wined3d: Simplify buffer_is_fully_dirty().
[wine.git] / dlls / wined3d / buffer.c
blobc82bfdb9c0908b63adbaca956312d9c63be64b43
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_CREATEBO 0x02 /* Create a buffer object for this buffer. */
34 #define WINED3D_BUFFER_DOUBLEBUFFER 0x04 /* Keep both a buffer object and a system memory copy for this buffer. */
35 #define WINED3D_BUFFER_DISCARD 0x08 /* A DISCARD lock has occurred since the last preload. */
36 #define WINED3D_BUFFER_SYNC 0x10 /* There has been at least one synchronized map since the last preload. */
37 #define WINED3D_BUFFER_APPLESYNC 0x20 /* Using sync as in GL_APPLE_flush_buffer_range. */
39 #define VB_MAXDECLCHANGES 100 /* After that number of decl changes we stop converting */
40 #define VB_RESETDECLCHANGE 1000 /* Reset the decl changecount after that number of draws */
41 #define VB_MAXFULLCONVERSIONS 5 /* Number of full conversions before we stop converting */
42 #define VB_RESETFULLCONVS 20 /* Reset full conversion counts after that number of draws */
44 static void buffer_invalidate_bo_range(struct wined3d_buffer *buffer, unsigned int offset, unsigned int size)
46 if (!offset && (!size || size == buffer->resource.size))
47 goto invalidate_all;
49 if (offset > buffer->resource.size || size > buffer->resource.size - offset)
51 WARN("Invalid range specified, invalidating entire buffer.\n");
52 goto invalidate_all;
55 if (buffer->modified_areas >= buffer->maps_size)
57 struct wined3d_map_range *new;
59 if (!(new = HeapReAlloc(GetProcessHeap(), 0, buffer->maps, 2 * buffer->maps_size * sizeof(*buffer->maps))))
61 ERR("Failed to allocate maps array, invalidating entire buffer.\n");
62 goto invalidate_all;
65 buffer->maps = new;
66 buffer->maps_size *= 2;
69 buffer->maps[buffer->modified_areas].offset = offset;
70 buffer->maps[buffer->modified_areas].size = size;
71 ++buffer->modified_areas;
72 return;
74 invalidate_all:
75 buffer->modified_areas = 1;
76 buffer->maps[0].offset = 0;
77 buffer->maps[0].size = buffer->resource.size;
80 static inline void buffer_clear_dirty_areas(struct wined3d_buffer *This)
82 This->modified_areas = 0;
85 static BOOL buffer_is_dirty(const struct wined3d_buffer *buffer)
87 return !!buffer->modified_areas;
90 static BOOL buffer_is_fully_dirty(const struct wined3d_buffer *buffer)
92 return buffer->modified_areas == 1
93 && !buffer->maps->offset && buffer->maps->size == buffer->resource.size;
96 /* Context activation is done by the caller. */
97 static void buffer_bind(struct wined3d_buffer *buffer, struct wined3d_context *context)
99 const struct wined3d_gl_info *gl_info = context->gl_info;
101 if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER)
102 context_invalidate_state(context, STATE_INDEXBUFFER);
104 GL_EXTCALL(glBindBuffer(buffer->buffer_type_hint, buffer->buffer_object));
107 /* Context activation is done by the caller */
108 static void delete_gl_buffer(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info)
110 if(!This->buffer_object) return;
112 GL_EXTCALL(glDeleteBuffers(1, &This->buffer_object));
113 checkGLcall("glDeleteBuffers");
114 This->buffer_object = 0;
116 if(This->query)
118 wined3d_event_query_destroy(This->query);
119 This->query = NULL;
121 This->flags &= ~WINED3D_BUFFER_APPLESYNC;
124 /* Context activation is done by the caller. */
125 static void buffer_create_buffer_object(struct wined3d_buffer *This, struct wined3d_context *context)
127 GLenum gl_usage = GL_STATIC_DRAW_ARB;
128 GLenum error;
129 const struct wined3d_gl_info *gl_info = context->gl_info;
131 TRACE("Creating an OpenGL vertex buffer object for wined3d_buffer %p with usage %s.\n",
132 This, debug_d3dusage(This->resource.usage));
134 /* Make sure that the gl error is cleared. Do not use checkGLcall
135 * here because checkGLcall just prints a fixme and continues. However,
136 * if an error during VBO creation occurs we can fall back to non-vbo operation
137 * with full functionality(but performance loss)
139 while (gl_info->gl_ops.gl.p_glGetError() != GL_NO_ERROR);
141 /* Basically the FVF parameter passed to CreateVertexBuffer is no good.
