_address addr;
1025 /* DISCARD invalidates the entire buffer, regardless of the specified
1026 * offset and size. Some applications also depend on the entire buffer
1027 * being uploaded in that case. Two such applications are Port Royale
1028 * and Darkstar One. */
1029 if (flags & WINED3D_MAP_DISCARD)
1031 dirty_offset = 0;
1032 dirty_size = 0;
1035 if (((flags & WINED3D_MAP_WRITE) && !(flags & (WINED3D_MAP_NOOVERWRITE | WINED3D_MAP_DISCARD)))
1036 || (!(flags & WINED3D_MAP_WRITE) && (buffer->locations & WINED3D_LOCATION_SYSMEM))
1037 || buffer->flags & WINED3D_BUFFER_PIN_SYSMEM)
1039 if (!(buffer->locations & WINED3D_LOCATION_SYSMEM))
1041 context = context_acquire(device, NULL, 0);
1042 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
1043 context_release(context);
1046 if (flags & WINED3D_MAP_WRITE)
1047 wined3d_buffer_invalidate_range(buffer, WINED3D_LOCATION_BUFFER, dirty_offset, dirty_size);
1049 else
1051 context = context_acquire(device, NULL, 0);
1053 if (flags & WINED3D_MAP_DISCARD)
1054 wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_BUFFER);
1055 else
1056 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER);
1058 if (flags & WINED3D_MAP_WRITE)
1060 wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_SYSMEM);
1061 buffer_invalidate_bo_range(buffer, dirty_offset, dirty_size);
1064 if ((flags & WINED3D_MAP_DISCARD) && resource->heap_memory)
1065 wined3d_buffer_evict_sysmem(buffer);
1067 if (count == 1)
1069 /* Filter redundant WINED3D_MAP_DISCARD maps. The 3DMark2001
1070 * multitexture fill rate test seems to depend on this. When
1071 * we map a buffer with GL_MAP_INVALIDATE_BUFFER_BIT, the
1072 * driver is free to discard the previous contents of the
1073 * buffer. The r600g driver only does this when the buffer is
1074 * currently in use, while the proprietary NVIDIA driver
1075 * appears to do this unconditionally. */
1076 if (buffer->flags & WINED3D_BUFFER_DISCARD)
1077 flags &= ~WINED3D_MAP_DISCARD;
1079 if (buffer->flags & WINED3D_BUFFER_APPLESYNC)
1080 wined3d_buffer_gl_sync_apple(wined3d_buffer_gl(buffer), flags, wined3d_context_gl(context));
1082 addr.buffer_object = buffer->buffer_object;
1083 addr.addr = 0;
1084 buffer->map_ptr = wined3d_context_map_bo_address(context,
1085 &addr, resource->size, resource->bind_flags, flags);
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 wined3d_context_unmap_bo_address(context, &addr, resource->bind_flags, 0, NULL);
1092 buffer->map_ptr = NULL;
1094 if (resource->usage & WINED3DUSAGE_DYNAMIC)
1096 /* The extra copy is more expensive than not using VBOs
1097 * at all on the NVIDIA Linux driver, which is the
1098 * only driver that returns unaligned pointers. */
1099 TRACE("Dynamic buffer, dropping VBO.\n");
1100 wined3d_buffer_drop_bo(buffer);
1102 else
1104 TRACE("Falling back to doublebuffered operation.\n");
1105 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
1106 buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
1108 TRACE("New pointer is %p.\n", resource->heap_memory);
1112 context_release(context);
1115 if (flags & WINED3D_MAP_DISCARD)
1116 buffer->flags |= WINED3D_BUFFER_DISCARD;
1119 base = buffer->map_ptr ? buffer->map_ptr : resource->heap_memory;
1120 map_desc->data = base + offset;
1122 TRACE("Returning memory at %p (base %p, offset %u).\n", map_desc->data, base, offset);
1124 return WINED3D_OK;
1127 static HRESULT buffer_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
1129 struct wined3d_buffer *buffer = buffer_from_resource(resource);
1130 unsigned int range_count = buffer->modified_areas;
1131 struct wined3d_device *device = resource->device;
