wined3d: Remove BO users from the list when invalidating them.
[wine.git] / dlls / wined3d / buffer.c
blobde1cf90d055443ab7542c71ed95253e0d89792d3
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 "wined3d_private.h"
26 #include "wined3d_vk.h"
28 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
30 #define WINED3D_BUFFER_HASDESC 0x01 /* A vertex description has been found. */
31 #define WINED3D_BUFFER_USE_BO 0x02 /* Use a buffer object for this buffer. */
33 #define VB_MAXDECLCHANGES 100 /* After that number of decl changes we stop converting */
34 #define VB_RESETDECLCHANGE 1000 /* Reset the decl changecount after that number of draws */
35 #define VB_MAXFULLCONVERSIONS 5 /* Number of full conversions before we stop converting */
36 #define VB_RESETFULLCONVS 20 /* Reset full conversion counts after that number of draws */
38 #define SB_MIN_SIZE (512 * 1024) /* Minimum size of an allocated streaming buffer. */
40 struct wined3d_buffer_ops
42 BOOL (*buffer_prepare_location)(struct wined3d_buffer *buffer,
43 struct wined3d_context *context, unsigned int location);
44 void (*buffer_unload_location)(struct wined3d_buffer *buffer,
45 struct wined3d_context *context, unsigned int location);
48 static void wined3d_buffer_evict_sysmem(struct wined3d_buffer *buffer)
50 if (buffer->resource.pin_sysmem)
52 TRACE("Not evicting system memory for buffer %p.\n", buffer);
53 return;
56 TRACE("Evicting system memory for buffer %p.\n", buffer);
57 wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_SYSMEM);
58 wined3d_resource_free_sysmem(&buffer->resource);
61 static void buffer_invalidate_bo_range(struct wined3d_buffer *buffer, unsigned int offset, unsigned int size)
63 if (!offset && (!size || size == buffer->resource.size))
64 goto invalidate_all;
66 if (offset > buffer->resource.size || size > buffer->resource.size - offset)
68 WARN("Invalid range specified, invalidating entire buffer.\n");
69 goto invalidate_all;
72 if (!wined3d_array_reserve((void **)&buffer->maps, &buffer->maps_size,
73 buffer->modified_areas + 1, sizeof(*buffer->maps)))
75 ERR("Failed to allocate maps array, invalidating entire buffer.\n");
76 goto invalidate_all;
79 buffer->maps[buffer->modified_areas].offset = offset;
80 buffer->maps[buffer->modified_areas].size = size;
81 ++buffer->modified_areas;
82 return;
84 invalidate_all:
85 buffer->modified_areas = 1;
86 buffer->maps[0].offset = 0;
87 buffer->maps[0].size = buffer->resource.size;
90 static inline void buffer_clear_dirty_areas(struct wined3d_buffer *This)
92 This->modified_areas = 0;
95 static BOOL buffer_is_dirty(const struct wined3d_buffer *buffer)
97 return !!buffer->modified_areas;
100 static BOOL buffer_is_fully_dirty(const struct wined3d_buffer *buffer)
102 return buffer->modified_areas == 1
103 && !buffer->maps->offset && buffer->maps->size == buffer->resource.size;
106 void wined3d_buffer_validate_location(struct wined3d_buffer *buffer, uint32_t location)
108 TRACE("buffer %p, location %s.\n", buffer, wined3d_debug_location(location));
110 if (location & WINED3D_LOCATION_BUFFER)
111 buffer_clear_dirty_areas(buffer);
113 buffer->locations |= location;
115 TRACE("New locations flags are %s.\n", wined3d_debug_location(buffer->locations));
118 static void wined3d_buffer_invalidate_range(struct wined3d_buffer *buffer, DWORD location,
119 unsigned int offset, unsigned int size)
121 TRACE("buffer %p, location %s, offset %u, size %u.\n",
122 buffer, wined3d_debug_location(location), offset, size);
124 if (location & WINED3D_LOCATION_BUFFER)
125 buffer_invalidate_bo_range(buffer, offset, size);
127 buffer->locations &= ~location;
129 TRACE("New locations flags are %s.\n", wined3d_debug_location(buffer->locations));
131 if (!buffer->locations)
132 ERR("Buffer %p does not have any up to date location.\n", buffer);
135 void wined3d_buffer_invalidate_location(struct wined3d_buffer *buffer, uint32_t location)
137 wined3d_buffer_invalidate_range(buffer, location, 0, 0);
140 GLenum wined3d_buffer_gl_binding_from_bind_flags(const struct wined3d_gl_info *gl_info, uint32_t bind_flags)
142 if (!bind_flags)
143 return GL_PIXEL_UNPACK_BUFFER;
145 /* We must always return GL_ELEMENT_ARRAY_BUFFER here;
146 * wined3d_device_gl_create_bo() checks the GL binding to see whether we
147 * can suballocate, and we cannot suballocate if this BO might be used for
148 * an index buffer. */
149 if (bind_flags & WINED3D_BIND_INDEX_BUFFER)
150 return GL_ELEMENT_ARRAY_BUFFER;
152 if (bind_flags & (WINED3D_BIND_SHADER_RESOURCE | WINED3D_BIND_UNORDERED_ACCESS)
153 && gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
154 return GL_TEXTURE_BUFFER;
156 if (bind_flags & WINED3D_BIND_CONSTANT_BUFFER)
157 return GL_UNIFORM_BUFFER;
159 if (bind_flags & WINED3D_BIND_STREAM_OUTPUT)
160 return GL_TRANSFORM_FEEDBACK_BUFFER;
162 if (bind_flags & WINED3D_BIND_INDIRECT_BUFFER
163 && gl_info->supported[ARB_DRAW_INDIRECT])
164 return GL_DRAW_INDIRECT_BUFFER;
166 if (bind_flags & ~(WINED3D_BIND_VERTEX_BUFFER | WINED3D_BIND_INDEX_BUFFER))
167 FIXME("Unhandled bind flags %#x.\n", bind_flags);
169 return GL_ARRAY_BUFFER;
172 /* Context activation is done by the caller. */
173 static void wined3d_buffer_gl_destroy_buffer_object(struct wined3d_buffer_gl *buffer_gl,
174 struct wined3d_context_gl *context_gl)
176 struct wined3d_resource *resource = &buffer_gl->b.resource;
177 struct wined3d_bo_gl *bo_gl;
179 if (!buffer_gl->b.buffer_object)
180 return;
181 bo_gl = wined3d_bo_gl(buffer_gl->b.buffer_object);
183 if (context_gl->c.transform_feedback_active && (resource->bind_flags & WINED3D_BIND_STREAM_OUTPUT)
184 && wined3d_context_is_graphics_state_dirty(&context_gl->c, STATE_STREAM_OUTPUT))
186 /* It's illegal to (un)bind GL_TRANSFORM_FEEDBACK_BUFFER while transform
187 * feedback is active. Deleting a buffer implicitly unbinds it, so we
188 * need to end transform feedback here if this buffer was bound.