142 * The vertex declaration from the device determines how the data in the
143 * buffer is interpreted. This means that on each draw call the buffer has
144 * to be verified to check if the rhw and color values are in the correct
145 * format. */
147 GL_EXTCALL(glGenBuffers(1, &This->buffer_object));
148 error = gl_info->gl_ops.gl.p_glGetError();
149 if (!This->buffer_object || error != GL_NO_ERROR)
151 ERR("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error);
152 goto fail;
155 buffer_bind(This, context);
156 error = gl_info->gl_ops.gl.p_glGetError();
157 if (error != GL_NO_ERROR)
159 ERR("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error);
160 goto fail;
163 if (This->resource.usage & WINED3DUSAGE_DYNAMIC)
165 TRACE("Buffer has WINED3DUSAGE_DYNAMIC set.\n");
166 gl_usage = GL_STREAM_DRAW_ARB;
168 if(gl_info->supported[APPLE_FLUSH_BUFFER_RANGE])
170 GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE));
171 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE)");
172 GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE));
173 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE)");
174 This->flags |= WINED3D_BUFFER_APPLESYNC;
176 /* No setup is needed here for GL_ARB_map_buffer_range */
179 /* Reserve memory for the buffer. The amount of data won't change
180 * so we are safe with calling glBufferData once and
181 * calling glBufferSubData on updates. Upload the actual data in case
182 * we're not double buffering, so we can release the heap mem afterwards
184 GL_EXTCALL(glBufferData(This->buffer_type_hint, This->resource.size, This->resource.heap_memory, gl_usage));
185 error = gl_info->gl_ops.gl.p_glGetError();
186 if (error != GL_NO_ERROR)
188 ERR("glBufferData failed with error %s (%#x)\n", debug_glerror(error), error);
189 goto fail;
192 This->buffer_object_usage = gl_usage;
194 if (This->flags & WINED3D_BUFFER_DOUBLEBUFFER)
195 buffer_invalidate_bo_range(This, 0, 0);
196 else
197 wined3d_resource_free_sysmem(&This->resource);
199 return;
201 fail:
202 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
203 ERR("Failed to create a vertex buffer object. Continuing, but performance issues may occur\n");
204 delete_gl_buffer(This, gl_info);
205 buffer_clear_dirty_areas(This);
208 static BOOL buffer_process_converted_attribute(struct wined3d_buffer *buffer,
209 const enum wined3d_buffer_conversion_type conversion_type,
210 const struct wined3d_stream_info_element *attrib, DWORD *stride_this_run)
212 DWORD attrib_size;
213 BOOL ret = FALSE;
214 unsigned int i;
215 DWORD_PTR data;
217 /* Check for some valid situations which cause us pain. One is if the buffer is used for
218 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
219 * with different strides. In the 2nd case we might have to drop conversion entirely,
220 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
222 if (!attrib->stride)
224 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n",
225 debug_d3dformat(attrib->format->id));
227 else if(attrib->stride != *stride_this_run && *stride_this_run)
229 FIXME("Got two concurrent strides, %d and %d\n", attrib->stride, *stride_this_run);
231 else
233 *stride_this_run = attrib->stride;
234 if (buffer->stride != *stride_this_run)
236 /* We rely that this happens only on the first converted attribute that is found,
237 * if at all. See above check
239 TRACE("Reconverting because converted attributes occur, and the stride changed\n");
240 buffer->stride = *stride_this_run;
241 HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY, buffer->conversion_map);
242 buffer->conversion_map = wined3d_calloc(buffer->stride, sizeof(*buffer->conversion_map));
243 ret = TRUE;
247 data = ((DWORD_PTR)attrib->data.addr) % buffer->stride;
248 attrib_size = attrib->format->component_count * attrib->format->component_size;
249 for (i = 0; i < attrib_size; ++i)
251 DWORD_PTR idx = (data + i) % buffer->stride;
252 if (buffer->conversion_map[idx] != conversion_type)
254 TRACE("Byte %lu in vertex changed:\n", idx);
255 TRACE(" It was type %#x, is %#x now.\n", buffer->conversion_map[idx], conversion_type);
256 ret = TRUE;
257 buffer->conversion_map[idx] = conversion_type;
261 return ret;
264 #define WINED3D_BUFFER_FIXUP_D3DCOLOR 0x01
265 #define WINED3D_BUFFER_FIXUP_XYZRHW 0x02
267 static BOOL buffer_check_attribute(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
268 const struct wined3d_state *state, UINT attrib_idx, DWORD fixup_flags, DWORD *stride_this_run)
270 const struct wined3d_stream_info_element *attrib = &si->elements[attrib_idx];
271 enum wined3d_format_id format;
272 BOOL ret = FALSE;
274 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
275 * there, on nonexistent attribs the vbo is 0.
277 if (!(si->use_map & (1u << attrib_idx))
278 || state->streams[attrib->stream_idx].buffer != This)
279 return FALSE;
281 format = attrib->format->id;
282 /* Look for newly appeared conversion */
283 if (fixup_flags & WINED3D_BUFFER_FIXUP_D3DCOLOR && format == WINED3DFMT_B8G8R8A8_UNORM)
285 ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run);
287 else if (fixup_flags & WINED3D_BUFFER_FIXUP_XYZRHW && si->position_transformed)
289 if (format != WINED3DFMT_R32G32B32A32_FLOAT)
291 FIXME("Unexpected format %s for transformed position.\n", debug_d3dformat(format));
292 return FALSE;
295 ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run);
297 else if (This->conversion_map)
299 ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run);
302 return ret;
305 static BOOL buffer_find_decl(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
306 const struct wined3d_state *state, DWORD fixup_flags)
308 UINT stride_this_run = 0;
309 BOOL ret = FALSE;
311 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
312 * Once we have our declaration there is no need to look it up again. Index buffers also never need
313 * conversion, so once the (empty) conversion structure is created don't bother checking again
315 if (This->flags & WINED3D_BUFFER_HASDESC)
317 if(This->resource.usage & WINED3DUSAGE_STATICDECL) return FALSE;
320 if (!fixup_flags)
322 TRACE("No fixup required.\n");
323 if(This->conversion_map)
325 HeapFree(GetProcessHeap(), 0, This->conversion_map);
326 This->conversion_map = NULL;
327 This->stride = 0;
328 return TRUE;
331 return FALSE;
334 TRACE("Finding vertex buffer conversion information\n");
335 /* Certain declaration types need some fixups before we can pass them to
336 * opengl. This means D3DCOLOR attributes with fixed function vertex
337 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
338 * GL_ARB_half_float_vertex is not supported.
340 * Note for d3d8 and d3d9:
341 * The vertex buffer FVF doesn't help with finding them, we have to use
342 * the decoded vertex declaration and pick the things that concern the
343 * current buffer. A problem with this is that this can change between
344 * draws, so we have to validate the information and reprocess the buffer
345 * if it changes, and avoid false positives for performance reasons.
346 * WineD3D doesn't even know the vertex buffer any more, it is managed
347 * by the client libraries and passed to SetStreamSource and ProcessVertices
348 * as needed.
350 * We have to distinguish between vertex shaders and fixed function to
351 * pick the way we access the strided vertex information.
353 * This code sets up a per-byte array with the size of the detected
354 * stride of the arrays in the buffer. For each byte we have a field
355 * that marks the conversion needed on this byte. For example, the
356 * following declaration with fixed function vertex processing:
358 * POSITIONT, FLOAT4
359 * NORMAL, FLOAT3
360 * DIFFUSE, FLOAT16_4
361 * SPECULAR, D3DCOLOR
363 * Will result in
364 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
365 * [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]
367 * Where in this example map P means 4 component position conversion, 0
368 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
369 * conversion (red / blue swizzle).