1132 struct wined3d_context *context;
1133 struct wined3d_bo_address addr;
1135 TRACE("resource %p, sub_resource_idx %u.\n", resource, sub_resource_idx);
1137 if (sub_resource_idx)
1139 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
1140 return E_INVALIDARG;
1143 if (!resource->map_count)
1145 WARN("Unmap called without a previous map call.\n");
1146 return WINED3D_OK;
1149 if (--resource->map_count)
1151 /* Delay loading the buffer until everything is unmapped. */
1152 TRACE("Ignoring unmap.\n");
1153 return WINED3D_OK;
1156 if (!buffer->map_ptr)
1157 return WINED3D_OK;
1159 context = context_acquire(device, NULL, 0);
1161 if (buffer->flags & WINED3D_BUFFER_APPLESYNC)
1163 struct wined3d_context_gl *context_gl;
1164 const struct wined3d_gl_info *gl_info;
1165 struct wined3d_buffer_gl *buffer_gl;
1166 unsigned int i;
1168 buffer_gl = wined3d_buffer_gl(buffer);
1169 context_gl = wined3d_context_gl(context);
1170 gl_info = context_gl->gl_info;
1172 wined3d_buffer_gl_bind(buffer_gl, context_gl);
1173 for (i = 0; i < range_count; ++i)
1175 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(buffer_gl->buffer_type_hint,
1176 buffer->maps[i].offset, buffer->maps[i].size));
1177 checkGLcall("glFlushMappedBufferRangeAPPLE");
1179 range_count = 0;
1182 addr.buffer_object = buffer->buffer_object;
1183 addr.addr = 0;
1184 wined3d_context_unmap_bo_address(context, &addr, resource->bind_flags, range_count, buffer->maps);
1186 context_release(context);
1188 buffer_clear_dirty_areas(buffer);
1189 buffer->map_ptr = NULL;
1191 return WINED3D_OK;
1194 void wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset,
1195 struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size)
1197 struct wined3d_bo_address dst, src;
1198 struct wined3d_context *context;
1199 DWORD dst_location;
1201 TRACE("dst_buffer %p, dst_offset %u, src_buffer %p, src_offset %u, size %u.\n",
1202 dst_buffer, dst_offset, src_buffer, src_offset, size);
1204 buffer_mark_used(dst_buffer);
1205 buffer_mark_used(src_buffer);
1207 dst_location = wined3d_buffer_get_memory(dst_buffer, &dst, dst_buffer->locations);
1208 dst.addr += dst_offset;
1210 wined3d_buffer_get_memory(src_buffer, &src, src_buffer->locations);
1211 src.addr += src_offset;
1213 context = context_acquire(dst_buffer->resource.device, NULL, 0);
1214 wined3d_context_copy_bo_address(context, &dst, dst_buffer->resource.bind_flags,
1215 &src, src_buffer->resource.bind_flags, size);
1216 context_release(context);
1218 wined3d_buffer_invalidate_range(dst_buffer, ~dst_location, dst_offset, size);
1221 void wined3d_buffer_upload_data(struct wined3d_buffer *buffer, struct wined3d_context *context,
1222 const struct wined3d_box *box, const void *data)
1224 struct wined3d_range range;
1226 if (box)
1228 range.offset = box->left;
1229 range.size = box->right - box->left;
1231 else
1233 range.offset = 0;
1234 range.size = buffer->resource.size;
1237 buffer->buffer_ops->buffer_upload_ranges(buffer, context, data, range.offset, 1, &range);
1240 static void wined3d_buffer_init_data(struct wined3d_buffer *buffer,
1241 struct wined3d_device *device, const struct wined3d_sub_resource_data *data)
1243 struct wined3d_resource *resource = &buffer->resource;
1244 struct wined3d_bo_address bo;
1245 struct wined3d_box box;
1247 if (buffer->flags & WINED3D_BUFFER_USE_BO)
1249 wined3d_box_set(&box, 0, 0, resource->size, 1, 0, 1);
1250 wined3d_cs_emit_update_sub_resource(device->cs, resource,
1251 0, &box, data->data, data->row_pitch, data->slice_pitch);
1253 else
1255 wined3d_buffer_get_memory(buffer, &bo, WINED3D_LOCATION_SYSMEM);
