wined3d: Implement a copy-on-write scheme for whole buffer uploads.
[wine.git] / dlls / wined3d / buffer.c
blobc71c1ac2a87a2410e8bafaad3c35099bf709e9d2
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 if (!--bo_gl->b.refcount)
204 wined3d_context_gl_destroy_bo(context_gl, bo_gl);
205 heap_free(bo_gl);
207 buffer_gl->b.buffer_object = NULL;
210 /* Context activation is done by the caller. */
211 static BOOL wined3d_buffer_gl_create_buffer_object(struct wined3d_buffer_gl *buffer_gl,
212 struct wined3d_context_gl *context_gl)
214 struct wined3d_device_gl *device_gl = wined3d_device_gl(buffer_gl->b.resource.device);
215 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
216 GLenum usage = GL_STATIC_DRAW;
217 GLbitfield gl_storage_flags;
218 struct wined3d_bo_gl *bo;
219 bool coherent = true;
220 GLsizeiptr size;
221 GLenum binding;
223 TRACE("Creating an OpenGL buffer object for wined3d buffer %p with usage %s.\n",
224 buffer_gl, debug_d3dusage(buffer_gl->b.resource.usage));
226 if (!(bo = heap_alloc(sizeof(*bo))))
227 return FALSE;
229 size = buffer_gl->b.resource.size;
230 binding = wined3d_buffer_gl_binding_from_bind_flags(gl_info, buffer_gl->b.resource.bind_flags);
231 if (buffer_gl->b.resource.usage & WINED3DUSAGE_DYNAMIC)
233 usage = GL_STREAM_DRAW_ARB;
234 coherent = false;
236 gl_storage_flags = wined3d_resource_gl_storage_flags(&buffer_gl->b.resource);
237 if (!wined3d_device_gl_create_bo(device_gl, context_gl, size, binding, usage, coherent, gl_storage_flags, bo))
239 ERR("Failed to create OpenGL buffer object.\n");
240 buffer_gl->b.flags &= ~WINED3D_BUFFER_USE_BO;
241 buffer_clear_dirty_areas(&buffer_gl->b);
242 heap_free(bo);
243 return FALSE;
246 buffer_gl->b.buffer_object = &bo->b;
247 buffer_invalidate_bo_range(&buffer_gl->b, 0, 0);
249 return TRUE;
252 static BOOL buffer_process_converted_attribute(struct wined3d_buffer *buffer,
253 const enum wined3d_buffer_conversion_type conversion_type,
254 const struct wined3d_stream_info_element *attrib, UINT *stride_this_run)
256 const struct wined3d_format *format = attrib->format;
257 BOOL ret = FALSE;
258 unsigned int i;
259 DWORD_PTR data;
261 /* Check for some valid situations which cause us pain. One is if the buffer is used for
262 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
263 * with different strides. In the 2nd case we might have to drop conversion entirely,
264 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
266 if (!attrib->stride)
268 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else.\n",
269 debug_d3dformat(format->id));
271 else if (attrib->stride != *stride_this_run && *stride_this_run)
273 FIXME("Got two concurrent strides, %d and %d.\n", attrib->stride, *stride_this_run);
275 else
277 *stride_this_run = attrib->stride;
278 if (buffer->stride != *stride_this_run)
280 /* We rely that this happens only on the first converted attribute that is found,
281 * if at all. See above check
283 TRACE("Reconverting because converted attributes occur, and the stride changed.\n");
284 buffer->stride = *stride_this_run;
285 heap_free(buffer->conversion_map);
286 buffer->conversion_map = heap_calloc(buffer->stride, sizeof(*buffer->conversion_map));
287 ret = TRUE;
291 data = ((DWORD_PTR)attrib->data.addr) % buffer->stride;
292 for (i = 0; i < format->byte_count; ++i)
294 DWORD_PTR idx = (data + i) % buffer->stride;
295 if (buffer->conversion_map[idx] != conversion_type)
297 TRACE("Byte %Iu in vertex changed:\n", idx);
298 TRACE(" It was type %#x, is %#x now.\n", buffer->conversion_map[idx], conversion_type);
299 ret = TRUE;
300 buffer->conversion_map[idx] = conversion_type;
304 return ret;
307 #define WINED3D_BUFFER_FIXUP_D3DCOLOR 0x01
308 #define WINED3D_BUFFER_FIXUP_XYZRHW 0x02
310 static BOOL buffer_check_attribute(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
311 const struct wined3d_state *state, UINT attrib_idx, DWORD fixup_flags, UINT *stride_this_run)
313 const struct wined3d_stream_info_element *attrib = &si->elements[attrib_idx];
314 enum wined3d_format_id format;
315 BOOL ret = FALSE;
317 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
318 * there, on nonexistent attribs the vbo is 0.
320 if (!(si->use_map & (1u << attrib_idx))
321 || state->streams[attrib->stream_idx].buffer != This)
322 return FALSE;
324 format = attrib->format->id;
325 /* Look for newly appeared conversion */
326 if (fixup_flags & WINED3D_BUFFER_FIXUP_D3DCOLOR && format == WINED3DFMT_B8G8R8A8_UNORM)
328 ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run);
330 else if (fixup_flags & WINED3D_BUFFER_FIXUP_XYZRHW && si->position_transformed)
332 if (format != WINED3DFMT_R32G32B32A32_FLOAT)
334 FIXME("Unexpected format %s for transformed position.\n", debug_d3dformat(format));
335 return FALSE;
338 ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run);
340 else if (This->conversion_map)
342 ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run);
345 return ret;
348 static BOOL buffer_find_decl(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
349 const struct wined3d_state *state, DWORD fixup_flags)
351 UINT stride_this_run = 0;
352 BOOL ret = FALSE;
354 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
355 * Once we have our declaration there is no need to look it up again. Index buffers also never need
356 * conversion, so once the (empty) conversion structure is created don't bother checking again
358 if (This->flags & WINED3D_BUFFER_HASDESC)
360 if(This->resource.usage & WINED3DUSAGE_STATICDECL) return FALSE;
363 if (!fixup_flags)
365 TRACE("No fixup required.\n");
366 if(This->conversion_map)
368 heap_free(This->conversion_map);
369 This->conversion_map = NULL;
370 This->stride = 0;
371 return TRUE;
374 return FALSE;
377 TRACE("Finding vertex buffer conversion information\n");
378 /* Certain declaration types need some fixups before we can pass them to
379 * opengl. This means D3DCOLOR attributes with fixed function vertex
380 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
381 * GL_ARB_half_float_vertex is not supported.
383 * Note for d3d8 and d3d9:
384 * The vertex buffer FVF doesn't help with finding them, we have to use
385 * the decoded vertex declaration and pick the things that concern the
386 * current buffer. A problem with this is that this can change between
387 * draws, so we have to validate the information and reprocess the buffer
388 * if it changes, and avoid false positives for performance reasons.
389 * WineD3D doesn't even know the vertex buffer any more, it is managed
390 * by the client libraries and passed to SetStreamSource and ProcessVertices
391 * as needed.
393 * We have to distinguish between vertex shaders and fixed function to
394 * pick the way we access the strided vertex information.
396 * This code sets up a per-byte array with the size of the detected
397 * stride of the arrays in the buffer. For each byte we have a field
398 * that marks the conversion needed on this byte. For example, the
399 * following declaration with fixed function vertex processing:
401 * POSITIONT, FLOAT4
402 * NORMAL, FLOAT3
403 * DIFFUSE, FLOAT16_4
404 * SPECULAR, D3DCOLOR
406 * Will result in
407 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
408 * [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]
410 * Where in this example map P means 4 component position conversion, 0
411 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
412 * conversion (red / blue swizzle).
