wined3d: Check BLENDWEIGHT and BLENDINDICES FFP attributes for fixups.
[wine.git] / dlls / wined3d / buffer.c
blob039b3a132affc51633593552419c6bc1f4356d3f
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_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 This->flags &= ~WINED3D_BUFFER_USE_BO;
205 delete_gl_buffer(This, gl_info);
206 buffer_clear_dirty_areas(This);
209 static BOOL buffer_process_converted_attribute(struct wined3d_buffer *buffer,
210 const enum wined3d_buffer_conversion_type conversion_type,
211 const struct wined3d_stream_info_element *attrib, DWORD *stride_this_run)
213 const struct wined3d_format *format = attrib->format;
214 BOOL ret = FALSE;
215 unsigned int i;
216 DWORD_PTR data;
218 /* Check for some valid situations which cause us pain. One is if the buffer is used for
219 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
220 * with different strides. In the 2nd case we might have to drop conversion entirely,
221 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
223 if (!attrib->stride)
225 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else.\n",
226 debug_d3dformat(format->id));
228 else if (attrib->stride != *stride_this_run && *stride_this_run)
230 FIXME("Got two concurrent strides, %d and %d.\n", attrib->stride, *stride_this_run);
232 else
234 *stride_this_run = attrib->stride;
235 if (buffer->stride != *stride_this_run)
237 /* We rely that this happens only on the first converted attribute that is found,
238 * if at all. See above check
240 TRACE("Reconverting because converted attributes occur, and the stride changed.\n");
241 buffer->stride = *stride_this_run;
242 HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY, buffer->conversion_map);
243 buffer->conversion_map = wined3d_calloc(buffer->stride, sizeof(*buffer->conversion_map));
244 ret = TRUE;
248 data = ((DWORD_PTR)attrib->data.addr) % buffer->stride;
249 for (i = 0; i < format->attribute_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_BLENDWEIGHT,
385 fixup_flags, &stride_this_run) || ret;
386 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_BLENDINDICES,
387 fixup_flags, &stride_this_run) || ret;
388 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_NORMAL,
389 fixup_flags, &stride_this_run) || ret;
390 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_DIFFUSE,
391 fixup_flags, &stride_this_run) || ret;
392 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_SPECULAR,
393 fixup_flags, &stride_this_run) || ret;
394 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD0,
395 fixup_flags, &stride_this_run) || ret;
396 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD1,
397 fixup_flags, &stride_this_run) || ret;
398 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD2,
399 fixup_flags, &stride_this_run) || ret;
400 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD3,
401 fixup_flags, &stride_this_run) || ret;
402 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD4,
403 fixup_flags, &stride_this_run) || ret;
404 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD5,
405 fixup_flags, &stride_this_run) || ret;
406 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD6,
407 fixup_flags, &stride_this_run) || ret;
408 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD7,
409 fixup_flags, &stride_this_run) || ret;
411 if (!stride_this_run && This->conversion_map)
413 /* Sanity test */
414 if (!ret) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
415 HeapFree(GetProcessHeap(), 0, This->conversion_map);
416 This->conversion_map = NULL;
417 This->stride = 0;
420 if (ret) TRACE("Conversion information changed\n");
422 return ret;
425 static inline void fixup_d3dcolor(DWORD *dst_color)
427 DWORD src_color = *dst_color;
429 /* Color conversion like in draw_primitive_immediate_mode(). Watch out for
430 * endianness. If we want this to work on big-endian machines as well we
431 * have to consider more things.
