mf/tests: Test input type for WMA decoder DMO.
[wine.git] / dlls / wined3d / buffer.c
blobfa24f0068724a0dc214aaaab3d03cefe32155493
1 /*
2 * Copyright 2002-2005 Jason Edmeades
3 * Copyright 2002-2005 Raphael Junqueira
4 * Copyright 2004 Christian Costa
5 * Copyright 2005 Oliver Stieber
6 * Copyright 2007-2011, 2013-2014 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
25 #include "wined3d_private.h"
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
29 #define WINED3D_BUFFER_HASDESC 0x01 /* A vertex description has been found. */
30 #define WINED3D_BUFFER_USE_BO 0x02 /* Use a buffer object for this buffer. */
32 #define VB_MAXDECLCHANGES 100 /* After that number of decl changes we stop converting */
33 #define VB_RESETDECLCHANGE 1000 /* Reset the decl changecount after that number of draws */
34 #define VB_MAXFULLCONVERSIONS 5 /* Number of full conversions before we stop converting */
35 #define VB_RESETFULLCONVS 20 /* Reset full conversion counts after that number of draws */
37 #define SB_MIN_SIZE (512 * 1024) /* Minimum size of an allocated streaming buffer. */
39 struct wined3d_buffer_ops
41 BOOL (*buffer_prepare_location)(struct wined3d_buffer *buffer,
42 struct wined3d_context *context, unsigned int location);
43 void (*buffer_unload_location)(struct wined3d_buffer *buffer,
44 struct wined3d_context *context, unsigned int location);
47 static void wined3d_buffer_evict_sysmem(struct wined3d_buffer *buffer)
49 if (buffer->resource.pin_sysmem)
51 TRACE("Not evicting system memory for buffer %p.\n", buffer);
52 return;
55 TRACE("Evicting system memory for buffer %p.\n", buffer);
56 wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_SYSMEM);
57 wined3d_resource_free_sysmem(&buffer->resource);
60 static void buffer_invalidate_bo_range(struct wined3d_buffer *buffer, unsigned int offset, unsigned int size)
62 if (!offset && (!size || size == buffer->resource.size))
63 goto invalidate_all;
65 if (offset > buffer->resource.size || size > buffer->resource.size - offset)
67 WARN("Invalid range specified, invalidating entire buffer.\n");
68 goto invalidate_all;
71 if (!wined3d_array_reserve((void **)&buffer->maps, &buffer->maps_size,
72 buffer->modified_areas + 1, sizeof(*buffer->maps)))
74 ERR("Failed to allocate maps array, invalidating entire buffer.\n");
75 goto invalidate_all;
78 buffer->maps[buffer->modified_areas].offset = offset;
79 buffer->maps[buffer->modified_areas].size = size;
80 ++buffer->modified_areas;
81 return;
83 invalidate_all:
84 buffer->modified_areas = 1;
85 buffer->maps[0].offset = 0;
86 buffer->maps[0].size = buffer->resource.size;
89 static inline void buffer_clear_dirty_areas(struct wined3d_buffer *This)
91 This->modified_areas = 0;
94 static BOOL buffer_is_dirty(const struct wined3d_buffer *buffer)
96 return !!buffer->modified_areas;
99 static BOOL buffer_is_fully_dirty(const struct wined3d_buffer *buffer)
101 return buffer->modified_areas == 1
102 && !buffer->maps->offset && buffer->maps->size == buffer->resource.size;
105 static void wined3d_buffer_validate_location(struct wined3d_buffer *buffer, DWORD location)
107 TRACE("buffer %p, location %s.\n", buffer, wined3d_debug_location(location));
109 if (location & WINED3D_LOCATION_BUFFER)
110 buffer_clear_dirty_areas(buffer);
112 buffer->locations |= location;
114 TRACE("New locations flags are %s.\n", wined3d_debug_location(buffer->locations));
117 static void wined3d_buffer_invalidate_range(struct wined3d_buffer *buffer, DWORD location,
118 unsigned int offset, unsigned int size)
120 TRACE("buffer %p, location %s, offset %u, size %u.\n",
121 buffer, wined3d_debug_location(location), offset, size);
123 if (location & WINED3D_LOCATION_BUFFER)
124 buffer_invalidate_bo_range(buffer, offset, size);
126 buffer->locations &= ~location;
128 TRACE("New locations flags are %s.\n", wined3d_debug_location(buffer->locations));
130 if (!buffer->locations)
131 ERR("Buffer %p does not have any up to date location.\n", buffer);
134 void wined3d_buffer_invalidate_location(struct wined3d_buffer *buffer, uint32_t location)
136 wined3d_buffer_invalidate_range(buffer, location, 0, 0);
139 GLenum wined3d_buffer_gl_binding_from_bind_flags(const struct wined3d_gl_info *gl_info, uint32_t bind_flags)
141 if (!bind_flags)
142 return GL_PIXEL_UNPACK_BUFFER;
144 /* We must always return GL_ELEMENT_ARRAY_BUFFER here;
145 * wined3d_device_gl_create_bo() checks the GL binding to see whether we
146 * can suballocate, and we cannot suballocate if this BO might be used for
147 * an index buffer. */
148 if (bind_flags & WINED3D_BIND_INDEX_BUFFER)
149 return GL_ELEMENT_ARRAY_BUFFER;
151 if (bind_flags & (WINED3D_BIND_SHADER_RESOURCE | WINED3D_BIND_UNORDERED_ACCESS)
152 && gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
153 return GL_TEXTURE_BUFFER;
155 if (bind_flags & WINED3D_BIND_CONSTANT_BUFFER)
156 return GL_UNIFORM_BUFFER;
158 if (bind_flags & WINED3D_BIND_STREAM_OUTPUT)
159 return GL_TRANSFORM_FEEDBACK_BUFFER;
161 if (bind_flags & WINED3D_BIND_INDIRECT_BUFFER
162 && gl_info->supported[ARB_DRAW_INDIRECT])
163 return GL_DRAW_INDIRECT_BUFFER;
165 if (bind_flags & ~(WINED3D_BIND_VERTEX_BUFFER | WINED3D_BIND_INDEX_BUFFER))
166 FIXME("Unhandled bind flags %#x.\n", bind_flags);
168 return GL_ARRAY_BUFFER;
171 /* Context activation is done by the caller. */
172 static void wined3d_buffer_gl_destroy_buffer_object(struct wined3d_buffer_gl *buffer_gl,
173 struct wined3d_context_gl *context_gl)
175 struct wined3d_resource *resource = &buffer_gl->b.resource;
176 struct wined3d_bo_gl *bo_gl;
178 if (!buffer_gl->b.buffer_object)
179 return;
180 bo_gl = wined3d_bo_gl(buffer_gl->b.buffer_object);
182 if (context_gl->c.transform_feedback_active && (resource->bind_flags & WINED3D_BIND_STREAM_OUTPUT)
183 && wined3d_context_is_graphics_state_dirty(&context_gl->c, STATE_STREAM_OUTPUT))
185 /* It's illegal to (un)bind GL_TRANSFORM_FEEDBACK_BUFFER while transform
186 * feedback is active. Deleting a buffer implicitly unbinds it, so we
187 * need to end transform feedback here if this buffer was bound.