414 * If we're doing conversion and the stride changes we have to reconvert
415 * the whole buffer. Note that we do not mind if the semantic changes,
416 * we only care for the conversion type. So if the NORMAL is replaced
417 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
418 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
419 * conversion types depend on the semantic as well, for example a FLOAT4
420 * texcoord needs no conversion while a FLOAT4 positiont needs one
423 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_POSITION,
424 fixup_flags, &stride_this_run) || ret;
425 fixup_flags &= ~WINED3D_BUFFER_FIXUP_XYZRHW;
427 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_BLENDWEIGHT,
428 fixup_flags, &stride_this_run) || ret;
429 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_BLENDINDICES,
430 fixup_flags, &stride_this_run) || ret;
431 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_NORMAL,
432 fixup_flags, &stride_this_run) || ret;
433 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_DIFFUSE,
434 fixup_flags, &stride_this_run) || ret;
435 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_SPECULAR,
436 fixup_flags, &stride_this_run) || ret;
437 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD0,
438 fixup_flags, &stride_this_run) || ret;
439 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD1,
440 fixup_flags, &stride_this_run) || ret;
441 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD2,
442 fixup_flags, &stride_this_run) || ret;
443 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD3,
444 fixup_flags, &stride_this_run) || ret;
445 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD4,
446 fixup_flags, &stride_this_run) || ret;
447 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD5,
448 fixup_flags, &stride_this_run) || ret;
449 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD6,
450 fixup_flags, &stride_this_run) || ret;
451 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD7,
452 fixup_flags, &stride_this_run) || ret;
454 if (!stride_this_run && This->conversion_map)
456 /* Sanity test */
457 if (!ret)
458 ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
459 heap_free(This->conversion_map);
460 This->conversion_map = NULL;
461 This->stride = 0;
464 if (ret) TRACE("Conversion information changed\n");
466 return ret;
469 static inline unsigned int fixup_d3dcolor(DWORD *dst_color)
471 DWORD src_color = *dst_color;
473 /* Color conversion like in draw_primitive_immediate_mode(). Watch out for
474 * endianness. If we want this to work on big-endian machines as well we
475 * have to consider more things.
477 * 0xff000000: Alpha mask
478 * 0x00ff0000: Blue mask
479 * 0x0000ff00: Green mask
480 * 0x000000ff: Red mask
482 *dst_color = 0;
483 *dst_color |= (src_color & 0xff00ff00u); /* Alpha Green */
484 *dst_color |= (src_color & 0x00ff0000u) >> 16; /* Red */
485 *dst_color |= (src_color & 0x000000ffu) << 16; /* Blue */
487 return sizeof(*dst_color);
490 static inline unsigned int fixup_transformed_pos(struct wined3d_vec4 *p)
492 /* rhw conversion like in position_float4(). */
493 if (p->w != 1.0f && p->w != 0.0f)
495 float w = 1.0f / p->w;
496 p->x *= w;
497 p->y *= w;
498 p->z *= w;
499 p->w = w;
502 return sizeof(*p);
505 ULONG CDECL wined3d_buffer_incref(struct wined3d_buffer *buffer)
507 unsigned int refcount = InterlockedIncrement(&buffer->resource.ref);
509 TRACE("%p increasing refcount to %u.\n", buffer, refcount);
511 return refcount;
514 static void buffer_conversion_upload(struct wined3d_buffer *buffer, struct wined3d_context *context)
516 unsigned int i, j, range_idx, start, end, vertex_count;
517 struct wined3d_bo_address src, dst;
518 BYTE *data;
520 if (!wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM))
522 ERR("Failed to load system memory.\n");
523 return;
525 buffer->resource.pin_sysmem = 1;
527 /* Now for each vertex in the buffer that needs conversion. */
528 vertex_count = buffer->resource.size / buffer->stride;
530 if (!(data = heap_alloc(buffer->resource.size)))
532 ERR("Out of memory.\n");
533 return;
536 for (range_idx = 0; range_idx < buffer->modified_areas; ++range_idx)
538 start = buffer->maps[range_idx].offset;
539 end = start + buffer->maps[range_idx].size;
541 memcpy(data + start, (BYTE *)buffer->resource.heap_memory + start, end - start);
542 for (i = start / buffer->stride; i < min((end / buffer->stride) + 1, vertex_count); ++i)
544 for (j = 0; j < buffer->stride;)
546 switch (buffer->conversion_map[j])
548 case CONV_NONE:
549 /* Done already */
550 j += sizeof(DWORD);
551 break;
552 case CONV_D3DCOLOR:
553 j += fixup_d3dcolor((DWORD *) (data + i * buffer->stride + j));
554 break;
555 case CONV_POSITIONT:
556 j += fixup_transformed_pos((struct wined3d_vec4 *) (data + i * buffer->stride + j));
557 break;
558 default:
559 FIXME("Unimplemented conversion %d in shifted conversion.\n", buffer->conversion_map[j]);
560 ++j;
566 dst.buffer_object = buffer->buffer_object;
567 dst.addr = NULL;
568 src.buffer_object = NULL;
569 src.addr = data;
570 wined3d_context_copy_bo_address(context, &dst, &src, buffer->modified_areas, buffer->maps, WINED3D_MAP_WRITE);
572 heap_free(data);
575 BOOL wined3d_buffer_prepare_location(struct wined3d_buffer *buffer,
576 struct wined3d_context *context, unsigned int location)
578 return buffer->buffer_ops->buffer_prepare_location(buffer, context, location);
581 static void wined3d_buffer_unload_location(struct wined3d_buffer *buffer,
582 struct wined3d_context *context, unsigned int location)
584 buffer->buffer_ops->buffer_unload_location(buffer, context, location);
587 BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer,
588 struct wined3d_context *context, uint32_t location)
590 struct wined3d_bo_address src, dst;
591 struct wined3d_range range;
593 TRACE("buffer %p, context %p, location %s.\n",
594 buffer, context, wined3d_debug_location(location));
596 if (buffer->locations & location)
598 TRACE("Location (%#x) is already up to date.\n", location);
599 return TRUE;
602 if (!buffer->locations)
604 ERR("Buffer %p does not have any up to date location.\n", buffer);
605 wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_DISCARDED);
606 return wined3d_buffer_load_location(buffer, context, location);
609 TRACE("Current buffer location %s.\n", wined3d_debug_location(buffer->locations));
611 if (!wined3d_buffer_prepare_location(buffer, context, location))
612 return FALSE;
614 if (buffer->locations & WINED3D_LOCATION_DISCARDED)
616 TRACE("Buffer previously discarded, nothing to do.\n");
617 wined3d_buffer_validate_location(buffer, location);
618 wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_DISCARDED);
619 return TRUE;