371 * If we're doing conversion and the stride changes we have to reconvert
372 * the whole buffer. Note that we do not mind if the semantic changes,
373 * we only care for the conversion type. So if the NORMAL is replaced
374 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
375 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
376 * conversion types depend on the semantic as well, for example a FLOAT4
377 * texcoord needs no conversion while a FLOAT4 positiont needs one
380 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_POSITION,
381 fixup_flags, &stride_this_run) || ret;
382 fixup_flags &= ~WINED3D_BUFFER_FIXUP_XYZRHW;
384 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_NORMAL,
385 fixup_flags, &stride_this_run) || ret;
386 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_DIFFUSE,
387 fixup_flags, &stride_this_run) || ret;
388 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_SPECULAR,
389 fixup_flags, &stride_this_run) || ret;
390 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD0,
391 fixup_flags, &stride_this_run) || ret;
392 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD1,
393 fixup_flags, &stride_this_run) || ret;
394 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD2,
395 fixup_flags, &stride_this_run) || ret;
396 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD3,
397 fixup_flags, &stride_this_run) || ret;
398 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD4,
399 fixup_flags, &stride_this_run) || ret;
400 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD5,
401 fixup_flags, &stride_this_run) || ret;
402 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD6,
403 fixup_flags, &stride_this_run) || ret;
404 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD7,
405 fixup_flags, &stride_this_run) || ret;
407 if (!stride_this_run && This->conversion_map)
409 /* Sanity test */
410 if (!ret) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
411 HeapFree(GetProcessHeap(), 0, This->conversion_map);
412 This->conversion_map = NULL;
413 This->stride = 0;
416 if (ret) TRACE("Conversion information changed\n");
418 return ret;
421 static inline void fixup_d3dcolor(DWORD *dst_color)
423 DWORD src_color = *dst_color;
425 /* Color conversion like in draw_primitive_immediate_mode(). Watch out for
426 * endianness. If we want this to work on big-endian machines as well we
427 * have to consider more things.
429 * 0xff000000: Alpha mask
430 * 0x00ff0000: Blue mask
431 * 0x0000ff00: Green mask
432 * 0x000000ff: Red mask
434 *dst_color = 0;
435 *dst_color |= (src_color & 0xff00ff00u); /* Alpha Green */
436 *dst_color |= (src_color & 0x00ff0000u) >> 16; /* Red */
437 *dst_color |= (src_color & 0x000000ffu) << 16; /* Blue */
440 static inline void fixup_transformed_pos(float *p)
442 /* rhw conversion like in position_float4(). */
443 if (p[3] != 1.0f && p[3] != 0.0f)
445 float w = 1.0f / p[3];
446 p[0] *= w;
447 p[1] *= w;
448 p[2] *= w;
449 p[3] = w;
453 /* Context activation is done by the caller. */
454 void buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_context *context,
455 struct wined3d_bo_address *data)
457 data->buffer_object = buffer->buffer_object;
458 if (!buffer->buffer_object)
460 if ((buffer->flags & WINED3D_BUFFER_CREATEBO) && !buffer->resource.map_count)
462 buffer_create_buffer_object(buffer, context);
463 buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
464 if (buffer->buffer_object)
466 data->buffer_object = buffer->buffer_object;
467 data->addr = NULL;
468 return;
471 data->addr = buffer->resource.heap_memory;
473 else
475 data->addr = NULL;
479 ULONG CDECL wined3d_buffer_incref(struct wined3d_buffer *buffer)
481 ULONG refcount = InterlockedIncrement(&buffer->resource.ref);
483 TRACE("%p increasing refcount to %u.\n", buffer, refcount);
485 return refcount;
488 /* Context activation is done by the caller. */
489 BYTE *buffer_get_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context)
491 const struct wined3d_gl_info *gl_info = context->gl_info;
493 /* Heap_memory exists if the buffer is double buffered or has no buffer object at all. */
494 if (buffer->resource.heap_memory)
495 return buffer->resource.heap_memory;
497 if (!wined3d_resource_allocate_sysmem(&buffer->resource))
498 ERR("Failed to allocate system memory.\n");
500 buffer_bind(buffer, context);
501 GL_EXTCALL(glGetBufferSubData(buffer->buffer_type_hint, 0, buffer->resource.size, buffer->resource.heap_memory));
502 checkGLcall("buffer download");
503 buffer->flags |= WINED3D_BUFFER_DOUBLEBUFFER;
505 return buffer->resource.heap_memory;
508 static void buffer_unload(struct wined3d_resource *resource)
510 struct wined3d_buffer *buffer = buffer_from_resource(resource);
512 TRACE("buffer %p.\n", buffer);
514 if (buffer->buffer_object)
516 struct wined3d_device *device = resource->device;
517 struct wined3d_context *context;
519 context = context_acquire(device, NULL);
521 /* Download the buffer, but don't permanently enable double buffering */
522 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
524 buffer_get_sysmem(buffer, context);
525 buffer->flags &= ~WINED3D_BUFFER_DOUBLEBUFFER;
528 delete_gl_buffer(buffer, context->gl_info);
529 buffer->flags |= WINED3D_BUFFER_CREATEBO; /* Recreate the buffer object next load */