433 * 0xff000000: Alpha mask
434 * 0x00ff0000: Blue mask
435 * 0x0000ff00: Green mask
436 * 0x000000ff: Red mask
438 *dst_color = 0;
439 *dst_color |= (src_color & 0xff00ff00u); /* Alpha Green */
440 *dst_color |= (src_color & 0x00ff0000u) >> 16; /* Red */
441 *dst_color |= (src_color & 0x000000ffu) << 16; /* Blue */
444 static inline void fixup_transformed_pos(float *p)
446 /* rhw conversion like in position_float4(). */
447 if (p[3] != 1.0f && p[3] != 0.0f)
449 float w = 1.0f / p[3];
450 p[0] *= w;
451 p[1] *= w;
452 p[2] *= w;
453 p[3] = w;
457 /* Context activation is done by the caller. */
458 void buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_context *context,
459 struct wined3d_bo_address *data)
461 data->buffer_object = buffer->buffer_object;
462 if (!buffer->buffer_object)
464 if ((buffer->flags & WINED3D_BUFFER_USE_BO) && !buffer->resource.map_count)
466 buffer_create_buffer_object(buffer, context);
467 if (buffer->buffer_object)
469 data->buffer_object = buffer->buffer_object;
470 data->addr = NULL;
471 return;
474 data->addr = buffer->resource.heap_memory;
476 else
478 data->addr = NULL;
482 ULONG CDECL wined3d_buffer_incref(struct wined3d_buffer *buffer)
484 ULONG refcount = InterlockedIncrement(&buffer->resource.ref);
486 TRACE("%p increasing refcount to %u.\n", buffer, refcount);
488 return refcount;
491 /* Context activation is done by the caller. */
492 BYTE *buffer_get_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context)
494 const struct wined3d_gl_info *gl_info = context->gl_info;
496 /* Heap_memory exists if the buffer is double buffered or has no buffer object at all. */
497 if (buffer->resource.heap_memory)
498 return buffer->resource.heap_memory;
500 if (!wined3d_resource_allocate_sysmem(&buffer->resource))
501 ERR("Failed to allocate system memory.\n");
503 buffer_bind(buffer, context);
504 GL_EXTCALL(glGetBufferSubData(buffer->buffer_type_hint, 0, buffer->resource.size, buffer->resource.heap_memory));
505 checkGLcall("buffer download");
506 buffer->flags |= WINED3D_BUFFER_DOUBLEBUFFER;
508 return buffer->resource.heap_memory;
511 static void buffer_unload(struct wined3d_resource *resource)
513 struct wined3d_buffer *buffer = buffer_from_resource(resource);
515 TRACE("buffer %p.\n", buffer);
517 if (buffer->buffer_object)
519 struct wined3d_device *device = resource->device;
520 struct wined3d_context *context;
522 context = context_acquire(device, NULL);
524 /* Download the buffer, but don't permanently enable double buffering */
525 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
527 buffer_get_sysmem(buffer, context);
528 buffer->flags &= ~WINED3D_BUFFER_DOUBLEBUFFER;
531 delete_gl_buffer(buffer, context->gl_info);
532 buffer_clear_dirty_areas(buffer);
534 context_release(context);
536 HeapFree(GetProcessHeap(), 0, buffer->conversion_map);
537 buffer->conversion_map = NULL;
538 buffer->stride = 0;
539 buffer->conversion_stride = 0;
540 buffer->flags &= ~WINED3D_BUFFER_HASDESC;
543 resource_unload(resource);
546 static void wined3d_buffer_drop_bo(struct wined3d_buffer *buffer)
548 struct wined3d_device *device = buffer->resource.device;
550 buffer->flags &= ~WINED3D_BUFFER_USE_BO;
551 buffer_unload(&buffer->resource);
553 /* The stream source state handler might have read the memory of
554 * the vertex buffer already and got the memory in the vbo which
555 * is not valid any longer. Dirtify the stream source to force a
556 * reload. This happens only once per changed vertexbuffer and
557 * should occur rather rarely. */
558 if (buffer->resource.bind_count)
559 device_invalidate_state(device, STATE_STREAMSRC);
562 static void wined3d_buffer_destroy_object(void *object)
564 struct wined3d_buffer *buffer = object;
565 struct wined3d_context *context;
567 if (buffer->buffer_object)
569 context = context_acquire(buffer->resource.device, NULL);
570 delete_gl_buffer(buffer, context->gl_info);
571 context_release(context);
573 HeapFree(GetProcessHeap(), 0, buffer->conversion_map);
576 HeapFree(GetProcessHeap(), 0, buffer->maps);
577 HeapFree(GetProcessHeap(), 0, buffer);
580 ULONG CDECL wined3d_buffer_decref(struct wined3d_buffer *buffer)
582 ULONG refcount = InterlockedDecrement(&buffer->resource.ref);
584 TRACE("%p decreasing refcount to %u.\n", buffer, refcount);
586 if (!refcount)
588 buffer->resource.parent_ops->wined3d_object_destroyed(buffer->resource.parent);
589 resource_cleanup(&buffer->resource);
590 wined3d_cs_emit_destroy_object(buffer->resource.device->cs, wined3d_buffer_destroy_object, buffer);
593 return refcount;
596 void * CDECL wined3d_buffer_get_parent(const struct wined3d_buffer *buffer)