1256 memcpy(bo.addr, data->data, resource->size);
1257 wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_SYSMEM);
1258 wined3d_buffer_invalidate_location(buffer, ~WINED3D_LOCATION_SYSMEM);
1262 static ULONG buffer_resource_incref(struct wined3d_resource *resource)
1264 return wined3d_buffer_incref(buffer_from_resource(resource));
1267 static ULONG buffer_resource_decref(struct wined3d_resource *resource)
1269 return wined3d_buffer_decref(buffer_from_resource(resource));
1272 static void buffer_resource_preload(struct wined3d_resource *resource)
1274 struct wined3d_context *context;
1276 context = context_acquire(resource->device, NULL, 0);
1277 wined3d_buffer_load(buffer_from_resource(resource), context, NULL);
1278 context_release(context);
1281 static const struct wined3d_resource_ops buffer_resource_ops =
1283 buffer_resource_incref,
1284 buffer_resource_decref,
1285 buffer_resource_preload,
1286 buffer_resource_unload,
1287 buffer_resource_sub_resource_map,
1288 buffer_resource_sub_resource_unmap,
1291 GLenum wined3d_buffer_gl_binding_from_bind_flags(const struct wined3d_gl_info *gl_info, uint32_t bind_flags)
1293 if (!bind_flags)
1294 return GL_PIXEL_UNPACK_BUFFER;
1296 if (bind_flags == WINED3D_BIND_INDEX_BUFFER)
1297 return GL_ELEMENT_ARRAY_BUFFER;
1299 if (bind_flags & (WINED3D_BIND_SHADER_RESOURCE | WINED3D_BIND_UNORDERED_ACCESS)
1300 && gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
1301 return GL_TEXTURE_BUFFER;
1303 if (bind_flags & WINED3D_BIND_CONSTANT_BUFFER)
1304 return GL_UNIFORM_BUFFER;
1306 if (bind_flags & WINED3D_BIND_STREAM_OUTPUT)
1307 return GL_TRANSFORM_FEEDBACK_BUFFER;
1309 if (bind_flags & WINED3D_BIND_INDIRECT_BUFFER
1310 && gl_info->supported[ARB_DRAW_INDIRECT])
1311 return GL_DRAW_INDIRECT_BUFFER;
1313 if (bind_flags & ~(WINED3D_BIND_VERTEX_BUFFER | WINED3D_BIND_INDEX_BUFFER))
1314 FIXME("Unhandled bind flags %#x.\n", bind_flags);
1316 return GL_ARRAY_BUFFER;
1319 static HRESULT wined3d_buffer_init(struct wined3d_buffer *buffer, struct wined3d_device *device,
1320 const struct wined3d_buffer_desc *desc, const struct wined3d_sub_resource_data *data,
1321 void *parent, const struct wined3d_parent_ops *parent_ops, const struct wined3d_buffer_ops *buffer_ops)
1323 const struct wined3d_format *format = wined3d_get_format(device->adapter, WINED3DFMT_UNKNOWN, desc->bind_flags);
1324 struct wined3d_resource *resource = &buffer->resource;
1325 HRESULT hr;
1327 TRACE("buffer %p, device %p, desc byte_width %u, usage %s, bind_flags %s, "
1328 "access %s, data %p, parent %p, parent_ops %p.\n",
1329 buffer, device, desc->byte_width, debug_d3dusage(desc->usage), wined3d_debug_bind_flags(desc->bind_flags),
1330 wined3d_debug_resource_access(desc->access), data, parent, parent_ops);
1332 if (!desc->byte_width)
1334 WARN("Size 0 requested, returning E_INVALIDARG.\n");
1335 return E_INVALIDARG;
1338 if (desc->bind_flags & WINED3D_BIND_CONSTANT_BUFFER && desc->byte_width & (WINED3D_CONSTANT_BUFFER_ALIGNMENT - 1))
1340 WARN("Size %#x is not suitably aligned for constant buffers.\n", desc->byte_width);
1341 return E_INVALIDARG;
1344 if (data && !data->data)
1346 WARN("Invalid sub-resource data specified.\n");
1347 return E_INVALIDARG;
1350 if (FAILED(hr = resource_init(resource, device, WINED3D_RTYPE_BUFFER, format,
1351 WINED3D_MULTISAMPLE_NONE, 0, desc->usage, desc->bind_flags, desc->access,
1352 desc->byte_width, 1, 1, desc->byte_width, parent, parent_ops, &buffer_resource_ops)))
1354 WARN("Failed to initialize resource, hr %#x.\n", hr);
1355 return hr;
1357 buffer->buffer_ops = buffer_ops;
1358 buffer->structure_byte_stride = desc->structure_byte_stride;