530 buffer_clear_dirty_areas(buffer);
532 context_release(context);
534 HeapFree(GetProcessHeap(), 0, buffer->conversion_map);
535 buffer->conversion_map = NULL;
536 buffer->stride = 0;
537 buffer->conversion_stride = 0;
538 buffer->flags &= ~WINED3D_BUFFER_HASDESC;
541 resource_unload(resource);
544 ULONG CDECL wined3d_buffer_decref(struct wined3d_buffer *buffer)
546 ULONG refcount = InterlockedDecrement(&buffer->resource.ref);
547 struct wined3d_context *context;
549 TRACE("%p decreasing refcount to %u.\n", buffer, refcount);
551 if (!refcount)
553 if (buffer->buffer_object)
555 context = context_acquire(buffer->resource.device, NULL);
556 delete_gl_buffer(buffer, context->gl_info);
557 context_release(context);
559 HeapFree(GetProcessHeap(), 0, buffer->conversion_map);
562 resource_cleanup(&buffer->resource);
563 buffer->resource.parent_ops->wined3d_object_destroyed(buffer->resource.parent);
564 HeapFree(GetProcessHeap(), 0, buffer->maps);
565 HeapFree(GetProcessHeap(), 0, buffer);
568 return refcount;
571 void * CDECL wined3d_buffer_get_parent(const struct wined3d_buffer *buffer)
573 TRACE("buffer %p.\n", buffer);
575 return buffer->resource.parent;
578 /* The caller provides a context and binds the buffer */
579 static void buffer_sync_apple(struct wined3d_buffer *This, DWORD flags, const struct wined3d_gl_info *gl_info)
581 enum wined3d_event_query_result ret;
583 /* No fencing needs to be done if the app promises not to overwrite
584 * existing data. */
585 if (flags & WINED3D_MAP_NOOVERWRITE)
586 return;
588 if (flags & WINED3D_MAP_DISCARD)
590 GL_EXTCALL(glBufferData(This->buffer_type_hint, This->resource.size, NULL, This->buffer_object_usage));
591 checkGLcall("glBufferData");
592 return;
595 if(!This->query)
597 TRACE("Creating event query for buffer %p\n", This);
599 if (!wined3d_event_query_supported(gl_info))
601 FIXME("Event queries not supported, dropping async buffer locks.\n");
602 goto drop_query;
605 This->query = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*This->query));
606 if (!This->query)
608 ERR("Failed to allocate event query memory, dropping async buffer locks.\n");
609 goto drop_query;
612 /* Since we don't know about old draws a glFinish is needed once */
613 gl_info->gl_ops.gl.p_glFinish();
614 return;
616 TRACE("Synchronizing buffer %p\n", This);
617 ret = wined3d_event_query_finish(This->query, This->resource.device);
618 switch(ret)
620 case WINED3D_EVENT_QUERY_NOT_STARTED:
621 case WINED3D_EVENT_QUERY_OK:
622 /* All done */
623 return;
625 case WINED3D_EVENT_QUERY_WRONG_THREAD:
626 WARN("Cannot synchronize buffer lock due to a thread conflict\n");
627 goto drop_query;
629 default:
630 ERR("wined3d_event_query_finish returned %u, dropping async buffer locks\n", ret);
631 goto drop_query;
634 drop_query:
635 if(This->query)
637 wined3d_event_query_destroy(This->query);
638 This->query = NULL;
641 gl_info->gl_ops.gl.p_glFinish();
642 GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE));
643 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
644 This->flags &= ~WINED3D_BUFFER_APPLESYNC;
647 /* The caller provides a GL context */
648 static void buffer_direct_upload(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info, DWORD flags)
650 BYTE *map;
651 UINT start, len;
653 /* This potentially invalidates the element array buffer binding, but the
654 * caller always takes care of this. */
655 GL_EXTCALL(glBindBuffer(This->buffer_type_hint, This->buffer_object));
656 checkGLcall("glBindBuffer");
657 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
659 GLbitfield mapflags;
660 mapflags = GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
661 if (flags & WINED3D_BUFFER_DISCARD)
662 mapflags |= GL_MAP_INVALIDATE_BUFFER_BIT;
663 else if (!(flags & WINED3D_BUFFER_SYNC))
664 mapflags |= GL_MAP_UNSYNCHRONIZED_BIT;
665 map = GL_EXTCALL(glMapBufferRange(This->buffer_type_hint, 0,
666 This->resource.size, mapflags));
667 checkGLcall("glMapBufferRange");
669 else
671 if (This->flags & WINED3D_BUFFER_APPLESYNC)
673 DWORD syncflags = 0;
674 if (flags & WINED3D_BUFFER_DISCARD)
675 syncflags |= WINED3D_MAP_DISCARD;
676 else if (!(flags & WINED3D_BUFFER_SYNC))
677 syncflags |= WINED3D_MAP_NOOVERWRITE;
678 buffer_sync_apple(This, syncflags, gl_info);
680 map = GL_EXTCALL(glMapBuffer(This->buffer_type_hint, GL_WRITE_ONLY));
681 checkGLcall("glMapBuffer");
683 if (!map)
685 ERR("Failed to map opengl buffer\n");
686 return;
689 while (This->modified_areas)
691 This->modified_areas--;
692 start = This->maps[This->modified_areas].offset;
693 len = This->maps[This->modified_areas].size;
695 memcpy(map + start, (BYTE *)This->resource.heap_memory + start, len);
697 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
699 GL_EXTCALL(glFlushMappedBufferRange(This->buffer_type_hint, start, len));
700 checkGLcall("glFlushMappedBufferRange");
702 else if (This->flags & WINED3D_BUFFER_APPLESYNC)
704 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This->buffer_type_hint, start, len));
705 checkGLcall("glFlushMappedBufferRangeAPPLE");
708 GL_EXTCALL(glUnmapBuffer(This->buffer_type_hint));
709 checkGLcall("glUnmapBuffer");
712 void buffer_mark_used(struct wined3d_buffer *buffer)