598 TRACE("buffer %p.\n", buffer);
600 return buffer->resource.parent;
603 /* The caller provides a context and binds the buffer */
604 static void buffer_sync_apple(struct wined3d_buffer *This, DWORD flags, const struct wined3d_gl_info *gl_info)
606 enum wined3d_event_query_result ret;
608 /* No fencing needs to be done if the app promises not to overwrite
609 * existing data. */
610 if (flags & WINED3D_MAP_NOOVERWRITE)
611 return;
613 if (flags & WINED3D_MAP_DISCARD)
615 GL_EXTCALL(glBufferData(This->buffer_type_hint, This->resource.size, NULL, This->buffer_object_usage));
616 checkGLcall("glBufferData");
617 return;
620 if(!This->query)
622 TRACE("Creating event query for buffer %p\n", This);
624 if (!wined3d_event_query_supported(gl_info))
626 FIXME("Event queries not supported, dropping async buffer locks.\n");
627 goto drop_query;
630 This->query = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*This->query));
631 if (!This->query)
633 ERR("Failed to allocate event query memory, dropping async buffer locks.\n");
634 goto drop_query;
637 /* Since we don't know about old draws a glFinish is needed once */
638 gl_info->gl_ops.gl.p_glFinish();
639 return;
641 TRACE("Synchronizing buffer %p\n", This);
642 ret = wined3d_event_query_finish(This->query, This->resource.device);
643 switch(ret)
645 case WINED3D_EVENT_QUERY_NOT_STARTED:
646 case WINED3D_EVENT_QUERY_OK:
647 /* All done */
648 return;
650 case WINED3D_EVENT_QUERY_WRONG_THREAD:
651 WARN("Cannot synchronize buffer lock due to a thread conflict\n");
652 goto drop_query;
654 default:
655 ERR("wined3d_event_query_finish returned %u, dropping async buffer locks\n", ret);
656 goto drop_query;
659 drop_query:
660 if(This->query)
662 wined3d_event_query_destroy(This->query);
663 This->query = NULL;
666 gl_info->gl_ops.gl.p_glFinish();
667 GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE));
668 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
669 This->flags &= ~WINED3D_BUFFER_APPLESYNC;
672 /* The caller provides a GL context */
673 static void buffer_direct_upload(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info, DWORD flags)
675 BYTE *map;
676 UINT start, len;
678 /* This potentially invalidates the element array buffer binding, but the
679 * caller always takes care of this. */
680 GL_EXTCALL(glBindBuffer(This->buffer_type_hint, This->buffer_object));
681 checkGLcall("glBindBuffer");
682 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
684 GLbitfield mapflags;
685 mapflags = GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
686 if (flags & WINED3D_BUFFER_DISCARD)
687 mapflags |= GL_MAP_INVALIDATE_BUFFER_BIT;
688 else if (!(flags & WINED3D_BUFFER_SYNC))
689 mapflags |= GL_MAP_UNSYNCHRONIZED_BIT;
690 map = GL_EXTCALL(glMapBufferRange(This->buffer_type_hint, 0,
691 This->resource.size, mapflags));
692 checkGLcall("glMapBufferRange");
694 else
696 if (This->flags & WINED3D_BUFFER_APPLESYNC)
698 DWORD syncflags = 0;
699 if (flags & WINED3D_BUFFER_DISCARD)
700 syncflags |= WINED3D_MAP_DISCARD;
701 else if (!(flags & WINED3D_BUFFER_SYNC))
702 syncflags |= WINED3D_MAP_NOOVERWRITE;
703 buffer_sync_apple(This, syncflags, gl_info);
705 map = GL_EXTCALL(glMapBuffer(This->buffer_type_hint, GL_WRITE_ONLY));
706 checkGLcall("glMapBuffer");
708 if (!map)
710 ERR("Failed to map opengl buffer\n");
711 return;
714 while (This->modified_areas)
716 This->modified_areas--;
717 start = This->maps[This->modified_areas].offset;
718 len = This->maps[This->modified_areas].size;
720 memcpy(map + start, (BYTE *)This->resource.heap_memory + start, len);
722 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
724 GL_EXTCALL(glFlushMappedBufferRange(This->buffer_type_hint, start, len));
725 checkGLcall("glFlushMappedBufferRange");
727 else if (This->flags & WINED3D_BUFFER_APPLESYNC)
729 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This->buffer_type_hint, start, len));
730 checkGLcall("glFlushMappedBufferRangeAPPLE");
733 GL_EXTCALL(glUnmapBuffer(This->buffer_type_hint));
734 checkGLcall("glUnmapBuffer");
737 void buffer_mark_used(struct wined3d_buffer *buffer)
739 buffer->flags &= ~(WINED3D_BUFFER_SYNC | WINED3D_BUFFER_DISCARD);
742 /* Context activation is done by the caller. */
743 void buffer_internal_preload(struct wined3d_buffer *buffer, struct wined3d_context *context,
744 const struct wined3d_state *state)
746 DWORD flags = buffer->flags & (WINED3D_BUFFER_SYNC | WINED3D_BUFFER_DISCARD);
747 struct wined3d_device *device = buffer->resource.device;
748 UINT start, end, len, vertices;
749 const struct wined3d_gl_info *gl_info;