190 * This should only be possible if STATE_STREAM_OUTPUT is dirty; if we
191 * do a draw call before destroying this buffer then the draw call will
192 * already rebind the GL target. */
193 WARN("Deleting buffer object for buffer %p, disabling transform feedback.\n", buffer_gl);
194 wined3d_context_gl_end_transform_feedback(context_gl);
197 if (buffer_gl->b.bo_user.valid)
199 buffer_gl->b.bo_user.valid = false;
200 list_remove(&buffer_gl->b.bo_user.entry);
202 wined3d_context_gl_destroy_bo(context_gl, bo_gl);
203 heap_free(bo_gl);
204 buffer_gl->b.buffer_object = NULL;
207 /* Context activation is done by the caller. */
208 static BOOL wined3d_buffer_gl_create_buffer_object(struct wined3d_buffer_gl *buffer_gl,
209 struct wined3d_context_gl *context_gl)
211 struct wined3d_device_gl *device_gl = wined3d_device_gl(buffer_gl->b.resource.device);
212 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
213 GLenum usage = GL_STATIC_DRAW;
214 GLbitfield gl_storage_flags;
215 struct wined3d_bo_gl *bo;
216 bool coherent = true;
217 GLsizeiptr size;
218 GLenum binding;
220 TRACE("Creating an OpenGL buffer object for wined3d buffer %p with usage %s.\n",
221 buffer_gl, debug_d3dusage(buffer_gl->b.resource.usage));
223 if (!(bo = heap_alloc(sizeof(*bo))))
224 return FALSE;
226 size = buffer_gl->b.resource.size;
227 binding = wined3d_buffer_gl_binding_from_bind_flags(gl_info, buffer_gl->b.resource.bind_flags);
228 if (buffer_gl->b.resource.usage & WINED3DUSAGE_DYNAMIC)
230 usage = GL_STREAM_DRAW_ARB;
231 coherent = false;
233 gl_storage_flags = wined3d_resource_gl_storage_flags(&buffer_gl->b.resource);
234 if (!wined3d_device_gl_create_bo(device_gl, context_gl, size, binding, usage, coherent, gl_storage_flags, bo))
236 ERR("Failed to create OpenGL buffer object.\n");
237 buffer_gl->b.flags &= ~WINED3D_BUFFER_USE_BO;
238 buffer_clear_dirty_areas(&buffer_gl->b);
239 heap_free(bo);
240 return FALSE;
243 buffer_gl->b.buffer_object = &bo->b;
244 buffer_invalidate_bo_range(&buffer_gl->b, 0, 0);
246 return TRUE;
249 static BOOL buffer_process_converted_attribute(struct wined3d_buffer *buffer,
250 const enum wined3d_buffer_conversion_type conversion_type,
251 const struct wined3d_stream_info_element *attrib, UINT *stride_this_run)
253 const struct wined3d_format *format = attrib->format;
254 BOOL ret = FALSE;
255 unsigned int i;
256 DWORD_PTR data;
258 /* Check for some valid situations which cause us pain. One is if the buffer is used for
259 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
260 * with different strides. In the 2nd case we might have to drop conversion entirely,
261 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
263 if (!attrib->stride)
265 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else.\n",
266 debug_d3dformat(format->id));
268 else if (attrib->stride != *stride_this_run && *stride_this_run)
270 FIXME("Got two concurrent strides, %d and %d.\n", attrib->stride, *stride_this_run);
272 else
274 *stride_this_run = attrib->stride;
275 if (buffer->stride != *stride_this_run)
277 /* We rely that this happens only on the first converted attribute that is found,
278 * if at all. See above check
280 TRACE("Reconverting because converted attributes occur, and the stride changed.\n");
281 buffer->stride = *stride_this_run;
282 heap_free(buffer->conversion_map);
283 buffer->conversion_map = heap_calloc(buffer->stride, sizeof(*buffer->conversion_map));
284 ret = TRUE;
288 data = ((DWORD_PTR)attrib->data.addr) % buffer->stride;
289 for (i = 0; i < format->byte_count; ++i)
291 DWORD_PTR idx = (data + i) % buffer->stride;
292 if (buffer->conversion_map[idx] != conversion_type)
294 TRACE("Byte %Iu in vertex changed:\n", idx);
295 TRACE(" It was type %#x, is %#x now.\n", buffer->conversion_map[idx], conversion_type);
296 ret = TRUE;
297 buffer->conversion_map[idx] = conversion_type;
301 return ret;
304 #define WINED3D_BUFFER_FIXUP_D3DCOLOR 0x01
305 #define WINED3D_BUFFER_FIXUP_XYZRHW 0x02
307 static BOOL buffer_check_attribute(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
308 const struct wined3d_state *state, UINT attrib_idx, DWORD fixup_flags, UINT *stride_this_run)
310 const struct wined3d_stream_info_element *attrib = &si->elements[attrib_idx];
311 enum wined3d_format_id format;
312 BOOL ret = FALSE;
314 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
315 * there, on nonexistent attribs the vbo is 0.
317 if (!(si->use_map & (1u << attrib_idx))
318 || state->streams[attrib->stream_idx].buffer != This)
319 return FALSE;
321 format = attrib->format->id;
322 /* Look for newly appeared conversion */
323 if (fixup_flags & WINED3D_BUFFER_FIXUP_D3DCOLOR && format == WINED3DFMT_B8G8R8A8_UNORM)
325 ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run);
327 else if (fixup_flags & WINED3D_BUFFER_FIXUP_XYZRHW && si->position_transformed)
329 if (format != WINED3DFMT_R32G32B32A32_FLOAT)
331 FIXME("Unexpected format %s for transformed position.\n", debug_d3dformat(format));
332 return FALSE;
335 ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run);
337 else if (This->conversion_map)
339 ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run);
342 return ret;
345 static BOOL buffer_find_decl(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
346 const struct wined3d_state *state, DWORD fixup_flags)
348 UINT stride_this_run = 0;
349 BOOL ret = FALSE;
351 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
352 * Once we have our declaration there is no need to look it up again. Index buffers also never need
353 * conversion, so once the (empty) conversion structure is created don't bother checking again
355 if (This->flags & WINED3D_BUFFER_HASDESC)
357 if(This->resource.usage & WINED3DUSAGE_STATICDECL) return FALSE;
360 if (!fixup_flags)
362 TRACE("No fixup required.\n");
363 if(This->conversion_map)
365 heap_free(This->conversion_map);
366 This->conversion_map = NULL;
367 This->stride = 0;
368 return TRUE;
371 return FALSE;
374 TRACE("Finding vertex buffer conversion information\n");
375 /* Certain declaration types need some fixups before we can pass them to
376 * opengl. This means D3DCOLOR attributes with fixed function vertex
377 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
378 * GL_ARB_half_float_vertex is not supported.
380 * Note for d3d8 and d3d9:
381 * The vertex buffer FVF doesn't help with finding them, we have to use
382 * the decoded vertex declaration and pick the things that concern the
383 * current buffer. A problem with this is that this can change between
384 * draws, so we have to validate the information and reprocess the buffer
385 * if it changes, and avoid false positives for performance reasons.
386 * WineD3D doesn't even know the vertex buffer any more, it is managed
387 * by the client libraries and passed to SetStreamSource and ProcessVertices
388 * as needed.
390 * We have to distinguish between vertex shaders and fixed function to
391 * pick the way we access the strided vertex information.
393 * This code sets up a per-byte array with the size of the detected
394 * stride of the arrays in the buffer. For each byte we have a field
395 * that marks the conversion needed on this byte. For example, the
396 * following declaration with fixed function vertex processing:
398 * POSITIONT, FLOAT4
399 * NORMAL, FLOAT3
400 * DIFFUSE, FLOAT16_4
401 * SPECULAR, D3DCOLOR
403 * Will result in
404 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
405 * [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]
407 * Where in this example map P means 4 component position conversion, 0
408 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
409 * conversion (red / blue swizzle).
411 * If we're doing conversion and the stride changes we have to reconvert
412 * the whole buffer. Note that we do not mind if the semantic changes,
413 * we only care for the conversion type. So if the NORMAL is replaced
414 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
415 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
416 * conversion types depend on the semantic as well, for example a FLOAT4
417 * texcoord needs no conversion while a FLOAT4 positiont needs one
420 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_POSITION,
421 fixup_flags, &stride_this_run) || ret;
422 fixup_flags &= ~WINED3D_BUFFER_FIXUP_XYZRHW;
424 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_BLENDWEIGHT,
425 fixup_flags, &stride_this_run) || ret;
426 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_BLENDINDICES,
427 fixup_flags, &stride_this_run) || ret;
428 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_NORMAL,
429 fixup_flags, &stride_this_run) || ret;
430 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_DIFFUSE,
431 fixup_flags, &stride_this_run) || ret;
432 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_SPECULAR,
433 fixup_flags, &stride_this_run) || ret;
434 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD0,
435 fixup_flags, &stride_this_run) || ret;
436 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD1,
437 fixup_flags, &stride_this_run) || ret;
438 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD2,
439 fixup_flags, &stride_this_run) || ret;
440 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD3,
441 fixup_flags, &stride_this_run) || ret;
442 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD4,
443 fixup_flags, &stride_this_run) || ret;
444 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD5,
445 fixup_flags, &stride_this_run) || ret;
446 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD6,
447 fixup_flags, &stride_this_run) || ret;
448 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD7,
449 fixup_flags, &stride_this_run) || ret;
451 if (!stride_this_run && This->conversion_map)
453 /* Sanity test */
454 if (!ret)
455 ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
456 heap_free(This->conversion_map);
457 This->conversion_map = NULL;
458 This->stride = 0;
461 if (ret) TRACE("Conversion information changed\n");
463 return ret;
466 static inline unsigned int fixup_d3dcolor(DWORD *dst_color)
468 DWORD src_color = *dst_color;
470 /* Color conversion like in draw_primitive_immediate_mode(). Watch out for
471 * endianness. If we want this to work on big-endian machines as well we
472 * have to consider more things.
