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[wine.git] / dlls / wined3d / buffer.c
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1 /*
2 * Copyright 2002-2005 Jason Edmeades
3 * Copyright 2002-2005 Raphael Junqueira
4 * Copyright 2004 Christian Costa
5 * Copyright 2005 Oliver Stieber
6 * Copyright 2007-2011, 2013-2014 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #include "config.h"
26 #include "wine/port.h"
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
32 #define WINED3D_BUFFER_HASDESC 0x01 /* A vertex description has been found. */
33 #define WINED3D_BUFFER_USE_BO 0x02 /* Use a buffer object for this buffer. */
34 #define WINED3D_BUFFER_PIN_SYSMEM 0x04 /* Keep a system memory copy for this buffer. */
35 #define WINED3D_BUFFER_DISCARD 0x08 /* A DISCARD lock has occurred since the last preload. */
36 #define WINED3D_BUFFER_APPLESYNC 0x10 /* Using sync as in GL_APPLE_flush_buffer_range. */
38 #define VB_MAXDECLCHANGES 100 /* After that number of decl changes we stop converting */
39 #define VB_RESETDECLCHANGE 1000 /* Reset the decl changecount after that number of draws */
40 #define VB_MAXFULLCONVERSIONS 5 /* Number of full conversions before we stop converting */
41 #define VB_RESETFULLCONVS 20 /* Reset full conversion counts after that number of draws */
43 static void wined3d_buffer_evict_sysmem(struct wined3d_buffer *buffer)
45 if (buffer->flags & WINED3D_BUFFER_PIN_SYSMEM)
47 TRACE("Not evicting system memory for buffer %p.\n", buffer);
48 return;
51 TRACE("Evicting system memory for buffer %p.\n", buffer);
52 wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_SYSMEM);
53 wined3d_resource_free_sysmem(&buffer->resource);
56 static void buffer_invalidate_bo_range(struct wined3d_buffer *buffer, unsigned int offset, unsigned int size)
58 if (!offset && (!size || size == buffer->resource.size))
59 goto invalidate_all;
61 if (offset > buffer->resource.size || size > buffer->resource.size - offset)
63 WARN("Invalid range specified, invalidating entire buffer.\n");
64 goto invalidate_all;
67 if (!wined3d_array_reserve((void **)&buffer->maps, &buffer->maps_size,
68 buffer->modified_areas + 1, sizeof(*buffer->maps)))
70 ERR("Failed to allocate maps array, invalidating entire buffer.\n");
71 goto invalidate_all;
74 buffer->maps[buffer->modified_areas].offset = offset;
75 buffer->maps[buffer->modified_areas].size = size;
76 ++buffer->modified_areas;
77 return;
79 invalidate_all:
80 buffer->modified_areas = 1;
81 buffer->maps[0].offset = 0;
82 buffer->maps[0].size = buffer->resource.size;
85 static inline void buffer_clear_dirty_areas(struct wined3d_buffer *This)
87 This->modified_areas = 0;
90 static BOOL buffer_is_dirty(const struct wined3d_buffer *buffer)
92 return !!buffer->modified_areas;
95 static BOOL buffer_is_fully_dirty(const struct wined3d_buffer *buffer)
97 return buffer->modified_areas == 1
98 && !buffer->maps->offset && buffer->maps->size == buffer->resource.size;
101 static void wined3d_buffer_validate_location(struct wined3d_buffer *buffer, DWORD location)
103 TRACE("buffer %p, location %s.\n", buffer, wined3d_debug_location(location));
105 if (location & WINED3D_LOCATION_BUFFER)
106 buffer_clear_dirty_areas(buffer);
108 buffer->locations |= location;
110 TRACE("New locations flags are %s.\n", wined3d_debug_location(buffer->locations));
113 static void wined3d_buffer_invalidate_range(struct wined3d_buffer *buffer, DWORD location,
114 unsigned int offset, unsigned int size)
116 TRACE("buffer %p, location %s, offset %u, size %u.\n",
117 buffer, wined3d_debug_location(location), offset, size);
119 if (location & WINED3D_LOCATION_BUFFER)
120 buffer_invalidate_bo_range(buffer, offset, size);
122 buffer->locations &= ~location;
124 TRACE("New locations flags are %s.\n", wined3d_debug_location(buffer->locations));
126 if (!buffer->locations)
127 ERR("Buffer %p does not have any up to date location.\n", buffer);
130 void wined3d_buffer_invalidate_location(struct wined3d_buffer *buffer, DWORD location)
132 wined3d_buffer_invalidate_range(buffer, location, 0, 0);
135 /* Context activation is done by the caller. */
136 static void wined3d_buffer_gl_bind(struct wined3d_buffer_gl *buffer_gl, struct wined3d_context_gl *context_gl)
138 wined3d_context_gl_bind_bo(context_gl, buffer_gl->buffer_type_hint, buffer_gl->buffer_object);
141 /* Context activation is done by the caller. */
142 static void wined3d_buffer_gl_destroy_buffer_object(struct wined3d_buffer_gl *buffer_gl,
143 struct wined3d_context_gl *context_gl)
145 const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
146 struct wined3d_resource *resource = &buffer_gl->b.resource;
148 if (!buffer_gl->buffer_object)
149 return;
151 /* The stream source state handler might have read the memory of the
152 * vertex buffer already and got the memory in the vbo which is not
153 * valid any longer. Dirtify the stream source to force a reload. This
154 * happens only once per changed vertexbuffer and should occur rather
155 * rarely. */
156 if (resource->bind_count)
158 if (resource->bind_flags & WINED3D_BIND_VERTEX_BUFFER)
159 device_invalidate_state(resource->device, STATE_STREAMSRC);
160 if (resource->bind_flags & WINED3D_BIND_INDEX_BUFFER)
161 device_invalidate_state(resource->device, STATE_INDEXBUFFER);
162 if (resource->bind_flags & WINED3D_BIND_CONSTANT_BUFFER)
164 device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_VERTEX));
165 device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_HULL));
166 device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_DOMAIN));
167 device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_GEOMETRY));
168 device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_PIXEL));
169 device_invalidate_state(resource->device, STATE_CONSTANT_BUFFER(WINED3D_SHADER_TYPE_COMPUTE));
171 if (resource->bind_flags & WINED3D_BIND_STREAM_OUTPUT)
173 device_invalidate_state(resource->device, STATE_STREAM_OUTPUT);
174 if (context_gl->c.transform_feedback_active)
176 /* We have to make sure that transform feedback is not active
177 * when deleting a potentially bound transform feedback buffer.
