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
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_FLUSH 0x08 /* Manual unmap flushing. */
36 #define WINED3D_BUFFER_DISCARD 0x10 /* A DISCARD lock has occurred since the last preload. */
37 #define WINED3D_BUFFER_SYNC 0x20 /* There has been at least one synchronized map since the last preload. */
38 #define WINED3D_BUFFER_APPLESYNC 0x40 /* Using sync as in GL_APPLE_flush_buffer_range. */
40 #define VB_MAXDECLCHANGES 100 /* After that number of decl changes we stop converting */
41 #define VB_RESETDECLCHANGE 1000 /* Reset the decl changecount after that number of draws */
42 #define VB_MAXFULLCONVERSIONS 5 /* Number of full conversions before we stop converting */
43 #define VB_RESETFULLCONVS 20 /* Reset full conversion counts after that number of draws */
45 static void buffer_invalidate_bo_range(struct wined3d_buffer
*buffer
, UINT offset
, UINT size
)
50 if (offset
> buffer
->resource
.size
|| offset
+ size
> buffer
->resource
.size
)
52 WARN("Invalid range specified, invalidating entire buffer.\n");
56 if (buffer
->modified_areas
>= buffer
->maps_size
)
58 struct wined3d_map_range
*new;
60 if (!(new = HeapReAlloc(GetProcessHeap(), 0, buffer
->maps
, 2 * buffer
->maps_size
* sizeof(*buffer
->maps
))))
62 ERR("Failed to allocate maps array, invalidating entire buffer.\n");
67 buffer
->maps_size
*= 2;
70 buffer
->maps
[buffer
->modified_areas
].offset
= offset
;
71 buffer
->maps
[buffer
->modified_areas
].size
= size
;
72 ++buffer
->modified_areas
;
76 buffer
->modified_areas
= 1;
77 buffer
->maps
[0].offset
= 0;
78 buffer
->maps
[0].size
= buffer
->resource
.size
;
81 static inline void buffer_clear_dirty_areas(struct wined3d_buffer
*This
)
83 This
->modified_areas
= 0;
86 static BOOL
buffer_is_dirty(const struct wined3d_buffer
*buffer
)
88 return !!buffer
->modified_areas
;
91 static BOOL
buffer_is_fully_dirty(const struct wined3d_buffer
*buffer
)
95 for (i
= 0; i
< buffer
->modified_areas
; ++i
)
97 if (!buffer
->maps
[i
].offset
&& buffer
->maps
[i
].size
== buffer
->resource
.size
)
103 /* Context activation is done by the caller */
104 static void delete_gl_buffer(struct wined3d_buffer
*This
, const struct wined3d_gl_info
*gl_info
)
106 if(!This
->buffer_object
) return;
108 GL_EXTCALL(glDeleteBuffersARB(1, &This
->buffer_object
));
109 checkGLcall("glDeleteBuffersARB");
110 This
->buffer_object
= 0;
114 wined3d_event_query_destroy(This
->query
);
117 This
->flags
&= ~WINED3D_BUFFER_APPLESYNC
;
120 /* Context activation is done by the caller. */
121 static void buffer_create_buffer_object(struct wined3d_buffer
*This
, struct wined3d_context
*context
)
123 GLenum gl_usage
= GL_STATIC_DRAW_ARB
;
125 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
127 TRACE("Creating an OpenGL vertex buffer object for wined3d_buffer %p with usage %s.\n",
128 This
, debug_d3dusage(This
->resource
.usage
));
130 /* Make sure that the gl error is cleared. Do not use checkGLcall
131 * here because checkGLcall just prints a fixme and continues. However,
132 * if an error during VBO creation occurs we can fall back to non-vbo operation
133 * with full functionality(but performance loss)
135 while (gl_info
->gl_ops
.gl
.p_glGetError() != GL_NO_ERROR
);
137 /* Basically the FVF parameter passed to CreateVertexBuffer is no good.
138 * The vertex declaration from the device determines how the data in the
139 * buffer is interpreted. This means that on each draw call the buffer has
140 * to be verified to check if the rhw and color values are in the correct
143 GL_EXTCALL(glGenBuffersARB(1, &This
->buffer_object
));
144 error
= gl_info
->gl_ops
.gl
.p_glGetError();
145 if (!This
->buffer_object
|| error
!= GL_NO_ERROR
)
147 ERR("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error
), error
);
151 if (This
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
152 context_invalidate_state(context
, STATE_INDEXBUFFER
);
153 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
154 error
= gl_info
->gl_ops
.gl
.p_glGetError();
155 if (error
!= GL_NO_ERROR
)
157 ERR("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error
), error
);
161 if (This
->resource
.usage
& WINED3DUSAGE_DYNAMIC
)
163 TRACE("Buffer has WINED3DUSAGE_DYNAMIC set.\n");
164 gl_usage
= GL_STREAM_DRAW_ARB
;
166 if(gl_info
->supported
[APPLE_FLUSH_BUFFER_RANGE
])
168 GL_EXTCALL(glBufferParameteriAPPLE(This
->buffer_type_hint
, GL_BUFFER_FLUSHING_UNMAP_APPLE
, GL_FALSE
));
169 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE)");
170 This
->flags
|= WINED3D_BUFFER_FLUSH
;
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(glBufferDataARB(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("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error
), error
);
192 This
->buffer_object_usage
= gl_usage
;
194 if (This
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
)
195 buffer_invalidate_bo_range(This
, 0, 0);
197 wined3d_resource_free_sysmem(&This
->resource
);
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
*This
,
209 const enum wined3d_buffer_conversion_type conversion_type
,
210 const struct wined3d_stream_info_element
*attrib
, DWORD
*stride_this_run
)
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.