622 switch (location)
624 case WINED3D_LOCATION_SYSMEM:
625 if (buffer->locations & WINED3D_LOCATION_CLEARED)
627 memset(buffer->resource.heap_memory, 0, buffer->resource.size);
629 else
631 dst.buffer_object = NULL;
632 dst.addr = buffer->resource.heap_memory;
633 src.buffer_object = buffer->buffer_object;
634 src.addr = NULL;
635 range.offset = 0;
636 range.size = buffer->resource.size;
637 wined3d_context_copy_bo_address(context, &dst, &src, 1, &range, WINED3D_MAP_WRITE);
639 break;
641 case WINED3D_LOCATION_BUFFER:
642 if (buffer->locations & WINED3D_LOCATION_CLEARED)
644 /* FIXME: Clear the buffer on the GPU if possible. */
645 if (!wined3d_buffer_prepare_location(buffer, context, WINED3D_LOCATION_SYSMEM))
646 return FALSE;
647 memset(buffer->resource.heap_memory, 0, buffer->resource.size);
650 dst.buffer_object = buffer->buffer_object;
651 dst.addr = NULL;
652 src.buffer_object = NULL;
653 src.addr = buffer->resource.heap_memory;
655 if (!buffer->conversion_map)
657 uint32_t map_flags = WINED3D_MAP_WRITE;
659 if (buffer->modified_areas == 1 && !buffer->maps[0].offset
660 && buffer->maps[0].size == buffer->resource.size)
661 map_flags |= WINED3D_MAP_DISCARD;
663 wined3d_context_copy_bo_address(context, &dst, &src, buffer->modified_areas, buffer->maps, map_flags);
665 else
667 buffer_conversion_upload(buffer, context);
669 break;
671 default:
672 ERR("Invalid location %s.\n", wined3d_debug_location(location));
673 return FALSE;
676 wined3d_buffer_validate_location(buffer, location);
677 if (buffer->resource.heap_memory && location == WINED3D_LOCATION_BUFFER
678 && !(buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
679 wined3d_buffer_evict_sysmem(buffer);
681 return TRUE;
684 /* Context activation is done by the caller. */
685 void *wined3d_buffer_load_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context)
687 if (wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM))
688 buffer->resource.pin_sysmem = 1;
689 return buffer->resource.heap_memory;
692 DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_context *context,
693 struct wined3d_bo_address *data)
695 unsigned int locations = buffer->locations;
697 TRACE("buffer %p, context %p, data %p, locations %s.\n",
698 buffer, context, data, wined3d_debug_location(locations));
700 if (locations & (WINED3D_LOCATION_DISCARDED | WINED3D_LOCATION_CLEARED))
702 locations = ((buffer->flags & WINED3D_BUFFER_USE_BO) ? WINED3D_LOCATION_BUFFER : WINED3D_LOCATION_SYSMEM);
703 if (!wined3d_buffer_load_location(buffer, context, locations))
705 data->buffer_object = 0;
706 data->addr = NULL;
707 return 0;
710 if (locations & WINED3D_LOCATION_BUFFER)
712 data->buffer_object = buffer->buffer_object;
713 data->addr = NULL;
714 return WINED3D_LOCATION_BUFFER;
716 if (locations & WINED3D_LOCATION_SYSMEM)
718 data->buffer_object = 0;
719 data->addr = buffer->resource.heap_memory;
720 return WINED3D_LOCATION_SYSMEM;
723 ERR("Unexpected locations %s.\n", wined3d_debug_location(locations));
724 data->buffer_object = 0;
725 data->addr = NULL;
726 return 0;
729 static void buffer_resource_unload(struct wined3d_resource *resource)
731 struct wined3d_buffer *buffer = buffer_from_resource(resource);
733 TRACE("buffer %p.\n", buffer);
735 if (buffer->buffer_object)
737 struct wined3d_context *context;
739 context = context_acquire(resource->device, NULL, 0);
741 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
742 wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_BUFFER);
743 wined3d_buffer_unload_location(buffer, context, WINED3D_LOCATION_BUFFER);
744 buffer_clear_dirty_areas(buffer);
746 context_release(context);
748 heap_free(buffer->conversion_map);
749 buffer->conversion_map = NULL;
750 buffer->stride = 0;
751 buffer->conversion_stride = 0;
752 buffer->flags &= ~WINED3D_BUFFER_HASDESC;
755 resource_unload(resource);
758 static void wined3d_buffer_drop_bo(struct wined3d_buffer *buffer)
760 buffer->flags &= ~WINED3D_BUFFER_USE_BO;
761 buffer_resource_unload(&buffer->resource);
764 static void wined3d_buffer_destroy_object(void *object)
766 struct wined3d_buffer *buffer = object;
767 struct wined3d_context *context;
769 TRACE("buffer %p.\n", buffer);
771 if (buffer->buffer_object)
773 context = context_acquire(buffer->resource.device, NULL, 0);
774 wined3d_buffer_unload_location(buffer, context, WINED3D_LOCATION_BUFFER);
775 context_release(context);
777 heap_free(buffer->conversion_map);
778 heap_free(buffer->maps);
781 void wined3d_buffer_cleanup(struct wined3d_buffer *buffer)
783 wined3d_cs_destroy_object(buffer->resource.device->cs, wined3d_buffer_destroy_object, buffer);
784 resource_cleanup(&buffer->resource);
787 ULONG CDECL wined3d_buffer_decref(struct wined3d_buffer *buffer)
789 unsigned int refcount = InterlockedDecrement(&buffer->resource.ref);
791 TRACE("%p decreasing refcount to %u.\n", buffer, refcount);
793 if (!refcount)
795 wined3d_mutex_lock();
796 buffer->resource.parent_ops->wined3d_object_destroyed(buffer->resource.parent);
797 buffer->resource.device->adapter->adapter_ops->adapter_destroy_buffer(buffer);
798 wined3d_mutex_unlock();
801 return refcount;
804 void * CDECL wined3d_buffer_get_parent(const struct wined3d_buffer *buffer)
806 TRACE("buffer %p.\n", buffer);
808 return buffer->resource.parent;
811 /* Context activation is done by the caller. */
812 void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *context,
813 const struct wined3d_state *state)
815 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
816 BOOL decl_changed = FALSE;
818 TRACE("buffer %p.\n", buffer);
820 if (buffer->resource.map_count && buffer->map_ptr)
822 FIXME("Buffer is mapped through buffer object, not loading.\n");
823 return;
825 else if (buffer->resource.map_count)
827 WARN("Loading mapped buffer.\n");
830 /* TODO: Make converting independent from VBOs */
831 if (!(buffer->flags & WINED3D_BUFFER_USE_BO))
833 /* Not doing any conversion */
834 return;
837 if (!wined3d_buffer_prepare_location(buffer, context, WINED3D_LOCATION_BUFFER))
839 ERR("Failed to prepare buffer location.\n");
840 return;
843 /* Reading the declaration makes only sense if we have valid state information
844 * (i.e., if this function is called during draws). */
845 if (state)
847 DWORD fixup_flags = 0;
849 if (!use_vs(state))
851 if (!d3d_info->vertex_bgra && !d3d_info->ffp_generic_attributes)
852 fixup_flags |= WINED3D_BUFFER_FIXUP_D3DCOLOR;
853 if (!d3d_info->xyzrhw)
854 fixup_flags |= WINED3D_BUFFER_FIXUP_XYZRHW;
857 decl_changed = buffer_find_decl(buffer, &context->stream_info, state, fixup_flags);
858 buffer->flags |= WINED3D_BUFFER_HASDESC;
861 if (!decl_changed && !(buffer->flags & WINED3D_BUFFER_HASDESC && buffer_is_dirty(buffer)))
863 ++buffer->draw_count;