714 buffer->flags &= ~(WINED3D_BUFFER_SYNC | WINED3D_BUFFER_DISCARD);
717 /* Context activation is done by the caller. */
718 void buffer_internal_preload(struct wined3d_buffer *buffer, struct wined3d_context *context,
719 const struct wined3d_state *state)
721 DWORD flags = buffer->flags & (WINED3D_BUFFER_SYNC | WINED3D_BUFFER_DISCARD);
722 struct wined3d_device *device = buffer->resource.device;
723 UINT start, end, len, vertices;
724 const struct wined3d_gl_info *gl_info;
725 BOOL decl_changed = FALSE;
726 unsigned int i, j;
727 BYTE *data;
729 TRACE("buffer %p.\n", buffer);
731 if (buffer->resource.map_count)
733 WARN("Buffer is mapped, skipping preload.\n");
734 return;
737 buffer_mark_used(buffer);
739 if (!buffer->buffer_object)
741 /* TODO: Make converting independent from VBOs */
742 if (buffer->flags & WINED3D_BUFFER_CREATEBO)
744 buffer_create_buffer_object(buffer, context);
745 buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
747 else
749 /* Not doing any conversion */
750 return;
754 /* Reading the declaration makes only sense if we have valid state information
755 * (i.e., if this function is called during draws). */
756 if (state)
758 DWORD fixup_flags = 0;
760 if (!use_vs(state))
762 if (!context->gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
763 fixup_flags |= WINED3D_BUFFER_FIXUP_D3DCOLOR;
764 if (!context->d3d_info->xyzrhw)
765 fixup_flags |= WINED3D_BUFFER_FIXUP_XYZRHW;
768 decl_changed = buffer_find_decl(buffer, &context->stream_info, state, fixup_flags);
769 buffer->flags |= WINED3D_BUFFER_HASDESC;
772 if (!decl_changed && !(buffer->flags & WINED3D_BUFFER_HASDESC && buffer_is_dirty(buffer)))
774 ++buffer->draw_count;
775 if (buffer->draw_count > VB_RESETDECLCHANGE)
776 buffer->decl_change_count = 0;
777 if (buffer->draw_count > VB_RESETFULLCONVS)
778 buffer->full_conversion_count = 0;
779 return;
782 /* If applications change the declaration over and over, reconverting all the time is a huge
783 * performance hit. So count the declaration changes and release the VBO if there are too many
784 * of them (and thus stop converting)
786 if (decl_changed)
788 ++buffer->decl_change_count;
789 buffer->draw_count = 0;
791 if (buffer->decl_change_count > VB_MAXDECLCHANGES
792 || (buffer->conversion_map && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)))
794 FIXME("Too many declaration changes or converting dynamic buffer, stopping converting\n");
796 buffer_unload(&buffer->resource);
797 buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
799 /* The stream source state handler might have read the memory of
800 * the vertex buffer already and got the memory in the vbo which
801 * is not valid any longer. Dirtify the stream source to force a
802 * reload. This happens only once per changed vertexbuffer and
803 * should occur rather rarely. */
804 device_invalidate_state(device, STATE_STREAMSRC);
805 return;
808 /* The declaration changed, reload the whole buffer. */
809 WARN("Reloading buffer because of a vertex declaration change.\n");
810 buffer_invalidate_bo_range(buffer, 0, 0);
812 /* Avoid unfenced updates, we might overwrite more areas of the buffer than the application
813 * cleared for unsynchronized updates
815 flags = 0;
817 else
819 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
820 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
821 * decl changes and reset the decl change count after a specific number of them
823 if (buffer->conversion_map && buffer_is_fully_dirty(buffer))
825 ++buffer->full_conversion_count;
826 if (buffer->full_conversion_count > VB_MAXFULLCONVERSIONS)
828 FIXME("Too many full buffer conversions, stopping converting.\n");
829 buffer_unload(&buffer->resource);
830 buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
831 if (buffer->resource.bind_count)
832 device_invalidate_state(device, STATE_STREAMSRC);
833 return;
836 else
838 ++buffer->draw_count;
839 if (buffer->draw_count > VB_RESETDECLCHANGE)
840 buffer->decl_change_count = 0;
841 if (buffer->draw_count > VB_RESETFULLCONVS)
842 buffer->full_conversion_count = 0;
846 if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
847 device_invalidate_state(device, STATE_INDEXBUFFER);
849 if (!buffer->conversion_map)
851 /* That means that there is nothing to fixup. Just upload from
852 * buffer->resource.heap_memory directly into the vbo. Do not
853 * free the system memory copy because drawPrimitive may need it if
854 * the stride is 0, for instancing emulation, vertex blending
855 * emulation or shader emulation. */
856 TRACE("No conversion needed.\n");
858 /* Nothing to do because we locked directly into the vbo */
859 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
861 return;
864 buffer_direct_upload(buffer, context->gl_info, flags);
866 return;
869 gl_info = context->gl_info;
871 if(!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
873 buffer_get_sysmem(buffer, context);
876 /* Now for each vertex in the buffer that needs conversion */
877 vertices = buffer->resource.size / buffer->stride;
879 data = HeapAlloc(GetProcessHeap(), 0, buffer->resource.size);
881 while(buffer->modified_areas)
883 buffer->modified_areas--;
884 start = buffer->maps[buffer->modified_areas].offset;