474 * 0xff000000: Alpha mask
475 * 0x00ff0000: Blue mask
476 * 0x0000ff00: Green mask
477 * 0x000000ff: Red mask
479 *dst_color = 0;
480 *dst_color |= (src_color & 0xff00ff00u); /* Alpha Green */
481 *dst_color |= (src_color & 0x00ff0000u) >> 16; /* Red */
482 *dst_color |= (src_color & 0x000000ffu) << 16; /* Blue */
484 return sizeof(*dst_color);
487 static inline unsigned int fixup_transformed_pos(struct wined3d_vec4 *p)
489 /* rhw conversion like in position_float4(). */
490 if (p->w != 1.0f && p->w != 0.0f)
492 float w = 1.0f / p->w;
493 p->x *= w;
494 p->y *= w;
495 p->z *= w;
496 p->w = w;
499 return sizeof(*p);
502 ULONG CDECL wined3d_buffer_incref(struct wined3d_buffer *buffer)
504 unsigned int refcount = InterlockedIncrement(&buffer->resource.ref);
506 TRACE("%p increasing refcount to %u.\n", buffer, refcount);
508 return refcount;
511 static void buffer_conversion_upload(struct wined3d_buffer *buffer, struct wined3d_context *context)
513 unsigned int i, j, range_idx, start, end, vertex_count;
514 struct wined3d_bo_address src, dst;
515 BYTE *data;
517 if (!wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM))
519 ERR("Failed to load system memory.\n");
520 return;
522 buffer->resource.pin_sysmem = 1;
524 /* Now for each vertex in the buffer that needs conversion. */
525 vertex_count = buffer->resource.size / buffer->stride;
527 if (!(data = heap_alloc(buffer->resource.size)))
529 ERR("Out of memory.\n");
530 return;
533 for (range_idx = 0; range_idx < buffer->modified_areas; ++range_idx)
535 start = buffer->maps[range_idx].offset;
536 end = start + buffer->maps[range_idx].size;
538 memcpy(data + start, (BYTE *)buffer->resource.heap_memory + start, end - start);
539 for (i = start / buffer->stride; i < min((end / buffer->stride) + 1, vertex_count); ++i)
541 for (j = 0; j < buffer->stride;)
543 switch (buffer->conversion_map[j])
545 case CONV_NONE:
546 /* Done already */
547 j += sizeof(DWORD);
548 break;
549 case CONV_D3DCOLOR:
550 j += fixup_d3dcolor((DWORD *) (data + i * buffer->stride + j));
551 break;
552 case CONV_POSITIONT:
553 j += fixup_transformed_pos((struct wined3d_vec4 *) (data + i * buffer->stride + j));
554 break;
555 default:
556 FIXME("Unimplemented conversion %d in shifted conversion.\n", buffer->conversion_map[j]);
557 ++j;
563 dst.buffer_object = buffer->buffer_object;
564 dst.addr = NULL;
565 src.buffer_object = NULL;
566 src.addr = data;
567 wined3d_context_copy_bo_address(context, &dst, &src, buffer->modified_areas, buffer->maps, WINED3D_MAP_WRITE);
569 heap_free(data);
572 BOOL wined3d_buffer_prepare_location(struct wined3d_buffer *buffer,
573 struct wined3d_context *context, unsigned int location)
575 return buffer->buffer_ops->buffer_prepare_location(buffer, context, location);
578 static void wined3d_buffer_unload_location(struct wined3d_buffer *buffer,
579 struct wined3d_context *context, unsigned int location)
581 buffer->buffer_ops->buffer_unload_location(buffer, context, location);
584 BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer,
585 struct wined3d_context *context, uint32_t location)
587 struct wined3d_bo_address src, dst;
588 struct wined3d_range range;
590 TRACE("buffer %p, context %p, location %s.\n",
591 buffer, context, wined3d_debug_location(location));
593 if (buffer->locations & location)
595 TRACE("Location (%#x) is already up to date.\n", location);
596 return TRUE;
599 if (!buffer->locations)
601 ERR("Buffer %p does not have any up to date location.\n", buffer);
602 wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_DISCARDED);
603 return wined3d_buffer_load_location(buffer, context, location);
606 TRACE("Current buffer location %s.\n", wined3d_debug_location(buffer->locations));
608 if (!wined3d_buffer_prepare_location(buffer, context, location))
609 return FALSE;
611 if (buffer->locations & WINED3D_LOCATION_DISCARDED)
613 TRACE("Buffer previously discarded, nothing to do.\n");
614 wined3d_buffer_validate_location(buffer, location);
615 wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_DISCARDED);
616 return TRUE;
619 switch (location)
621 case WINED3D_LOCATION_SYSMEM:
622 if (buffer->locations & WINED3D_LOCATION_CLEARED)
624 memset(buffer->resource.heap_memory, 0, buffer->resource.size);
626 else
628 dst.buffer_object = NULL;
629 dst.addr = buffer->resource.heap_memory;
630 src.buffer_object = buffer->buffer_object;
631 src.addr = NULL;
632 range.offset = 0;
633 range.size = buffer->resource.size;
634 wined3d_context_copy_bo_address(context, &dst, &src, 1, &range, WINED3D_MAP_WRITE);
636 break;
638 case WINED3D_LOCATION_BUFFER:
639 if (buffer->locations & WINED3D_LOCATION_CLEARED)
641 /* FIXME: Clear the buffer on the GPU if possible. */
642 if (!wined3d_buffer_prepare_location(buffer, context, WINED3D_LOCATION_SYSMEM))
643 return FALSE;
644 memset(buffer->resource.heap_memory, 0, buffer->resource.size);
647 dst.buffer_object = buffer->buffer_object;
648 dst.addr = NULL;
649 src.buffer_object = NULL;
650 src.addr = buffer->resource.heap_memory;
652 if (!buffer->conversion_map)
654 uint32_t map_flags = WINED3D_MAP_WRITE;
656 if (buffer->modified_areas == 1 && !buffer->maps[0].offset
657 && buffer->maps[0].size == buffer->resource.size)
658 map_flags |= WINED3D_MAP_DISCARD;
660 wined3d_context_copy_bo_address(context, &dst, &src, buffer->modified_areas, buffer->maps, map_flags);
662 else
664 buffer_conversion_upload(buffer, context);
666 break;
668 default:
669 ERR("Invalid location %s.\n", wined3d_debug_location(location));
670 return FALSE;
673 wined3d_buffer_validate_location(buffer, location);
674 if (buffer->resource.heap_memory && location == WINED3D_LOCATION_BUFFER
675 && !(buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
676 wined3d_buffer_evict_sysmem(buffer);
678 return TRUE;
681 /* Context activation is done by the caller. */
682 void *wined3d_buffer_load_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context)
684 if (wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM))
685 buffer->resource.pin_sysmem = 1;
686 return buffer->resource.heap_memory;
689 DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_context *context,
690 struct wined3d_bo_address *data)
692 unsigned int locations = buffer->locations;
694 TRACE("buffer %p, context %p, data %p, locations %s.\n",
695 buffer, context, data, wined3d_debug_location(locations));
697 if (locations & (WINED3D_LOCATION_DISCARDED | WINED3D_LOCATION_CLEARED))
699 locations = ((buffer->flags & WINED3D_BUFFER_USE_BO) ? WINED3D_LOCATION_BUFFER : WINED3D_LOCATION_SYSMEM);
700 if (!wined3d_buffer_load_location(buffer, context, locations))
702 data->buffer_object = 0;
703 data->addr = NULL;
704 return 0;
707 if (locations & WINED3D_LOCATION_BUFFER)
709 data->buffer_object = buffer->buffer_object;
710 data->addr = NULL;
711 return WINED3D_LOCATION_BUFFER;
713 if (locations & WINED3D_LOCATION_SYSMEM)
715 data->buffer_object = 0;
716 data->addr = buffer->resource.heap_memory;
717 return WINED3D_LOCATION_SYSMEM;
720 ERR("Unexpected locations %s.\n", wined3d_debug_location(locations));
721 data->buffer_object = 0;
722 data->addr = NULL;
723 return 0;
726 static void buffer_resource_unload(struct wined3d_resource *resource)
728 struct wined3d_buffer *buffer = buffer_from_resource(resource);