864 if (buffer->draw_count > VB_RESETDECLCHANGE)
865 buffer->decl_change_count = 0;
866 if (buffer->draw_count > VB_RESETFULLCONVS)
867 buffer->full_conversion_count = 0;
868 return;
871 /* If applications change the declaration over and over, reconverting all the time is a huge
872 * performance hit. So count the declaration changes and release the VBO if there are too many
873 * of them (and thus stop converting)
875 if (decl_changed)
877 ++buffer->decl_change_count;
878 buffer->draw_count = 0;
880 if (buffer->decl_change_count > VB_MAXDECLCHANGES
881 || (buffer->conversion_map && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)))
883 FIXME("Too many declaration changes or converting dynamic buffer, stopping converting.\n");
884 wined3d_buffer_drop_bo(buffer);
885 return;
888 /* The declaration changed, reload the whole buffer. */
889 WARN("Reloading buffer because of a vertex declaration change.\n");
890 buffer_invalidate_bo_range(buffer, 0, 0);
892 else
894 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
895 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
896 * decl changes and reset the decl change count after a specific number of them
898 if (buffer->conversion_map && buffer_is_fully_dirty(buffer))
900 ++buffer->full_conversion_count;
901 if (buffer->full_conversion_count > VB_MAXFULLCONVERSIONS)
903 FIXME("Too many full buffer conversions, stopping converting.\n");
904 wined3d_buffer_drop_bo(buffer);
905 return;
908 else
910 ++buffer->draw_count;
911 if (buffer->draw_count > VB_RESETDECLCHANGE)
912 buffer->decl_change_count = 0;
913 if (buffer->draw_count > VB_RESETFULLCONVS)
914 buffer->full_conversion_count = 0;
918 if (!wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER))
919 ERR("Failed to load buffer location.\n");
922 struct wined3d_resource * CDECL wined3d_buffer_get_resource(struct wined3d_buffer *buffer)
924 TRACE("buffer %p.\n", buffer);
926 return &buffer->resource;
929 static HRESULT buffer_resource_sub_resource_get_desc(struct wined3d_resource *resource,
930 unsigned int sub_resource_idx, struct wined3d_sub_resource_desc *desc)
932 if (sub_resource_idx)
934 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
935 return E_INVALIDARG;
938 desc->format = WINED3DFMT_R8_UNORM;
939 desc->multisample_type = WINED3D_MULTISAMPLE_NONE;
940 desc->multisample_quality = 0;
941 desc->usage = resource->usage;
942 desc->bind_flags = resource->bind_flags;
943 desc->access = resource->access;
944 desc->width = resource->size;
945 desc->height = 1;
946 desc->depth = 1;
947 desc->size = resource->size;
948 return S_OK;
951 static void buffer_resource_sub_resource_get_map_pitch(struct wined3d_resource *resource,
952 unsigned int sub_resource_idx, unsigned int *row_pitch, unsigned int *slice_pitch)
954 *row_pitch = *slice_pitch = resource->size;
957 static HRESULT buffer_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx,
958 void **map_ptr, const struct wined3d_box *box, uint32_t flags)
960 struct wined3d_buffer *buffer = buffer_from_resource(resource);
961 unsigned int offset, size, dirty_offset, dirty_size;
962 struct wined3d_device *device = resource->device;
963 struct wined3d_context *context;
964 struct wined3d_bo_address addr;
965 uint8_t *base;
966 LONG count;
968 TRACE("resource %p, sub_resource_idx %u, map_ptr %p, box %s, flags %#x.\n",
969 resource, sub_resource_idx, map_ptr, debug_box(box), flags);
971 dirty_offset = offset = box->left;
972 dirty_size = size = box->right - box->left;
974 count = ++resource->map_count;
976 /* DISCARD invalidates the entire buffer, regardless of the specified
977 * offset and size. Some applications also depend on the entire buffer
978 * being uploaded in that case. Two such applications are Port Royale
979 * and Darkstar One. */
980 if (flags & WINED3D_MAP_DISCARD)
982 dirty_offset = 0;
983 dirty_size = 0;
986 if (((flags & WINED3D_MAP_WRITE) && !(flags & (WINED3D_MAP_NOOVERWRITE | WINED3D_MAP_DISCARD)))
987 || (!(flags & WINED3D_MAP_WRITE) && (buffer->locations & WINED3D_LOCATION_SYSMEM))
988 || buffer->resource.pin_sysmem
989 || !(buffer->flags & WINED3D_BUFFER_USE_BO))
991 if (!(buffer->locations & WINED3D_LOCATION_SYSMEM))
993 context = context_acquire(device, NULL, 0);
994 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
995 context_release(context);
998 if (flags & WINED3D_MAP_WRITE)
999 wined3d_buffer_invalidate_range(buffer, ~WINED3D_LOCATION_SYSMEM, dirty_offset, dirty_size);
1001 else
1003 context = context_acquire(device, NULL, 0);
1005 if (flags & WINED3D_MAP_DISCARD)
1007 if (!wined3d_buffer_prepare_location(buffer, context, WINED3D_LOCATION_BUFFER))
1009 context_release(context);
1010 return E_OUTOFMEMORY;
1012 wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_BUFFER);
1014 else
1016 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER);
1019 if (flags & WINED3D_MAP_WRITE)
1021 wined3d_buffer_acquire_bo_for_write(buffer, context);
1022 wined3d_buffer_invalidate_location(buffer, ~WINED3D_LOCATION_BUFFER);
1023 buffer_invalidate_bo_range(buffer, dirty_offset, dirty_size);
1026 if ((flags & WINED3D_MAP_DISCARD) && resource->heap_memory)
1027 wined3d_buffer_evict_sysmem(buffer);
1029 if (count == 1)
1031 addr.buffer_object = buffer->buffer_object;
1032 addr.addr = 0;
1033 buffer->map_ptr = wined3d_context_map_bo_address(context, &addr, resource->size, flags);
1035 /* We are accessing buffer->resource.client from the CS thread,
1036 * but it's safe because the client thread will wait for the
1037 * map to return, thus completely serializing this call with
1038 * other client code. */
1039 if (context->d3d_info->persistent_map)
1040 buffer->resource.client.addr = addr;
1042 if (((DWORD_PTR)buffer->map_ptr) & (RESOURCE_ALIGNMENT - 1))
1044 WARN("Pointer %p is not %u byte aligned.\n", buffer->map_ptr, RESOURCE_ALIGNMENT);
1046 wined3d_context_unmap_bo_address(context, &addr, 0, NULL);
1047 buffer->map_ptr = NULL;
1049 if (resource->usage & WINED3DUSAGE_DYNAMIC)
1051 /* The extra copy is more expensive than not using VBOs
1052 * at all on the NVIDIA Linux driver, which is the
1053 * only driver that returns unaligned pointers. */
1054 TRACE("Dynamic buffer, dropping VBO.\n");
1055 wined3d_buffer_drop_bo(buffer);
1057 else
1059 TRACE("Falling back to doublebuffered operation.\n");
1060 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
1061 buffer->resource.pin_sysmem = 1;
1063 TRACE("New pointer is %p.\n", resource->heap_memory);
1067 context_release(context);
1070 base = buffer->map_ptr ? buffer->map_ptr : resource->heap_memory;
1071 *map_ptr = base + offset;
1073 TRACE("Returning memory at %p (base %p, offset %u).\n", *map_ptr, base, offset);
1075 return WINED3D_OK;