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
);
233 *stride_this_run
= attrib
->stride
;
234 if (This
->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 This
->stride
= *stride_this_run
;
241 HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY
, This
->conversion_map
);
242 This
->conversion_map
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
243 sizeof(*This
->conversion_map
) * This
->stride
);
248 data
= ((DWORD_PTR
)attrib
->data
.addr
) % This
->stride
;
249 attrib_size
= attrib
->format
->component_count
* attrib
->format
->component_size
;
250 for (i
= 0; i
< attrib_size
; ++i
)
252 DWORD_PTR idx
= (data
+ i
) % This
->stride
;
253 if (This
->conversion_map
[idx
] != conversion_type
)
255 TRACE("Byte %ld in vertex changed\n", idx
);
256 TRACE("It was type %d, is %d now\n", This
->conversion_map
[idx
], conversion_type
);
258 This
->conversion_map
[idx
] = conversion_type
;
265 #define WINED3D_BUFFER_FIXUP_D3DCOLOR 0x01
266 #define WINED3D_BUFFER_FIXUP_XYZRHW 0x02
268 static BOOL
buffer_check_attribute(struct wined3d_buffer
*This
, const struct wined3d_stream_info
*si
,
269 UINT attrib_idx
, DWORD fixup_flags
, DWORD
*stride_this_run
)
271 const struct wined3d_stream_info_element
*attrib
= &si
->elements
[attrib_idx
];
272 enum wined3d_format_id format
;
275 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
276 * there, on nonexistent attribs the vbo is 0.
278 if (!(si
->use_map
& (1 << attrib_idx
))
279 || attrib
->data
.buffer_object
!= This
->buffer_object
)
282 format
= attrib
->format
->id
;
283 /* Look for newly appeared conversion */
284 if (fixup_flags
& WINED3D_BUFFER_FIXUP_D3DCOLOR
&& format
== WINED3DFMT_B8G8R8A8_UNORM
)
286 ret
= buffer_process_converted_attribute(This
, CONV_D3DCOLOR
, attrib
, stride_this_run
);
288 else if (fixup_flags
& WINED3D_BUFFER_FIXUP_XYZRHW
&& si
->position_transformed
)
290 if (format
!= WINED3DFMT_R32G32B32A32_FLOAT
)
292 FIXME("Unexpected format %s for transformed position.\n", debug_d3dformat(format
));
296 ret
= buffer_process_converted_attribute(This
, CONV_POSITIONT
, attrib
, stride_this_run
);
298 else if (This
->conversion_map
)
300 ret
= buffer_process_converted_attribute(This
, CONV_NONE
, attrib
, stride_this_run
);
306 static BOOL
buffer_find_decl(struct wined3d_buffer
*This
, const struct wined3d_stream_info
*si
,
309 UINT stride_this_run
= 0;
312 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
313 * Once we have our declaration there is no need to look it up again. Index buffers also never need
314 * conversion, so once the (empty) conversion structure is created don't bother checking again
316 if (This
->flags
& WINED3D_BUFFER_HASDESC
)
318 if(This
->resource
.usage
& WINED3DUSAGE_STATICDECL
) return FALSE
;
323 TRACE("No fixup required.\n");
324 if(This
->conversion_map
)
326 HeapFree(GetProcessHeap(), 0, This
->conversion_map
);
327 This
->conversion_map
= NULL
;
335 TRACE("Finding vertex buffer conversion information\n");
336 /* Certain declaration types need some fixups before we can pass them to
337 * opengl. This means D3DCOLOR attributes with fixed function vertex
338 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
339 * GL_ARB_half_float_vertex is not supported.
341 * Note for d3d8 and d3d9:
342 * The vertex buffer FVF doesn't help with finding them, we have to use
343 * the decoded vertex declaration and pick the things that concern the
344 * current buffer. A problem with this is that this can change between
345 * draws, so we have to validate the information and reprocess the buffer
346 * if it changes, and avoid false positives for performance reasons.
347 * WineD3D doesn't even know the vertex buffer any more, it is managed
348 * by the client libraries and passed to SetStreamSource and ProcessVertices
351 * We have to distinguish between vertex shaders and fixed function to
352 * pick the way we access the strided vertex information.
354 * This code sets up a per-byte array with the size of the detected
355 * stride of the arrays in the buffer. For each byte we have a field
356 * that marks the conversion needed on this byte. For example, the
357 * following declaration with fixed function vertex processing:
365 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
366 * [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]
368 * Where in this example map P means 4 component position conversion, 0
369 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
370 * conversion (red / blue swizzle).