730 TRACE("buffer %p.\n", buffer);
732 if (buffer->buffer_object)
734 struct wined3d_context *context;
736 context = context_acquire(resource->device, NULL, 0);
738 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
739 wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_BUFFER);
740 wined3d_buffer_unload_location(buffer, context, WINED3D_LOCATION_BUFFER);
741 buffer_clear_dirty_areas(buffer);
743 context_release(context);
745 heap_free(buffer->conversion_map);
746 buffer->conversion_map = NULL;
747 buffer->stride = 0;
748 buffer->conversion_stride = 0;
749 buffer->flags &= ~WINED3D_BUFFER_HASDESC;
752 resource_unload(resource);
755 static void wined3d_buffer_drop_bo(struct wined3d_buffer *buffer)
757 buffer->flags &= ~WINED3D_BUFFER_USE_BO;
758 buffer_resource_unload(&buffer->resource);
761 static void wined3d_buffer_destroy_object(void *object)
763 struct wined3d_buffer *buffer = object;
764 struct wined3d_context *context;
766 TRACE("buffer %p.\n", buffer);
768 if (buffer->buffer_object)
770 context = context_acquire(buffer->resource.device, NULL, 0);
771 wined3d_buffer_unload_location(buffer, context, WINED3D_LOCATION_BUFFER);
772 context_release(context);
774 heap_free(buffer->conversion_map);
775 heap_free(buffer->maps);
778 void wined3d_buffer_cleanup(struct wined3d_buffer *buffer)
780 wined3d_cs_destroy_object(buffer->resource.device->cs, wined3d_buffer_destroy_object, buffer);
781 resource_cleanup(&buffer->resource);
784 ULONG CDECL wined3d_buffer_decref(struct wined3d_buffer *buffer)
786 unsigned int refcount = InterlockedDecrement(&buffer->resource.ref);
788 TRACE("%p decreasing refcount to %u.\n", buffer, refcount);
790 if (!refcount)
792 wined3d_mutex_lock();
793 buffer->resource.parent_ops->wined3d_object_destroyed(buffer->resource.parent);
794 buffer->resource.device->adapter->adapter_ops->adapter_destroy_buffer(buffer);
795 wined3d_mutex_unlock();
798 return refcount;
801 void * CDECL wined3d_buffer_get_parent(const struct wined3d_buffer *buffer)
803 TRACE("buffer %p.\n", buffer);
805 return buffer->resource.parent;
808 /* Context activation is done by the caller. */
809 void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *context,
810 const struct wined3d_state *state)
812 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
813 BOOL decl_changed = FALSE;
815 TRACE("buffer %p.\n", buffer);
817 if (buffer->resource.map_count && buffer->map_ptr)
819 FIXME("Buffer is mapped through buffer object, not loading.\n");
820 return;
822 else if (buffer->resource.map_count)
824 WARN("Loading mapped buffer.\n");
827 /* TODO: Make converting independent from VBOs */
828 if (!(buffer->flags & WINED3D_BUFFER_USE_BO))
830 /* Not doing any conversion */
831 return;
834 if (!wined3d_buffer_prepare_location(buffer, context, WINED3D_LOCATION_BUFFER))
836 ERR("Failed to prepare buffer location.\n");
837 return;
840 /* Reading the declaration makes only sense if we have valid state information
841 * (i.e., if this function is called during draws). */
842 if (state)
844 DWORD fixup_flags = 0;
846 if (!use_vs(state))
848 if (!d3d_info->vertex_bgra && !d3d_info->ffp_generic_attributes)
849 fixup_flags |= WINED3D_BUFFER_FIXUP_D3DCOLOR;
850 if (!d3d_info->xyzrhw)
851 fixup_flags |= WINED3D_BUFFER_FIXUP_XYZRHW;
854 decl_changed = buffer_find_decl(buffer, &context->stream_info, state, fixup_flags);
855 buffer->flags |= WINED3D_BUFFER_HASDESC;
858 if (!decl_changed && !(buffer->flags & WINED3D_BUFFER_HASDESC && buffer_is_dirty(buffer)))
860 ++buffer->draw_count;
861 if (buffer->draw_count > VB_RESETDECLCHANGE)
862 buffer->decl_change_count = 0;
863 if (buffer->draw_count > VB_RESETFULLCONVS)
864 buffer->full_conversion_count = 0;
865 return;
868 /* If applications change the declaration over and over, reconverting all the time is a huge
869 * performance hit. So count the declaration changes and release the VBO if there are too many
870 * of them (and thus stop converting)
872 if (decl_changed)
874 ++buffer->decl_change_count;
875 buffer->draw_count = 0;
877 if (buffer->decl_change_count > VB_MAXDECLCHANGES
878 || (buffer->conversion_map && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)))
880 FIXME("Too many declaration changes or converting dynamic buffer, stopping converting.\n");
881 wined3d_buffer_drop_bo(buffer);
882 return;
885 /* The declaration changed, reload the whole buffer. */
886 WARN("Reloading buffer because of a vertex declaration change.\n");
887 buffer_invalidate_bo_range(buffer, 0, 0);
889 else
891 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
892 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
893 * decl changes and reset the decl change count after a specific number of them
895 if (buffer->conversion_map && buffer_is_fully_dirty(buffer))
897 ++buffer->full_conversion_count;
898 if (buffer->full_conversion_count > VB_MAXFULLCONVERSIONS)
900 FIXME("Too many full buffer conversions, stopping converting.\n");
901 wined3d_buffer_drop_bo(buffer);
902 return;
905 else
907 ++buffer->draw_count;
908 if (buffer->draw_count > VB_RESETDECLCHANGE)
909 buffer->decl_change_count = 0;
910 if (buffer->draw_count > VB_RESETFULLCONVS)
911 buffer->full_conversion_count = 0;
915 if (!wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER))
916 ERR("Failed to load buffer location.\n");
919 struct wined3d_resource * CDECL wined3d_buffer_get_resource(struct wined3d_buffer *buffer)
921 TRACE("buffer %p.\n", buffer);
923 return &buffer->resource;
926 static HRESULT buffer_resource_sub_resource_get_desc(struct wined3d_resource *resource,
927 unsigned int sub_resource_idx, struct wined3d_sub_resource_desc *desc)
929 if (sub_resource_idx)
931 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
932 return E_INVALIDARG;
935 desc->format = WINED3DFMT_R8_UNORM;
936 desc->multisample_type = WINED3D_MULTISAMPLE_NONE;
937 desc->multisample_quality = 0;
938 desc->usage = resource->usage;
939 desc->bind_flags = resource->bind_flags;
940 desc->access = resource->access;
941 desc->width = resource->size;
942 desc->height = 1;
943 desc->depth = 1;
944 desc->size = resource->size;
945 return S_OK;
948 static void buffer_resource_sub_resource_get_map_pitch(struct wined3d_resource *resource,
949 unsigned int sub_resource_idx, unsigned int *row_pitch, unsigned int *slice_pitch)
951 *row_pitch = *slice_pitch = resource->size;
954 static HRESULT buffer_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx,
955 void **map_ptr, const struct wined3d_box *box, uint32_t flags)
957 struct wined3d_buffer *buffer = buffer_from_resource(resource);
958 unsigned int offset, size, dirty_offset, dirty_size;
959 struct wined3d_device *device = resource->device;
960 struct wined3d_context *context;
961 struct wined3d_bo_address addr;
962 uint8_t *base;
963 LONG count;
965 TRACE("resource %p, sub_resource_idx %u, map_ptr %p, box %s, flags %#x.\n",
966 resource, sub_resource_idx, map_ptr, debug_box(box), flags);
968 dirty_offset = offset = box->left;
969 dirty_size = size = box->right - box->left;
971 count = ++resource->map_count;
973 /* DISCARD invalidates the entire buffer, regardless of the specified
974 * offset and size. Some applications also depend on the entire buffer