1078 static HRESULT buffer_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
1080 struct wined3d_buffer *buffer = buffer_from_resource(resource);
1081 unsigned int range_count = buffer->modified_areas;
1082 struct wined3d_device *device = resource->device;
1083 struct wined3d_context *context;
1084 struct wined3d_bo_address addr;
1086 TRACE("resource %p, sub_resource_idx %u.\n", resource, sub_resource_idx);
1088 if (sub_resource_idx)
1090 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
1091 return E_INVALIDARG;
1094 if (!resource->map_count)
1096 WARN("Unmap called without a previous map call.\n");
1097 return WINED3D_OK;
1100 if (--resource->map_count)
1102 /* Delay loading the buffer until everything is unmapped. */
1103 TRACE("Ignoring unmap.\n");
1104 return WINED3D_OK;
1107 if (!buffer->map_ptr)
1108 return WINED3D_OK;
1110 context = context_acquire(device, NULL, 0);
1112 addr.buffer_object = buffer->buffer_object;
1113 addr.addr = 0;
1114 wined3d_context_unmap_bo_address(context, &addr, range_count, buffer->maps);
1116 context_release(context);
1118 buffer_clear_dirty_areas(buffer);
1119 buffer->map_ptr = NULL;
1121 return WINED3D_OK;
1124 static void wined3d_buffer_set_bo(struct wined3d_buffer *buffer, struct wined3d_context *context, struct wined3d_bo *bo)
1126 struct wined3d_bo *prev_bo = buffer->buffer_object;
1128 TRACE("buffer %p, context %p, bo %p.\n", buffer, context, bo);
1130 if (prev_bo)
1132 struct wined3d_bo_user *bo_user;
1134 /* The previous BO might have users in other buffers which were valid,
1135 * and should in theory remain valid. The problem is that it's not easy
1136 * to tell which users belong to this buffer and which don't. We could
1137 * add a field, but for now it's easier and probably fine to just
1138 * invalidate every user. */
1139 LIST_FOR_EACH_ENTRY(bo_user, &prev_bo->users, struct wined3d_bo_user, entry)
1140 bo_user->valid = false;
1141 list_init(&prev_bo->users);
1143 if (!--prev_bo->refcount)
1145 wined3d_context_destroy_bo(context, prev_bo);
1146 heap_free(prev_bo);
1150 buffer->buffer_object = bo;
1153 void wined3d_buffer_acquire_bo_for_write(struct wined3d_buffer *buffer, struct wined3d_context *context)
1155 const struct wined3d_range range = {.size = buffer->resource.size};
1156 struct wined3d_bo_address dst, src;
1157 struct wined3d_bo *bo;
1159 if (!(bo = buffer->buffer_object))
1160 return;
1162 /* If we are the only owner of this BO, there is nothing to do. */
1163 if (bo->refcount == 1)
1164 return;
1166 TRACE("Performing copy-on-write for BO %p.\n", bo);
1168 /* Grab a reference to the current BO. It's okay if this overflows, because
1169 * the following unload will release it. */
1170 ++bo->refcount;
1172 /* Unload and re-prepare to get a new buffer. This is a bit cheap and not
1173 * perfectly idiomatic—we should really just factor out an adapter-agnostic
1174 * function to create a BO and then use wined3d_buffer_set_bo()—but it'll
1175 * do nonetheless. */
1176 wined3d_buffer_unload_location(buffer, context, WINED3D_LOCATION_BUFFER);
1177 wined3d_buffer_prepare_location(buffer, context, WINED3D_LOCATION_BUFFER);
1179 /* And finally, perform the actual copy. */
1180 assert(buffer->buffer_object != bo);
1181 dst.buffer_object = buffer->buffer_object;
1182 dst.addr = NULL;
1183 src.buffer_object = bo;
1184 src.addr = NULL;
1185 wined3d_context_copy_bo_address(context, &dst, &src, 1, &range, WINED3D_MAP_WRITE | WINED3D_MAP_DISCARD);
1188 void wined3d_buffer_copy_bo_address(struct wined3d_buffer *dst_buffer, struct wined3d_context *context,
1189 unsigned int dst_offset, const struct wined3d_const_bo_address *src_addr, unsigned int size)
1191 uint32_t map_flags = WINED3D_MAP_WRITE;
1192 struct wined3d_bo_address dst_addr;
1193 struct wined3d_range range;
1194 DWORD dst_location;
1196 if (!dst_offset && size == dst_buffer->resource.size)
1197 map_flags |= WINED3D_MAP_DISCARD;
1199 if (map_flags & WINED3D_MAP_DISCARD)
1200 wined3d_buffer_acquire_bo_for_write(dst_buffer, context);
1202 dst_location = wined3d_buffer_get_memory(dst_buffer, context, &dst_addr);
1203 dst_addr.addr += dst_offset;
1205 range.offset = 0;
1206 range.size = size;
1207 wined3d_context_copy_bo_address(context, &dst_addr, (const struct wined3d_bo_address *)src_addr, 1, &range, map_flags);
1208 wined3d_buffer_invalidate_range(dst_buffer, ~dst_location, dst_offset, size);
1211 void wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset,
1212 struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size)
1214 struct wined3d_context *context;
1215 struct wined3d_bo_address src;
1217 TRACE("dst_buffer %p, dst_offset %u, src_buffer %p, src_offset %u, size %u.\n",
1218 dst_buffer, dst_offset, src_buffer, src_offset, size);
1220 context = context_acquire(dst_buffer->resource.device, NULL, 0);
1222 wined3d_buffer_get_memory(src_buffer, context, &src);
1223 src.addr += src_offset;
1225 wined3d_buffer_copy_bo_address(dst_buffer, context, dst_offset, wined3d_const_bo_address(&src), size);
1227 context_release(context);
1230 void wined3d_buffer_update_sub_resource(struct wined3d_buffer *buffer, struct wined3d_context *context,
1231 const struct upload_bo *upload_bo, unsigned int offset, unsigned int size)
1233 struct wined3d_bo *bo = upload_bo->addr.buffer_object;
1234 uint32_t flags = upload_bo->flags;
1236 /* Try to take this buffer for COW. Don't take it if we've saturated the
1237 * refcount. */
1238 if (!offset && size == buffer->resource.size
1239 && bo && bo->refcount < UINT8_MAX && !(upload_bo->flags & UPLOAD_BO_RENAME_ON_UNMAP))
1241 flags |= UPLOAD_BO_RENAME_ON_UNMAP;
1242 ++bo->refcount;
1245 if (flags & UPLOAD_BO_RENAME_ON_UNMAP)
1247 /* Don't increment the refcount. UPLOAD_BO_RENAME_ON_UNMAP transfers an
1248 * existing reference.
1250 * FIXME: We could degenerate RENAME to a copy + free and rely on the
1251 * COW logic to detect this case.
1253 wined3d_buffer_set_bo(buffer, context, upload_bo->addr.buffer_object);
1254 wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_BUFFER);
1255 wined3d_buffer_invalidate_location(buffer, ~WINED3D_LOCATION_BUFFER);
1258 if (upload_bo->addr.buffer_object && upload_bo->addr.buffer_object == buffer->buffer_object)
1260 struct wined3d_range range;
1262 /* We need to flush changes, which is implicitly done by
1263 * wined3d_context_unmap_bo_address() even if we aren't actually going
1264 * to unmap.
1266 * We would also like to free up virtual address space used by this BO
1267 * if it's at a premium—note that this BO was allocated for an
1268 * accelerated map. Hence we unmap the BO instead of merely flushing it;
1269 * if we don't care about unmapping BOs then
1270 * wined3d_context_unmap_bo_address() will flush and return.