372 * If we're doing conversion and the stride changes we have to reconvert
373 * the whole buffer. Note that we do not mind if the semantic changes,
374 * we only care for the conversion type. So if the NORMAL is replaced
375 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
376 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
377 * conversion types depend on the semantic as well, for example a FLOAT4
378 * texcoord needs no conversion while a FLOAT4 positiont needs one
381 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_POSITION
,
382 fixup_flags
, &stride_this_run
) || ret
;
383 fixup_flags
&= ~WINED3D_BUFFER_FIXUP_XYZRHW
;
385 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_NORMAL
,
386 fixup_flags
, &stride_this_run
) || ret
;
387 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_DIFFUSE
,
388 fixup_flags
, &stride_this_run
) || ret
;
389 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_SPECULAR
,
390 fixup_flags
, &stride_this_run
) || ret
;
391 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD0
,
392 fixup_flags
, &stride_this_run
) || ret
;
393 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD1
,
394 fixup_flags
, &stride_this_run
) || ret
;
395 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD2
,
396 fixup_flags
, &stride_this_run
) || ret
;
397 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD3
,
398 fixup_flags
, &stride_this_run
) || ret
;
399 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD4
,
400 fixup_flags
, &stride_this_run
) || ret
;
401 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD5
,
402 fixup_flags
, &stride_this_run
) || ret
;
403 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD6
,
404 fixup_flags
, &stride_this_run
) || ret
;
405 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD7
,
406 fixup_flags
, &stride_this_run
) || ret
;
408 if (!stride_this_run
&& This
->conversion_map
)
411 if (!ret
) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
412 HeapFree(GetProcessHeap(), 0, This
->conversion_map
);
413 This
->conversion_map
= NULL
;
417 if (ret
) TRACE("Conversion information changed\n");
422 static inline void fixup_d3dcolor(DWORD
*dst_color
)
424 DWORD src_color
= *dst_color
;
426 /* Color conversion like in drawStridedSlow. watch out for little endianity
427 * If we want that stuff to work on big endian machines too we have to consider more things
429 * 0xff000000: Alpha mask
430 * 0x00ff0000: Blue mask
431 * 0x0000ff00: Green mask
432 * 0x000000ff: Red mask
435 *dst_color
|= (src_color
& 0xff00ff00); /* Alpha Green */
436 *dst_color
|= (src_color
& 0x00ff0000) >> 16; /* Red */
437 *dst_color
|= (src_color
& 0x000000ff) << 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];
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
;
471 data
->addr
= buffer
->resource
.heap_memory
;
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
);
488 /* Context activation is done by the caller. */
489 BYTE
*buffer_get_sysmem(struct wined3d_buffer
*This
, 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 (This
->resource
.heap_memory
)
495 return This
->resource
.heap_memory
;
497 if (!wined3d_resource_allocate_sysmem(&This
->resource
))
498 ERR("Failed to allocate system memory.\n");
500 if (This
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
501 context_invalidate_state(context
, STATE_INDEXBUFFER
);
503 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
504 GL_EXTCALL(glGetBufferSubDataARB(This
->buffer_type_hint
, 0, This
->resource
.size
, This
->resource
.heap_memory
));
505 This
->flags
|= WINED3D_BUFFER_DOUBLEBUFFER
;
507 return This
->resource
.heap_memory
;
510 static void buffer_unload(struct wined3d_resource
*resource
)
512 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
514 TRACE("buffer %p.\n", buffer
);
516 if (buffer
->buffer_object
)
518 struct wined3d_device
*device
= resource
->device
;
519 struct wined3d_context
*context
;
521 context
= context_acquire(device
, NULL
);
523 /* Download the buffer, but don't permanently enable double buffering */
524 if (!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
526 buffer_get_sysmem(buffer
, context
);
527 buffer
->flags
&= ~WINED3D_BUFFER_DOUBLEBUFFER
;
530 delete_gl_buffer(buffer
, context
->gl_info
);
531 buffer
->flags
|= WINED3D_BUFFER_CREATEBO
; /* Recreate the buffer object next load */
532 buffer_clear_dirty_areas(buffer
);
534 context_release(context
);
536 HeapFree(GetProcessHeap(), 0, buffer
->conversion_map
);
537 buffer
->conversion_map
= NULL
;
539 buffer
->conversion_stride
= 0;
540 buffer
->flags
&= ~WINED3D_BUFFER_HASDESC
;
543 resource_unload(resource
);
546 ULONG CDECL
wined3d_buffer_decref(struct wined3d_buffer
*buffer
)
548 ULONG refcount
= InterlockedDecrement(&buffer
->resource
.ref
);
549 struct wined3d_context
*context
;
551 TRACE("%p decreasing refcount to %u.\n", buffer
, refcount
);
555 if (buffer
->buffer_object
)
557 context