975 * being uploaded in that case. Two such applications are Port Royale
976 * and Darkstar One. */
977 if (flags & WINED3D_MAP_DISCARD)
979 dirty_offset = 0;
980 dirty_size = 0;
983 if (((flags & WINED3D_MAP_WRITE) && !(flags & (WINED3D_MAP_NOOVERWRITE | WINED3D_MAP_DISCARD)))
984 || (!(flags & WINED3D_MAP_WRITE) && (buffer->locations & WINED3D_LOCATION_SYSMEM))
985 || buffer->resource.pin_sysmem
986 || !(buffer->flags & WINED3D_BUFFER_USE_BO))
988 if (!(buffer->locations & WINED3D_LOCATION_SYSMEM))
990 context = context_acquire(device, NULL, 0);
991 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
992 context_release(context);
995 if (flags & WINED3D_MAP_WRITE)
996 wined3d_buffer_invalidate_range(buffer, ~WINED3D_LOCATION_SYSMEM, dirty_offset, dirty_size);
998 else
1000 context = context_acquire(device, NULL, 0);
1002 if (flags & WINED3D_MAP_DISCARD)
1004 if (!wined3d_buffer_prepare_location(buffer, context, WINED3D_LOCATION_BUFFER))
1006 context_release(context);
1007 return E_OUTOFMEMORY;
1009 wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_BUFFER);
1011 else
1013 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER);
1016 if (flags & WINED3D_MAP_WRITE)
1018 wined3d_buffer_invalidate_location(buffer, ~WINED3D_LOCATION_BUFFER);
1019 buffer_invalidate_bo_range(buffer, dirty_offset, dirty_size);
1022 if ((flags & WINED3D_MAP_DISCARD) && resource->heap_memory)
1023 wined3d_buffer_evict_sysmem(buffer);
1025 if (count == 1)
1027 addr.buffer_object = buffer->buffer_object;
1028 addr.addr = 0;
1029 buffer->map_ptr = wined3d_context_map_bo_address(context, &addr, resource->size, flags);
1031 /* We are accessing buffer->resource.client from the CS thread,
1032 * but it's safe because the client thread will wait for the
1033 * map to return, thus completely serializing this call with
1034 * other client code. */
1035 if (context->d3d_info->persistent_map)
1036 buffer->resource.client.addr = addr;
1038 if (((DWORD_PTR)buffer->map_ptr) & (RESOURCE_ALIGNMENT - 1))
1040 WARN("Pointer %p is not %u byte aligned.\n", buffer->map_ptr, RESOURCE_ALIGNMENT);
1042 wined3d_context_unmap_bo_address(context, &addr, 0, NULL);
1043 buffer->map_ptr = NULL;
1045 if (resource->usage & WINED3DUSAGE_DYNAMIC)
1047 /* The extra copy is more expensive than not using VBOs
1048 * at all on the NVIDIA Linux driver, which is the
1049 * only driver that returns unaligned pointers. */
1050 TRACE("Dynamic buffer, dropping VBO.\n");
1051 wined3d_buffer_drop_bo(buffer);
1053 else
1055 TRACE("Falling back to doublebuffered operation.\n");
1056 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
1057 buffer->resource.pin_sysmem = 1;
1059 TRACE("New pointer is %p.\n", resource->heap_memory);
1063 context_release(context);
1066 base = buffer->map_ptr ? buffer->map_ptr : resource->heap_memory;
1067 *map_ptr = base + offset;
1069 TRACE("Returning memory at %p (base %p, offset %u).\n", *map_ptr, base, offset);
1071 return WINED3D_OK;
1074 static HRESULT buffer_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
1076 struct wined3d_buffer *buffer = buffer_from_resource(resource);
1077 unsigned int range_count = buffer->modified_areas;
1078 struct wined3d_device *device = resource->device;
1079 struct wined3d_context *context;
1080 struct wined3d_bo_address addr;
1082 TRACE("resource %p, sub_resource_idx %u.\n", resource, sub_resource_idx);
1084 if (sub_resource_idx)
1086 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
1087 return E_INVALIDARG;
1090 if (!resource->map_count)
1092 WARN("Unmap called without a previous map call.\n");
1093 return WINED3D_OK;
1096 if (--resource->map_count)
1098 /* Delay loading the buffer until everything is unmapped. */
1099 TRACE("Ignoring unmap.\n");
1100 return WINED3D_OK;
1103 if (!buffer->map_ptr)
1104 return WINED3D_OK;
1106 context = context_acquire(device, NULL, 0);
1108 addr.buffer_object = buffer->buffer_object;
1109 addr.addr = 0;
1110 wined3d_context_unmap_bo_address(context, &addr, range_count, buffer->maps);
1112 context_release(context);
1114 buffer_clear_dirty_areas(buffer);
1115 buffer->map_ptr = NULL;
1117 return WINED3D_OK;
1120 static void wined3d_buffer_set_bo(struct wined3d_buffer *buffer, struct wined3d_context *context, struct wined3d_bo *bo)
1122 struct wined3d_bo *prev_bo = buffer->buffer_object;
1124 TRACE("buffer %p, context %p, bo %p.\n", buffer, context, bo);
1126 if (prev_bo)
1128 struct wined3d_bo_user *bo_user;
1130 LIST_FOR_EACH_ENTRY(bo_user, &prev_bo->users, struct wined3d_bo_user, entry)
1131 bo_user->valid = false;
1132 list_init(&prev_bo->users);
1134 assert(list_empty(&bo->users));
1136 wined3d_context_destroy_bo(context, prev_bo);
1137 heap_free(prev_bo);
1140 buffer->buffer_object = bo;
1143 void wined3d_buffer_copy_bo_address(struct wined3d_buffer *dst_buffer, struct wined3d_context *context,
1144 unsigned int dst_offset, const struct wined3d_const_bo_address *src_addr, unsigned int size)
1146 uint32_t map_flags = WINED3D_MAP_WRITE;
1147 struct wined3d_bo_address dst_addr;
1148 struct wined3d_range range;
1149 DWORD dst_location;
1151 if (!dst_offset && size == dst_buffer->resource.size)
1152 map_flags |= WINED3D_MAP_DISCARD;
1154 dst_location = wined3d_buffer_get_memory(dst_buffer, context, &dst_addr);
1155 dst_addr.addr += dst_offset;
1157 range.offset = 0;
1158 range.size = size;
1159 wined3d_context_copy_bo_address(context, &dst_addr, (const struct wined3d_bo_address *)src_addr, 1, &range, map_flags);
1160 wined3d_buffer_invalidate_range(dst_buffer, ~dst_location, dst_offset, size);
1163 void wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset,
1164 struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size)
1166 struct wined3d_context *context;
1167 struct wined3d_bo_address src;
1169 TRACE("dst_buffer %p, dst_offset %u, src_buffer %p, src_offset %u, size %u.\n",
1170 dst_buffer, dst_offset, src_buffer, src_offset, size);
1172 context = context_acquire(dst_buffer->resource.device, NULL, 0);
1174 wined3d_buffer_get_memory(src_buffer, context, &src);
1175 src.addr += src_offset;
1177 wined3d_buffer_copy_bo_address(dst_buffer, context, dst_offset, wined3d_const_bo_address(&src), size);
1179 context_release(context);
1182 void wined3d_buffer_update_sub_resource(struct wined3d_buffer *buffer, struct wined3d_context *context,
1183 const struct upload_bo *upload_bo, unsigned int offset, unsigned int size)
1185 if (upload_bo->flags & UPLOAD_BO_RENAME_ON_UNMAP)
1187 wined3d_buffer_set_bo(buffer, context, upload_bo->addr.buffer_object);
1188 wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_BUFFER);
1189 wined3d_buffer_invalidate_location(buffer, ~WINED3D_LOCATION_BUFFER);
1192 if (upload_bo->addr.buffer_object && upload_bo->addr.buffer_object == buffer->buffer_object)
1194 struct wined3d_range range;
1196 /* We need to flush changes, which is implicitly done by
1197 * wined3d_context_unmap_bo_address() even if we aren't actually going
1198 * to unmap.
1200 * We would also like to free up virtual address space used by this BO
1201 * if it's at a premium—note that this BO was allocated for an
1202 * accelerated map. Hence we unmap the BO instead of merely flushing it;
1203 * if we don't care about unmapping BOs then
1204 * wined3d_context_unmap_bo_address() will flush and return.