189 * This should only be possible if STATE_STREAM_OUTPUT is dirty; if we
190 * do a draw call before destroying this buffer then the draw call will
191 * already rebind the GL target. */
192 WARN("Deleting buffer object for buffer %p, disabling transform feedback.\n", buffer_gl);
193 wined3d_context_gl_end_transform_feedback(context_gl);
196 buffer_gl->b.bo_user.valid = false;
197 list_remove(&buffer_gl->b.bo_user.entry);
198 wined3d_context_gl_destroy_bo(context_gl, bo_gl);
199 heap_free(bo_gl);
200 buffer_gl->b.buffer_object = NULL;
203 /* Context activation is done by the caller. */
204 static BOOL wined3d_buffer_gl_create_buffer_object(struct wined3d_buffer_gl *buffer_gl,
205 struct wined3d_context_gl *context_gl)
207 struct wined3d_device_gl *device_gl = wined3d_device_gl(buffer_gl->b.resource.device);
208 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
209 GLenum usage = GL_STATIC_DRAW;
210 GLbitfield gl_storage_flags;
211 struct wined3d_bo_gl *bo;
212 bool coherent = true;
213 GLsizeiptr size;
214 GLenum binding;
216 TRACE("Creating an OpenGL buffer object for wined3d buffer %p with usage %s.\n",
217 buffer_gl, debug_d3dusage(buffer_gl->b.resource.usage));
219 if (!(bo = heap_alloc(sizeof(*bo))))
220 return FALSE;
222 size = buffer_gl->b.resource.size;
223 binding = wined3d_buffer_gl_binding_from_bind_flags(gl_info, buffer_gl->b.resource.bind_flags);
224 if (buffer_gl->b.resource.usage & WINED3DUSAGE_DYNAMIC)
226 usage = GL_STREAM_DRAW_ARB;
227 coherent = false;
229 gl_storage_flags = wined3d_resource_gl_storage_flags(&buffer_gl->b.resource);
230 if (!wined3d_device_gl_create_bo(device_gl, context_gl, size, binding, usage, coherent, gl_storage_flags, bo))
232 ERR("Failed to create OpenGL buffer object.\n");
233 buffer_gl->b.flags &= ~WINED3D_BUFFER_USE_BO;
234 buffer_clear_dirty_areas(&buffer_gl->b);
235 heap_free(bo);
236 return FALSE;
239 list_add_head(&bo->b.users, &buffer_gl->b.bo_user.entry);
240 buffer_gl->b.buffer_object = &bo->b;
241 buffer_invalidate_bo_range(&buffer_gl->b, 0, 0);
243 return TRUE;
246 static BOOL buffer_process_converted_attribute(struct wined3d_buffer *buffer,
247 const enum wined3d_buffer_conversion_type conversion_type,
248 const struct wined3d_stream_info_element *attrib, UINT *stride_this_run)
250 const struct wined3d_format *format = attrib->format;
251 BOOL ret = FALSE;
252 unsigned int i;
253 DWORD_PTR data;
255 /* Check for some valid situations which cause us pain. One is if the buffer is used for
256 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
257 * with different strides. In the 2nd case we might have to drop conversion entirely,
258 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
260 if (!attrib->stride)
262 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else.\n",
263 debug_d3dformat(format->id));
265 else if (attrib->stride != *stride_this_run && *stride_this_run)
267 FIXME("Got two concurrent strides, %d and %d.\n", attrib->stride, *stride_this_run);
269 else
271 *stride_this_run = attrib->stride;
272 if (buffer->stride != *stride_this_run)
274 /* We rely that this happens only on the first converted attribute that is found,
275 * if at all. See above check
277 TRACE("Reconverting because converted attributes occur, and the stride changed.\n");
278 buffer->stride = *stride_this_run;
279 heap_free(buffer->conversion_map);
280 buffer->conversion_map = heap_calloc(buffer->stride, sizeof(*buffer->conversion_map));
281 ret = TRUE;
285 data = ((DWORD_PTR)attrib->data.addr) % buffer->stride;
286 for (i = 0; i < format->byte_count; ++i)
288 DWORD_PTR idx = (data + i) % buffer->stride;
289 if (buffer->conversion_map[idx] != conversion_type)
291 TRACE("Byte %Iu in vertex changed:\n", idx);
292 TRACE(" It was type %#x, is %#x now.\n", buffer->conversion_map[idx], conversion_type);
293 ret = TRUE;
294 buffer->conversion_map[idx] = conversion_type;
298 return ret;
301 #define WINED3D_BUFFER_FIXUP_D3DCOLOR 0x01
302 #define WINED3D_BUFFER_FIXUP_XYZRHW 0x02
304 static BOOL buffer_check_attribute(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
305 const struct wined3d_state *state, UINT attrib_idx, DWORD fixup_flags, UINT *stride_this_run)
307 const struct wined3d_stream_info_element *attrib = &si->elements[attrib_idx];
308 enum wined3d_format_id format;
309 BOOL ret = FALSE;
311 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
312 * there, on nonexistent attribs the vbo is 0.