= context_acquire(buffer
->resource
.device
, NULL
);
558 delete_gl_buffer(buffer
, context
->gl_info
);
559 context_release(context
);
561 HeapFree(GetProcessHeap(), 0, buffer
->conversion_map
);
564 resource_cleanup(&buffer
->resource
);
565 buffer
->resource
.parent_ops
->wined3d_object_destroyed(buffer
->resource
.parent
);
566 HeapFree(GetProcessHeap(), 0, buffer
->maps
);
567 HeapFree(GetProcessHeap(), 0, buffer
);
573 void * CDECL
wined3d_buffer_get_parent(const struct wined3d_buffer
*buffer
)
575 TRACE("buffer %p.\n", buffer
);
577 return buffer
->resource
.parent
;
580 /* The caller provides a context and binds the buffer */
581 static void buffer_sync_apple(struct wined3d_buffer
*This
, DWORD flags
, const struct wined3d_gl_info
*gl_info
)
583 enum wined3d_event_query_result ret
;
585 /* No fencing needs to be done if the app promises not to overwrite
587 if (flags
& WINED3D_MAP_NOOVERWRITE
)
590 if (flags
& WINED3D_MAP_DISCARD
)
592 GL_EXTCALL(glBufferDataARB(This
->buffer_type_hint
, This
->resource
.size
, NULL
, This
->buffer_object_usage
));
593 checkGLcall("glBufferDataARB\n");
599 TRACE("Creating event query for buffer %p\n", This
);
601 if (!wined3d_event_query_supported(gl_info
))
603 FIXME("Event queries not supported, dropping async buffer locks.\n");
607 This
->query
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*This
->query
));
610 ERR("Failed to allocate event query memory, dropping async buffer locks.\n");
614 /* Since we don't know about old draws a glFinish is needed once */
615 gl_info
->gl_ops
.gl
.p_glFinish();
618 TRACE("Synchronizing buffer %p\n", This
);
619 ret
= wined3d_event_query_finish(This
->query
, This
->resource
.device
);
622 case WINED3D_EVENT_QUERY_NOT_STARTED
:
623 case WINED3D_EVENT_QUERY_OK
:
627 case WINED3D_EVENT_QUERY_WRONG_THREAD
:
628 WARN("Cannot synchronize buffer lock due to a thread conflict\n");
632 ERR("wined3d_event_query_finish returned %u, dropping async buffer locks\n", ret
);
639 wined3d_event_query_destroy(This
->query
);
643 gl_info
->gl_ops
.gl
.p_glFinish();
644 GL_EXTCALL(glBufferParameteriAPPLE(This
->buffer_type_hint
, GL_BUFFER_SERIALIZED_MODIFY_APPLE
, GL_TRUE
));
645 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
646 This
->flags
&= ~WINED3D_BUFFER_APPLESYNC
;
649 /* The caller provides a GL context */
650 static void buffer_direct_upload(struct wined3d_buffer
*This
, const struct wined3d_gl_info
*gl_info
, DWORD flags
)
653 UINT start
= 0, len
= 0;
655 /* This potentially invalidates the element array buffer binding, but the
656 * caller always takes care of this. */
657 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
658 checkGLcall("glBindBufferARB");
659 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
662 mapflags
= GL_MAP_WRITE_BIT
| GL_MAP_FLUSH_EXPLICIT_BIT
;
663 if (flags
& WINED3D_BUFFER_DISCARD
)
664 mapflags
|= GL_MAP_INVALIDATE_BUFFER_BIT
;
665 else if (!(flags
& WINED3D_BUFFER_SYNC
))
666 mapflags
|= GL_MAP_UNSYNCHRONIZED_BIT
;
667 map
= GL_EXTCALL(glMapBufferRange(This
->buffer_type_hint
, 0,
668 This
->resource
.size
, mapflags
));
669 checkGLcall("glMapBufferRange");
673 if (This
->flags
& WINED3D_BUFFER_APPLESYNC
)
676 if (flags
& WINED3D_BUFFER_DISCARD
)
677 syncflags
|= WINED3D_MAP_DISCARD
;
678 else if (!(flags
& WINED3D_BUFFER_SYNC
))
679 syncflags
|= WINED3D_MAP_NOOVERWRITE
;
680 buffer_sync_apple(This
, syncflags
, gl_info
);
682 map
= GL_EXTCALL(glMapBufferARB(This
->buffer_type_hint
, GL_WRITE_ONLY_ARB
));
683 checkGLcall("glMapBufferARB");
687 ERR("Failed to map opengl buffer\n");
691 while (This
->modified_areas
)
693 This
->modified_areas
--;
694 start
= This
->maps
[This
->modified_areas
].offset
;
695 len
= This
->maps
[This
->modified_areas
].size
;
697 memcpy(map
+ start
, (BYTE
*)This
->resource
.heap_memory
+ start
, len
);
699 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
701 GL_EXTCALL(glFlushMappedBufferRange(This
->buffer_type_hint
, start
, len
));
702 checkGLcall("glFlushMappedBufferRange");
704 else if (This
->flags
& WINED3D_BUFFER_FLUSH
)
706 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This
->buffer_type_hint
, start
, len
));
707 checkGLcall("glFlushMappedBufferRangeAPPLE");
710 GL_EXTCALL(glUnmapBufferARB(This
->buffer_type_hint
));
711 checkGLcall("glUnmapBufferARB");
714 void buffer_mark_used(struct wined3d_buffer
*buffer
)
716 buffer
->flags
&= ~(WINED3D_BUFFER_SYNC
| WINED3D_BUFFER_DISCARD
);
719 /* Context activation is done by the caller. */
720 void buffer_internal_preload(struct wined3d_buffer
*buffer
, struct wined3d_context
*context
,
721 const struct wined3d_state
*state
)
723 DWORD flags
= buffer
->flags
& (WINED3D_BUFFER_SYNC
| WINED3D_BUFFER_DISCARD
);
724 struct wined3d_device
*device
= buffer
->resource
.device
;
725 UINT start
= 0, end
= 0, len
= 0, vertices
;
726 const struct wined3d_gl_info
*gl_info
;
727 BOOL decl_changed
= FALSE
;
731 TRACE("buffer %p.\n", buffer