750 BOOL decl_changed = FALSE;
751 unsigned int i, j;
752 BYTE *data;
754 TRACE("buffer %p.\n", buffer);
756 if (buffer->resource.map_count)
758 WARN("Buffer is mapped, skipping preload.\n");
759 return;
762 buffer_mark_used(buffer);
764 if (!buffer->buffer_object)
766 /* TODO: Make converting independent from VBOs */
767 if (buffer->flags & WINED3D_BUFFER_USE_BO)
769 buffer_create_buffer_object(buffer, context);
771 else
773 /* Not doing any conversion */
774 return;
778 /* Reading the declaration makes only sense if we have valid state information
779 * (i.e., if this function is called during draws). */
780 if (state)
782 DWORD fixup_flags = 0;
784 if (!use_vs(state))
786 if (!context->gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
787 fixup_flags |= WINED3D_BUFFER_FIXUP_D3DCOLOR;
788 if (!context->d3d_info->xyzrhw)
789 fixup_flags |= WINED3D_BUFFER_FIXUP_XYZRHW;
792 decl_changed = buffer_find_decl(buffer, &context->stream_info, state, fixup_flags);
793 buffer->flags |= WINED3D_BUFFER_HASDESC;
796 if (!decl_changed && !(buffer->flags & WINED3D_BUFFER_HASDESC && buffer_is_dirty(buffer)))
798 ++buffer->draw_count;
799 if (buffer->draw_count > VB_RESETDECLCHANGE)
800 buffer->decl_change_count = 0;
801 if (buffer->draw_count > VB_RESETFULLCONVS)
802 buffer->full_conversion_count = 0;
803 return;
806 /* If applications change the declaration over and over, reconverting all the time is a huge
807 * performance hit. So count the declaration changes and release the VBO if there are too many
808 * of them (and thus stop converting)
810 if (decl_changed)
812 ++buffer->decl_change_count;
813 buffer->draw_count = 0;
815 if (buffer->decl_change_count > VB_MAXDECLCHANGES
816 || (buffer->conversion_map && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)))
818 FIXME("Too many declaration changes or converting dynamic buffer, stopping converting.\n");
819 wined3d_buffer_drop_bo(buffer);
820 return;
823 /* The declaration changed, reload the whole buffer. */
824 WARN("Reloading buffer because of a vertex declaration change.\n");
825 buffer_invalidate_bo_range(buffer, 0, 0);
827 /* Avoid unfenced updates, we might overwrite more areas of the buffer than the application
828 * cleared for unsynchronized updates
830 flags = 0;
832 else
834 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
835 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
836 * decl changes and reset the decl change count after a specific number of them
838 if (buffer->conversion_map && buffer_is_fully_dirty(buffer))
840 ++buffer->full_conversion_count;
841 if (buffer->full_conversion_count > VB_MAXFULLCONVERSIONS)
843 FIXME("Too many full buffer conversions, stopping converting.\n");
844 wined3d_buffer_drop_bo(buffer);
845 return;
848 else
850 ++buffer->draw_count;
851 if (buffer->draw_count > VB_RESETDECLCHANGE)
852 buffer->decl_change_count = 0;
853 if (buffer->draw_count > VB_RESETFULLCONVS)
854 buffer->full_conversion_count = 0;
858 if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
859 device_invalidate_state(device, STATE_INDEXBUFFER);
861 if (!buffer->conversion_map)
863 /* That means that there is nothing to fixup. Just upload from
864 * buffer->resource.heap_memory directly into the vbo. Do not
865 * free the system memory copy because drawPrimitive may need it if
866 * the stride is 0, for instancing emulation, vertex blending
867 * emulation or shader emulation. */
868 TRACE("No conversion needed.\n");
870 /* Nothing to do because we locked directly into the vbo */
871 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
873 return;
876 buffer_direct_upload(buffer, context->gl_info, flags);
878 return;
881 gl_info = context->gl_info;
883 if(!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
885 buffer_get_sysmem(buffer, context);
888 /* Now for each vertex in the buffer that needs conversion */
889 vertices = buffer->resource.size / buffer->stride;
891 data = HeapAlloc(GetProcessHeap(), 0, buffer->resource.size);
893 while(buffer->modified_areas)
895 buffer->modified_areas--;
896 start = buffer->maps[buffer->modified_areas].offset;
897 len = buffer->maps[buffer->modified_areas].size;
898 end = start + len;
900 memcpy(data + start, (BYTE *)buffer->resource.heap_memory + start, end - start);
901 for (i = start / buffer->stride; i < min((end / buffer->stride) + 1, vertices); ++i)
903 for (j = 0; j < buffer->stride; ++j)
905 switch (buffer->conversion_map[j])
907 case CONV_NONE:
908 /* Done already */
909 j += 3;
910 break;
911 case CONV_D3DCOLOR:
912 fixup_d3dcolor((DWORD *) (data + i * buffer->stride + j));
913 j += 3;
914 break;