314 if (!(si->use_map & (1u << attrib_idx))
315 || state->streams[attrib->stream_idx].buffer != This)
316 return FALSE;
318 format = attrib->format->id;
319 /* Look for newly appeared conversion */
320 if (fixup_flags & WINED3D_BUFFER_FIXUP_D3DCOLOR && format == WINED3DFMT_B8G8R8A8_UNORM)
322 ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run);
324 else if (fixup_flags & WINED3D_BUFFER_FIXUP_XYZRHW && si->position_transformed)
326 if (format != WINED3DFMT_R32G32B32A32_FLOAT)
328 FIXME("Unexpected format %s for transformed position.\n", debug_d3dformat(format));
329 return FALSE;
332 ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run);
334 else if (This->conversion_map)
336 ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run);
339 return ret;
342 static BOOL buffer_find_decl(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
343 const struct wined3d_state *state, DWORD fixup_flags)
345 UINT stride_this_run = 0;
346 BOOL ret = FALSE;
348 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
349 * Once we have our declaration there is no need to look it up again. Index buffers also never need
350 * conversion, so once the (empty) conversion structure is created don't bother checking again
352 if (This->flags & WINED3D_BUFFER_HASDESC)
354 if(This->resource.usage & WINED3DUSAGE_STATICDECL) return FALSE;
357 if (!fixup_flags)
359 TRACE("No fixup required.\n");
360 if(This->conversion_map)
362 heap_free(This->conversion_map);
363 This->conversion_map = NULL;
364 This->stride = 0;
365 return TRUE;
368 return FALSE;
371 TRACE("Finding vertex buffer conversion information\n");
372 /* Certain declaration types need some fixups before we can pass them to
373 * opengl. This means D3DCOLOR attributes with fixed function vertex
374 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
375 * GL_ARB_half_float_vertex is not supported.
377 * Note for d3d8 and d3d9:
378 * The vertex buffer FVF doesn't help with finding them, we have to use
379 * the decoded vertex declaration and pick the things that concern the
380 * current buffer. A problem with this is that this can change between
381 * draws, so we have to validate the information and reprocess the buffer
382 * if it changes, and avoid false positives for performance reasons.
383 * WineD3D doesn't even know the vertex buffer any more, it is managed
384 * by the client libraries and passed to SetStreamSource and ProcessVertices
385 * as needed.
387 * We have to distinguish between vertex shaders and fixed function to
388 * pick the way we access the strided vertex information.
390 * This code sets up a per-byte array with the size of the detected
391 * stride of the arrays in the buffer. For each byte we have a field
392 * that marks the conversion needed on this byte. For example, the
393 * following declaration with fixed function vertex processing:
395 * POSITIONT, FLOAT4
396 * NORMAL, FLOAT3
397 * DIFFUSE, FLOAT16_4
398 * SPECULAR, D3DCOLOR
400 * Will result in
401 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
402 * [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]
404 * Where in this example map P means 4 component position conversion, 0
405 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
406 * conversion (red / blue swizzle).
408 * If we're doing conversion and the stride changes we have to reconvert
409 * the whole buffer. Note that we do not mind if the semantic changes,
410 * we only care for the conversion type. So if the NORMAL is replaced
411 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
412 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
413 * conversion types depend on the semantic as well, for example a FLOAT4
414 * texcoord needs no conversion while a FLOAT4 positiont needs one
417 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_POSITION,
418 fixup_flags, &stride_this_run) || ret;
419 fixup_flags &= ~WINED3D_BUFFER_FIXUP_XYZRHW;
421 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_BLENDWEIGHT,
422 fixup_flags, &stride_this_run) || ret;
423 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_BLENDINDICES,
424 fixup_flags, &stride_this_run) || ret;
425 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_NORMAL,
426 fixup_flags, &stride_this_run) || ret;
427 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_DIFFUSE,
428 fixup_flags, &stride_this_run) || ret;
429 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_SPECULAR,
430 fixup_flags, &stride_this_run) || ret;
431 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD0,
432 fixup_flags, &stride_this_run) || ret;
433 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD1,
434 fixup_flags, &stride_this_run) || ret;
435 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD2,
436 fixup_flags, &stride_this_run) || ret;
437 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD3,
438 fixup_flags, &stride_this_run) || ret;
439 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD4,
440 fixup_flags, &stride_this_run) || ret;
441 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD5,
442 fixup_flags, &stride_this_run) || ret;
443 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD6,
444 fixup_flags, &stride_this_run) || ret;
445 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD7,
446 fixup_flags, &stride_this_run) || ret;
448 if (!stride_this_run && This->conversion_map)
450 /* Sanity test */
451 if (!ret)
452 ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
453 heap_free(This->conversion_map);
454 This->conversion_map = NULL;
455 This->stride = 0;
458 if (ret) TRACE("Conversion information changed\n");
460 return ret;
463 static inline unsigned int fixup_d3dcolor(DWORD *dst_color)
465 DWORD src_color = *dst_color;
467 /* Color conversion like in draw_primitive_immediate_mode(). Watch out for
468 * endianness. If we want this to work on big-endian machines as well we
469 * have to consider more things.