);
733 if (buffer
->resource
.map_count
)
735 WARN("Buffer is mapped, skipping preload.\n");
739 buffer_mark_used(buffer
);
741 if (!buffer
->buffer_object
)
743 /* TODO: Make converting independent from VBOs */
744 if (buffer
->flags
& WINED3D_BUFFER_CREATEBO
)
746 buffer_create_buffer_object(buffer
, context
);
747 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
751 /* Not doing any conversion */
756 /* Reading the declaration makes only sense if we have valid state information
757 * (i.e., if this function is called during draws). */
760 DWORD fixup_flags
= 0;
764 if (!context
->gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
])
765 fixup_flags
|= WINED3D_BUFFER_FIXUP_D3DCOLOR
;
766 if (!context
->d3d_info
->xyzrhw
)
767 fixup_flags
|= WINED3D_BUFFER_FIXUP_XYZRHW
;
770 decl_changed
= buffer_find_decl(buffer
, &context
->stream_info
, fixup_flags
);
771 buffer
->flags
|= WINED3D_BUFFER_HASDESC
;
774 if (!decl_changed
&& !(buffer
->flags
& WINED3D_BUFFER_HASDESC
&& buffer_is_dirty(buffer
)))
776 ++buffer
->draw_count
;
777 if (buffer
->draw_count
> VB_RESETDECLCHANGE
)
778 buffer
->decl_change_count
= 0;
779 if (buffer
->draw_count
> VB_RESETFULLCONVS
)
780 buffer
->full_conversion_count
= 0;
784 /* If applications change the declaration over and over, reconverting all the time is a huge
785 * performance hit. So count the declaration changes and release the VBO if there are too many
786 * of them (and thus stop converting)
790 ++buffer
->decl_change_count
;
791 buffer
->draw_count
= 0;
793 if (buffer
->decl_change_count
> VB_MAXDECLCHANGES
794 || (buffer
->conversion_map
&& (buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
)))
796 FIXME("Too many declaration changes or converting dynamic buffer, stopping converting\n");
798 buffer_unload(&buffer
->resource
);
799 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
801 /* The stream source state handler might have read the memory of
802 * the vertex buffer already and got the memory in the vbo which
803 * is not valid any longer. Dirtify the stream source to force a
804 * reload. This happens only once per changed vertexbuffer and
805 * should occur rather rarely. */
806 device_invalidate_state(device
, STATE_STREAMSRC
);
810 /* The declaration changed, reload the whole buffer. */
811 WARN("Reloading buffer because of a vertex declaration change.\n");
812 buffer_invalidate_bo_range(buffer
, 0, 0);
814 /* Avoid unfenced updates, we might overwrite more areas of the buffer than the application
815 * cleared for unsynchronized updates
821 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
822 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
823 * decl changes and reset the decl change count after a specific number of them
825 if (buffer
->conversion_map
&& buffer_is_fully_dirty(buffer
))
827 ++buffer
->full_conversion_count
;
828 if (buffer
->full_conversion_count
> VB_MAXFULLCONVERSIONS
)
830 FIXME("Too many full buffer conversions, stopping converting.\n");
831 buffer_unload(&buffer
->resource
);
832 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
833 if (buffer
->resource
.bind_count
)
834 device_invalidate_state(device
, STATE_STREAMSRC
);
840 ++buffer
->draw_count
;
841 if (buffer
->draw_count
> VB_RESETDECLCHANGE
)
842 buffer
->decl_change_count
= 0;
843 if (buffer
->draw_count
> VB_RESETFULLCONVS
)
844 buffer
->full_conversion_count
= 0;
848 if (buffer
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
849 device_invalidate_state(device
, STATE_INDEXBUFFER
);
851 if (!buffer
->conversion_map
)
853 /* That means that there is nothing to fixup. Just upload from
854 * buffer->resource.heap_memory directly into the vbo. Do not
855 * free the system memory copy because drawPrimitive may need it if
856 * the stride is 0, for instancing emulation, vertex blending
857 * emulation or shader emulation. */
858 TRACE("No conversion needed.\n");
860 /* Nothing to do because we locked directly into the vbo */
861 if (!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
866 buffer_direct_upload(buffer
, context
->gl_info
, flags
);
871 gl_info
= context
->gl_info
;
873 if(!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
875 buffer_get_sysmem(buffer
, context
);
878 /* Now for each vertex in the buffer that needs conversion */
879 vertices
= buffer
->resource
.size
/ buffer
->stride
;
881 data
= HeapAlloc(GetProcessHeap(), 0, buffer
->resource
.size
);
883 while(buffer
->modified_areas
)
885 buffer
->modified_areas
--;
886 start
= buffer
->maps
[buffer
->modified_areas
].offset
;
887 len
= buffer
->maps
[buffer
->modified_areas
].size
;
890 memcpy(data
+ start
, (BYTE
*)buffer
->resource
.heap_memory
+ start
, end
- start
);
891 for (i
= start
/ buffer
->stride
; i
< min((end
/ buffer
->stride
) + 1, vertices
); ++i
)
893 for (j
= 0; j
< buffer
->stride
; ++j
)
895 switch (buffer
->conversion_map
[j
])
902 fixup_d3dcolor((DWORD
*) (data
+ i