885 len = buffer->maps[buffer->modified_areas].size;
886 end = start + len;
888 memcpy(data + start, (BYTE *)buffer->resource.heap_memory + start, end - start);
889 for (i = start / buffer->stride; i < min((end / buffer->stride) + 1, vertices); ++i)
891 for (j = 0; j < buffer->stride; ++j)
893 switch (buffer->conversion_map[j])
895 case CONV_NONE:
896 /* Done already */
897 j += 3;
898 break;
899 case CONV_D3DCOLOR:
900 fixup_d3dcolor((DWORD *) (data + i * buffer->stride + j));
901 j += 3;
902 break;
904 case CONV_POSITIONT:
905 fixup_transformed_pos((float *) (data + i * buffer->stride + j));
906 j += 15;
907 break;
908 default:
909 FIXME("Unimplemented conversion %d in shifted conversion\n", buffer->conversion_map[j]);
914 GL_EXTCALL(glBindBuffer(buffer->buffer_type_hint, buffer->buffer_object));
915 checkGLcall("glBindBuffer");
916 GL_EXTCALL(glBufferSubData(buffer->buffer_type_hint, start, len, data + start));
917 checkGLcall("glBufferSubData");
920 HeapFree(GetProcessHeap(), 0, data);
923 void CDECL wined3d_buffer_preload(struct wined3d_buffer *buffer)
925 struct wined3d_context *context;
926 context = context_acquire(buffer->resource.device, NULL);
927 buffer_internal_preload(buffer, context, NULL);
928 context_release(context);
931 struct wined3d_resource * CDECL wined3d_buffer_get_resource(struct wined3d_buffer *buffer)
933 TRACE("buffer %p.\n", buffer);
935 return &buffer->resource;
938 HRESULT CDECL wined3d_buffer_map(struct wined3d_buffer *buffer, UINT offset, UINT size, BYTE **data, DWORD flags)
940 LONG count;
941 BYTE *base;
943 TRACE("buffer %p, offset %u, size %u, data %p, flags %#x\n", buffer, offset, size, data, flags);
945 flags = wined3d_resource_sanitize_map_flags(&buffer->resource, flags);
946 /* Filter redundant WINED3D_MAP_DISCARD maps. The 3DMark2001 multitexture
947 * fill rate test seems to depend on this. When we map a buffer with
948 * GL_MAP_INVALIDATE_BUFFER_BIT, the driver is free to discard the
949 * previous contents of the buffer. The r600g driver only does this when
950 * the buffer is currently in use, while the proprietary NVIDIA driver
951 * appears to do this unconditionally. */
952 if (buffer->flags & WINED3D_BUFFER_DISCARD)
953 flags &= ~WINED3D_MAP_DISCARD;
954 count = ++buffer->resource.map_count;
956 if (buffer->buffer_object)
958 /* DISCARD invalidates the entire buffer, regardless of the specified
959 * offset and size. Some applications also depend on the entire buffer
960 * being uploaded in that case. Two such applications are Port Royale
961 * and Darkstar One. */
962 if (flags & WINED3D_MAP_DISCARD)
963 buffer_invalidate_bo_range(buffer, 0, 0);
964 else if (!(flags & WINED3D_MAP_READONLY))
965 buffer_invalidate_bo_range(buffer, offset, size);
967 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
969 if (count == 1)
971 struct wined3d_device *device = buffer->resource.device;
972 struct wined3d_context *context;
973 const struct wined3d_gl_info *gl_info;
975 context = context_acquire(device, NULL);
976 gl_info = context->gl_info;
978 buffer_bind(buffer, context);
980 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
982 GLbitfield mapflags = wined3d_resource_gl_map_flags(flags);
983 buffer->map_ptr = GL_EXTCALL(glMapBufferRange(buffer->buffer_type_hint,
984 0, buffer->resource.size, mapflags));
985 checkGLcall("glMapBufferRange");
987 else
989 if (buffer->flags & WINED3D_BUFFER_APPLESYNC)
990 buffer_sync_apple(buffer, flags, gl_info);
991 buffer->map_ptr = GL_EXTCALL(glMapBuffer(buffer->buffer_type_hint,
992 GL_READ_WRITE));
993 checkGLcall("glMapBuffer");
996 if (((DWORD_PTR)buffer->map_ptr) & (RESOURCE_ALIGNMENT - 1))
998 WARN("Pointer %p is not %u byte aligned.\n", buffer->map_ptr, RESOURCE_ALIGNMENT);
1000 GL_EXTCALL(glUnmapBuffer(buffer->buffer_type_hint));
1001 checkGLcall("glUnmapBuffer");
1002 buffer->map_ptr = NULL;
1004 if (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)
1006 /* The extra copy is more expensive than not using VBOs at
1007 * all on the Nvidia Linux driver, which is the only driver
1008 * that returns unaligned pointers
1010 TRACE("Dynamic buffer, dropping VBO\n");
1011 buffer_unload(&buffer->resource);
1012 buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
1013 if (buffer->resource.bind_count)
1014 device_invalidate_state(device, STATE_STREAMSRC);
1016 else
1018 TRACE("Falling back to doublebuffered operation\n");
1019 buffer_get_sysmem(buffer, context);
1021 TRACE("New pointer is %p.\n", buffer->resource.heap_memory);
1022 buffer->map_ptr = NULL;
1024 context_release(context);
1028 if (flags & WINED3D_MAP_DISCARD)
1029 buffer->flags |= WINED3D_BUFFER_DISCARD;
1030 else if (!(flags & WINED3D_MAP_NOOVERWRITE))
1031 buffer->flags |= WINED3D_BUFFER_SYNC;
1034 base = buffer->map_ptr ? buffer->map_ptr : buffer->resource.heap_memory;
1035 *data = base + offset;
1037 TRACE("Returning memory at %p (base %p, offset %u).\n", *data, base, offset);
1038 /* TODO: check Flags compatibility with buffer->currentDesc.Usage (see MSDN) */
1040 return WINED3D_OK;
1043 void CDECL wined3d_buffer_unmap(struct wined3d_buffer *buffer)
1045 ULONG i;
1047 TRACE("buffer %p.\n", buffer);
1049 /* In the case that the number of Unmap calls > the
1050 * number of Map calls, d3d returns always D3D_OK.