178 * This may happen when the device is being destroyed. */
179 WARN("Deleting buffer object for buffer %p, disabling transform feedback.\n", buffer_gl);
180 wined3d_context_gl_end_transform_feedback(context_gl);
185 GL_EXTCALL(glDeleteBuffers(1, &buffer_gl->buffer_object));
186 checkGLcall("glDeleteBuffers");
187 buffer_gl->buffer_object = 0;
189 if (buffer_gl->b.fence)
191 wined3d_fence_destroy(buffer_gl->b.fence);
192 buffer_gl->b.fence = NULL;
194 buffer_gl->b.flags &= ~WINED3D_BUFFER_APPLESYNC;
197 /* Context activation is done by the caller. */
198 static BOOL wined3d_buffer_gl_create_buffer_object(struct wined3d_buffer_gl *buffer_gl,
199 struct wined3d_context_gl *context_gl)
201 const struct wined3d_gl_info *gl_info = context_gl->c.gl_info;
202 GLenum gl_usage = GL_STATIC_DRAW;
203 GLenum error;
205 TRACE("Creating an OpenGL buffer object for wined3d buffer %p with usage %s.\n",
206 buffer_gl, debug_d3dusage(buffer_gl->b.resource.usage));
208 /* Make sure that the gl error is cleared. Do not use checkGLcall
209 * here because checkGLcall just prints a fixme and continues. However,
210 * if an error during VBO creation occurs we can fall back to non-VBO operation
211 * with full functionality(but performance loss).
213 while (gl_info->gl_ops.gl.p_glGetError() != GL_NO_ERROR);
215 /* Basically the FVF parameter passed to CreateVertexBuffer is no good.
216 * The vertex declaration from the device determines how the data in the
217 * buffer is interpreted. This means that on each draw call the buffer has
218 * to be verified to check if the rhw and color values are in the correct
219 * format. */
221 GL_EXTCALL(glGenBuffers(1, &buffer_gl->buffer_object));
222 error = gl_info->gl_ops.gl.p_glGetError();
223 if (!buffer_gl->buffer_object || error != GL_NO_ERROR)
225 ERR("Failed to create a BO with error %s (%#x).\n", debug_glerror(error), error);
226 goto fail;
229 wined3d_buffer_gl_bind(buffer_gl, context_gl);
230 error = gl_info->gl_ops.gl.p_glGetError();
231 if (error != GL_NO_ERROR)
233 ERR("Failed to bind the BO with error %s (%#x).\n", debug_glerror(error), error);
234 goto fail;
237 if (buffer_gl->b.resource.usage & WINED3DUSAGE_DYNAMIC)
239 TRACE("Buffer has WINED3DUSAGE_DYNAMIC set.\n");
240 gl_usage = GL_STREAM_DRAW_ARB;
242 if (gl_info->supported[APPLE_FLUSH_BUFFER_RANGE])
244 GL_EXTCALL(glBufferParameteriAPPLE(buffer_gl->buffer_type_hint,
245 GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE));
246 GL_EXTCALL(glBufferParameteriAPPLE(buffer_gl->buffer_type_hint,
247 GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE));
248 checkGLcall("glBufferParameteriAPPLE");
249 buffer_gl->b.flags |= WINED3D_BUFFER_APPLESYNC;
251 /* No setup is needed here for GL_ARB_map_buffer_range. */
254 GL_EXTCALL(glBufferData(buffer_gl->buffer_type_hint, buffer_gl->b.resource.size, NULL, gl_usage));
255 error = gl_info->gl_ops.gl.p_glGetError();
256 if (error != GL_NO_ERROR)
258 ERR("glBufferData failed with error %s (%#x).\n", debug_glerror(error), error);
259 goto fail;
262 buffer_gl->buffer_object_usage = gl_usage;
263 buffer_invalidate_bo_range(&buffer_gl->b, 0, 0);
265 return TRUE;
267 fail:
268 /* Clean up all BO init, but continue because we can work without a BO :-) */
269 ERR("Failed to create a buffer object. Continuing, but performance issues may occur.\n");
270 buffer_gl->b.flags &= ~WINED3D_BUFFER_USE_BO;
271 wined3d_buffer_gl_destroy_buffer_object(buffer_gl, context_gl);
272 buffer_clear_dirty_areas(&buffer_gl->b);
273 return FALSE;
276 static BOOL buffer_process_converted_attribute(struct wined3d_buffer *buffer,
277 const enum wined3d_buffer_conversion_type conversion_type,
278 const struct wined3d_stream_info_element *attrib, DWORD *stride_this_run)
280 const struct wined3d_format *format = attrib->format;
281 BOOL ret = FALSE;
282 unsigned int i;
283 DWORD_PTR data;
285 /* Check for some valid situations which cause us pain. One is if the buffer is used for
286 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
287 * with different strides. In the 2nd case we might have to drop conversion entirely,
288 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
290 if (!attrib->stride)
292 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else.\n",
293 debug_d3dformat(format->id));
295 else if (attrib->stride != *stride_this_run && *stride_this_run)
297 FIXME("Got two concurrent strides, %d and %d.\n", attrib->stride, *stride_this_run);
299 else
301 *stride_this_run = attrib->stride;
302 if (buffer->stride != *stride_this_run)
304 /* We rely that this happens only on the first converted attribute that is found,
305 * if at all. See above check
307 TRACE("Reconverting because converted attributes occur, and the stride changed.\n");
308 buffer->stride = *stride_this_run;
309 heap_free(buffer->conversion_map);
310 buffer->conversion_map = heap_calloc(buffer->stride, sizeof(*buffer->conversion_map));
311 ret = TRUE;
315 data = ((DWORD_PTR)attrib->data.addr) % buffer->stride;
316 for (i = 0; i < format->byte_count; ++i)
318 DWORD_PTR idx = (data + i) % buffer->stride;
319 if (buffer->conversion_map[idx] != conversion_type)
321 TRACE("Byte %lu in vertex changed:\n", idx);
322 TRACE(" It was type %#x, is %#x now.\n", buffer->conversion_map[idx], conversion_type);
323 ret = TRUE;
324 buffer->conversion_map[idx] = conversion_type;
328 return ret;
331 #define WINED3D_BUFFER_FIXUP_D3DCOLOR 0x01
332 #define WINED3D_BUFFER_FIXUP_XYZRHW 0x02
334 static BOOL buffer_check_attribute(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
335 const struct wined3d_state *state, UINT attrib_idx, DWORD fixup_flags, DWORD *stride_this_run)
337 const struct wined3d_stream_info_element *attrib = &si->elements[attrib_idx];
338 enum wined3d_format_id format;
339 BOOL ret = FALSE;
341 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
342 * there, on nonexistent attribs the vbo is 0.