* buffer
->stride
+ j
));
907 fixup_transformed_pos((float *) (data
+ i
* buffer
->stride
+ j
));
911 FIXME("Unimplemented conversion %d in shifted conversion\n", buffer
->conversion_map
[j
]);
916 GL_EXTCALL(glBindBufferARB(buffer
->buffer_type_hint
, buffer
->buffer_object
));
917 checkGLcall("glBindBufferARB");
918 GL_EXTCALL(glBufferSubDataARB(buffer
->buffer_type_hint
, start
, len
, data
+ start
));
919 checkGLcall("glBufferSubDataARB");
922 HeapFree(GetProcessHeap(), 0, data
);
925 void CDECL
wined3d_buffer_preload(struct wined3d_buffer
*buffer
)
927 struct wined3d_context
*context
;
928 context
= context_acquire(buffer
->resource
.device
, NULL
);
929 buffer_internal_preload(buffer
, context
, NULL
);
930 context_release(context
);
933 struct wined3d_resource
* CDECL
wined3d_buffer_get_resource(struct wined3d_buffer
*buffer
)
935 TRACE("buffer %p.\n", buffer
);
937 return &buffer
->resource
;
940 HRESULT CDECL
wined3d_buffer_map(struct wined3d_buffer
*buffer
, UINT offset
, UINT size
, BYTE
**data
, DWORD flags
)
945 TRACE("buffer %p, offset %u, size %u, data %p, flags %#x\n", buffer
, offset
, size
, data
, flags
);
947 flags
= wined3d_resource_sanitize_map_flags(&buffer
->resource
, flags
);
948 /* Filter redundant WINED3D_MAP_DISCARD maps. The 3DMark2001 multitexture
949 * fill rate test seems to depend on this. When we map a buffer with
950 * GL_MAP_INVALIDATE_BUFFER_BIT, the driver is free to discard the
951 * previous contents of the buffer. The r600g driver only does this when
952 * the buffer is currently in use, while the proprietary NVIDIA driver
953 * appears to do this unconditionally. */
954 if (buffer
->flags
& WINED3D_BUFFER_DISCARD
)
955 flags
&= ~WINED3D_MAP_DISCARD
;
956 count
= ++buffer
->resource
.map_count
;
958 if (buffer
->buffer_object
)
960 /* DISCARD invalidates the entire buffer, regardless of the specified
961 * offset and size. Some applications also depend on the entire buffer
962 * being uploaded in that case. Two such applications are Port Royale
963 * and Darkstar One. */
964 if (flags
& WINED3D_MAP_DISCARD
)
965 buffer_invalidate_bo_range(buffer
, 0, 0);
966 else if (!(flags
& WINED3D_MAP_READONLY
))
967 buffer_invalidate_bo_range(buffer
, offset
, size
);
969 if (!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
973 struct wined3d_device
*device
= buffer
->resource
.device
;
974 struct wined3d_context
*context
;
975 const struct wined3d_gl_info
*gl_info
;
977 context
= context_acquire(device
, NULL
);
978 gl_info
= context
->gl_info
;
980 if (buffer
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
981 context_invalidate_state(context
, STATE_INDEXBUFFER
);
982 GL_EXTCALL(glBindBufferARB(buffer
->buffer_type_hint
, buffer
->buffer_object
));
984 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
986 GLbitfield mapflags
= wined3d_resource_gl_map_flags(flags
);
987 buffer
->map_ptr
= GL_EXTCALL(glMapBufferRange(buffer
->buffer_type_hint
,
988 0, buffer
->resource
.size
, mapflags
));
989 checkGLcall("glMapBufferRange");
993 if (buffer
->flags
& WINED3D_BUFFER_APPLESYNC
)
994 buffer_sync_apple(buffer
, flags
, gl_info
);
995 buffer
->map_ptr
= GL_EXTCALL(glMapBufferARB(buffer
->buffer_type_hint
,
997 checkGLcall("glMapBufferARB");
1000 if (((DWORD_PTR
)buffer
->map_ptr
) & (RESOURCE_ALIGNMENT
- 1))
1002 WARN("Pointer %p is not %u byte aligned.\n", buffer
->map_ptr
, RESOURCE_ALIGNMENT
);
1004 GL_EXTCALL(glUnmapBufferARB(buffer
->buffer_type_hint
));
1005 checkGLcall("glUnmapBufferARB");
1006 buffer
->map_ptr
= NULL
;
1008 if (buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
)
1010 /* The extra copy is more expensive than not using VBOs at
1011 * all on the Nvidia Linux driver, which is the only driver
1012 * that returns unaligned pointers
1014 TRACE("Dynamic buffer, dropping VBO\n");
1015 buffer_unload(&buffer
->resource
);
1016 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
1017 if (buffer
->resource
.bind_count
)
1018 device_invalidate_state(device
, STATE_STREAMSRC
);
1022 TRACE("Falling back to doublebuffered operation\n");
1023 buffer_get_sysmem(buffer
, context
);
1025 TRACE("New pointer is %p.\n", buffer
->resource
.heap_memory
);
1026 buffer
->map_ptr
= NULL
;
1028 context_release(context
);
1032 if (flags
& WINED3D_MAP_DISCARD
)
1033 buffer
->flags
|= WINED3D_BUFFER_DISCARD
;
1034 else if (!(flags
& WINED3D_MAP_NOOVERWRITE
))
1035 buffer
->flags
|= WINED3D_BUFFER_SYNC
;
1038 base
= buffer
->map_ptr
? buffer
->map_ptr
: buffer
->resource
.heap_memory
;
1039 *data
= base
+ offset
;
1041 TRACE("Returning memory at %p (base %p, offset %u).\n", *data
, base
, offset
);
1042 /* TODO: check Flags compatibility with buffer->currentDesc.Usage (see MSDN) */
1047 void CDECL
wined3d_buffer_unmap(struct wined3d_buffer
*buffer
)
1051 TRACE("buffer %p.\n", buffer
);
1053 /* In the case that the number of Unmap calls > the
1054 * number of Map calls, d3d returns always D3D_OK.