1051 * This is also needed to prevent Map from returning garbage on
1052 * the next call (this will happen if the lock_count is < 0). */
1053 if (!buffer->resource.map_count)
1055 WARN("Unmap called without a previous map call.\n");
1056 return;
1059 if (--buffer->resource.map_count)
1061 /* Delay loading the buffer until everything is unlocked */
1062 TRACE("Ignoring unmap.\n");
1063 return;
1066 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER) && buffer->buffer_object)
1068 struct wined3d_device *device = buffer->resource.device;
1069 const struct wined3d_gl_info *gl_info;
1070 struct wined3d_context *context;
1072 context = context_acquire(device, NULL);
1073 gl_info = context->gl_info;
1075 buffer_bind(buffer, context);
1077 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
1079 for (i = 0; i < buffer->modified_areas; ++i)
1081 GL_EXTCALL(glFlushMappedBufferRange(buffer->buffer_type_hint,
1082 buffer->maps[i].offset, buffer->maps[i].size));
1083 checkGLcall("glFlushMappedBufferRange");
1086 else if (buffer->flags & WINED3D_BUFFER_APPLESYNC)
1088 for (i = 0; i < buffer->modified_areas; ++i)
1090 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(buffer->buffer_type_hint,
1091 buffer->maps[i].offset, buffer->maps[i].size));
1092 checkGLcall("glFlushMappedBufferRangeAPPLE");
1096 GL_EXTCALL(glUnmapBuffer(buffer->buffer_type_hint));
1097 if (wined3d_settings.strict_draw_ordering)
1098 gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
1099 context_release(context);
1101 buffer_clear_dirty_areas(buffer);
1102 buffer->map_ptr = NULL;
1104 else if (buffer->flags & WINED3D_BUFFER_HASDESC)
1106 wined3d_buffer_preload(buffer);
1110 HRESULT wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset,
1111 struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size)
1113 BYTE *dst_buffer_mem, *src_buffer_mem, *dst_ptr, *src_ptr;
1114 struct wined3d_bo_address dst_bo_address, src_bo_address;
1115 const struct wined3d_gl_info *gl_info;
1116 struct wined3d_context *context;
1117 struct wined3d_device *device;
1118 HRESULT hr;
1120 device = dst_buffer->resource.device;
1122 context = context_acquire(device, NULL);
1123 gl_info = context->gl_info;
1125 buffer_get_memory(dst_buffer, context, &dst_bo_address);
1126 buffer_get_memory(src_buffer, context, &src_bo_address);
1128 dst_buffer_mem = dst_buffer->resource.heap_memory;
1129 src_buffer_mem = src_buffer->resource.heap_memory;
1131 if (!dst_buffer_mem && !src_buffer_mem)
1133 if (gl_info->supported[ARB_COPY_BUFFER])
1135 GL_EXTCALL(glBindBuffer(GL_COPY_READ_BUFFER, src_bo_address.buffer_object));
1136 GL_EXTCALL(glBindBuffer(GL_COPY_WRITE_BUFFER, dst_bo_address.buffer_object));
1137 GL_EXTCALL(glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, src_offset, dst_offset, size));
1138 checkGLcall("direct buffer copy");
1140 else
1142 if (FAILED(hr = wined3d_buffer_map(dst_buffer, dst_offset, size, &dst_ptr, 0)))
1144 WARN("Failed to map dst_buffer, hr %#x.\n", hr);
1145 context_release(context);
1146 return WINED3DERR_INVALIDCALL;
1148 if (FAILED(hr = wined3d_buffer_map(src_buffer, src_offset, size, &src_ptr, WINED3D_MAP_READONLY)))
1150 WARN("Failed to map src_buffer, hr %#x.\n", hr);
1151 wined3d_buffer_unmap(dst_buffer);
1152 context_release(context);
1153 return WINED3DERR_INVALIDCALL;
1156 memcpy(dst_ptr, src_ptr, size);
1158 wined3d_buffer_unmap(src_buffer);
1159 wined3d_buffer_unmap(dst_buffer);
1162 else if (dst_buffer_mem && !src_buffer_mem)
1164 buffer_bind(src_buffer, context);
1165 GL_EXTCALL(glGetBufferSubData(src_buffer->buffer_type_hint, src_offset, size, dst_buffer_mem + dst_offset));
1166 checkGLcall("buffer download");
1168 else if (!dst_buffer_mem && src_buffer_mem)
1170 buffer_bind(dst_buffer, context);
1171 GL_EXTCALL(glBufferSubData(dst_buffer->buffer_type_hint, dst_offset, size, src_buffer_mem + src_offset));
1172 checkGLcall("buffer upload");
1174 else
1176 memcpy(dst_buffer_mem + dst_offset, src_buffer_mem + src_offset, size);
1179 if (dst_buffer_mem)
1180 buffer_invalidate_bo_range(dst_buffer, dst_offset, size);
1182 context_release(context);
1183 return WINED3D_OK;
1186 HRESULT wined3d_buffer_upload_data(struct wined3d_buffer *buffer,
1187 const struct wined3d_box *box, const void *data)
1189 UINT offset, size;
1190 HRESULT hr;
1191 BYTE *ptr;
1193 if (box)
1195 offset = box->left;
1196 size = box->right - box->left;
1198 else
1200 offset = 0;
1201 size = buffer->resource.size;
1204 if (FAILED(hr = wined3d_buffer_map(buffer, offset, size, &ptr, 0)))
1205 return hr;
1207 memcpy(ptr, data, size);
1209 wined3d_buffer_unmap(buffer);
1210 return WINED3D_OK;
1213 static ULONG buffer_resource_incref(struct wined3d_resource *resource)
1215 return wined3d_buffer_incref(buffer_from_resource(resource));
1218 static ULONG buffer_resource_decref(struct wined3d_resource *resource)
1220 return wined3d_buffer_decref(buffer_from_resource(resource));
1223 static HRESULT buffer_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx,
1224 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags)
1226 struct wined3d_buffer *buffer = buffer_from_resource(resource);
1227 UINT offset, size;
1229 if (sub_resource_idx)
1231 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
1232 return E_INVALIDARG;
1235 if (box)
1237 offset = box->left;
1238 size = box->right - box->left;
1240 else
1242 offset = size = 0;
1245 map_desc->row_pitch = map_desc->slice_pitch = buffer->desc.byte_width;
1246 return wined3d_buffer_map(buffer, offset, size, (BYTE **)&map_desc->data, flags);
1249 static HRESULT buffer_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
1251 if (sub_resource_idx)
1253 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
1254 return E_INVALIDARG;
1257 wined3d_buffer_unmap(buffer_from_resource(resource));
1258 return WINED3D_OK;
1261 static const struct wined3d_resource_ops buffer_resource_ops =
1263 buffer_resource_incref,
1264 buffer_resource_decref,
1265 buffer_unload,
1266 buffer_resource_sub_resource_map,
1267 buffer_resource_sub_resource_unmap,
1270 static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device *device,
1271 UINT size, DWORD usage, enum wined3d_format_id format_id, enum wined3d_pool pool, GLenum bind_hint,
1272 const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops)
1274 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1275 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
1276 HRESULT hr;
1277 BOOL dynamic_buffer_ok;
1279 if (!size)
1281 WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
1282 return WINED3DERR_INVALIDCALL;
1285 if (data && !data->data)
1287 WARN("Invalid sub-resource data specified.\n");
1288 return E_INVALIDARG;
1291 hr = resource_init(&buffer->resource, device, WINED3D_RTYPE_BUFFER, format,
1292 WINED3D_MULTISAMPLE_NONE, 0, usage, pool, size, 1, 1, size, parent, parent_ops, &buffer_resource_ops);
1293 if (FAILED(hr))
1295 WARN("Failed to initialize resource, hr %#x\n", hr);
1296 return hr;
1298 buffer->buffer_type_hint = bind_hint;
1300 TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer->resource.size, buffer->resource.usage,
1301 debug_d3dformat(buffer->resource.format->id), buffer->resource.heap_memory, buffer);
1303 if (device->create_parms.flags & WINED3DCREATE_SOFTWARE_VERTEXPROCESSING || pool == WINED3D_POOL_MANAGED)
1305 /* SWvp always returns the same pointer in buffer maps and retains data in DISCARD maps.