1206 range.offset = offset;
1207 range.size = size;
1208 if (upload_bo->addr.buffer_object->map_ptr)
1209 wined3d_context_unmap_bo_address(context, (const struct wined3d_bo_address *)&upload_bo->addr, 1, &range);
1211 else
1213 wined3d_buffer_copy_bo_address(buffer, context, offset, &upload_bo->addr, size);
1217 static void wined3d_buffer_init_data(struct wined3d_buffer *buffer,
1218 struct wined3d_device *device, const struct wined3d_sub_resource_data *data)
1220 struct wined3d_resource *resource = &buffer->resource;
1221 struct wined3d_box box;
1223 if (buffer->flags & WINED3D_BUFFER_USE_BO)
1225 wined3d_box_set(&box, 0, 0, resource->size, 1, 0, 1);
1226 wined3d_device_context_emit_update_sub_resource(&device->cs->c, resource,
1227 0, &box, data->data, data->row_pitch, data->slice_pitch);
1229 else
1231 memcpy(buffer->resource.heap_memory, data->data, resource->size);
1232 wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_SYSMEM);
1233 wined3d_buffer_invalidate_location(buffer, ~WINED3D_LOCATION_SYSMEM);
1237 static ULONG buffer_resource_incref(struct wined3d_resource *resource)
1239 return wined3d_buffer_incref(buffer_from_resource(resource));
1242 static ULONG buffer_resource_decref(struct wined3d_resource *resource)
1244 return wined3d_buffer_decref(buffer_from_resource(resource));
1247 static void buffer_resource_preload(struct wined3d_resource *resource)
1249 struct wined3d_context *context;
1251 context = context_acquire(resource->device, NULL, 0);
1252 wined3d_buffer_load(buffer_from_resource(resource), context, NULL);
1253 context_release(context);
1256 static const struct wined3d_resource_ops buffer_resource_ops =
1258 buffer_resource_incref,
1259 buffer_resource_decref,
1260 buffer_resource_preload,
1261 buffer_resource_unload,
1262 buffer_resource_sub_resource_get_desc,
1263 buffer_resource_sub_resource_get_map_pitch,
1264 buffer_resource_sub_resource_map,
1265 buffer_resource_sub_resource_unmap,
1268 static HRESULT wined3d_buffer_init(struct wined3d_buffer *buffer, struct wined3d_device *device,
1269 const struct wined3d_buffer_desc *desc, const struct wined3d_sub_resource_data *data,
1270 void *parent, const struct wined3d_parent_ops *parent_ops, const struct wined3d_buffer_ops *buffer_ops)
1272 const struct wined3d_format *format = wined3d_get_format(device->adapter, WINED3DFMT_R8_UNORM, desc->bind_flags);
1273 struct wined3d_resource *resource = &buffer->resource;
1274 unsigned int access;
1275 HRESULT hr;
1277 TRACE("buffer %p, device %p, desc byte_width %u, usage %s, bind_flags %s, "
1278 "access %s, data %p, parent %p, parent_ops %p.\n",
1279 buffer, device, desc->byte_width, debug_d3dusage(desc->usage), wined3d_debug_bind_flags(desc->bind_flags),
1280 wined3d_debug_resource_access(desc->access), data, parent, parent_ops);
1282 if (!desc->byte_width)
1284 WARN("Size 0 requested, returning E_INVALIDARG.\n");
1285 return E_INVALIDARG;
1288 if (desc->bind_flags & WINED3D_BIND_CONSTANT_BUFFER && desc->byte_width & (WINED3D_CONSTANT_BUFFER_ALIGNMENT - 1))
1290 WARN("Size %#x is not suitably aligned for constant buffers.\n", desc->byte_width);
1291 return E_INVALIDARG;
1294 if (data && !data->data)
1296 WARN("Invalid sub-resource data specified.\n");
1297 return E_INVALIDARG;
1300 access = desc->access;
1301 if (desc->bind_flags & WINED3D_BIND_CONSTANT_BUFFER && wined3d_settings.cb_access_map_w)
1302 access |= WINED3D_RESOURCE_ACCESS_MAP_W;
1304 if (FAILED(hr = resource_init(resource, device, WINED3D_RTYPE_BUFFER, format,
1305 WINED3D_MULTISAMPLE_NONE, 0, desc->usage, desc->bind_flags, access,
1306 desc->byte_width, 1, 1, desc->byte_width, parent, parent_ops, &buffer_resource_ops)))
1308 WARN("Failed to initialize resource, hr %#lx.\n", hr);
1309 return hr;
1311 buffer->buffer_ops = buffer_ops;
1312 buffer->structure_byte_stride = desc->structure_byte_stride;
1313 buffer->locations = WINED3D_LOCATION_CLEARED;
1315 TRACE("buffer %p, size %#x, usage %#x, memory @ %p.\n",
1316 buffer, buffer->resource.size, buffer->resource.usage, buffer->resource.heap_memory);
1318 if (device->create_parms.flags & WINED3DCREATE_SOFTWARE_VERTEXPROCESSING
1319 || (desc->usage & WINED3DUSAGE_MANAGED))
1321 /* SWvp and managed buffers always return the same pointer in buffer
1322 * maps and retain data in DISCARD maps. Keep a system memory copy of
1323 * the buffer to provide the same behavior to the application. */
1324 TRACE("Pinning system memory.\n");
1325 buffer->resource.pin_sysmem = 1;
1326 buffer->locations = WINED3D_LOCATION_SYSMEM;
1329 if (buffer->locations & WINED3D_LOCATION_SYSMEM || !(buffer->flags & WINED3D_BUFFER_USE_BO))
1331 if (!wined3d_resource_prepare_sysmem(&buffer->resource))
1332 return E_OUTOFMEMORY;
1335 if (!(buffer->maps = heap_alloc(sizeof(*buffer->maps))))
1337 ERR("Out of memory.\n");
1338 buffer_resource_unload(resource);
1339 resource_cleanup(resource);
1340 wined3d_resource_wait_idle(resource);
1341 return E_OUTOFMEMORY;
1343 buffer->maps_size = 1;
1345 if (buffer->locations & WINED3D_LOCATION_DISCARDED)
1346 buffer->resource.client.addr.buffer_object = CLIENT_BO_DISCARDED;
1348 if (data)
1349 wined3d_buffer_init_data(buffer, device, data);
1351 return WINED3D_OK;
1354 static BOOL wined3d_buffer_no3d_prepare_location(struct wined3d_buffer *buffer,
1355 struct wined3d_context *context, unsigned int location)
1357 if (location == WINED3D_LOCATION_SYSMEM)
1358 return wined3d_resource_prepare_sysmem(&buffer->resource);
1360 FIXME("Unhandled location %s.\n", wined3d_debug_location(location));
1362 return FALSE;
1365 static void wined3d_buffer_no3d_unload_location(struct wined3d_buffer *buffer,
1366 struct wined3d_context *context, unsigned int location)
1368 TRACE("buffer %p, context %p, location %s.\n", buffer, context, wined3d_debug_location(location));
1371 static const struct wined3d_buffer_ops wined3d_buffer_no3d_ops =
1373 wined3d_buffer_no3d_prepare_location,
1374 wined3d_buffer_no3d_unload_location,
1377 HRESULT wined3d_buffer_no3d_init(struct wined3d_buffer *buffer_no3d, struct wined3d_device *device,
1378 const struct wined3d_buffer_desc *desc, const struct wined3d_sub_resource_data *data,
1379 void *parent, const struct wined3d_parent_ops *parent_ops)
1381 TRACE("buffer_no3d %p, device %p, desc %p, data %p, parent %p, parent_ops %p.\n",
1382 buffer_no3d, device, desc, data, parent, parent_ops);
1384 return wined3d_buffer_init(buffer_no3d, device, desc, data, parent, parent_ops, &wined3d_buffer_no3d_ops);
1387 static BOOL wined3d_buffer_gl_prepare_location(struct wined3d_buffer *buffer,
1388 struct wined3d_context *context, unsigned int location)
1390 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
1391 struct wined3d_buffer_gl *buffer_gl = wined3d_buffer_gl(buffer);
1393 switch (location)
1395 case WINED3D_LOCATION_SYSMEM:
1396 return wined3d_resource_prepare_sysmem(&buffer->resource);
1398 case WINED3D_LOCATION_BUFFER:
1399 if (buffer->buffer_object)
1400 return TRUE;
1402 if (!(buffer->flags & WINED3D_BUFFER_USE_BO))
1404 WARN("Trying to create BO for buffer %p with no WINED3D_BUFFER_USE_BO.\n", buffer);
1405 return FALSE;
1407 return wined3d_buffer_gl_create_buffer_object(buffer_gl, context_gl);
1409 default:
1410 ERR("Invalid location %s.\n", wined3d_debug_location(location));
1411 return FALSE;
1415 static void wined3d_buffer_gl_unload_location(struct wined3d_buffer *buffer,
1416 struct wined3d_context *context, unsigned int location)
1418 TRACE("buffer %p, context %p, location %s.\n", buffer, context, wined3d_debug_location(location));
1420 switch (location)
1422 case WINED3D_LOCATION_BUFFER:
1423 wined3d_buffer_gl_destroy_buffer_object(wined3d_buffer_gl(buffer), wined3d_context_gl(context));
1424 break;
1426 default:
1427 ERR("Unhandled location %s.\n", wined3d_debug_location(location));
1428 break;
1432 static const struct wined3d_buffer_ops wined3d_buffer_gl_ops =
1434 wined3d_buffer_gl_prepare_location,
1435 wined3d_buffer_gl_unload_location,
1438 HRESULT wined3d_buffer_gl_init(struct wined3d_buffer_gl *buffer_gl, struct wined3d_device *device,
1439 const struct wined3d_buffer_desc *desc, const struct wined3d_sub_resource_data *data,
1440 void *parent, const struct wined3d_parent_ops *parent_ops)
1442 const struct wined3d_gl_info *gl_info = &wined3d_adapter_gl(device->adapter)->gl_info;
1444 TRACE("buffer_gl %p, device %p, desc %p, data %p, parent %p, parent_ops %p.\n",
1445 buffer_gl, device, desc, data, parent, parent_ops);
1447 /* Observations show that draw_primitive_immediate_mode() is faster on
1448 * dynamic vertex buffers than converting + draw_primitive_arrays().