471 * 0xff000000: Alpha mask
472 * 0x00ff0000: Blue mask
473 * 0x0000ff00: Green mask
474 * 0x000000ff: Red mask
476 *dst_color = 0;
477 *dst_color |= (src_color & 0xff00ff00u); /* Alpha Green */
478 *dst_color |= (src_color & 0x00ff0000u) >> 16; /* Red */
479 *dst_color |= (src_color & 0x000000ffu) << 16; /* Blue */
481 return sizeof(*dst_color);
484 static inline unsigned int fixup_transformed_pos(struct wined3d_vec4 *p)
486 /* rhw conversion like in position_float4(). */
487 if (p->w != 1.0f && p->w != 0.0f)
489 float w = 1.0f / p->w;
490 p->x *= w;
491 p->y *= w;
492 p->z *= w;
493 p->w = w;
496 return sizeof(*p);
499 ULONG CDECL wined3d_buffer_incref(struct wined3d_buffer *buffer)
501 unsigned int refcount = InterlockedIncrement(&buffer->resource.ref);
503 TRACE("%p increasing refcount to %u.\n", buffer, refcount);
505 return refcount;
508 static void buffer_conversion_upload(struct wined3d_buffer *buffer, struct wined3d_context *context)
510 unsigned int i, j, range_idx, start, end, vertex_count;
511 struct wined3d_bo_address src, dst;
512 BYTE *data;
514 if (!wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM))
516 ERR("Failed to load system memory.\n");
517 return;
519 buffer->resource.pin_sysmem = 1;
521 /* Now for each vertex in the buffer that needs conversion. */
522 vertex_count = buffer->resource.size / buffer->stride;
524 if (!(data = heap_alloc(buffer->resource.size)))
526 ERR("Out of memory.\n");
527 return;
530 for (range_idx = 0; range_idx < buffer->modified_areas; ++range_idx)
532 start = buffer->maps[range_idx].offset;
533 end = start + buffer->maps[range_idx].size;
535 memcpy(data + start, (BYTE *)buffer->resource.heap_memory + start, end - start);
536 for (i = start / buffer->stride; i < min((end / buffer->stride) + 1, vertex_count); ++i)
538 for (j = 0; j < buffer->stride;)
540 switch (buffer->conversion_map[j])
542 case CONV_NONE:
543 /* Done already */
544 j += sizeof(DWORD);
545 break;
546 case CONV_D3DCOLOR:
547 j += fixup_d3dcolor((DWORD *) (data + i * buffer->stride + j));
548 break;
549 case CONV_POSITIONT:
550 j += fixup_transformed_pos((struct wined3d_vec4 *) (data + i * buffer->stride + j));
551 break;
552 default:
553 FIXME("Unimplemented conversion %d in shifted conversion.\n", buffer->conversion_map[j]);
554 ++j;
560 dst.buffer_object = buffer->buffer_object;
561 dst.addr = NULL;
562 src.buffer_object = NULL;
563 src.addr = data;
564 wined3d_context_copy_bo_address(context, &dst, &src, buffer->modified_areas, buffer->maps);
566 heap_free(data);
569 BOOL wined3d_buffer_prepare_location(struct wined3d_buffer *buffer,
570 struct wined3d_context *context, unsigned int location)
572 return buffer->buffer_ops->buffer_prepare_location(buffer, context, location);
575 static void wined3d_buffer_unload_location(struct wined3d_buffer *buffer,
576 struct wined3d_context *context, unsigned int location)
578 buffer->buffer_ops->buffer_unload_location(buffer, context, location);
581 BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer,
582 struct wined3d_context *context, uint32_t location)
584 struct wined3d_bo_address src, dst;
585 struct wined3d_range range;
587 TRACE("buffer %p, context %p, location %s.\n",
588 buffer, context, wined3d_debug_location(location));
590 if (buffer->locations & location)
592 TRACE("Location (%#x) is already up to date.\n", location);
593 return TRUE;
596 if (!buffer->locations)
598 ERR("Buffer %p does not have any up to date location.\n", buffer);
599 wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_DISCARDED);
600 return wined3d_buffer_load_location(buffer, context, location);
603 TRACE("Current buffer location %s.\n", wined3d_debug_location(buffer->locations));
605 if (!wined3d_buffer_prepare_location(buffer, context, location))
606 return FALSE;
608 if (buffer->locations & WINED3D_LOCATION_DISCARDED)
610 TRACE("Buffer previously discarded, nothing to do.\n");
611 wined3d_buffer_validate_location(buffer, location);
612 wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_DISCARDED);
613 return TRUE;
616 switch (location)
618 case WINED3D_LOCATION_SYSMEM:
619 if (buffer->locations & WINED3D_LOCATION_CLEARED)
621 memset(buffer->resource.heap_memory, 0, buffer->resource.size);
623 else
625 dst.buffer_object = NULL;
626 dst.addr = buffer->resource.heap_memory;
627 src.buffer_object = buffer->buffer_object;
628 src.addr = NULL;
629 range.offset = 0;
630 range.size = buffer->resource.size;
631 wined3d_context_copy_bo_address(context, &dst, &src, 1, &range);
633 break;
635 case WINED3D_LOCATION_BUFFER:
636 if (buffer->locations & WINED3D_LOCATION_CLEARED)
638 /* FIXME: Clear the buffer on the GPU if possible. */
639 if (!wined3d_buffer_prepare_location(buffer, context, WINED3D_LOCATION_SYSMEM))
640 return FALSE;
641 memset(buffer->resource.heap_memory, 0, buffer->resource.size);
644 dst.buffer_object = buffer->buffer_object;
645 dst.addr = NULL;
646 src.buffer_object = NULL;
647 src.addr = buffer->resource.heap_memory;
649 if (!buffer->conversion_map)
650 wined3d_context_copy_bo_address(context, &dst, &src, buffer->modified_areas, buffer->maps);
651 else
652 buffer_conversion_upload(buffer, context);
653 break;
655 default:
656 ERR("Invalid location %s.\n", wined3d_debug_location(location));
657 return FALSE;
660 wined3d_buffer_validate_location(buffer, location);
661 if (buffer->resource.heap_memory && location == WINED3D_LOCATION_BUFFER
662 && !(buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
663 wined3d_buffer_evict_sysmem(buffer);
665 return TRUE;
668 /* Context activation is done by the caller. */
669 BYTE *wined3d_buffer_load_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context)
671 if (wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM))
672 buffer->resource.pin_sysmem = 1;
673 return buffer->resource.heap_memory;
676 DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_context *context,
677 struct wined3d_bo_address *data)
679 unsigned int locations = buffer->locations;
681 TRACE("buffer %p, context %p, data %p, locations %s.\n",
682 buffer, context, data, wined3d_debug_location(locations));
684 if (locations & (WINED3D_LOCATION_DISCARDED | WINED3D_LOCATION_CLEARED))
686 locations = ((buffer->flags & WINED3D_BUFFER_USE_BO) ? WINED3D_LOCATION_BUFFER : WINED3D_LOCATION_SYSMEM);
687 if (!wined3d_buffer_load_location(buffer, context, locations))
689 data->buffer_object = 0;
690 data->addr = NULL;
691 return 0;
694 if (locations & WINED3D_LOCATION_BUFFER)
696 data->buffer_object = buffer->buffer_object;
697 data->addr = NULL;
698 return WINED3D_LOCATION_BUFFER;
700 if (locations & WINED3D_LOCATION_SYSMEM)
702 data->buffer_object = 0;
703 data->addr = buffer->resource.heap_memory;
704 return WINED3D_LOCATION_SYSMEM;
707 ERR("Unexpected locations %s.\n", wined3d_debug_location(locations));
708 data->buffer_object = 0;
709 data->addr = NULL;
710 return 0;
713 static void buffer_resource_unload(struct wined3d_resource *resource)
715 struct wined3d_buffer *buffer = buffer_from_resource(resource);
717 TRACE("buffer %p.\n", buffer);
719 if (buffer->buffer_object)
721 struct wined3d_context *context;
723 context = context_acquire(resource->device, NULL, 0);
725 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
726 wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_BUFFER);
727 wined3d_buffer_unload_location(buffer, context, WINED3D_LOCATION_BUFFER);
728 buffer_clear_dirty_areas(buffer);
730 context_release(context);
732 heap_free(buffer->conversion_map);
733 buffer->conversion_map = NULL;
734 buffer->stride = 0;
735 buffer->conversion_stride = 0;
736 buffer->flags &= ~WINED3D_BUFFER_HASDESC;
739 resource_unload(resource);
742 static void wined3d_buffer_drop_bo(struct wined3d_buffer *buffer)
744 buffer->flags &= ~WINED3D_BUFFER_USE_BO;
745 buffer_resource_unload(&buffer->resource);
748 static void wined3d_buffer_destroy_object(void *object)
750 struct wined3d_buffer *buffer = object;
751 struct wined3d_context *context;
753 TRACE("buffer %p.\n", buffer);
755 if (buffer->buffer_object)
757 context = context_acquire(buffer->resource.device, NULL, 0);
758 wined3d_buffer_unload_location(buffer, context, WINED3D_LOCATION_BUFFER);
759 context_release(context);
761 heap_free(buffer->conversion_map);
762 heap_free(buffer->maps);
765 void wined3d_buffer_cleanup(struct wined3d_buffer *buffer)
767 wined3d_cs_destroy_object(buffer->resource.device->cs, wined3d_buffer_destroy_object, buffer);
768 resource_cleanup(&buffer->resource);
771 ULONG CDECL wined3d_buffer_decref(struct wined3d_buffer *buffer)
773 unsigned int refcount = InterlockedDecrement(&buffer->resource.ref);
775 TRACE("%p decreasing refcount to %u.\n", buffer, refcount);
777 if (!refcount)
779 wined3d_mutex_lock();
780 buffer->resource.parent_ops->wined3d_object_destroyed(buffer->resource.parent);
781 buffer->resource.device->adapter->adapter_ops->adapter_destroy_buffer(buffer);
782 wined3d_mutex_unlock();
785 return refcount;
788 void * CDECL wined3d_buffer_get_parent(const struct wined3d_buffer *buffer)
790 TRACE("buffer %p.\n", buffer);
792 return buffer->resource.parent;
795 /* Context activation is done by the caller. */
796 void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *context,
797 const struct wined3d_state *state)
799 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
800 BOOL decl_changed = FALSE;
802 TRACE("buffer %p.\n", buffer);
804 if (buffer->resource.map_count && buffer->map_ptr)
806 FIXME("Buffer is mapped through buffer object, not loading.\n");
807 return;
809 else if (buffer->resource.map_count)
811 WARN("Loading mapped buffer.\n");
814 /* TODO: Make converting independent from VBOs */
815 if (!(buffer->flags & WINED3D_BUFFER_USE_BO))
817 /* Not doing any conversion */
818 return;
821 if (!wined3d_buffer_prepare_location(buffer, context, WINED3D_LOCATION_BUFFER))
823 ERR("Failed to prepare buffer location.\n");
824 return;
827 /* Reading the declaration makes only sense if we have valid state information
828 * (i.e., if this function is called during draws). */
829 if (state)
831 DWORD fixup_flags = 0;
833 if (!use_vs(state))
835 if (!d3d_info->vertex_bgra && !d3d_info->ffp_generic_attributes)
836 fixup_flags |= WINED3D_BUFFER_FIXUP_D3DCOLOR;
837 if (!d3d_info->xyzrhw)
838 fixup_flags |= WINED3D_BUFFER_FIXUP_XYZRHW;
841 decl_changed = buffer_find_decl(buffer, &context->stream_info, state, fixup_flags);
842 buffer->flags |= WINED3D_BUFFER_HASDESC;