344 if (!(si->use_map & (1u << attrib_idx))
345 || state->streams[attrib->stream_idx].buffer != This)
346 return FALSE;
348 format = attrib->format->id;
349 /* Look for newly appeared conversion */
350 if (fixup_flags & WINED3D_BUFFER_FIXUP_D3DCOLOR && format == WINED3DFMT_B8G8R8A8_UNORM)
352 ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run);
354 else if (fixup_flags & WINED3D_BUFFER_FIXUP_XYZRHW && si->position_transformed)
356 if (format != WINED3DFMT_R32G32B32A32_FLOAT)
358 FIXME("Unexpected format %s for transformed position.\n", debug_d3dformat(format));
359 return FALSE;
362 ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run);
364 else if (This->conversion_map)
366 ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run);
369 return ret;
372 static BOOL buffer_find_decl(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
373 const struct wined3d_state *state, DWORD fixup_flags)
375 UINT stride_this_run = 0;
376 BOOL ret = FALSE;
378 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
379 * Once we have our declaration there is no need to look it up again. Index buffers also never need
380 * conversion, so once the (empty) conversion structure is created don't bother checking again
382 if (This->flags & WINED3D_BUFFER_HASDESC)
384 if(This->resource.usage & WINED3DUSAGE_STATICDECL) return FALSE;
387 if (!fixup_flags)
389 TRACE("No fixup required.\n");
390 if(This->conversion_map)
392 heap_free(This->conversion_map);
393 This->conversion_map = NULL;
394 This->stride = 0;
395 return TRUE;
398 return FALSE;
401 TRACE("Finding vertex buffer conversion information\n");
402 /* Certain declaration types need some fixups before we can pass them to
403 * opengl. This means D3DCOLOR attributes with fixed function vertex
404 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
405 * GL_ARB_half_float_vertex is not supported.
407 * Note for d3d8 and d3d9:
408 * The vertex buffer FVF doesn't help with finding them, we have to use
409 * the decoded vertex declaration and pick the things that concern the
410 * current buffer. A problem with this is that this can change between
411 * draws, so we have to validate the information and reprocess the buffer
412 * if it changes, and avoid false positives for performance reasons.
413 * WineD3D doesn't even know the vertex buffer any more, it is managed
414 * by the client libraries and passed to SetStreamSource and ProcessVertices
415 * as needed.
417 * We have to distinguish between vertex shaders and fixed function to
418 * pick the way we access the strided vertex information.
420 * This code sets up a per-byte array with the size of the detected
421 * stride of the arrays in the buffer. For each byte we have a field
422 * that marks the conversion needed on this byte. For example, the
423 * following declaration with fixed function vertex processing:
425 * POSITIONT, FLOAT4
426 * NORMAL, FLOAT3
427 * DIFFUSE, FLOAT16_4
428 * SPECULAR, D3DCOLOR
430 * Will result in
431 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
432 * [P][P][P][P][P][P][P][P][P][P][P][P][P][P][P][P][0][0][0][0][0][0][0][0][0][0][0][0][F][F][F][F][F][F][F][F][C][C][C][C]
434 * Where in this example map P means 4 component position conversion, 0
435 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
436 * conversion (red / blue swizzle).
438 * If we're doing conversion and the stride changes we have to reconvert
439 * the whole buffer. Note that we do not mind if the semantic changes,
440 * we only care for the conversion type. So if the NORMAL is replaced
441 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
442 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
443 * conversion types depend on the semantic as well, for example a FLOAT4
444 * texcoord needs no conversion while a FLOAT4 positiont needs one
447 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_POSITION,
448 fixup_flags, &stride_this_run) || ret;
449 fixup_flags &= ~WINED3D_BUFFER_FIXUP_XYZRHW;
451 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_BLENDWEIGHT,
452 fixup_flags, &stride_this_run) || ret;
453 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_BLENDINDICES,
454 fixup_flags, &stride_this_run) || ret;
455 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_NORMAL,
456 fixup_flags, &stride_this_run) || ret;
457 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_DIFFUSE,
458 fixup_flags, &stride_this_run) || ret;
459 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_SPECULAR,
460 fixup_flags, &stride_this_run) || ret;
461 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD0,
462 fixup_flags, &stride_this_run) || ret;
463 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD1,
464 fixup_flags, &stride_this_run) || ret;
465 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD2,
466 fixup_flags, &stride_this_run) || ret;
467 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD3,
468 fixup_flags, &stride_this_run) || ret;
469 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD4,
470 fixup_flags, &stride_this_run) || ret;
471 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD5,
472 fixup_flags, &stride_this_run) || ret;
473 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD6,
474 fixup_flags, &stride_this_run) || ret;
475 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD7,
476 fixup_flags, &stride_this_run) || ret;
478 if (!stride_this_run && This->conversion_map)
480 /* Sanity test */
481 if (!ret)
482 ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
483 heap_free(This->conversion_map);
484 This->conversion_map = NULL;
485 This->stride = 0;
488 if (ret) TRACE("Conversion information changed\n");
490 return ret;
493 static inline unsigned int fixup_d3dcolor(DWORD *dst_color)
495 DWORD src_color = *dst_color;
497 /* Color conversion like in draw_primitive_immediate_mode(). Watch out for
498 * endianness. If we want this to work on big-endian machines as well we
499 * have to consider more things.