916 case CONV_POSITIONT:
917 fixup_transformed_pos((float *) (data + i * buffer->stride + j));
918 j += 15;
919 break;
920 default:
921 FIXME("Unimplemented conversion %d in shifted conversion\n", buffer->conversion_map[j]);
926 GL_EXTCALL(glBindBuffer(buffer->buffer_type_hint, buffer->buffer_object));
927 checkGLcall("glBindBuffer");
928 GL_EXTCALL(glBufferSubData(buffer->buffer_type_hint, start, len, data + start));
929 checkGLcall("glBufferSubData");
932 HeapFree(GetProcessHeap(), 0, data);
935 void CDECL wined3d_buffer_preload(struct wined3d_buffer *buffer)
937 struct wined3d_context *context;
938 context = context_acquire(buffer->resource.device, NULL);
939 buffer_internal_preload(buffer, context, NULL);
940 context_release(context);
943 struct wined3d_resource * CDECL wined3d_buffer_get_resource(struct wined3d_buffer *buffer)
945 TRACE("buffer %p.\n", buffer);
947 return &buffer->resource;
950 HRESULT CDECL wined3d_buffer_map(struct wined3d_buffer *buffer, UINT offset, UINT size, BYTE **data, DWORD flags)
952 LONG count;
953 BYTE *base;
955 TRACE("buffer %p, offset %u, size %u, data %p, flags %#x.\n", buffer, offset, size, data, flags);
957 flags = wined3d_resource_sanitize_map_flags(&buffer->resource, flags);
958 /* Filter redundant WINED3D_MAP_DISCARD maps. The 3DMark2001 multitexture
959 * fill rate test seems to depend on this. When we map a buffer with
960 * GL_MAP_INVALIDATE_BUFFER_BIT, the driver is free to discard the
961 * previous contents of the buffer. The r600g driver only does this when
962 * the buffer is currently in use, while the proprietary NVIDIA driver
963 * appears to do this unconditionally. */
964 if (buffer->flags & WINED3D_BUFFER_DISCARD)
965 flags &= ~WINED3D_MAP_DISCARD;
966 count = ++buffer->resource.map_count;
968 if (buffer->buffer_object)
970 /* DISCARD invalidates the entire buffer, regardless of the specified
971 * offset and size. Some applications also depend on the entire buffer
972 * being uploaded in that case. Two such applications are Port Royale
973 * and Darkstar One. */
974 if (flags & WINED3D_MAP_DISCARD)
975 buffer_invalidate_bo_range(buffer, 0, 0);
976 else if (!(flags & WINED3D_MAP_READONLY))
977 buffer_invalidate_bo_range(buffer, offset, size);
979 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
981 if (count == 1)
983 struct wined3d_device *device = buffer->resource.device;
984 struct wined3d_context *context;
985 const struct wined3d_gl_info *gl_info;
987 context = context_acquire(device, NULL);
988 gl_info = context->gl_info;
990 buffer_bind(buffer, context);
992 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
994 GLbitfield mapflags = wined3d_resource_gl_map_flags(flags);
995 buffer->map_ptr = GL_EXTCALL(glMapBufferRange(buffer->buffer_type_hint,
996 0, buffer->resource.size, mapflags));
997 checkGLcall("glMapBufferRange");
999 else
1001 if (buffer->flags & WINED3D_BUFFER_APPLESYNC)
1002 buffer_sync_apple(buffer, flags, gl_info);
1003 buffer->map_ptr = GL_EXTCALL(glMapBuffer(buffer->buffer_type_hint,
1004 GL_READ_WRITE));
1005 checkGLcall("glMapBuffer");
1008 if (((DWORD_PTR)buffer->map_ptr) & (RESOURCE_ALIGNMENT - 1))
1010 WARN("Pointer %p is not %u byte aligned.\n", buffer->map_ptr, RESOURCE_ALIGNMENT);
1012 GL_EXTCALL(glUnmapBuffer(buffer->buffer_type_hint));
1013 checkGLcall("glUnmapBuffer");
1014 buffer->map_ptr = NULL;
1016 if (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)
1018 /* The extra copy is more expensive than not using VBOs at
1019 * all on the Nvidia Linux driver, which is the only driver
1020 * that returns unaligned pointers.
1022 TRACE("Dynamic buffer, dropping VBO.\n");
1023 wined3d_buffer_drop_bo(buffer);
1025 else
1027 TRACE("Falling back to doublebuffered operation.\n");
1028 buffer_get_sysmem(buffer, context);
1030 TRACE("New pointer is %p.\n", buffer->resource.heap_memory);
1031 buffer->map_ptr = NULL;
1033 context_release(context);
1037 if (flags & WINED3D_MAP_DISCARD)
1038 buffer->flags |= WINED3D_BUFFER_DISCARD;
1039 else if (!(flags & WINED3D_MAP_NOOVERWRITE))
1040 buffer->flags |= WINED3D_BUFFER_SYNC;
1043 base = buffer->map_ptr ? buffer->map_ptr : buffer->resource.heap_memory;
1044 *data = base + offset;
1046 TRACE("Returning memory at %p (base %p, offset %u).\n", *data, base, offset);
1047 /* TODO: check Flags compatibility with buffer->currentDesc.Usage (see MSDN) */
1049 return WINED3D_OK;
1052 void CDECL wined3d_buffer_unmap(struct wined3d_buffer *buffer)
1054 ULONG i;
1056 TRACE("buffer %p.\n", buffer);
1058 /* In the case that the number of Unmap calls > the
1059 * number of Map calls, d3d returns always D3D_OK.