845 if (!decl_changed && !(buffer->flags & WINED3D_BUFFER_HASDESC && buffer_is_dirty(buffer)))
847 ++buffer->draw_count;
848 if (buffer->draw_count > VB_RESETDECLCHANGE)
849 buffer->decl_change_count = 0;
850 if (buffer->draw_count > VB_RESETFULLCONVS)
851 buffer->full_conversion_count = 0;
852 return;
855 /* If applications change the declaration over and over, reconverting all the time is a huge
856 * performance hit. So count the declaration changes and release the VBO if there are too many
857 * of them (and thus stop converting)
859 if (decl_changed)
861 ++buffer->decl_change_count;
862 buffer->draw_count = 0;
864 if (buffer->decl_change_count > VB_MAXDECLCHANGES
865 || (buffer->conversion_map && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)))
867 FIXME("Too many declaration changes or converting dynamic buffer, stopping converting.\n");
868 wined3d_buffer_drop_bo(buffer);
869 return;
872 /* The declaration changed, reload the whole buffer. */
873 WARN("Reloading buffer because of a vertex declaration change.\n");
874 buffer_invalidate_bo_range(buffer, 0, 0);
876 else
878 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
879 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
880 * decl changes and reset the decl change count after a specific number of them
882 if (buffer->conversion_map && buffer_is_fully_dirty(buffer))
884 ++buffer->full_conversion_count;
885 if (buffer->full_conversion_count > VB_MAXFULLCONVERSIONS)
887 FIXME("Too many full buffer conversions, stopping converting.\n");
888 wined3d_buffer_drop_bo(buffer);
889 return;
892 else
894 ++buffer->draw_count;
895 if (buffer->draw_count > VB_RESETDECLCHANGE)
896 buffer->decl_change_count = 0;
897 if (buffer->draw_count > VB_RESETFULLCONVS)
898 buffer->full_conversion_count = 0;
902 if (!wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER))
903 ERR("Failed to load buffer location.\n");
906 struct wined3d_resource * CDECL wined3d_buffer_get_resource(struct wined3d_buffer *buffer)
908 TRACE("buffer %p.\n", buffer);
910 return &buffer->resource;
913 static HRESULT buffer_resource_sub_resource_get_desc(struct wined3d_resource *resource,
914 unsigned int sub_resource_idx, struct wined3d_sub_resource_desc *desc)
916 if (sub_resource_idx)
918 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
919 return E_INVALIDARG;
922 desc->format = WINED3DFMT_R8_UNORM;
923 desc->multisample_type = WINED3D_MULTISAMPLE_NONE;
924 desc->multisample_quality = 0;
925 desc->usage = resource->usage;
926 desc->bind_flags = resource->bind_flags;
927 desc->access = resource->access;
928 desc->width = resource->size;
929 desc->height = 1;
930 desc->depth = 1;
931 desc->size = resource->size;
932 return S_OK;
935 static void buffer_resource_sub_resource_get_map_pitch(struct wined3d_resource *resource,
936 unsigned int sub_resource_idx, unsigned int *row_pitch, unsigned int *slice_pitch)
938 *row_pitch = *slice_pitch = resource->size;
941 static HRESULT buffer_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx,
942 void **map_ptr, const struct wined3d_box *box, uint32_t flags)
944 struct wined3d_buffer *buffer = buffer_from_resource(resource);
945 unsigned int offset, size, dirty_offset, dirty_size;
946 struct wined3d_device *device = resource->device;
947 struct wined3d_context *context;
948 struct wined3d_bo_address addr;
949 uint8_t *base;
950 LONG count;
952 TRACE("resource %p, sub_resource_idx %u, map_ptr %p, box %s, flags %#x.\n",
953 resource, sub_resource_idx, map_ptr, debug_box(box), flags);
955 dirty_offset = offset = box->left;
956 dirty_size = size = box->right - box->left;
958 count = ++resource->map_count;
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)
966 dirty_offset = 0;
967 dirty_size = 0;
970 if (((flags & WINED3D_MAP_WRITE) && !(flags & (WINED3D_MAP_NOOVERWRITE | WINED3D_MAP_DISCARD)))
971 || (!(flags & WINED3D_MAP_WRITE) && (buffer->locations & WINED3D_LOCATION_SYSMEM))
972 || buffer->resource.pin_sysmem
973 || !(buffer->flags & WINED3D_BUFFER_USE_BO))
975 if (!(buffer->locations & WINED3D_LOCATION_SYSMEM))
977 context = context_acquire(device, NULL, 0);
978 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
979 context_release(context);
982 if (flags & WINED3D_MAP_WRITE)
983 wined3d_buffer_invalidate_range(buffer, ~WINED3D_LOCATION_SYSMEM, dirty_offset, dirty_size);
985 else
987 context = context_acquire(device, NULL, 0);
989 if (flags & WINED3D_MAP_DISCARD)
991 if (!wined3d_buffer_prepare_location(buffer, context, WINED3D_LOCATION_BUFFER))
993 context_release(context);
994 return E_OUTOFMEMORY;
996 wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_BUFFER);
998 else
1000 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER);
1003 if (flags & WINED3D_MAP_WRITE)
1005 wined3d_buffer_invalidate_location(buffer, ~WINED3D_LOCATION_BUFFER);
1006 buffer_invalidate_bo_range(buffer, dirty_offset, dirty_size);
1009 if ((flags & WINED3D_MAP_DISCARD) && resource->heap_memory)
1010 wined3d_buffer_evict_sysmem(buffer);
1012 if (count == 1)
1014 addr.buffer_object = buffer->buffer_object;
1015 addr.addr = 0;
1016 buffer->map_ptr = wined3d_context_map_bo_address(context, &addr, resource->size, flags);
1018 /* We are accessing buffer->resource.client from the CS thread,