1449 * (Half-Life 2 and others.) */
1450 if (!(desc->access & WINED3D_RESOURCE_ACCESS_GPU))
1451 TRACE("Not creating a BO because the buffer is not GPU accessible.\n");
1452 else if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
1453 TRACE("Not creating a BO because GL_ARB_vertex_buffer is not supported.\n");
1454 else if (!(gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] || gl_info->supported[ARB_MAP_BUFFER_RANGE])
1455 && (desc->usage & WINED3DUSAGE_DYNAMIC))
1456 TRACE("Not creating a BO because the buffer has dynamic usage and no GL support.\n");
1457 else
1458 buffer_gl->b.flags |= WINED3D_BUFFER_USE_BO;
1460 return wined3d_buffer_init(&buffer_gl->b, device, desc, data, parent, parent_ops, &wined3d_buffer_gl_ops);
1463 VkBufferUsageFlags vk_buffer_usage_from_bind_flags(uint32_t bind_flags)
1465 VkBufferUsageFlags usage;
1467 usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;
1468 if (bind_flags & WINED3D_BIND_VERTEX_BUFFER)
1469 usage |= VK_BUFFER_USAGE_VERTEX_BUFFER_BIT;
1470 if (bind_flags & WINED3D_BIND_INDEX_BUFFER)
1471 usage |= VK_BUFFER_USAGE_INDEX_BUFFER_BIT;
1472 if (bind_flags & WINED3D_BIND_CONSTANT_BUFFER)
1473 usage |= VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
1474 if (bind_flags & WINED3D_BIND_SHADER_RESOURCE)
1475 usage |= VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT;
1476 if (bind_flags & WINED3D_BIND_STREAM_OUTPUT)
1477 usage |= VK_BUFFER_USAGE_TRANSFORM_FEEDBACK_BUFFER_BIT_EXT;
1478 if (bind_flags & WINED3D_BIND_UNORDERED_ACCESS)
1479 usage |= VK_BUFFER_USAGE_STORAGE_TEXEL_BUFFER_BIT;
1480 if (bind_flags & WINED3D_BIND_INDIRECT_BUFFER)
1481 usage |= VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT;
1482 if (bind_flags & (WINED3D_BIND_RENDER_TARGET | WINED3D_BIND_DEPTH_STENCIL))
1483 FIXME("Ignoring some bind flags %#x.\n", bind_flags);
1484 return usage;
1487 VkMemoryPropertyFlags vk_memory_type_from_access_flags(uint32_t access, uint32_t usage)
1489 VkMemoryPropertyFlags memory_type = 0;
1491 if (access & WINED3D_RESOURCE_ACCESS_MAP_R)
1492 memory_type |= VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_CACHED_BIT;
1493 else if (access & WINED3D_RESOURCE_ACCESS_MAP_W)
1494 memory_type |= VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT;
1495 else if (!(usage & WINED3DUSAGE_DYNAMIC))
1496 memory_type |= VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT;
1497 return memory_type;
1500 static BOOL wined3d_buffer_vk_create_buffer_object(struct wined3d_buffer_vk *buffer_vk,
1501 struct wined3d_context_vk *context_vk)
1503 struct wined3d_resource *resource = &buffer_vk->b.resource;
1504 struct wined3d_bo_vk *bo_vk;
1506 if (!(bo_vk = heap_alloc(sizeof(*bo_vk))))
1507 return FALSE;
1509 if (!(wined3d_context_vk_create_bo(context_vk, resource->size,
1510 vk_buffer_usage_from_bind_flags(resource->bind_flags),
1511 vk_memory_type_from_access_flags(resource->access, resource->usage), bo_vk)))
1513 WARN("Failed to create Vulkan buffer.\n");
1514 heap_free(bo_vk);
1515 return FALSE;
1518 buffer_vk->b.buffer_object = &bo_vk->b;
1519 buffer_invalidate_bo_range(&buffer_vk->b, 0, 0);
1521 return TRUE;
1524 const VkDescriptorBufferInfo *wined3d_buffer_vk_get_buffer_info(struct wined3d_buffer_vk *buffer_vk)
1526 struct wined3d_bo_vk *bo = wined3d_bo_vk(buffer_vk->b.buffer_object);
1528 if (buffer_vk->b.bo_user.valid)
1529 return &buffer_vk->buffer_info;
1531 buffer_vk->buffer_info.buffer = bo->vk_buffer;
1532 buffer_vk->buffer_info.offset = bo->b.buffer_offset;
1533 buffer_vk->buffer_info.range = buffer_vk->b.resource.size;
1534 wined3d_buffer_validate_user(&buffer_vk->b);
1536 return &buffer_vk->buffer_info;
1539 static BOOL wined3d_buffer_vk_prepare_location(struct wined3d_buffer *buffer,
1540 struct wined3d_context *context, unsigned int location)
1542 switch (location)
1544 case WINED3D_LOCATION_SYSMEM:
1545 return wined3d_resource_prepare_sysmem(&buffer->resource);
1547 case WINED3D_LOCATION_BUFFER:
1548 if (buffer->buffer_object)
1549 return TRUE;
1551 return wined3d_buffer_vk_create_buffer_object(wined3d_buffer_vk(buffer), wined3d_context_vk(context));
1553 default:
1554 FIXME("Unhandled location %s.\n", wined3d_debug_location(location));
1555 return FALSE;
1559 static void wined3d_buffer_vk_unload_location(struct wined3d_buffer *buffer,
1560 struct wined3d_context *context, unsigned int location)
1562 struct wined3d_context_vk *context_vk = wined3d_context_vk(context);
1563 struct wined3d_bo_vk *bo_vk = wined3d_bo_vk(buffer->buffer_object);
1565 TRACE("buffer %p, context %p, location %s.\n", buffer, context, wined3d_debug_location(location));
1567 switch (location)
1569 case WINED3D_LOCATION_BUFFER:
1570 if (buffer->bo_user.valid)
1572 buffer->bo_user.valid = false;
1573 list_remove(&buffer->bo_user.entry);
1575 wined3d_context_vk_destroy_bo(context_vk, bo_vk);
1576 heap_free(bo_vk);
1577 buffer->buffer_object = NULL;
1578 break;
1580 default:
1581 ERR("Unhandled location %s.\n", wined3d_debug_location(location));
1582 break;
1586 static const struct wined3d_buffer_ops wined3d_buffer_vk_ops =
1588 wined3d_buffer_vk_prepare_location,
1589 wined3d_buffer_vk_unload_location,
1592 HRESULT wined3d_buffer_vk_init(struct wined3d_buffer_vk *buffer_vk, struct wined3d_device *device,
1593 const struct wined3d_buffer_desc *desc, const struct wined3d_sub_resource_data *data,
1594 void *parent, const struct wined3d_parent_ops *parent_ops)
1596 const struct wined3d_vk_info *vk_info = &wined3d_adapter_vk(device->adapter)->vk_info;
1598 TRACE("buffer_vk %p, device %p, desc %p, data %p, parent %p, parent_ops %p.\n",
1599 buffer_vk, device, desc, data, parent, parent_ops);