1060 * This is also needed to prevent Map from returning garbage on
1061 * the next call (this will happen if the lock_count is < 0). */
1062 if (!buffer->resource.map_count)
1064 WARN("Unmap called without a previous map call.\n");
1065 return;
1068 if (--buffer->resource.map_count)
1070 /* Delay loading the buffer until everything is unlocked */
1071 TRACE("Ignoring unmap.\n");
1072 return;
1075 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER) && buffer->buffer_object)
1077 struct wined3d_device *device = buffer->resource.device;
1078 const struct wined3d_gl_info *gl_info;
1079 struct wined3d_context *context;
1081 context = context_acquire(device, NULL);
1082 gl_info = context->gl_info;
1084 buffer_bind(buffer, context);
1086 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
1088 for (i = 0; i < buffer->modified_areas; ++i)
1090 GL_EXTCALL(glFlushMappedBufferRange(buffer->buffer_type_hint,
1091 buffer->maps[i].offset, buffer->maps[i].size));
1092 checkGLcall("glFlushMappedBufferRange");
1095 else if (buffer->flags & WINED3D_BUFFER_APPLESYNC)
1097 for (i = 0; i < buffer->modified_areas; ++i)
1099 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(buffer->buffer_type_hint,
1100 buffer->maps[i].offset, buffer->maps[i].size));
1101 checkGLcall("glFlushMappedBufferRangeAPPLE");
1105 GL_EXTCALL(glUnmapBuffer(buffer->buffer_type_hint));
1106 if (wined3d_settings.strict_draw_ordering)
1107 gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
1108 context_release(context);
1110 buffer_clear_dirty_areas(buffer);
1111 buffer->map_ptr = NULL;
1113 else if (buffer->flags & WINED3D_BUFFER_HASDESC)
1115 wined3d_buffer_preload(buffer);
1119 HRESULT wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset,
1120 struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size)
1122 BYTE *dst_buffer_mem, *src_buffer_mem, *dst_ptr, *src_ptr;
1123 struct wined3d_bo_address dst_bo_address, src_bo_address;
1124 const struct wined3d_gl_info *gl_info;
1125 struct wined3d_context *context;
1126 struct wined3d_device *device;
1127 HRESULT hr;
1129 device = dst_buffer->resource.device;
1131 context = context_acquire(device, NULL);
1132 gl_info = context->gl_info;
1134 buffer_get_memory(dst_buffer, context, &dst_bo_address);
1135 buffer_get_memory(src_buffer, context, &src_bo_address);
1137 dst_buffer_mem = dst_buffer->resource.heap_memory;
1138 src_buffer_mem = src_buffer->resource.heap_memory;
1140 if (!dst_buffer_mem && !src_buffer_mem)
1142 if (gl_info->supported[ARB_COPY_BUFFER])
1144 GL_EXTCALL(glBindBuffer(GL_COPY_READ_BUFFER, src_bo_address.buffer_object));
1145 GL_EXTCALL(glBindBuffer(GL_COPY_WRITE_BUFFER, dst_bo_address.buffer_object));
1146 GL_EXTCALL(glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, src_offset, dst_offset, size));
1147 checkGLcall("direct buffer copy");
1149 else
1151 if (FAILED(hr = wined3d_buffer_map(dst_buffer, dst_offset, size, &dst_ptr, 0)))
1153 WARN("Failed to map dst_buffer, hr %#x.\n", hr);
1154 context_release(context);
1155 return WINED3DERR_INVALIDCALL;
1157 if (FAILED(hr = wined3d_buffer_map(src_buffer, src_offset, size, &src_ptr, WINED3D_MAP_READONLY)))
1159 WARN("Failed to map src_buffer, hr %#x.\n", hr);
1160 wined3d_buffer_unmap(dst_buffer);
1161 context_release(context);
1162 return WINED3DERR_INVALIDCALL;
1165 memcpy(dst_ptr, src_ptr, size);
1167 wined3d_buffer_unmap(src_buffer);
1168 wined3d_buffer_unmap(dst_buffer);
1171 else if (dst_buffer_mem && !src_buffer_mem)
1173 buffer_bind(src_buffer, context);
1174 GL_EXTCALL(glGetBufferSubData(src_buffer->buffer_type_hint, src_offset, size, dst_buffer_mem + dst_offset));
1175 checkGLcall("buffer download");
1177 else if (!dst_buffer_mem && src_buffer_mem)
1179 buffer_bind(dst_buffer, context);
1180 GL_EXTCALL(glBufferSubData(dst_buffer->buffer_type_hint, dst_offset, size, src_buffer_mem + src_offset));
1181 checkGLcall("buffer upload");
1183 else