501 * 0xff000000: Alpha mask
502 * 0x00ff0000: Blue mask
503 * 0x0000ff00: Green mask
504 * 0x000000ff: Red mask
506 *dst_color = 0;
507 *dst_color |= (src_color & 0xff00ff00u); /* Alpha Green */
508 *dst_color |= (src_color & 0x00ff0000u) >> 16; /* Red */
509 *dst_color |= (src_color & 0x000000ffu) << 16; /* Blue */
511 return sizeof(*dst_color);
514 static inline unsigned int fixup_transformed_pos(struct wined3d_vec4 *p)
516 /* rhw conversion like in position_float4(). */
517 if (p->w != 1.0f && p->w != 0.0f)
519 float w = 1.0f / p->w;
520 p->x *= w;
521 p->y *= w;
522 p->z *= w;
523 p->w = w;
526 return sizeof(*p);
529 ULONG CDECL wined3d_buffer_incref(struct wined3d_buffer *buffer)
531 ULONG refcount = InterlockedIncrement(&buffer->resource.ref);
533 TRACE("%p increasing refcount to %u.\n", buffer, refcount);
535 return refcount;
538 /* Context activation is done by the caller. */
539 static void wined3d_buffer_gl_upload_ranges(struct wined3d_buffer_gl *buffer_gl, struct wined3d_context *context,
540 const void *data, unsigned int data_offset, unsigned int range_count, const struct wined3d_map_range *ranges)
542 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
543 const struct wined3d_gl_info *gl_info = context->gl_info;
544 const struct wined3d_map_range *range;
546 wined3d_buffer_gl_bind(buffer_gl, context_gl);
548 while (range_count--)
550 range = &ranges[range_count];
551 GL_EXTCALL(glBufferSubData(buffer_gl->buffer_type_hint,
552 range->offset, range->size, (BYTE *)data + range->offset - data_offset));
554 checkGLcall("glBufferSubData");
557 static void buffer_conversion_upload(struct wined3d_buffer *buffer, struct wined3d_context *context)
559 unsigned int i, j, range_idx, start, end, vertex_count;
560 BYTE *data;
562 if (!wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM))
564 ERR("Failed to load system memory.\n");
565 return;
567 buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
569 /* Now for each vertex in the buffer that needs conversion. */
570 vertex_count = buffer->resource.size / buffer->stride;
572 if (!(data = heap_alloc(buffer->resource.size)))
574 ERR("Out of memory.\n");
575 return;
578 for (range_idx = 0; range_idx < buffer->modified_areas; ++range_idx)
580 start = buffer->maps[range_idx].offset;
581 end = start + buffer->maps[range_idx].size;
583 memcpy(data + start, (BYTE *)buffer->resource.heap_memory + start, end - start);
584 for (i = start / buffer->stride; i < min((end / buffer->stride) + 1, vertex_count); ++i)
586 for (j = 0; j < buffer->stride;)
588 switch (buffer->conversion_map[j])
590 case CONV_NONE:
591 /* Done already */
592 j += sizeof(DWORD);
593 break;
594 case CONV_D3DCOLOR:
595 j += fixup_d3dcolor((DWORD *) (data + i * buffer->stride + j));
596 break;
597 case CONV_POSITIONT:
598 j += fixup_transformed_pos((struct wined3d_vec4 *) (data + i * buffer->stride + j));
599 break;
600 default:
601 FIXME("Unimplemented conversion %d in shifted conversion.\n", buffer->conversion_map[j]);
602 ++j;
608 wined3d_buffer_gl_upload_ranges(wined3d_buffer_gl(buffer),
609 context, data, 0, buffer->modified_areas, buffer->maps);
611 heap_free(data);
614 static BOOL wined3d_buffer_prepare_location(struct wined3d_buffer *buffer,
615 struct wined3d_context *context, DWORD location)
617 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
618 struct wined3d_buffer_gl *buffer_gl = wined3d_buffer_gl(buffer);
620 switch (location)
622 case WINED3D_LOCATION_SYSMEM:
623 if (buffer->resource.heap_memory)
624 return TRUE;
626 if (!wined3d_resource_allocate_sysmem(&buffer->resource))
627 return FALSE;
628 return TRUE;
630 case WINED3D_LOCATION_BUFFER:
631 if (buffer_gl->buffer_object)
632 return TRUE;
634 if (!(buffer->flags & WINED3D_BUFFER_USE_BO))
636 WARN("Trying to create BO for buffer %p with no WINED3D_BUFFER_USE_BO.\n", buffer);
637 return FALSE;
639 return wined3d_buffer_gl_create_buffer_object(buffer_gl, context_gl);
641 default:
642 ERR("Invalid location %s.\n", wined3d_debug_location(location));
643 return FALSE;
647 BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer,
648 struct wined3d_context *context, DWORD location)
650 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
651 struct wined3d_buffer_gl *buffer_gl = wined3d_buffer_gl(buffer);
652 const struct wined3d_gl_info *gl_info = context->gl_info;
654 TRACE("buffer %p, context %p, location %s.\n",
655 buffer, context, wined3d_debug_location(location));
657 if (buffer->locations & location)
659 TRACE("Location (%#x) is already up to date.\n", location);
660 return TRUE;
663 if (!buffer->locations)
665 ERR("Buffer %p does not have any up to date location.\n", buffer);
666 wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_DISCARDED);
667 return wined3d_buffer_load_location(buffer, context, location);
670 TRACE("Current buffer location %s.\n", wined3d_debug_location(buffer->locations));
672 if (!wined3d_buffer_prepare_location(buffer, context, location))
673 return FALSE;
675 if (buffer->locations & WINED3D_LOCATION_DISCARDED)
677 TRACE("Buffer previously discarded, nothing to do.\n");
678 wined3d_buffer_validate_location(buffer, location);
679 wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_DISCARDED);
680 return TRUE;
683 switch (location)
685 case WINED3D_LOCATION_SYSMEM:
686 wined3d_buffer_gl_bind(buffer_gl, context_gl);
687 GL_EXTCALL(glGetBufferSubData(buffer_gl->buffer_type_hint, 0, buffer->resource.size,
688 buffer->resource.heap_memory));
689 checkGLcall("buffer download");
690 break;
692 case WINED3D_LOCATION_BUFFER:
693 if (!buffer->conversion_map)
694 wined3d_buffer_gl_upload_ranges(buffer_gl, context, buffer->resource.heap_memory,
695 0, buffer->modified_areas, buffer->maps);
696 else
697 buffer_conversion_upload(buffer, context);
698 break;
700 default:
701 ERR("Invalid location %s.\n", wined3d_debug_location(location));
702 return FALSE;
705 wined3d_buffer_validate_location(buffer, location);
706 if (buffer->resource.heap_memory && location == WINED3D_LOCATION_BUFFER
707 && !(buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
708 wined3d_buffer_evict_sysmem(buffer);
710 return TRUE;
713 /* Context activation is done by the caller. */