1019 * but it's safe because the client thread will wait for the
1020 * map to return, thus completely serializing this call with
1021 * other client code. */
1022 if (context->d3d_info->persistent_map)
1023 buffer->resource.client.addr = addr;
1025 if (((DWORD_PTR)buffer->map_ptr) & (RESOURCE_ALIGNMENT - 1))
1027 WARN("Pointer %p is not %u byte aligned.\n", buffer->map_ptr, RESOURCE_ALIGNMENT);
1029 wined3d_context_unmap_bo_address(context, &addr, 0, NULL);
1030 buffer->map_ptr = NULL;
1032 if (resource->usage & WINED3DUSAGE_DYNAMIC)
1034 /* The extra copy is more expensive than not using VBOs
1035 * at all on the NVIDIA Linux driver, which is the
1036 * only driver that returns unaligned pointers. */
1037 TRACE("Dynamic buffer, dropping VBO.\n");
1038 wined3d_buffer_drop_bo(buffer);
1040 else
1042 TRACE("Falling back to doublebuffered operation.\n");
1043 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
1044 buffer->resource.pin_sysmem = 1;
1046 TRACE("New pointer is %p.\n", resource->heap_memory);
1050 context_release(context);
1053 base = buffer->map_ptr ? buffer->map_ptr : resource->heap_memory;
1054 *map_ptr = base + offset;
1056 TRACE("Returning memory at %p (base %p, offset %u).\n", *map_ptr, base, offset);
1058 return WINED3D_OK;
1061 static HRESULT buffer_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
1063 struct wined3d_buffer *buffer = buffer_from_resource(resource);
1064 unsigned int range_count = buffer->modified_areas;
1065 struct wined3d_device *device = resource->device;
1066 struct wined3d_context *context;
1067 struct wined3d_bo_address addr;
1069 TRACE("resource %p, sub_resource_idx %u.\n", resource, sub_resource_idx);
1071 if (sub_resource_idx)
1073 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
1074 return E_INVALIDARG;
1077 if (!resource->map_count)
1079 WARN("Unmap called without a previous map call.\n");
1080 return WINED3D_OK;
1083 if (--resource->map_count)
1085 /* Delay loading the buffer until everything is unmapped. */
1086 TRACE("Ignoring unmap.\n");
1087 return WINED3D_OK;
1090 if (!buffer->map_ptr)
1091 return WINED3D_OK;
1093 context = context_acquire(device, NULL, 0);
1095 addr.buffer_object = buffer->buffer_object;
1096 addr.addr = 0;
1097 wined3d_context_unmap_bo_address(context, &addr, range_count, buffer->maps);
1099 context_release(context);
1101 buffer_clear_dirty_areas(buffer);
1102 buffer->map_ptr = NULL;
1104 return WINED3D_OK;
1107 static void wined3d_buffer_set_bo(struct wined3d_buffer *buffer, struct wined3d_context *context, struct wined3d_bo *bo)
1109 struct wined3d_bo *prev_bo = buffer->buffer_object;
1111 TRACE("buffer %p, context %p, bo %p.\n", buffer, context, bo);
1113 if (prev_bo)
1115 struct wined3d_bo_user *bo_user;
1117 LIST_FOR_EACH_ENTRY(bo_user, &prev_bo->users, struct wined3d_bo_user, entry)
1118 bo_user->valid = false;
1119 assert(list_empty(&bo->users));
1120 list_move_head(&bo->users, &prev_bo->users);
1122 wined3d_context_destroy_bo(context, prev_bo);
1123 heap_free(prev_bo);
1125 else
1127 list_add_head(&bo->users, &buffer->bo_user.entry);
1130 buffer->buffer_object = bo;
1133 void wined3d_buffer_copy_bo_address(struct wined3d_buffer *dst_buffer, struct wined3d_context *context,
1134 unsigned int dst_offset, const struct wined3d_const_bo_address *src_addr, unsigned int size)
1136 struct wined3d_bo_address dst_addr;
1137 struct wined3d_range range;
1138 DWORD dst_location;
1140 dst_location = wined3d_buffer_get_memory(dst_buffer, context, &dst_addr);
1141 dst_addr.addr += dst_offset;
1143 range.offset = 0;
1144 range.size = size;
1145 wined3d_context_copy_bo_address(context, &dst_addr, (const struct wined3d_bo_address *)src_addr, 1, &range);
1146 wined3d_buffer_invalidate_range(dst_buffer, ~dst_location, dst_offset, size);
1149 void wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset,
1150 struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size)
1152 struct wined3d_context *context;
1153 struct wined3d_bo_address src;
1155 TRACE("dst_buffer %p, dst_offset %u, src_buffer %p, src_offset %u, size %u.\n",
1156 dst_buffer, dst_offset, src_buffer, src_offset, size);
1158 context = context_acquire(dst_buffer->resource.device, NULL, 0);
1160 wined3d_buffer_get_memory(src_buffer, context, &src);
1161 src.addr += src_offset;
1163 wined3d_buffer_copy_bo_address(dst_buffer, context, dst_offset, wined3d_const_bo_address(&src), size);
1165 context_release(context);
1168 void wined3d_buffer_update_sub_resource(struct wined3d_buffer *buffer, struct wined3d_context *context,
1169 const struct upload_bo *upload_bo, unsigned int offset, unsigned int size)
1171 if (upload_bo->flags & UPLOAD_BO_RENAME_ON_UNMAP)
1173 wined3d_buffer_set_bo(buffer, context, upload_bo->addr.buffer_object);
1174 wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_BUFFER);
1175 wined3d_buffer_invalidate_location(buffer, ~WINED3D_LOCATION_BUFFER);
1178 if (upload_bo->addr.buffer_object && upload_bo->addr.buffer_object == buffer->buffer_object)
1180 struct wined3d_range range;
1182 /* We need to flush changes, which is implicitly done by
1183 * wined3d_context_unmap_bo_address() even if we aren't actually going
1184 * to unmap.