1601 if ((desc->bind_flags & WINED3D_BIND_STREAM_OUTPUT)
1602 && !vk_info->supported[WINED3D_VK_EXT_TRANSFORM_FEEDBACK])
1604 WARN("The Vulkan implementation does not support transform feedback.\n");
1605 return WINED3DERR_INVALIDCALL;
1608 if (desc->access & WINED3D_RESOURCE_ACCESS_GPU)
1609 buffer_vk->b.flags |= WINED3D_BUFFER_USE_BO;
1611 return wined3d_buffer_init(&buffer_vk->b, device, desc, data, parent, parent_ops, &wined3d_buffer_vk_ops);
1614 void wined3d_buffer_vk_barrier(struct wined3d_buffer_vk *buffer_vk,
1615 struct wined3d_context_vk *context_vk, uint32_t bind_mask)
1617 uint32_t src_bind_mask = 0;
1619 TRACE("buffer_vk %p, context_vk %p, bind_mask %s.\n",
1620 buffer_vk, context_vk, wined3d_debug_bind_flags(bind_mask));
1622 if (bind_mask & ~WINED3D_READ_ONLY_BIND_MASK)
1624 src_bind_mask = buffer_vk->bind_mask & WINED3D_READ_ONLY_BIND_MASK;
1625 if (!src_bind_mask)
1626 src_bind_mask = buffer_vk->bind_mask;
1628 buffer_vk->bind_mask = bind_mask;
1630 else if ((buffer_vk->bind_mask & bind_mask) != bind_mask)
1632 src_bind_mask = buffer_vk->bind_mask & ~WINED3D_READ_ONLY_BIND_MASK;
1633 buffer_vk->bind_mask |= bind_mask;
1636 if (src_bind_mask)
1638 const struct wined3d_bo_vk *bo = wined3d_bo_vk(buffer_vk->b.buffer_object);
1639 const struct wined3d_vk_info *vk_info = context_vk->vk_info;
1640 VkBufferMemoryBarrier vk_barrier;
1642 TRACE(" %s -> %s.\n",
1643 wined3d_debug_bind_flags(src_bind_mask), wined3d_debug_bind_flags(bind_mask));
1645 wined3d_context_vk_end_current_render_pass(context_vk);
1647 vk_barrier.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER;
1648 vk_barrier.pNext = NULL;
1649 vk_barrier.srcAccessMask = vk_access_mask_from_bind_flags(src_bind_mask);
1650 vk_barrier.dstAccessMask = vk_access_mask_from_bind_flags(bind_mask);
1651 vk_barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
1652 vk_barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
1653 vk_barrier.buffer = bo->vk_buffer;
1654 vk_barrier.offset = bo->b.buffer_offset;
1655 vk_barrier.size = buffer_vk->b.resource.size;
1656 VK_CALL(vkCmdPipelineBarrier(wined3d_context_vk_get_command_buffer(context_vk),
1657 vk_pipeline_stage_mask_from_bind_flags(src_bind_mask),
1658 vk_pipeline_stage_mask_from_bind_flags(bind_mask),
1659 0, 0, NULL, 1, &vk_barrier, 0, NULL));
1663 HRESULT CDECL wined3d_buffer_create(struct wined3d_device *device, const struct wined3d_buffer_desc *desc,
1664 const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops,
1665 struct wined3d_buffer **buffer)
1667 TRACE("device %p, desc %p, data %p, parent %p, parent_ops %p, buffer %p.\n",
1668 device, desc, data, parent, parent_ops, buffer);
1670 return device->adapter->adapter_ops->adapter_create_buffer(device, desc, data, parent, parent_ops, buffer);
1673 static HRESULT wined3d_streaming_buffer_prepare(struct wined3d_device *device,
1674 struct wined3d_streaming_buffer *buffer, unsigned int min_size)
1676 struct wined3d_buffer *wined3d_buffer;
1677 struct wined3d_buffer_desc desc;
1678 unsigned int old_size = 0;
1679 unsigned int size;
1680 HRESULT hr;
1682 if (buffer->buffer)
1684 old_size = buffer->buffer->resource.size;
1685 if (old_size >= min_size)
1686 return S_OK;
1689 size = max(SB_MIN_SIZE, max(old_size * 2, min_size));
1690 TRACE("Growing buffer to %u bytes.\n", size);
1692 desc.byte_width = size;
1693 desc.usage = WINED3DUSAGE_DYNAMIC;
1694 desc.bind_flags = buffer->bind_flags;
1695 desc.access = WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_MAP_W;
1696 desc.misc_flags = 0;
1697 desc.structure_byte_stride = 0;
1699 if (SUCCEEDED(hr = wined3d_buffer_create(device, &desc, NULL, NULL, &wined3d_null_parent_ops, &wined3d_buffer)))
1701 if (buffer->buffer)
1702 wined3d_buffer_decref(buffer->buffer);
1703 buffer->buffer = wined3d_buffer;
1704 buffer->pos = 0;
1706 return hr;
1709 HRESULT CDECL wined3d_streaming_buffer_map(struct wined3d_device *device,
1710 struct wined3d_streaming_buffer *buffer, unsigned int size, unsigned int stride,
1711 unsigned int *ret_pos, void **ret_data)
1713 unsigned int map_flags = WINED3D_MAP_WRITE;
1714 struct wined3d_resource *resource;
1715 struct wined3d_map_desc map_desc;
1716 unsigned int pos, align;
1717 struct wined3d_box box;
1718 HRESULT hr;
1720 TRACE("device %p, buffer %p, size %u, stride %u, ret_pos %p, ret_data %p.\n",
1721 device, buffer, size, stride, ret_pos, ret_data);
1723 if (FAILED(hr = wined3d_streaming_buffer_prepare(device, buffer, size)))
1724 return hr;
1725 resource = &buffer->buffer->resource;
1727 pos = buffer->pos;
1728 if ((align = pos % stride))
1729 align = stride - align;
1730 if (pos + size + align > resource->size)
1732 pos = 0;
1733 map_flags |= WINED3D_MAP_DISCARD;
1735 else
1737 pos += align;
1738 map_flags |= WINED3D_MAP_NOOVERWRITE;
1741 wined3d_box_set(&box, pos, 0, pos + size, 1, 0, 1);
1742 if (SUCCEEDED(hr = wined3d_resource_map(resource, 0, &map_desc, &box, map_flags)))
1744 *ret_pos = pos;
1745 *ret_data = map_desc.data;
1746 buffer->pos = pos + size;
1748 return hr;
1751 void CDECL wined3d_streaming_buffer_unmap(struct wined3d_streaming_buffer *buffer)
1753 wined3d_resource_unmap(&buffer->buffer->resource, 0);
1756 HRESULT CDECL wined3d_streaming_buffer_upload(struct wined3d_device *device, struct wined3d_streaming_buffer *buffer,
1757 const void *data, unsigned int size, unsigned int stride, unsigned int *ret_pos)
1759 void *dst_data;
1760 HRESULT hr;
1762 if (SUCCEEDED(hr = wined3d_streaming_buffer_map(device, buffer, size, stride, ret_pos, &dst_data)))
1764 memcpy(dst_data, data, size);
1765 wined3d_streaming_buffer_unmap(buffer);
1767 return hr;