714 BYTE *wined3d_buffer_load_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context)
716 if (wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM))
717 buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
718 return buffer->resource.heap_memory;
721 DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer,
722 struct wined3d_bo_address *data, DWORD locations)
724 TRACE("buffer %p, data %p, locations %s.\n",
725 buffer, data, wined3d_debug_location(locations));
727 if (locations & WINED3D_LOCATION_BUFFER)
729 data->buffer_object = wined3d_buffer_gl(buffer)->buffer_object;
730 data->addr = NULL;
731 return WINED3D_LOCATION_BUFFER;
733 if (locations & WINED3D_LOCATION_SYSMEM)
735 data->buffer_object = 0;
736 data->addr = buffer->resource.heap_memory;
737 return WINED3D_LOCATION_SYSMEM;
740 ERR("Unexpected locations %s.\n", wined3d_debug_location(locations));
741 data->buffer_object = 0;
742 data->addr = NULL;
743 return 0;
746 static void buffer_unload(struct wined3d_resource *resource)
748 struct wined3d_buffer *buffer = buffer_from_resource(resource);
750 TRACE("buffer %p.\n", buffer);
752 if (wined3d_buffer_gl(buffer)->buffer_object)
754 struct wined3d_context *context;
756 context = context_acquire(resource->device, NULL, 0);
758 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
759 wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_BUFFER);
760 wined3d_buffer_gl_destroy_buffer_object(wined3d_buffer_gl(buffer), wined3d_context_gl(context));
761 buffer_clear_dirty_areas(buffer);
763 context_release(context);
765 heap_free(buffer->conversion_map);
766 buffer->conversion_map = NULL;
767 buffer->stride = 0;
768 buffer->conversion_stride = 0;
769 buffer->flags &= ~WINED3D_BUFFER_HASDESC;
772 resource_unload(resource);
775 static void wined3d_buffer_drop_bo(struct wined3d_buffer *buffer)
777 buffer->flags &= ~WINED3D_BUFFER_USE_BO;
778 buffer_unload(&buffer->resource);
781 static void wined3d_buffer_gl_destroy_object(void *object)
783 struct wined3d_buffer_gl *buffer_gl = object;
784 struct wined3d_context *context;
786 if (buffer_gl->buffer_object)
788 context = context_acquire(buffer_gl->b.resource.device, NULL, 0);
789 wined3d_buffer_gl_destroy_buffer_object(buffer_gl, wined3d_context_gl(context));
790 context_release(context);
792 heap_free(buffer_gl->b.conversion_map);
795 heap_free(buffer_gl->b.maps);
796 heap_free(buffer_gl);
799 ULONG CDECL wined3d_buffer_decref(struct wined3d_buffer *buffer)
801 ULONG refcount = InterlockedDecrement(&buffer->resource.ref);
803 TRACE("%p decreasing refcount to %u.\n", buffer, refcount);
805 if (!refcount)
807 buffer->resource.parent_ops->wined3d_object_destroyed(buffer->resource.parent);
808 resource_cleanup(&buffer->resource);
809 wined3d_cs_destroy_object(buffer->resource.device->cs,
810 wined3d_buffer_gl_destroy_object, wined3d_buffer_gl(buffer));
813 return refcount;
816 void * CDECL wined3d_buffer_get_parent(const struct wined3d_buffer *buffer)
818 TRACE("buffer %p.\n", buffer);
820 return buffer->resource.parent;
823 /* The caller provides a context and binds the buffer */
824 static void wined3d_buffer_gl_sync_apple(struct wined3d_buffer_gl *buffer_gl,
825 DWORD flags, const struct wined3d_gl_info *gl_info)
827 enum wined3d_fence_result ret;
828 HRESULT hr;
830 /* No fencing needs to be done if the app promises not to overwrite
831 * existing data. */
832 if (flags & WINED3D_MAP_NOOVERWRITE)
833 return;
835 if (flags & WINED3D_MAP_DISCARD)
837 GL_EXTCALL(glBufferData(buffer_gl->buffer_type_hint, buffer_gl->b.resource.size,
838 NULL, buffer_gl->buffer_object_usage));
839 checkGLcall("glBufferData");
840 return;
843 if (!buffer_gl->b.fence)
845 TRACE("Creating fence for buffer %p.\n", buffer_gl);
847 if (FAILED(hr = wined3d_fence_create(buffer_gl->b.resource.device, &buffer_gl->b.fence)))
849 if (hr == WINED3DERR_NOTAVAILABLE)
850 FIXME("Fences not supported, dropping async buffer locks.\n");
851 else
852 ERR("Failed to create fence, hr %#x.\n", hr);
853 goto drop_fence;
856 /* Since we don't know about old draws a glFinish is needed once */
857 gl_info->gl_ops.gl.p_glFinish();
858 return;
861 TRACE("Synchronizing buffer %p.\n", buffer_gl);
862 ret = wined3d_fence_wait(buffer_gl->b.fence, buffer_gl->b.resource.device);
863 switch (ret)
865 case WINED3D_FENCE_NOT_STARTED:
866 case WINED3D_FENCE_OK:
867 /* All done */
868 return;
870 case WINED3D_FENCE_WRONG_THREAD:
871 WARN("Cannot synchronize buffer lock due to a thread conflict.\n");
872 goto drop_fence;
874 default:
875 ERR("wined3d_fence_wait() returned %u, dropping async buffer locks.\n", ret);
876 goto drop_fence;
879 drop_fence:
880 if (buffer_gl->b.fence)
882 wined3d_fence_destroy(buffer_gl->b.fence);
883 buffer_gl->b.fence = NULL;
886 gl_info->gl_ops.gl.p_glFinish();
887 GL_EXTCALL(glBufferParameteriAPPLE(buffer_gl->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE));
888 checkGLcall("glBufferParameteriAPPLE(buffer_gl->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
889 buffer_gl->b.flags &= ~WINED3D_BUFFER_APPLESYNC;
892 static void buffer_mark_used(struct wined3d_buffer *buffer)
894 buffer->flags &= ~WINED3D_BUFFER_DISCARD;
897 /* Context activation is done by the caller. */
898 void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *context,
899 const struct wined3d_state *state)
901 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
902 BOOL decl_changed = FALSE;
904 TRACE("buffer %p.\n", buffer);
906 if (buffer->resource.map_count)
908 WARN("Buffer is mapped, skipping preload.\n");
909 return;
912 buffer_mark_used(buffer);
914 /* TODO: Make converting independent from VBOs */
915 if (!(buffer->flags & WINED3D_BUFFER_USE_BO))
917 /* Not doing any conversion */
918 return;
921 if (!wined3d_buffer_prepare_location(buffer, context, WINED3D_LOCATION_BUFFER))
923 ERR("Failed to prepare buffer location.\n");
924 return;
927 /* Reading the declaration makes only sense if we have valid state information
928 * (i.e., if this function is called during draws). */
929 if (state)
931 DWORD fixup_flags = 0;
933 if (!use_vs(state))
935 if (!d3d_info->vertex_bgra && !d3d_info->ffp_generic_attributes)
936 fixup_flags |= WINED3D_BUFFER_FIXUP_D3DCOLOR;