1359 buffer->locations = data ? WINED3D_LOCATION_DISCARDED : WINED3D_LOCATION_SYSMEM;
1361 TRACE("buffer %p, size %#x, usage %#x, memory @ %p.\n",
1362 buffer, buffer->resource.size, buffer->resource.usage, buffer->resource.heap_memory);
1364 if (device->create_parms.flags & WINED3DCREATE_SOFTWARE_VERTEXPROCESSING
1365 || wined3d_resource_access_is_managed(desc->access))
1367 /* SWvp and managed buffers always return the same pointer in buffer
1368 * maps and retain data in DISCARD maps. Keep a system memory copy of
1369 * the buffer to provide the same behavior to the application. */
1370 TRACE("Pinning system memory.\n");
1371 buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
1372 buffer->locations = WINED3D_LOCATION_SYSMEM;
1375 if (buffer->locations & WINED3D_LOCATION_SYSMEM || !(buffer->flags & WINED3D_BUFFER_USE_BO))
1377 if (!wined3d_resource_prepare_sysmem(&buffer->resource))
1378 return E_OUTOFMEMORY;
1381 if (!(buffer->maps = heap_alloc(sizeof(*buffer->maps))))
1383 ERR("Out of memory.\n");
1384 buffer_resource_unload(resource);
1385 resource_cleanup(resource);
1386 wined3d_resource_wait_idle(resource);
1387 return E_OUTOFMEMORY;
1389 buffer->maps_size = 1;
1391 if (data)
1392 wined3d_buffer_init_data(buffer, device, data);
1394 return WINED3D_OK;
1397 static BOOL wined3d_buffer_no3d_prepare_location(struct wined3d_buffer *buffer,
1398 struct wined3d_context *context, unsigned int location)
1400 if (location == WINED3D_LOCATION_SYSMEM)
1401 return wined3d_resource_prepare_sysmem(&buffer->resource);
1403 FIXME("Unhandled location %s.\n", wined3d_debug_location(location));
1405 return FALSE;
1408 static void wined3d_buffer_no3d_unload_location(struct wined3d_buffer *buffer,
1409 struct wined3d_context *context, unsigned int location)
1411 TRACE("buffer %p, context %p, location %s.\n", buffer, context, wined3d_debug_location(location));
1414 static void wined3d_buffer_no3d_upload_ranges(struct wined3d_buffer *buffer, struct wined3d_context *context,
1415 const void *data, unsigned int data_offset, unsigned int range_count, const struct wined3d_range *ranges)
1417 FIXME("Not implemented.\n");
1420 static void wined3d_buffer_no3d_download_ranges(struct wined3d_buffer *buffer, struct wined3d_context *context,
1421 void *data, unsigned int data_offset, unsigned int range_count, const struct wined3d_range *ranges)
1423 FIXME("Not implemented.\n");
1426 static const struct wined3d_buffer_ops wined3d_buffer_no3d_ops =
1428 wined3d_buffer_no3d_prepare_location,
1429 wined3d_buffer_no3d_unload_location,
1430 wined3d_buffer_no3d_upload_ranges,
1431 wined3d_buffer_no3d_download_ranges,
1434 HRESULT wined3d_buffer_no3d_init(struct wined3d_buffer *buffer_no3d, struct wined3d_device *device,
1435 const struct wined3d_buffer_desc *desc, const struct wined3d_sub_resource_data *data,
1436 void *parent, const struct wined3d_parent_ops *parent_ops)
1438 TRACE("buffer_no3d %p, device %p, desc %p, data %p, parent %p, parent_ops %p.\n",
1439 buffer_no3d, device, desc, data, parent, parent_ops);
1441 return wined3d_buffer_init(buffer_no3d, device, desc, data, parent, parent_ops, &wined3d_buffer_no3d_ops);
1444 static BOOL wined3d_buffer_gl_prepare_location(struct wined3d_buffer *buffer,
1445 struct wined3d_context *context, unsigned int location)
1447 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
1448 struct wined3d_buffer_gl *buffer_gl = wined3d_buffer_gl(buffer);
1450 switch (location)
1452 case WINED3D_LOCATION_SYSMEM:
1453 return wined3d_resource_prepare_sysmem(&buffer->resource);
1455 case WINED3D_LOCATION_BUFFER:
1456 if (buffer->buffer_object)