1272 range.offset = offset;
1273 range.size = size;
1274 if (upload_bo->addr.buffer_object->map_ptr)
1275 wined3d_context_unmap_bo_address(context, (const struct wined3d_bo_address *)&upload_bo->addr, 1, &range);
1277 else
1279 wined3d_buffer_copy_bo_address(buffer, context, offset, &upload_bo->addr, size);
1283 static void wined3d_buffer_init_data(struct wined3d_buffer *buffer,
1284 struct wined3d_device *device, const struct wined3d_sub_resource_data *data)
1286 struct wined3d_resource *resource = &buffer->resource;
1287 struct wined3d_box box;
1289 if (buffer->flags & WINED3D_BUFFER_USE_BO)
1291 wined3d_box_set(&box, 0, 0, resource->size, 1, 0, 1);
1292 wined3d_device_context_emit_update_sub_resource(&device->cs->c, resource,
1293 0, &box, data->data, data->row_pitch, data->slice_pitch);
1295 else
1297 memcpy(buffer->resource.heap_memory, data->data, resource->size);
1298 wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_SYSMEM);
1299 wined3d_buffer_invalidate_location(buffer, ~WINED3D_LOCATION_SYSMEM);
1303 static ULONG buffer_resource_incref(struct wined3d_resource *resource)
1305 return wined3d_buffer_incref(buffer_from_resource(resource));
1308 static ULONG buffer_resource_decref(struct wined3d_resource *resource)
1310 return wined3d_buffer_decref(buffer_from_resource(resource));
1313 static void buffer_resource_preload(struct wined3d_resource *resource)
1315 struct wined3d_context *context;
1317 context = context_acquire(resource->device, NULL, 0);
1318 wined3d_buffer_load(buffer_from_resource(resource), context, NULL);
1319 context_release(context);
1322 static const struct wined3d_resource_ops buffer_resource_ops =
1324 buffer_resource_incref,
1325 buffer_resource_decref,
1326 buffer_resource_preload,
1327 buffer_resource_unload,
1328 buffer_resource_sub_resource_get_desc,
1329 buffer_resource_sub_resource_get_map_pitch,
1330 buffer_resource_sub_resource_map,
1331 buffer_resource_sub_resource_unmap,
1334 static HRESULT wined3d_buffer_init(struct wined3d_buffer *buffer, struct wined3d_device *device,
1335 const struct wined3d_buffer_desc *desc, const struct wined3d_sub_resource_data *data,
1336 void *parent, const struct wined3d_parent_ops *parent_ops, const struct wined3d_buffer_ops *buffer_ops)
1338 const struct wined3d_format *format = wined3d_get_format(device->adapter, WINED3DFMT_R8_UNORM, desc->bind_flags);
1339 struct wined3d_resource *resource = &buffer->resource;
1340 unsigned int access;
1341 HRESULT hr;
1343 TRACE("buffer %p, device %p, desc byte_width %u, usage %s, bind_flags %s, "
1344 "access %s, data %p, parent %p, parent_ops %p.\n",
1345 buffer, device, desc->byte_width, debug_d3dusage(desc->usage), wined3d_debug_bind_flags(desc->bind_flags),
1346 wined3d_debug_resource_access(desc->access), data, parent, parent_ops);
1348 if (!desc->byte_width)
1350 WARN("Size 0 requested, returning E_INVALIDARG.\n");
1351 return E_INVALIDARG;
1354 if (desc->bind_flags & WINED3D_BIND_CONSTANT_BUFFER && desc->byte_width & (WINED3D_CONSTANT_BUFFER_ALIGNMENT - 1))
1356 WARN("Size %#x is not suitably aligned for constant buffers.\n", desc->byte_width);
1357 return E_INVALIDARG;
1360 if (data && !data->data)
1362 WARN("Invalid sub-resource data specified.\n");
1363 return E_INVALIDARG;
1366 access = desc->access;
1367 if (desc->bind_flags & WINED3D_BIND_CONSTANT_BUFFER && wined3d_settings.cb_access_map_w)
1368 access |= WINED3D_RESOURCE_ACCESS_MAP_W;
1370 if (FAILED(hr = resource_init(resource, device, WINED3D_RTYPE_BUFFER, format,
1371 WINED3D_MULTISAMPLE_NONE, 0, desc->usage, desc->bind_flags, access,
1372 desc->byte_width, 1, 1, desc->byte_width, parent, parent_ops, &buffer_resource_ops)))
1374 WARN("Failed to initialize resource, hr %#lx.\n", hr);
1375 return hr;
1377 buffer->buffer_ops = buffer_ops;
1378 buffer->structure_byte_stride = desc->structure_byte_stride;
1379 buffer->locations = WINED3D_LOCATION_CLEARED;
1381 TRACE("buffer %p, size %#x, usage %#x, memory @ %p.\n",
1382 buffer, buffer->resource.size, buffer->resource.usage, buffer->resource.heap_memory);
1384 if (device->create_parms.flags & WINED3DCREATE_SOFTWARE_VERTEXPROCESSING
1385 || (desc->usage & WINED3DUSAGE_MANAGED))
1387 /* SWvp and managed buffers always return the same pointer in buffer
1388 * maps and retain data in DISCARD maps. Keep a system memory copy of
1389 * the buffer to provide the same behavior to the application. */
1390 TRACE("Pinning system memory.\n");
1391 buffer->resource.pin_sysmem = 1;
1392 buffer->locations = WINED3D_LOCATION_SYSMEM;
1395 if (buffer->locations & WINED3D_LOCATION_SYSMEM || !(buffer->flags & WINED3D_BUFFER_USE_BO))
1397 if (!wined3d_resource_prepare_sysmem(&buffer->resource))
1398 return E_OUTOFMEMORY;
1401 if (!(buffer->maps = heap_alloc(sizeof(*buffer->maps))))
1403 ERR("Out of memory.\n");
1404 buffer_resource_unload(resource);
1405 resource_cleanup(resource);
1406 wined3d_resource_wait_idle(resource);
1407 return E_OUTOFMEMORY;
1409 buffer->maps_size = 1;
1411 if (buffer->locations & WINED3D_LOCATION_DISCARDED)
1412 buffer->resource.client.addr.buffer_object = CLIENT_BO_DISCARDED;
1414 if (data)
1415 wined3d_buffer_init_data(buffer, device, data);
1417 return WINED3D_OK;
1420 static BOOL wined3d_buffer_no3d_prepare_location(struct wined3d_buffer *buffer,
1421 struct wined3d_context *context, unsigned int location)
1423 if (location == WINED3D_LOCATION_SYSMEM)
1424 return wined3d_resource_prepare_sysmem(&buffer->resource);
1426 FIXME("Unhandled location %s.\n", wined3d_debug_location(location));
1428 return FALSE;
1431 static void wined3d_buffer_no3d_unload_location(struct wined3d_buffer *buffer,
1432 struct wined3d_context *context, unsigned int location)
1434 TRACE("buffer %p, context %p, location %s.\n", buffer, context, wined3d_debug_location(location));
1437 static const struct wined3d_buffer_ops wined3d_buffer_no3d_ops =
1439 wined3d_buffer_no3d_prepare_location,
1440 wined3d_buffer_no3d_unload_location,
1443 HRESULT wined3d_buffer_no3d_init(struct wined3d_buffer *buffer_no3d, struct wined3d_device *device,
1444 const struct wined3d_buffer_desc *desc, const struct wined3d_sub_resource_data *data,
1445 void *parent, const struct wined3d_parent_ops *parent_ops)
1447 TRACE("buffer_no3d %p, device %p, desc %p, data %p, parent %p, parent_ops %p.\n",
1448 buffer_no3d, device, desc, data, parent, parent_ops);
1450 return wined3d_buffer_init(buffer_no3d, device, desc, data, parent, parent_ops, &wined3d_buffer_no3d_ops);
1453 static BOOL wined3d_buffer_gl_prepare_location(struct wined3d_buffer *buffer,
1454 struct wined3d_context *context, unsigned int location)
1456 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
1457 struct wined3d_buffer_gl *buffer_gl = wined3d_buffer_gl(buffer);
1459 switch (location)
1461 case WINED3D_LOCATION_SYSMEM:
1462 return wined3d_resource_prepare_sysmem(&buffer->resource);
1464 case WINED3D_LOCATION_BUFFER:
1465 if (buffer->buffer_object)
1466 return TRUE;
1468 if (!(buffer->flags & WINED3D_BUFFER_USE_BO))
1470 WARN("Trying to create BO for buffer %p with no WINED3D_BUFFER_USE_BO.\n", buffer);
1471 return FALSE;
1473 return wined3d_buffer_gl_create_buffer_object(buffer_gl, context_gl);
1475 default:
1476 ERR("Invalid location %s.\n", wined3d_debug_location(location));
1477 return FALSE;
1481 static void wined3d_buffer_gl_unload_location(struct wined3d_buffer *buffer,
1482 struct wined3d_context *context, unsigned int location)
1484 TRACE("buffer %p, context %p, location %s.\n", buffer, context, wined3d_debug_location(location));
1486 switch (location)
1488 case WINED3D_LOCATION_BUFFER:
1489 wined3d_buffer_gl_destroy_buffer_object(wined3d_buffer_gl(buffer), wined3d_context_gl(context));
1490 break;
1492 default:
1493 ERR("Unhandled location %s.\n", wined3d_debug_location(location));
1494 break;
1498 static const struct wined3d_buffer_ops wined3d_buffer_gl_ops =
1500 wined3d_buffer_gl_prepare_location,
1501 wined3d_buffer_gl_unload_location,
1504 HRESULT wined3d_buffer_gl_init(struct wined3d_buffer_gl *buffer_gl, struct wined3d_device *device,
1505 const struct wined3d_buffer_desc *desc, const struct wined3d_sub_resource_data *data,
1506 void *parent, const struct wined3d_parent_ops *parent_ops)
1508 const struct wined3d_gl_info *gl_info = &wined3d_adapter_gl(device->adapter)->gl_info;
1510 TRACE("buffer_gl %p, device %p, desc %p, data %p, parent %p, parent_ops %p.\n",
1511 buffer_gl, device, desc, data, parent, parent_ops);
1513 /* Observations show that draw_primitive_immediate_mode() is faster on
1514 * dynamic vertex buffers than converting + draw_primitive_arrays().