937 if (!d3d_info->xyzrhw)
938 fixup_flags |= WINED3D_BUFFER_FIXUP_XYZRHW;
941 decl_changed = buffer_find_decl(buffer, &context->stream_info, state, fixup_flags);
942 buffer->flags |= WINED3D_BUFFER_HASDESC;
945 if (!decl_changed && !(buffer->flags & WINED3D_BUFFER_HASDESC && buffer_is_dirty(buffer)))
947 ++buffer->draw_count;
948 if (buffer->draw_count > VB_RESETDECLCHANGE)
949 buffer->decl_change_count = 0;
950 if (buffer->draw_count > VB_RESETFULLCONVS)
951 buffer->full_conversion_count = 0;
952 return;
955 /* If applications change the declaration over and over, reconverting all the time is a huge
956 * performance hit. So count the declaration changes and release the VBO if there are too many
957 * of them (and thus stop converting)
959 if (decl_changed)
961 ++buffer->decl_change_count;
962 buffer->draw_count = 0;
964 if (buffer->decl_change_count > VB_MAXDECLCHANGES
965 || (buffer->conversion_map && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)))
967 FIXME("Too many declaration changes or converting dynamic buffer, stopping converting.\n");
968 wined3d_buffer_drop_bo(buffer);
969 return;
972 /* The declaration changed, reload the whole buffer. */
973 WARN("Reloading buffer because of a vertex declaration change.\n");
974 buffer_invalidate_bo_range(buffer, 0, 0);
976 else
978 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
979 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
980 * decl changes and reset the decl change count after a specific number of them
982 if (buffer->conversion_map && buffer_is_fully_dirty(buffer))
984 ++buffer->full_conversion_count;
985 if (buffer->full_conversion_count > VB_MAXFULLCONVERSIONS)
987 FIXME("Too many full buffer conversions, stopping converting.\n");
988 wined3d_buffer_drop_bo(buffer);
989 return;
992 else
994 ++buffer->draw_count;
995 if (buffer->draw_count > VB_RESETDECLCHANGE)
996 buffer->decl_change_count = 0;
997 if (buffer->draw_count > VB_RESETFULLCONVS)
998 buffer->full_conversion_count = 0;
1002 if (!wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER))
1003 ERR("Failed to load buffer location.\n");
1006 struct wined3d_resource * CDECL wined3d_buffer_get_resource(struct wined3d_buffer *buffer)
1008 TRACE("buffer %p.\n", buffer);
1010 return &buffer->resource;
1013 static HRESULT wined3d_buffer_gl_map(struct wined3d_buffer_gl *buffer_gl,
1014 unsigned int offset, unsigned int size, BYTE **data, DWORD flags)
1016 struct wined3d_device *device = buffer_gl->b.resource.device;
1017 struct wined3d_context_gl *context_gl;
1018 struct wined3d_context *context;
1019 LONG count;
1020 BYTE *base;
1022 TRACE("buffer_gl %p, offset %u, size %u, data %p, flags %#x.\n", buffer_gl, offset, size, data, flags);
1024 count = ++buffer_gl->b.resource.map_count;
1026 if (buffer_gl->buffer_object)
1028 unsigned int dirty_offset = offset, dirty_size = size;
1030 /* DISCARD invalidates the entire buffer, regardless of the specified
1031 * offset and size. Some applications also depend on the entire buffer
1032 * being uploaded in that case. Two such applications are Port Royale
1033 * and Darkstar One. */
1034 if (flags & WINED3D_MAP_DISCARD)
1036 dirty_offset = 0;
1037 dirty_size = 0;
1040 if (((flags & WINED3D_MAP_WRITE) && !(flags & (WINED3D_MAP_NOOVERWRITE | WINED3D_MAP_DISCARD)))
1041 || (!(flags & WINED3D_MAP_WRITE) && (buffer_gl->b.locations & WINED3D_LOCATION_SYSMEM))
1042 || buffer_gl->b.flags & WINED3D_BUFFER_PIN_SYSMEM)
1044 if (!(buffer_gl->b.locations & WINED3D_LOCATION_SYSMEM))
1046 context = context_acquire(device, NULL, 0);
1047 wined3d_buffer_load_location(&buffer_gl->b, context, WINED3D_LOCATION_SYSMEM);
1048 context_release(context);
1051 if (flags & WINED3D_MAP_WRITE)
1052 wined3d_buffer_invalidate_range(&buffer_gl->b, WINED3D_LOCATION_BUFFER, dirty_offset, dirty_size);
1054 else
1056 const struct wined3d_gl_info *gl_info;
1058 context = context_acquire(device, NULL, 0);
1059 context_gl = wined3d_context_gl(context);
1060 gl_info = context->gl_info;
1062 if (flags & WINED3D_MAP_DISCARD)
1063 wined3d_buffer_validate_location(&buffer_gl->b, WINED3D_LOCATION_BUFFER);
1064 else
1065 wined3d_buffer_load_location(&buffer_gl->b, context, WINED3D_LOCATION_BUFFER);
1067 if (flags & WINED3D_MAP_WRITE)
1069 wined3d_buffer_invalidate_location(&buffer_gl->b, WINED3D_LOCATION_SYSMEM);
1070 buffer_invalidate_bo_range(&buffer_gl->b, dirty_offset, dirty_size);
1073 if ((flags & WINED3D_MAP_DISCARD) && buffer_gl->b.resource.heap_memory)
1074 wined3d_buffer_evict_sysmem(&buffer_gl->b);
1076 if (count == 1)
1078 wined3d_buffer_gl_bind(buffer_gl, context_gl);
1080 /* Filter redundant WINED3D_MAP_DISCARD maps. The 3DMark2001
1081 * multitexture fill rate test seems to depend on this. When
1082 * we map a buffer with GL_MAP_INVALIDATE_BUFFER_BIT, the
1083 * driver is free to discard the previous contents of the
1084 * buffer. The r600g driver only does this when the buffer is
1085 * currently in use, while the proprietary NVIDIA driver
1086 * appears to do this unconditionally. */
1087 if (buffer_gl->b.flags & WINED3D_BUFFER_DISCARD)
1088 flags &= ~WINED3D_MAP_DISCARD;
1090 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
1092 GLbitfield mapflags = wined3d_resource_gl_map_flags(flags);
1093 buffer_gl->b.map_ptr = GL_EXTCALL(glMapBufferRange(buffer_gl->buffer_type_hint,
1094 0, buffer_gl->b.resource.size, mapflags));
1095 checkGLcall("glMapBufferRange");
1097 else
1099 if (buffer_gl->b.flags & WINED3D_BUFFER_APPLESYNC)
1100 wined3d_buffer_gl_sync_apple(buffer_gl, flags, gl_info);
1101 buffer_gl->b.map_ptr = GL_EXTCALL(glMapBuffer(buffer_gl->buffer_type_hint,
1102 GL_READ_WRITE));
1103 checkGLcall("glMapBuffer");
1106 if (((DWORD_PTR)buffer_gl->b.map_ptr) & (RESOURCE_ALIGNMENT - 1))
1108 WARN("Pointer %p is not %u byte aligned.\n", buffer_gl->b.map_ptr, RESOURCE_ALIGNMENT);
1110 GL_EXTCALL(glUnmapBuffer(buffer_gl->buffer_type_hint));
1111 checkGLcall("glUnmapBuffer");
1112 buffer_gl->b.map_ptr = NULL;
1114 if (buffer_gl->b.resource.usage & WINED3DUSAGE_DYNAMIC)
1116 /* The extra copy is more expensive than not using VBOs at
1117 * all on the Nvidia Linux driver, which is the only driver
1118 * that returns unaligned pointers.