1185 memcpy(dst_buffer_mem + dst_offset, src_buffer_mem + src_offset, size);
1188 if (dst_buffer_mem)
1189 buffer_invalidate_bo_range(dst_buffer, dst_offset, size);
1191 context_release(context);
1192 return WINED3D_OK;
1195 HRESULT wined3d_buffer_upload_data(struct wined3d_buffer *buffer,
1196 const struct wined3d_box *box, const void *data)
1198 UINT offset, size;
1199 HRESULT hr;
1200 BYTE *ptr;
1202 if (box)
1204 offset = box->left;
1205 size = box->right - box->left;
1207 else
1209 offset = 0;
1210 size = buffer->resource.size;
1213 if (FAILED(hr = wined3d_buffer_map(buffer, offset, size, &ptr, 0)))
1214 return hr;
1216 memcpy(ptr, data, size);
1218 wined3d_buffer_unmap(buffer);
1219 return WINED3D_OK;
1222 static ULONG buffer_resource_incref(struct wined3d_resource *resource)
1224 return wined3d_buffer_incref(buffer_from_resource(resource));
1227 static ULONG buffer_resource_decref(struct wined3d_resource *resource)
1229 return wined3d_buffer_decref(buffer_from_resource(resource));
1232 static HRESULT buffer_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx,
1233 struct wined3d_map_desc *map_desc, const struct wined3d_box *box, DWORD flags)
1235 struct wined3d_buffer *buffer = buffer_from_resource(resource);
1236 UINT offset, size;
1238 if (sub_resource_idx)
1240 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
1241 return E_INVALIDARG;
1244 if (box)
1246 offset = box->left;
1247 size = box->right - box->left;
1249 else
1251 offset = size = 0;
1254 map_desc->row_pitch = map_desc->slice_pitch = buffer->desc.byte_width;
1255 return wined3d_buffer_map(buffer, offset, size, (BYTE **)&map_desc->data, flags);
1258 static HRESULT buffer_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
1260 if (sub_resource_idx)
1262 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
1263 return E_INVALIDARG;
1266 wined3d_buffer_unmap(buffer_from_resource(resource));
1267 return WINED3D_OK;
1270 static const struct wined3d_resource_ops buffer_resource_ops =
1272 buffer_resource_incref,
1273 buffer_resource_decref,
1274 buffer_unload,
1275 buffer_resource_sub_resource_map,
1276 buffer_resource_sub_resource_unmap,
1279 static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device *device,
1280 UINT size, DWORD usage, enum wined3d_format_id format_id, enum wined3d_pool pool, GLenum bind_hint,
1281 const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops)
1283 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1284 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
1285 HRESULT hr;
1286 BOOL dynamic_buffer_ok;
1288 if (!size)
1290 WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL.\n");
1291 return WINED3DERR_INVALIDCALL;
1294 if (data && !data->data)
1296 WARN("Invalid sub-resource data specified.\n");
1297 return E_INVALIDARG;
1300 hr = resource_init(&buffer->resource, device, WINED3D_RTYPE_BUFFER, format,
1301 WINED3D_MULTISAMPLE_NONE, 0, usage, pool, size, 1, 1, size, parent, parent_ops, &buffer_resource_ops);
1302 if (FAILED(hr))
1304 WARN("Failed to initialize resource, hr %#x.\n", hr);
1305 return hr;
1307 buffer->buffer_type_hint = bind_hint;
1309 TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer->resource.size, buffer->resource.usage,
1310 debug_d3dformat(buffer->resource.format->id), buffer->resource.heap_memory, buffer);
1312 if (device->create_parms.flags & WINED3DCREATE_SOFTWARE_VERTEXPROCESSING || pool == WINED3D_POOL_MANAGED)
1314 /* SWvp always returns the same pointer in buffer maps and retains data in DISCARD maps.
1315 * Keep a system memory copy of the buffer to provide the same behavior to the application.
1316 * Still use a VBO to support OpenGL 3 core contexts. */
1317 TRACE("Using doublebuffer mode because of software vertex processing.\n");
1318 buffer->flags |= WINED3D_BUFFER_DOUBLEBUFFER;
1321 /* Observations show that draw_primitive_immediate_mode() is faster on
1322 * dynamic vertex buffers than converting + draw_primitive_arrays().