1515 * (Half-Life 2 and others.) */
1516 if (!(desc->access & WINED3D_RESOURCE_ACCESS_GPU))
1517 TRACE("Not creating a BO because the buffer is not GPU accessible.\n");
1518 else if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
1519 TRACE("Not creating a BO because GL_ARB_vertex_buffer is not supported.\n");
1520 else if (!(gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] || gl_info->supported[ARB_MAP_BUFFER_RANGE])
1521 && (desc->usage & WINED3DUSAGE_DYNAMIC))
1522 TRACE("Not creating a BO because the buffer has dynamic usage and no GL support.\n");
1523 else
1524 buffer_gl->b.flags |= WINED3D_BUFFER_USE_BO;
1526 return wined3d_buffer_init(&buffer_gl->b, device, desc, data, parent, parent_ops, &wined3d_buffer_gl_ops);
1529 VkBufferUsageFlags vk_buffer_usage_from_bind_flags(uint32_t bind_flags)
1531 VkBufferUsageFlags usage;
1533 usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;
1534 if (bind_flags & WINED3D_BIND_VERTEX_BUFFER)
1535 usage |= VK_BUFFER_USAGE_VERTEX_BUFFER_BIT;
1536 if (bind_flags & WINED3D_BIND_INDEX_BUFFER)
1537 usage |= VK_BUFFER_USAGE_INDEX_BUFFER_BIT;
1538 if (bind_flags & WINED3D_BIND_CONSTANT_BUFFER)
1539 usage |= VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
1540 if (bind_flags & WINED3D_BIND_SHADER_RESOURCE)
1541 usage |= VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT;
1542 if (bind_flags & WINED3D_BIND_STREAM_OUTPUT)
1543 usage |= VK_BUFFER_USAGE_TRANSFORM_FEEDBACK_BUFFER_BIT_EXT;
1544 if (bind_flags & WINED3D_BIND_UNORDERED_ACCESS)
1545 usage |= VK_BUFFER_USAGE_STORAGE_TEXEL_BUFFER_BIT;
1546 if (bind_flags & WINED3D_BIND_INDIRECT_BUFFER)
1547 usage |= VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT;
1548 if (bind_flags & (WINED3D_BIND_RENDER_TARGET | WINED3D_BIND_DEPTH_STENCIL))
1549 FIXME("Ignoring some bind flags %#x.\n", bind_flags);
1550 return usage;
1553 VkMemoryPropertyFlags vk_memory_type_from_access_flags(uint32_t access, uint32_t usage)
1555 VkMemoryPropertyFlags memory_type = 0;
1557 if (access & WINED3D_RESOURCE_ACCESS_MAP_R)
1558 memory_type |= VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_CACHED_BIT;
1559 else if (access & WINED3D_RESOURCE_ACCESS_MAP_W)
1560 memory_type |= VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT;
1561 else if (!(usage & WINED3DUSAGE_DYNAMIC))
1562 memory_type |= VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT;
1563 return memory_type;
1566 static BOOL wined3d_buffer_vk_create_buffer_object(struct wined3d_buffer_vk *buffer_vk,
1567 struct wined3d_context_vk *context_vk)
1569 struct wined3d_resource *resource = &buffer_vk->b.resource;
1570 struct wined3d_bo_vk *bo_vk;
1572 if (!(bo_vk = heap_alloc(sizeof(*bo_vk))))
1573 return FALSE;
1575 if (!(wined3d_context_vk_create_bo(context_vk, resource->size,
1576 vk_buffer_usage_from_bind_flags(resource->bind_flags),
1577 vk_memory_type_from_access_flags(resource->access, resource->usage), bo_vk)))
1579 WARN("Failed to create Vulkan buffer.\n");
1580 heap_free(bo_vk);
1581 return FALSE;
1584 buffer_vk->b.buffer_object = &bo_vk->b;
1585 buffer_invalidate_bo_range(&buffer_vk->b, 0, 0);
1587 return TRUE;
1590 const VkDescriptorBufferInfo *wined3d_buffer_vk_get_buffer_info(struct wined3d_buffer_vk *buffer_vk)
1592 struct wined3d_bo_vk *bo = wined3d_bo_vk(buffer_vk->b.buffer_object);
1594 if (buffer_vk->b.bo_user.valid)
1595 return &buffer_vk->buffer_info;
1597 buffer_vk->buffer_info.buffer = bo->vk_buffer;
1598 buffer_vk->buffer_info.offset = bo->b.buffer_offset;
1599 buffer_vk->buffer_info.range = buffer_vk->b.resource.size;
1600 wined3d_buffer_validate_user(&buffer_vk->b);
1602 return &buffer_vk->buffer_info;
1605 static BOOL wined3d_buffer_vk_prepare_location(struct wined3d_buffer *buffer,
1606 struct wined3d_context *context, unsigned int location)
1608 switch (location)
1610 case WINED3D_LOCATION_SYSMEM:
1611 return wined3d_resource_prepare_sysmem(&buffer->resource);
1613 case WINED3D_LOCATION_BUFFER:
1614 if (buffer->buffer_object)
1615 return TRUE;
1617 return wined3d_buffer_vk_create_buffer_object(wined3d_buffer_vk(buffer), wined3d_context_vk(context));
1619 default:
1620 FIXME("Unhandled location %s.\n", wined3d_debug_location(location));
1621 return FALSE;
1625 static void wined3d_buffer_vk_unload_location(struct wined3d_buffer *buffer,
1626 struct wined3d_context *context, unsigned int location)
1628 struct wined3d_context_vk *context_vk = wined3d_context_vk(context);
1629 struct wined3d_bo_vk *bo_vk = wined3d_bo_vk(buffer->buffer_object);
1631 TRACE("buffer %p, context %p, location %s.\n", buffer, context, wined3d_debug_location(location));
1633 switch (location)
1635 case WINED3D_LOCATION_BUFFER:
1636 if (buffer->bo_user.valid)
1638 buffer->bo_user.valid = false;
1639 list_remove(&buffer->bo_user.entry);
1641 if (!--bo_vk->b.refcount)
1643 wined3d_context_vk_destroy_bo(context_vk, bo_vk);
1644 heap_free(bo_vk);
1646 buffer->buffer_object = NULL;
1647 break;
1649 default:
1650 ERR("Unhandled location %s.\n", wined3d_debug_location(location));
1651 break;
1655 static const struct wined3d_buffer_ops wined3d_buffer_vk_ops =
1657 wined3d_buffer_vk_prepare_location,
1658 wined3d_buffer_vk_unload_location,
1661 HRESULT wined3d_buffer_vk_init(struct wined3d_buffer_vk *buffer_vk, struct wined3d_device *device,
1662 const struct wined3d_buffer_desc *desc, const struct wined3d_sub_resource_data *data,
1663 void *parent, const struct wined3d_parent_ops *parent_ops)
1665 const struct wined3d_vk_info *vk_info = &wined3d_adapter_vk(device->adapter)->vk_info;
1667 TRACE("buffer_vk %p, device %p, desc %p, data %p, parent %p, parent_ops %p.\n",