1055 * This is also needed to prevent Map from returning garbage on
1056 * the next call (this will happen if the lock_count is < 0). */
1057 if (!buffer
->resource
.map_count
)
1059 WARN("Unmap called without a previous map call.\n");
1063 if (--buffer
->resource
.map_count
)
1065 /* Delay loading the buffer until everything is unlocked */
1066 TRACE("Ignoring unmap.\n");
1070 if (!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
) && buffer
->buffer_object
)
1072 struct wined3d_device
*device
= buffer
->resource
.device
;
1073 const struct wined3d_gl_info
*gl_info
;
1074 struct wined3d_context
*context
;
1076 context
= context_acquire(device
, NULL
);
1077 gl_info
= context
->gl_info
;
1079 if (buffer
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
1080 context_invalidate_state(context
, STATE_INDEXBUFFER
);
1081 GL_EXTCALL(glBindBufferARB(buffer
->buffer_type_hint
, buffer
->buffer_object
));
1083 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
1085 for (i
= 0; i
< buffer
->modified_areas
; ++i
)
1087 GL_EXTCALL(glFlushMappedBufferRange(buffer
->buffer_type_hint
,
1088 buffer
->maps
[i
].offset
, buffer
->maps
[i
].size
));
1089 checkGLcall("glFlushMappedBufferRange");
1092 else if (buffer
->flags
& WINED3D_BUFFER_FLUSH
)
1094 for (i
= 0; i
< buffer
->modified_areas
; ++i
)
1096 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(buffer
->buffer_type_hint
,
1097 buffer
->maps
[i
].offset
, buffer
->maps
[i
].size
));
1098 checkGLcall("glFlushMappedBufferRangeAPPLE");
1102 GL_EXTCALL(glUnmapBufferARB(buffer
->buffer_type_hint
));
1103 if (wined3d_settings
.strict_draw_ordering
)
1104 gl_info
->gl_ops
.gl
.p_glFlush(); /* Flush to ensure ordering across contexts. */
1105 context_release(context
);
1107 buffer_clear_dirty_areas(buffer
);
1108 buffer
->map_ptr
= NULL
;
1110 else if (buffer
->flags
& WINED3D_BUFFER_HASDESC
)
1112 wined3d_buffer_preload(buffer
);
1116 static ULONG
buffer_resource_incref(struct wined3d_resource
*resource
)
1118 return wined3d_buffer_incref(buffer_from_resource(resource
));
1121 static ULONG
buffer_resource_decref(struct wined3d_resource
*resource
)
1123 return wined3d_buffer_decref(buffer_from_resource(resource
));
1126 static const struct wined3d_resource_ops buffer_resource_ops
=
1128 buffer_resource_incref
,
1129 buffer_resource_decref
,
1133 static HRESULT
buffer_init(struct wined3d_buffer
*buffer
, struct wined3d_device
*device
,
1134 UINT size
, DWORD usage
, enum wined3d_format_id format_id
, enum wined3d_pool pool
, GLenum bind_hint
,
1135 const char *data
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
1137 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1138 const struct wined3d_format
*format
= wined3d_get_format(gl_info
, format_id
);
1140 BOOL dynamic_buffer_ok
;
1144 WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
1145 return WINED3DERR_INVALIDCALL
;
1148 hr
= resource_init(&buffer
->resource
, device
, WINED3D_RTYPE_BUFFER
, format
,
1149 WINED3D_MULTISAMPLE_NONE
, 0, usage
, pool
, size
, 1, 1, size
,
1150 parent
, parent_ops
, &buffer_resource_ops
);
1153 WARN("Failed to initialize resource, hr %#x\n", hr
);
1156 buffer
->buffer_type_hint
= bind_hint
;
1158 TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer
->resource
.size
, buffer
->resource
.usage
,
1159 debug_d3dformat(buffer
->resource
.format
->id
), buffer
->resource
.heap_memory
, buffer
);
1161 if (device
->create_parms
.flags
& WINED3DCREATE_SOFTWARE_VERTEXPROCESSING
)
1163 /* SWvp always returns the same pointer in buffer maps and retains data in DISCARD maps.