1120 TRACE("Dynamic buffer, dropping VBO.\n");
1121 wined3d_buffer_drop_bo(&buffer_gl->b);
1123 else
1125 TRACE("Falling back to doublebuffered operation.\n");
1126 wined3d_buffer_load_location(&buffer_gl->b, context, WINED3D_LOCATION_SYSMEM);
1127 buffer_gl->b.flags |= WINED3D_BUFFER_PIN_SYSMEM;
1129 TRACE("New pointer is %p.\n", buffer_gl->b.resource.heap_memory);
1133 context_release(context);
1136 if (flags & WINED3D_MAP_DISCARD)
1137 buffer_gl->b.flags |= WINED3D_BUFFER_DISCARD;
1140 base = buffer_gl->b.map_ptr ? buffer_gl->b.map_ptr : buffer_gl->b.resource.heap_memory;
1141 *data = base + offset;
1143 TRACE("Returning memory at %p (base %p, offset %u).\n", *data, base, offset);
1144 /* TODO: check Flags compatibility with buffer->currentDesc.Usage (see MSDN) */
1146 return WINED3D_OK;
1149 static void wined3d_buffer_gl_unmap(struct wined3d_buffer_gl *buffer_gl)
1151 ULONG i;
1153 TRACE("buffer_gl %p.\n", buffer_gl);
1155 /* In the case that the number of Unmap calls > the
1156 * number of Map calls, d3d returns always D3D_OK.
1157 * This is also needed to prevent Map from returning garbage on
1158 * the next call (this will happen if the lock_count is < 0). */
1159 if (!buffer_gl->b.resource.map_count)
1161 WARN("Unmap called without a previous map call.\n");
1162 return;
1165 if (--buffer_gl->b.resource.map_count)
1167 /* Delay loading the buffer until everything is unlocked */
1168 TRACE("Ignoring unmap.\n");
1169 return;
1172 if (buffer_gl->b.map_ptr)
1174 struct wined3d_device *device = buffer_gl->b.resource.device;
1175 const struct wined3d_gl_info *gl_info;
1176 struct wined3d_context_gl *context_gl;
1177 struct wined3d_context *context;
1179 context = context_acquire(device, NULL, 0);
1180 context_gl = wined3d_context_gl(context);
1181 gl_info = context->gl_info;
1183 wined3d_buffer_gl_bind(buffer_gl, context_gl);
1185 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
1187 for (i = 0; i < buffer_gl->b.modified_areas; ++i)
1189 GL_EXTCALL(glFlushMappedBufferRange(buffer_gl->buffer_type_hint,
1190 buffer_gl->b.maps[i].offset, buffer_gl->b.maps[i].size));
1191 checkGLcall("glFlushMappedBufferRange");
1194 else if (buffer_gl->b.flags & WINED3D_BUFFER_APPLESYNC)
1196 for (i = 0; i < buffer_gl->b.modified_areas; ++i)
1198 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(buffer_gl->buffer_type_hint,
1199 buffer_gl->b.maps[i].offset, buffer_gl->b.maps[i].size));
1200 checkGLcall("glFlushMappedBufferRangeAPPLE");
1204 GL_EXTCALL(glUnmapBuffer(buffer_gl->buffer_type_hint));
1205 context_release(context);
1207 buffer_clear_dirty_areas(&buffer_gl->b);
1208 buffer_gl->b.map_ptr = NULL;
1212 void wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset,
1213 struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size)
1215 struct wined3d_bo_address dst, src;
1216 struct wined3d_context *context;
1217 DWORD dst_location;
1219 buffer_mark_used(dst_buffer);
1220 buffer_mark_used(src_buffer);
1222 dst_location = wined3d_buffer_get_memory(dst_buffer, &dst, dst_buffer->locations);
1223 dst.addr += dst_offset;
1225 wined3d_buffer_get_memory(src_buffer, &src, src_buffer->locations);
1226 src.addr += src_offset;
1228 context = context_acquire(dst_buffer->resource.device, NULL, 0);
1229 wined3d_context_gl_copy_bo_address(wined3d_context_gl(context),
1230 &dst, wined3d_buffer_gl(dst_buffer)->buffer_type_hint,
1231 &src, wined3d_buffer_gl(src_buffer)->buffer_type_hint, size);
1232 context_release(context);
1234 wined3d_buffer_invalidate_range(dst_buffer, ~dst_location, dst_offset, size);
1237 void wined3d_buffer_upload_data(struct wined3d_buffer *buffer, struct wined3d_context *context,
1238 const struct wined3d_box *box, const void *data)
1240 struct wined3d_map_range range;
1242 if (box)
1244 range.offset = box->left;
1245 range.size = box->right - box->left;
1247 else
1249 range.offset = 0;
1250 range.size = buffer->resource.size;
1253 wined3d_buffer_gl_upload_ranges(wined3d_buffer_gl(buffer), context, data, range.offset, 1, &range);
1256 static void wined3d_buffer_init_data(struct wined3d_buffer *buffer,
1257 struct wined3d_device *device, const struct wined3d_sub_resource_data *data)
1259 struct wined3d_resource *resource = &buffer->resource;
1260 struct wined3d_bo_address bo;
1261 struct wined3d_box box;
1263 if (buffer->flags & WINED3D_BUFFER_USE_BO)
1265 wined3d_box_set(&box, 0, 0, resource->size, 1, 0, 1);
1266 wined3d_cs_emit_update_sub_resource(device->cs, resource,
1267 0, &box, data->data, data->row_pitch, data->slice_pitch);
1269 else
1271 wined3d_buffer_get_memory(buffer, &bo, WINED3D_LOCATION_SYSMEM);
1272 memcpy(bo.addr, data->data, resource->size);
1273 wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_SYSMEM);
1274 wined3d_buffer_invalidate_location(buffer, ~WINED3D_LOCATION_SYSMEM);
1278 static ULONG buffer_resource_incref(struct wined3d_resource *resource)
1280 return wined3d_buffer_incref(buffer_from_resource(resource));
1283 static ULONG buffer_resource_decref(struct wined3d_resource *resource)
1285 return wined3d_buffer_decref(buffer_from_resource(resource));
1288 static void buffer_resource_preload(struct wined3d_resource *resource)
1290 struct wined3d_context *context;
1292 context = context_acquire(resource->device, NULL, 0);
1293 wined3d_buffer_load(buffer_from_resource(resource), context, NULL);
1294 context_release(context);
1297 static HRESULT buffer_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx,
1298 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags)
1300 struct wined3d_buffer_gl *buffer_gl = wined3d_buffer_gl(buffer_from_resource(resource));
1301 UINT offset, size;
1303 if (sub_resource_idx)
1305 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
1306 return E_INVALIDARG;
1309 if (box)
1311 offset = box->left;
1312 size = box->right - box->left;
1314 else
1316 offset = size = 0;
1319 map_desc->row_pitch = map_desc->slice_pitch = resource->size;
1320 return wined3d_buffer_gl_map(buffer_gl, offset, size, (BYTE **)&map_desc->data, flags);