1668 buffer_vk, device, desc, data, parent, parent_ops);
1670 if ((desc->bind_flags & WINED3D_BIND_STREAM_OUTPUT)
1671 && !vk_info->supported[WINED3D_VK_EXT_TRANSFORM_FEEDBACK])
1673 WARN("The Vulkan implementation does not support transform feedback.\n");
1674 return WINED3DERR_INVALIDCALL;
1677 if (desc->access & WINED3D_RESOURCE_ACCESS_GPU)
1678 buffer_vk->b.flags |= WINED3D_BUFFER_USE_BO;
1680 return wined3d_buffer_init(&buffer_vk->b, device, desc, data, parent, parent_ops, &wined3d_buffer_vk_ops);
1683 void wined3d_buffer_vk_barrier(struct wined3d_buffer_vk *buffer_vk,
1684 struct wined3d_context_vk *context_vk, uint32_t bind_mask)
1686 uint32_t src_bind_mask = 0;
1688 TRACE("buffer_vk %p, context_vk %p, bind_mask %s.\n",
1689 buffer_vk, context_vk, wined3d_debug_bind_flags(bind_mask));
1691 if (bind_mask & ~WINED3D_READ_ONLY_BIND_MASK)
1693 src_bind_mask = buffer_vk->bind_mask & WINED3D_READ_ONLY_BIND_MASK;
1694 if (!src_bind_mask)
1695 src_bind_mask = buffer_vk->bind_mask;
1697 buffer_vk->bind_mask = bind_mask;
1699 else if ((buffer_vk->bind_mask & bind_mask) != bind_mask)
1701 src_bind_mask = buffer_vk->bind_mask & ~WINED3D_READ_ONLY_BIND_MASK;
1702 buffer_vk->bind_mask |= bind_mask;
1705 if (src_bind_mask)
1707 const struct wined3d_bo_vk *bo = wined3d_bo_vk(buffer_vk->b.buffer_object);
1708 const struct wined3d_vk_info *vk_info = context_vk->vk_info;
1709 VkBufferMemoryBarrier vk_barrier;
1711 TRACE(" %s -> %s.\n",
1712 wined3d_debug_bind_flags(src_bind_mask), wined3d_debug_bind_flags(bind_mask));
1714 wined3d_context_vk_end_current_render_pass(context_vk);
1716 vk_barrier.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER;
1717 vk_barrier.pNext = NULL;
1718 vk_barrier.srcAccessMask = vk_access_mask_from_bind_flags(src_bind_mask);
1719 vk_barrier.dstAccessMask = vk_access_mask_from_bind_flags(bind_mask);
1720 vk_barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
1721 vk_barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
1722 vk_barrier.buffer = bo->vk_buffer;
1723 vk_barrier.offset = bo->b.buffer_offset;
1724 vk_barrier.size = buffer_vk->b.resource.size;
1725 VK_CALL(vkCmdPipelineBarrier(wined3d_context_vk_get_command_buffer(context_vk),
1726 vk_pipeline_stage_mask_from_bind_flags(src_bind_mask),
1727 vk_pipeline_stage_mask_from_bind_flags(bind_mask),
1728 0, 0, NULL, 1, &vk_barrier, 0, NULL));
1732 HRESULT CDECL wined3d_buffer_create(struct wined3d_device *device, const struct wined3d_buffer_desc *desc,
1733 const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops,
1734 struct wined3d_buffer **buffer)
1736 TRACE("device %p, desc %p, data %p, parent %p, parent_ops %p, buffer %p.\n",
1737 device, desc, data, parent, parent_ops, buffer);
1739 return device->adapter->adapter_ops->adapter_create_buffer(device, desc, data, parent, parent_ops, buffer);
1742 static HRESULT wined3d_streaming_buffer_prepare(struct wined3d_device *device,
1743 struct wined3d_streaming_buffer *buffer, unsigned int min_size)
1745 struct wined3d_buffer *wined3d_buffer;
1746 struct wined3d_buffer_desc desc;
1747 unsigned int old_size = 0;
1748 unsigned int size;
1749 HRESULT hr;
1751 if (buffer->buffer)
1753 old_size = buffer->buffer->resource.size;
1754 if (old_size >= min_size)
1755 return S_OK;
1758 size = max(SB_MIN_SIZE, max(old_size * 2, min_size));
1759 TRACE("Growing buffer to %u bytes.\n", size);
1761 desc.byte_width = size;
1762 desc.usage = WINED3DUSAGE_DYNAMIC;
1763 desc.bind_flags = buffer->bind_flags;
1764 desc.access = WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_MAP_W;
1765 desc.misc_flags = 0;
1766 desc.structure_byte_stride = 0;
1768 if (SUCCEEDED(hr = wined3d_buffer_create(device, &desc, NULL, NULL, &wined3d_null_parent_ops, &wined3d_buffer)))
1770 if (buffer->buffer)
1771 wined3d_buffer_decref(buffer->buffer);
1772 buffer->buffer = wined3d_buffer;
1773 buffer->pos = 0;
1775 return hr;
1778 HRESULT CDECL wined3d_streaming_buffer_map(struct wined3d_device *device,
1779 struct wined3d_streaming_buffer *buffer, unsigned int size, unsigned int stride,
1780 unsigned int *ret_pos, void **ret_data)
1782 unsigned int map_flags = WINED3D_MAP_WRITE;
1783 struct wined3d_resource *resource;
1784 struct wined3d_map_desc map_desc;
1785 unsigned int pos, align;
1786 struct wined3d_box box;
1787 HRESULT hr;
1789 TRACE("device %p, buffer %p, size %u, stride %u, ret_pos %p, ret_data %p.\n",
1790 device, buffer, size, stride, ret_pos, ret_data);
1792 if (FAILED(hr = wined3d_streaming_buffer_prepare(device, buffer, size)))
1793 return hr;
1794 resource = &buffer->buffer->resource;
1796 pos = buffer->pos;
1797 if ((align = pos % stride))
1798 align = stride - align;
1799 if (pos + size + align > resource->size)
1801 pos = 0;
1802 map_flags |= WINED3D_MAP_DISCARD;
1804 else
1806 pos += align;
1807 map_flags |= WINED3D_MAP_NOOVERWRITE;
1810 wined3d_box_set(&box, pos, 0, pos + size, 1, 0, 1);
1811 if (SUCCEEDED(hr = wined3d_resource_map(resource, 0, &map_desc, &box, map_flags)))
1813 *ret_pos = pos;
1814 *ret_data = map_desc.data;
1815 buffer->pos = pos + size;
1817 return hr;
1820 void CDECL wined3d_streaming_buffer_unmap(struct wined3d_streaming_buffer *buffer)
1822 wined3d_resource_unmap(&buffer->buffer->resource, 0);
1825 HRESULT CDECL wined3d_streaming_buffer_upload(struct wined3d_device *device, struct wined3d_streaming_buffer *buffer,
1826 const void *data, unsigned int size, unsigned int stride, unsigned int *ret_pos)
1828 void *dst_data;
1829 HRESULT hr;
1831 if (SUCCEEDED(hr = wined3d_streaming_buffer_map(device, buffer, size, stride, ret_pos, &dst_data)))
1833 memcpy(dst_data, data, size);
1834 wined3d_streaming_buffer_unmap(buffer);
1836 return hr;