1164 * Keep a system memory copy of the buffer to provide the same behavior to the application.
1165 * Still use a VBO to support OpenGL 3 core contexts. */
1166 TRACE("Using doublebuffer mode because of software vertex processing\n");
1167 buffer
->flags
|= WINED3D_BUFFER_DOUBLEBUFFER
;
1170 dynamic_buffer_ok
= gl_info
->supported
[APPLE_FLUSH_BUFFER_RANGE
] || gl_info
->supported
[ARB_MAP_BUFFER_RANGE
];
1172 /* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
1173 * drawStridedFast (half-life 2 and others).
1175 * Basically converting the vertices in the buffer is quite expensive, and observations
1176 * show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
1177 * Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
1179 if (!gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
])
1181 TRACE("Not creating a vbo because GL_ARB_vertex_buffer is not supported\n");
1183 else if(buffer
->resource
.pool
== WINED3D_POOL_SYSTEM_MEM
)
1185 TRACE("Not creating a vbo because the vertex buffer is in system memory\n");
1187 else if(!dynamic_buffer_ok
&& (buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
))
1189 TRACE("Not creating a vbo because the buffer has dynamic usage and no GL support\n");
1193 buffer
->flags
|= WINED3D_BUFFER_CREATEBO
;
1200 hr
= wined3d_buffer_map(buffer
, 0, size
, &ptr
, 0);
1203 ERR("Failed to map buffer, hr %#x\n", hr
);
1204 buffer_unload(&buffer
->resource
);
1205 resource_cleanup(&buffer
->resource
);
1209 memcpy(ptr
, data
, size
);
1211 wined3d_buffer_unmap(buffer
);
1214 buffer
->maps
= HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer
->maps
));
1217 ERR("Out of memory\n");
1218 buffer_unload(&buffer
->resource
);
1219 resource_cleanup(&buffer
->resource
);
1220 return E_OUTOFMEMORY
;
1222 buffer
->maps_size
= 1;
1227 HRESULT CDECL
wined3d_buffer_create(struct wined3d_device
*device
, const struct wined3d_buffer_desc
*desc
,
1228 const void *data
, void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_buffer
**buffer
)
1230 struct wined3d_buffer
*object
;
1233 TRACE("device %p, desc %p, data %p, parent %p, buffer %p\n", device
, desc
, data
, parent
, buffer
);
1235 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1237 return E_OUTOFMEMORY
;
1239 FIXME("Ignoring access flags (pool)\n");
1241 hr
= buffer_init(object
, device
, desc
->byte_width
, desc
->usage
, WINED3DFMT_UNKNOWN
,
1242 WINED3D_POOL_MANAGED
, GL_ARRAY_BUFFER_ARB
, data
, parent
, parent_ops
);
1245 WARN("Failed to initialize buffer, hr %#x.\n", hr
);
1246 HeapFree(GetProcessHeap(), 0, object
);
1249 object
->desc
= *desc
;
1251 TRACE("Created buffer %p.\n", object
);
1258 HRESULT CDECL
wined3d_buffer_create_vb(struct wined3d_device
*device
, UINT size
, DWORD usage
, enum wined3d_pool pool
,
1259 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_buffer
**buffer
)
1261 struct wined3d_buffer
*object
;
1264 TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
1265 device
, size
, usage
, pool
, parent
, parent_ops
, buffer
);
1267 if (pool
== WINED3D_POOL_SCRATCH
)
1269 /* The d3d9 tests shows that this is not allowed. It doesn't make much
1270 * sense anyway, SCRATCH buffers wouldn't be usable anywhere. */
1271 WARN("Vertex buffer in WINED3D_POOL_SCRATCH requested, returning WINED3DERR_INVALIDCALL.\n");
1273 return WINED3DERR_INVALIDCALL
;
1276 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1280 return WINED3DERR_OUTOFVIDEOMEMORY
;
1283 hr
= buffer_init(object
, device
, size
, usage
, WINED3DFMT_VERTEXDATA
,
1284 pool
, GL_ARRAY_BUFFER_ARB
, NULL
, parent
, parent_ops
);
1287 WARN("Failed to initialize buffer, hr %#x.\n", hr
);
1288 HeapFree(GetProcessHeap(), 0, object
);
1292 TRACE("Created buffer %p.\n", object
);
1298 HRESULT CDECL
wined3d_buffer_create_ib(struct wined3d_device
*device
, UINT size
, DWORD usage
, enum wined3d_pool pool
,
1299 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_buffer
**buffer
)
1301 struct wined3d_buffer
*object
;
1304 TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
1305 device
, size
, usage
, pool
, parent
, parent_ops
, buffer
);
1307 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1311 return WINED3DERR_OUTOFVIDEOMEMORY
;
1314 hr
= buffer_init(object
, device
, size
, usage
| WINED3DUSAGE_STATICDECL
,
1315 WINED3DFMT_UNKNOWN
, pool
, GL_ELEMENT_ARRAY_BUFFER_ARB
, NULL
,
1316 parent
, parent_ops
);
1319 WARN("Failed to initialize buffer, hr %#x\n", hr
);
1320 HeapFree(GetProcessHeap(), 0, object
);
1324 TRACE("Created buffer %p.\n", object
);