1323 static HRESULT buffer_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
1325 if (sub_resource_idx)
1327 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
1328 return E_INVALIDARG;
1331 wined3d_buffer_gl_unmap(wined3d_buffer_gl(buffer_from_resource(resource)));
1332 return WINED3D_OK;
1335 static const struct wined3d_resource_ops buffer_resource_ops =
1337 buffer_resource_incref,
1338 buffer_resource_decref,
1339 buffer_resource_preload,
1340 buffer_unload,
1341 buffer_resource_sub_resource_map,
1342 buffer_resource_sub_resource_unmap,
1345 static GLenum buffer_type_hint_from_bind_flags(const struct wined3d_gl_info *gl_info,
1346 unsigned int bind_flags)
1348 if (bind_flags == WINED3D_BIND_INDEX_BUFFER)
1349 return GL_ELEMENT_ARRAY_BUFFER;
1351 if (bind_flags & (WINED3D_BIND_SHADER_RESOURCE | WINED3D_BIND_UNORDERED_ACCESS)
1352 && gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
1353 return GL_TEXTURE_BUFFER;
1355 if (bind_flags & WINED3D_BIND_CONSTANT_BUFFER)
1356 return GL_UNIFORM_BUFFER;
1358 if (bind_flags & WINED3D_BIND_STREAM_OUTPUT)
1359 return GL_TRANSFORM_FEEDBACK_BUFFER;
1361 if (bind_flags & ~(WINED3D_BIND_VERTEX_BUFFER | WINED3D_BIND_INDEX_BUFFER))
1362 FIXME("Unhandled bind flags %#x.\n", bind_flags);
1364 return GL_ARRAY_BUFFER;
1367 static HRESULT wined3d_buffer_init(struct wined3d_buffer *buffer, struct wined3d_device *device,
1368 const struct wined3d_buffer_desc *desc, const struct wined3d_sub_resource_data *data,
1369 void *parent, const struct wined3d_parent_ops *parent_ops)
1371 const struct wined3d_format *format = wined3d_get_format(device->adapter, WINED3DFMT_UNKNOWN, desc->bind_flags);
1372 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1373 struct wined3d_resource *resource = &buffer->resource;
1374 BOOL dynamic_buffer_ok;
1375 HRESULT hr;
1377 if (!desc->byte_width)
1379 WARN("Size 0 requested, returning E_INVALIDARG.\n");
1380 return E_INVALIDARG;
1383 if (desc->bind_flags & WINED3D_BIND_CONSTANT_BUFFER && desc->byte_width & (WINED3D_CONSTANT_BUFFER_ALIGNMENT - 1))
1385 WARN("Size %#x is not suitably aligned for constant buffers.\n", desc->byte_width);
1386 return E_INVALIDARG;
1389 if (data && !data->data)
1391 WARN("Invalid sub-resource data specified.\n");
1392 return E_INVALIDARG;
1395 if (FAILED(hr = resource_init(resource, device, WINED3D_RTYPE_BUFFER, format,
1396 WINED3D_MULTISAMPLE_NONE, 0, desc->usage, desc->bind_flags, desc->access,
1397 desc->byte_width, 1, 1, desc->byte_width, parent, parent_ops, &buffer_resource_ops)))
1399 WARN("Failed to initialize resource, hr %#x.\n", hr);
1400 return hr;
1402 buffer->structure_byte_stride = desc->structure_byte_stride;
1403 buffer->locations = data ? WINED3D_LOCATION_DISCARDED : WINED3D_LOCATION_SYSMEM;
1405 TRACE("buffer %p, size %#x, usage %#x, format %s, memory @ %p.\n",
1406 buffer, buffer->resource.size, buffer->resource.usage,
1407 debug_d3dformat(buffer->resource.format->id), buffer->resource.heap_memory);
1409 if (device->create_parms.flags & WINED3DCREATE_SOFTWARE_VERTEXPROCESSING
1410 || wined3d_resource_access_is_managed(desc->access))
1412 /* SWvp and managed buffers always return the same pointer in buffer
1413 * maps and retain data in DISCARD maps. Keep a system memory copy of
1414 * the buffer to provide the same behavior to the application. */
1415 TRACE("Pinning system memory.\n");
1416 buffer->flags |= WINED3D_BUFFER_PIN_SYSMEM;
1417 buffer->locations = WINED3D_LOCATION_SYSMEM;
1420 /* Observations show that draw_primitive_immediate_mode() is faster on
1421 * dynamic vertex buffers than converting + draw_primitive_arrays().
1422 * (Half-Life 2 and others.) */
1423 dynamic_buffer_ok = gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] || gl_info->supported[ARB_MAP_BUFFER_RANGE];
1425 if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
1427 TRACE("Not creating a BO because GL_ARB_vertex_buffer is not supported.\n");
1429 else if (!(desc->access & WINED3D_RESOURCE_ACCESS_GPU))
1431 TRACE("Not creating a BO because the buffer is not GPU accessible.\n");
1433 else if (!dynamic_buffer_ok && (resource->usage & WINED3DUSAGE_DYNAMIC))
1435 TRACE("Not creating a BO because the buffer has dynamic usage and no GL support.\n");
1437 else
1439 buffer->flags |= WINED3D_BUFFER_USE_BO;
1442 if (buffer->locations & WINED3D_LOCATION_SYSMEM || !(buffer->flags & WINED3D_BUFFER_USE_BO))
1444 if (!wined3d_resource_allocate_sysmem(&buffer->resource))
1445 return E_OUTOFMEMORY;
1448 if (!(buffer->maps = heap_alloc(sizeof(*buffer->maps))))
1450 ERR("Out of memory.\n");
1451 buffer_unload(resource);
1452 resource_cleanup(resource);
1453 wined3d_resource_wait_idle(resource);
1454 return E_OUTOFMEMORY;
1456 buffer->maps_size = 1;
1458 if (data)
1459 wined3d_buffer_init_data(buffer, device, data);
1461 return WINED3D_OK;
1464 HRESULT CDECL wined3d_buffer_create(struct wined3d_device *device, const struct wined3d_buffer_desc *desc,
1465 const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops,
1466 struct wined3d_buffer **buffer)
1468 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1469 struct wined3d_buffer_gl *object;
1470 HRESULT hr;
1472 TRACE("device %p, desc byte_width %u, usage %s, bind_flags %s, access %s, data %p, parent %p, "
1473 "parent_ops %p, buffer %p.\n",
1474 device, desc->byte_width, debug_d3dusage(desc->usage),
1475 wined3d_debug_bind_flags(desc->bind_flags), wined3d_debug_resource_access(desc->access),
1476 data, parent, parent_ops, buffer);
1478 if (!(object = heap_alloc_zero(sizeof(*object))))
1479 return E_OUTOFMEMORY;
1481 object->buffer_type_hint = buffer_type_hint_from_bind_flags(gl_info, desc->bind_flags);
1483 if (FAILED(hr = wined3d_buffer_init(&object->b, device, desc, data, parent, parent_ops)))
1485 WARN("Failed to initialize buffer, hr %#x.\n", hr);
1486 heap_free(object);
1487 return hr;
1490 TRACE("Created buffer %p.\n", object);
1492 *buffer = &object->b;
1494 return WINED3D_OK;