1457 return TRUE;
1459 if (!(buffer->flags & WINED3D_BUFFER_USE_BO))
1461 WARN("Trying to create BO for buffer %p with no WINED3D_BUFFER_USE_BO.\n", buffer);
1462 return FALSE;
1464 return wined3d_buffer_gl_create_buffer_object(buffer_gl, context_gl);
1466 default:
1467 ERR("Invalid location %s.\n", wined3d_debug_location(location));
1468 return FALSE;
1472 static void wined3d_buffer_gl_unload_location(struct wined3d_buffer *buffer,
1473 struct wined3d_context *context, unsigned int location)
1475 TRACE("buffer %p, context %p, location %s.\n", buffer, context, wined3d_debug_location(location));
1477 switch (location)
1479 case WINED3D_LOCATION_BUFFER:
1480 wined3d_buffer_gl_destroy_buffer_object(wined3d_buffer_gl(buffer), wined3d_context_gl(context));
1481 break;
1483 default:
1484 ERR("Unhandled location %s.\n", wined3d_debug_location(location));
1485 break;
1489 /* Context activation is done by the caller. */
1490 static void wined3d_buffer_gl_upload_ranges(struct wined3d_buffer *buffer, struct wined3d_context *context,
1491 const void *data, unsigned int data_offset, unsigned int range_count, const struct wined3d_range *ranges)
1493 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
1494 struct wined3d_buffer_gl *buffer_gl = wined3d_buffer_gl(buffer);
1495 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1496 const struct wined3d_range *range;
1498 TRACE("buffer %p, context %p, data %p, data_offset %u, range_count %u, ranges %p.\n",
1499 buffer, context, data, data_offset, range_count, ranges);
1501 wined3d_buffer_gl_bind(buffer_gl, context_gl);
1503 while (range_count--)
1505 range = &ranges[range_count];
1506 GL_EXTCALL(glBufferSubData(buffer_gl->buffer_type_hint,
1507 range->offset, range->size, (BYTE *)data + range->offset - data_offset));
1509 checkGLcall("buffer upload");
1512 /* Context activation is done by the caller. */
1513 static void wined3d_buffer_gl_download_ranges(struct wined3d_buffer *buffer, struct wined3d_context *context,
1514 void *data, unsigned int data_offset, unsigned int range_count, const struct wined3d_range *ranges)
1516 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
1517 struct wined3d_buffer_gl *buffer_gl = wined3d_buffer_gl(buffer);
1518 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
1519 const struct wined3d_range *range;
1521 TRACE("buffer %p, context %p, data %p, data_offset %u, range_count %u, ranges %p.\n",
1522 buffer, context, data, data_offset, range_count, ranges);
1524 wined3d_buffer_gl_bind(buffer_gl, context_gl);
1526 while (range_count--)
1528 range = &ranges[range_count];
1529 GL_EXTCALL(glGetBufferSubData(buffer_gl->buffer_type_hint,
1530 range->offset, range->size, (BYTE *)data + range->offset - data_offset));
1532 checkGLcall("buffer download");
1535 static const struct wined3d_buffer_ops wined3d_buffer_gl_ops =
1537 wined3d_buffer_gl_prepare_location,
1538 wined3d_buffer_gl_unload_location,
1539 wined3d_buffer_gl_upload_ranges,
1540 wined3d_buffer_gl_download_ranges,
1543 HRESULT wined3d_buffer_gl_init(struct wined3d_buffer_gl *buffer_gl, struct wined3d_device *device,
1544 const struct wined3d_buffer_desc *desc, const struct wined3d_sub_resource_data *data,
1545 void *parent, const struct wined3d_parent_ops *parent_ops)
1547 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1549 TRACE("buffer_gl %p, device %p, desc %p, data %p, parent %p, parent_ops %p.\n",
1550 buffer_gl, device, desc, data, parent, parent_ops);
1552 /* Observations show that draw_primitive_immediate_mode() is faster on
1553 * dynamic vertex buffers than converting + draw_primitive_arrays().