1306 * Keep a system memory copy of the buffer to provide the same behavior to the application.
1307 * Still use a VBO to support OpenGL 3 core contexts. */
1308 TRACE("Using doublebuffer mode because of software vertex processing\n");
1309 buffer->flags |= WINED3D_BUFFER_DOUBLEBUFFER;
1312 /* Observations show that draw_primitive_immediate_mode() is faster on
1313 * dynamic vertex buffers than converting + draw_primitive_arrays().
1314 * (Half-Life 2 and others.) */
1315 dynamic_buffer_ok = gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] || gl_info->supported[ARB_MAP_BUFFER_RANGE];
1317 if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
1319 TRACE("Not creating a vbo because GL_ARB_vertex_buffer is not supported\n");
1321 else if(buffer->resource.pool == WINED3D_POOL_SYSTEM_MEM)
1323 TRACE("Not creating a vbo because the vertex buffer is in system memory\n");
1325 else if(!dynamic_buffer_ok && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
1327 TRACE("Not creating a vbo because the buffer has dynamic usage and no GL support\n");
1329 else
1331 buffer->flags |= WINED3D_BUFFER_CREATEBO;
1334 if (data)
1336 if (FAILED(hr = wined3d_buffer_upload_data(buffer, NULL, data->data)))
1338 ERR("Failed to upload data, hr %#x.\n", hr);
1339 buffer_unload(&buffer->resource);
1340 resource_cleanup(&buffer->resource);
1341 return hr;
1345 if (!(buffer->maps = HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer->maps))))
1347 ERR("Out of memory.\n");
1348 buffer_unload(&buffer->resource);
1349 resource_cleanup(&buffer->resource);
1350 return E_OUTOFMEMORY;
1352 buffer->maps_size = 1;
1354 return WINED3D_OK;
1357 HRESULT CDECL wined3d_buffer_create(struct wined3d_device *device, const struct wined3d_buffer_desc *desc,
1358 const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops,
1359 struct wined3d_buffer **buffer)
1361 struct wined3d_buffer *object;
1362 HRESULT hr;
1364 TRACE("device %p, desc %p, data %p, parent %p, parent_ops %p, buffer %p\n",
1365 device, desc, data, parent, parent_ops, buffer);
1367 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1368 if (!object)
1369 return E_OUTOFMEMORY;
1371 FIXME("Ignoring access flags (pool)\n");
1373 hr = buffer_init(object, device, desc->byte_width, desc->usage, WINED3DFMT_UNKNOWN,
1374 WINED3D_POOL_MANAGED, GL_ARRAY_BUFFER_ARB, data, parent, parent_ops);
1375 if (FAILED(hr))
1377 WARN("Failed to initialize buffer, hr %#x.\n", hr);
1378 HeapFree(GetProcessHeap(), 0, object);
1379 return hr;
1381 object->desc = *desc;
1383 TRACE("Created buffer %p.\n", object);
1385 *buffer = object;
1387 return WINED3D_OK;
1390 HRESULT CDECL wined3d_buffer_create_vb(struct wined3d_device *device, UINT size, DWORD usage, enum wined3d_pool pool,
1391 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer)
1393 struct wined3d_buffer *object;
1394 HRESULT hr;
1396 TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
1397 device, size, usage, pool, parent, parent_ops, buffer);
1399 if (pool == WINED3D_POOL_SCRATCH)
1401 /* The d3d9 tests shows that this is not allowed. It doesn't make much
1402 * sense anyway, SCRATCH buffers wouldn't be usable anywhere. */
1403 WARN("Vertex buffer in WINED3D_POOL_SCRATCH requested, returning WINED3DERR_INVALIDCALL.\n");
1404 *buffer = NULL;
1405 return WINED3DERR_INVALIDCALL;
1408 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1409 if (!object)
1411 *buffer = NULL;
1412 return WINED3DERR_OUTOFVIDEOMEMORY;
1415 hr = buffer_init(object, device, size, usage, WINED3DFMT_VERTEXDATA,
1416 pool, GL_ARRAY_BUFFER_ARB, NULL, parent, parent_ops);
1417 if (FAILED(hr))
1419 WARN("Failed to initialize buffer, hr %#x.\n", hr);
1420 HeapFree(GetProcessHeap(), 0, object);
1421 return hr;
1424 TRACE("Created buffer %p.\n", object);
1425 *buffer = object;
1427 return WINED3D_OK;
1430 HRESULT CDECL wined3d_buffer_create_ib(struct wined3d_device *device, UINT size, DWORD usage, enum wined3d_pool pool,
1431 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer)
1433 struct wined3d_buffer *object;
1434 HRESULT hr;
1436 TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
1437 device, size, usage, pool, parent, parent_ops, buffer);
1439 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1440 if (!object)
1442 *buffer = NULL;
1443 return WINED3DERR_OUTOFVIDEOMEMORY;
1446 hr = buffer_init(object, device, size, usage | WINED3DUSAGE_STATICDECL,
1447 WINED3DFMT_UNKNOWN, pool, GL_ELEMENT_ARRAY_BUFFER_ARB, NULL,
1448 parent, parent_ops);
1449 if (FAILED(hr))
1451 WARN("Failed to initialize buffer, hr %#x\n", hr);
1452 HeapFree(GetProcessHeap(), 0, object);
1453 return hr;
1456 TRACE("Created buffer %p.\n", object);
1457 *buffer = object;
1459 return WINED3D_OK;