1323 * (Half-Life 2 and others.) */
1324 dynamic_buffer_ok = gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] || gl_info->supported[ARB_MAP_BUFFER_RANGE];
1326 if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
1328 TRACE("Not creating a BO because GL_ARB_vertex_buffer is not supported.\n");
1330 else if (buffer->resource.pool == WINED3D_POOL_SYSTEM_MEM)
1332 TRACE("Not creating a BO because the buffer is in system memory.\n");
1334 else if (!dynamic_buffer_ok && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
1336 TRACE("Not creating a BO because the buffer has dynamic usage and no GL support.\n");
1338 else
1340 buffer->flags |= WINED3D_BUFFER_USE_BO;
1343 if (!(buffer->maps = HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer->maps))))
1345 ERR("Out of memory.\n");
1346 buffer_unload(&buffer->resource);
1347 resource_cleanup(&buffer->resource);
1348 wined3d_resource_wait_idle(&buffer->resource);
1349 return E_OUTOFMEMORY;
1351 buffer->maps_size = 1;
1353 if (data && FAILED(hr = wined3d_buffer_upload_data(buffer, NULL, data->data)))
1355 ERR("Failed to upload data, hr %#x.\n", hr);
1356 buffer_unload(&buffer->resource);
1357 resource_cleanup(&buffer->resource);
1358 wined3d_resource_wait_idle(&buffer->resource);
1359 HeapFree(GetProcessHeap(), 0, buffer->maps);
1360 return hr;
1363 return WINED3D_OK;
1366 HRESULT CDECL wined3d_buffer_create(struct wined3d_device *device, const struct wined3d_buffer_desc *desc,
1367 const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops,
1368 struct wined3d_buffer **buffer)
1370 struct wined3d_buffer *object;
1371 HRESULT hr;
1373 TRACE("device %p, desc %p, data %p, parent %p, parent_ops %p, buffer %p.\n",
1374 device, desc, data, parent, parent_ops, buffer);
1376 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1377 if (!object)
1378 return E_OUTOFMEMORY;
1380 FIXME("Ignoring access flags (pool).\n");
1382 hr = buffer_init(object, device, desc->byte_width, desc->usage, WINED3DFMT_UNKNOWN,
1383 WINED3D_POOL_MANAGED, GL_ARRAY_BUFFER_ARB, data, parent, parent_ops);
1384 if (FAILED(hr))
1386 WARN("Failed to initialize buffer, hr %#x.\n", hr);
1387 HeapFree(GetProcessHeap(), 0, object);
1388 return hr;
1390 object->desc = *desc;
1392 TRACE("Created buffer %p.\n", object);
1394 *buffer = object;
1396 return WINED3D_OK;
1399 HRESULT CDECL wined3d_buffer_create_vb(struct wined3d_device *device, UINT size, DWORD usage, enum wined3d_pool pool,
1400 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer)
1402 struct wined3d_buffer *object;
1403 HRESULT hr;
1405 TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
1406 device, size, usage, pool, parent, parent_ops, buffer);
1408 if (pool == WINED3D_POOL_SCRATCH)
1410 /* The d3d9 tests shows that this is not allowed. It doesn't make much
1411 * sense anyway, SCRATCH buffers wouldn't be usable anywhere. */
1412 WARN("Vertex buffer in WINED3D_POOL_SCRATCH requested, returning WINED3DERR_INVALIDCALL.\n");
1413 *buffer = NULL;
1414 return WINED3DERR_INVALIDCALL;
1417 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1418 if (!object)
1420 *buffer = NULL;
1421 return WINED3DERR_OUTOFVIDEOMEMORY;
1424 hr = buffer_init(object, device, size, usage, WINED3DFMT_VERTEXDATA,
1425 pool, GL_ARRAY_BUFFER_ARB, NULL, parent, parent_ops);
1426 if (FAILED(hr))
1428 WARN("Failed to initialize buffer, hr %#x.\n", hr);
1429 HeapFree(GetProcessHeap(), 0, object);
1430 return hr;
1433 TRACE("Created buffer %p.\n", object);
1434 *buffer = object;
1436 return WINED3D_OK;
1439 HRESULT CDECL wined3d_buffer_create_ib(struct wined3d_device *device, UINT size, DWORD usage, enum wined3d_pool pool,
1440 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer)
1442 struct wined3d_buffer *object;
1443 HRESULT hr;
1445 TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
1446 device, size, usage, pool, parent, parent_ops, buffer);
1448 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1449 if (!object)
1451 *buffer = NULL;
1452 return WINED3DERR_OUTOFVIDEOMEMORY;
1455 hr = buffer_init(object, device, size, usage | WINED3DUSAGE_STATICDECL,
1456 WINED3DFMT_UNKNOWN, pool, GL_ELEMENT_ARRAY_BUFFER_ARB, NULL,
1457 parent, parent_ops);
1458 if (FAILED(hr))
1460 WARN("Failed to initialize buffer, hr %#x\n", hr);
1461 HeapFree(GetProcessHeap(), 0, object);
1462 return hr;
1465 TRACE("Created buffer %p.\n", object);
1466 *buffer = object;
1468 return WINED3D_OK;