1554 * (Half-Life 2 and others.) */
1555 if (!(desc->access & WINED3D_RESOURCE_ACCESS_GPU))
1556 TRACE("Not creating a BO because the buffer is not GPU accessible.\n");
1557 else if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
1558 TRACE("Not creating a BO because GL_ARB_vertex_buffer is not supported.\n");
1559 else if (!(gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] || gl_info->supported[ARB_MAP_BUFFER_RANGE])
1560 && (desc->usage & WINED3DUSAGE_DYNAMIC))
1561 TRACE("Not creating a BO because the buffer has dynamic usage and no GL support.\n");
1562 else
1563 buffer_gl->b.flags |= WINED3D_BUFFER_USE_BO;
1564 buffer_gl->buffer_type_hint = wined3d_buffer_gl_binding_from_bind_flags(gl_info, desc->bind_flags);
1566 return wined3d_buffer_init(&buffer_gl->b, device, desc, data, parent, parent_ops, &wined3d_buffer_gl_ops);
1569 static BOOL wined3d_buffer_vk_create_buffer_object(struct wined3d_buffer_vk *buffer_vk,
1570 struct wined3d_context_vk *context_vk)
1572 struct wined3d_resource *resource = &buffer_vk->b.resource;
1573 uint32_t bind_flags = resource->bind_flags;
1574 VkMemoryPropertyFlags memory_type;
1575 VkBufferUsageFlags usage;
1577 usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;
1578 if (bind_flags & WINED3D_BIND_VERTEX_BUFFER)
1579 usage |= VK_BUFFER_USAGE_VERTEX_BUFFER_BIT;
1580 if (bind_flags & WINED3D_BIND_INDEX_BUFFER)
1581 usage |= VK_BUFFER_USAGE_INDEX_BUFFER_BIT;
1582 if (bind_flags & WINED3D_BIND_CONSTANT_BUFFER)
1583 usage |= VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
1584 if (bind_flags & WINED3D_BIND_SHADER_RESOURCE)
1585 usage |= VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT;
1586 if (bind_flags & WINED3D_BIND_UNORDERED_ACCESS)
1587 usage |= VK_BUFFER_USAGE_STORAGE_TEXEL_BUFFER_BIT;
1588 if (bind_flags & WINED3D_BIND_INDIRECT_BUFFER)
1589 usage |= VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT;
1590 if (bind_flags & (WINED3D_BIND_STREAM_OUTPUT | WINED3D_BIND_RENDER_TARGET | WINED3D_BIND_DEPTH_STENCIL))
1591 FIXME("Ignoring some bind flags %#x.\n", bind_flags);
1592 memory_type = VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT
1593 | VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT;
1594 if (!(wined3d_context_vk_create_bo(context_vk, resource->size, usage, memory_type, &buffer_vk->bo)))
1596 WARN("Failed to create Vulkan buffer.\n");
1597 return FALSE;
1600 buffer_vk->b.buffer_object = (uintptr_t)&buffer_vk->bo;
1601 buffer_invalidate_bo_range(&buffer_vk->b, 0, 0);
1603 return TRUE;
1606 static BOOL wined3d_buffer_vk_prepare_location(struct wined3d_buffer *buffer,
1607 struct wined3d_context *context, unsigned int location)
1609 switch (location)
1611 case WINED3D_LOCATION_SYSMEM:
1612 return wined3d_resource_prepare_sysmem(&buffer->resource);
1614 case WINED3D_LOCATION_BUFFER:
1615 if (buffer->buffer_object)
1616 return TRUE;
1618 return wined3d_buffer_vk_create_buffer_object(wined3d_buffer_vk(buffer), wined3d_context_vk(context));
1620 default:
1621 FIXME("Unhandled location %s.\n", wined3d_debug_location(location));
1622 return FALSE;
1626 static void wined3d_buffer_vk_unload_location(struct wined3d_buffer *buffer,
1627 struct wined3d_context *context, unsigned int location)
1629 struct wined3d_context_vk *context_vk = wined3d_context_vk(context);
1630 struct wined3d_buffer_vk *buffer_vk = wined3d_buffer_vk(buffer);
1632 TRACE("buffer %p, context %p, location %s.\n", buffer, context, wined3d_debug_location(location));
1634 switch (location)
1636 case WINED3D_LOCATION_BUFFER:
1637 wined3d_context_vk_destroy_bo(context_vk, &buffer_vk->bo);
1638 buffer_vk->bo.vk_buffer = VK_NULL_HANDLE;
1639 buffer_vk->bo.vk_memory = VK_NULL_HANDLE;
1640 buffer_vk->b.buffer_object = 0u;
1641 break;
1643 default:
1644 ERR("Unhandled location %s.\n", wined3d_debug_location(location));
1645 break;
1649 static void wined3d_buffer_vk_upload_ranges(struct wined3d_buffer *buffer, struct wined3d_context *context,
1650 const void *data, unsigned int data_offset, unsigned int range_count, const struct wined3d_range *ranges)
1652 FIXME("Not implemented.\n");
1655 static void wined3d_buffer_vk_download_ranges(struct wined3d_buffer *buffer, struct wined3d_context *context,
1656 void *data, unsigned int data_offset, unsigned int range_count, const struct wined3d_range *ranges)
1658 FIXME("Not implemented.\n");
1661 static const struct wined3d_buffer_ops wined3d_buffer_vk_ops =
1663 wined3d_buffer_vk_prepare_location,
1664 wined3d_buffer_vk_unload_location,
1665 wined3d_buffer_vk_upload_ranges,
1666 wined3d_buffer_vk_download_ranges,
1669 HRESULT wined3d_buffer_vk_init(struct wined3d_buffer_vk *buffer_vk, struct wined3d_device *device,
1670 const struct wined3d_buffer_desc *desc, const struct wined3d_sub_resource_data *data,
1671 void *parent, const struct wined3d_parent_ops *parent_ops)
1673 TRACE("buffer_vk %p, device %p, desc %p, data %p, parent %p, parent_ops %p.\n",
1674 buffer_vk, device, desc, data, parent, parent_ops);
1676 if (desc->access & WINED3D_RESOURCE_ACCESS_GPU)
1677 buffer_vk->b.flags |= WINED3D_BUFFER_USE_BO;
1679 return wined3d_buffer_init(&buffer_vk->b, device, desc, data, parent, parent_ops, &wined3d_buffer_vk_ops);
1682 HRESULT CDECL wined3d_buffer_create(struct wined3d_device *device, const struct wined3d_buffer_desc *desc,
1683 const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops,
1684 struct wined3d_buffer **buffer)
1686 TRACE("device %p, desc %p, data %p, parent %p, parent_ops %p, buffer %p.\n",
1687 device, desc, data, parent, parent_ops, buffer);
1689 return device->adapter->adapter_ops->adapter_create_buffer(device, desc, data, parent, parent_ops, buffer);