1186 * We would also like to free up virtual address space used by this BO
1187 * if it's at a premium—note that this BO was allocated for an
1188 * accelerated map. Hence we unmap the BO instead of merely flushing it;
1189 * if we don't care about unmapping BOs then
1190 * wined3d_context_unmap_bo_address() will flush and return.
1192 range.offset = offset;
1193 range.size = size;
1194 if (upload_bo->addr.buffer_object->map_ptr)
1195 wined3d_context_unmap_bo_address(context, (const struct wined3d_bo_address *)&upload_bo->addr, 1, &range);
1197 else
1199 wined3d_buffer_copy_bo_address(buffer, context, offset, &upload_bo->addr, size);
1203 static void wined3d_buffer_init_data(struct wined3d_buffer *buffer,
1204 struct wined3d_device *device, const struct wined3d_sub_resource_data *data)
1206 struct wined3d_resource *resource = &buffer->resource;
1207 struct wined3d_box box;
1209 if (buffer->flags & WINED3D_BUFFER_USE_BO)
1211 wined3d_box_set(&box, 0, 0, resource->size, 1, 0, 1);
1212 wined3d_device_context_emit_update_sub_resource(&device->cs->c, resource,
1213 0, &box, data->data, data->row_pitch, data->slice_pitch);
1215 else
1217 memcpy(buffer->resource.heap_memory, data->data, resource->size);
1218 wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_SYSMEM);
1219 wined3d_buffer_invalidate_location(buffer, ~WINED3D_LOCATION_SYSMEM);
1223 static ULONG buffer_resource_incref(struct wined3d_resource *resource)
1225 return wined3d_buffer_incref(buffer_from_resource(resource));
1228 static ULONG buffer_resource_decref(struct wined3d_resource *resource)
1230 return wined3d_buffer_decref(buffer_from_resource(resource));
1233 static void buffer_resource_preload(struct wined3d_resource *resource)
1235 struct wined3d_context *context;
1237 context = context_acquire(resource->device, NULL, 0);
1238 wined3d_buffer_load(buffer_from_resource(resource), context, NULL);
1239 context_release(context);
1242 static const struct wined3d_resource_ops buffer_resource_ops =
1244 buffer_resource_incref,
1245 buffer_resource_decref,
1246 buffer_resource_preload,
1247 buffer_resource_unload,
1248 buffer_resource_sub_resource_get_desc,
1249 buffer_resource_sub_resource_get_map_pitch,
1250 buffer_resource_sub_resource_map,
1251 buffer_resource_sub_resource_unmap,
1254 static HRESULT wined3d_buffer_init(struct wined3d_buffer *buffer, struct wined3d_device *device,
1255 const struct wined3d_buffer_desc *desc, const struct wined3d_sub_resource_data *data,
1256 void *parent, const struct wined3d_parent_ops *parent_ops, const struct wined3d_buffer_ops *buffer_ops)
1258 const struct wined3d_format *format = wined3d_get_format(device->adapter, WINED3DFMT_R8_UNORM, desc->bind_flags);
1259 struct wined3d_resource *resource = &buffer->resource;
1260 unsigned int access;
1261 HRESULT hr;
1263 TRACE("buffer %p, device %p, desc byte_width %u, usage %s, bind_flags %s, "
1264 "access %s, data %p, parent %p, parent_ops %p.\n",
1265 buffer, device, desc->byte_width, debug_d3dusage(desc->usage), wined3d_debug_bind_flags(desc->bind_flags),
1266 wined3d_debug_resource_access(desc->access), data, parent, parent_ops);
1268 if (!desc->byte_width)
1270 WARN("Size 0 requested, returning E_INVALIDARG.\n");
1271 return E_INVALIDARG;
1274 if (desc->bind_flags & WINED3D_BIND_CONSTANT_BUFFER && desc->byte_width & (WINED3D_CONSTANT_BUFFER_ALIGNMENT - 1))
1276 WARN("Size %#x is not suitably aligned for constant buffers.\n", desc->byte_width);
1277 return E_INVALIDARG;
1280 if (data && !data->data)
1282 WARN("Invalid sub-resource data specified.\n");
1283 return E_INVALIDARG;
1286 access = desc->access;
1287 if (desc->bind_flags & WINED3D_BIND_CONSTANT_BUFFER && wined3d_settings.cb_access_map_w)
1288 access |= WINED3D_RESOURCE_ACCESS_MAP_W;
1290 if (FAILED(hr = resource_init(resource, device, WINED3D_RTYPE_BUFFER, format,
1291 WINED3D_MULTISAMPLE_NONE, 0, desc->usage, desc->bind_flags, access,
1292 desc->byte_width, 1, 1, desc->byte_width, parent, parent_ops, &buffer_resource_ops)))
1294 WARN("Failed to initialize resource, hr %#lx.\n", hr);
1295 return hr;
1297 buffer->buffer_ops = buffer_ops;
1298 buffer->structure_byte_stride = desc->structure_byte_stride;
1299 buffer->locations = WINED3D_LOCATION_CLEARED;
1301 TRACE("buffer %p, size %#x, usage %#x, memory @ %p.\n",
1302 buffer, buffer->resource.size, buffer->resource.usage, buffer->resource.heap_memory);
1304 if (device->create_parms.flags & WINED3DCREATE_SOFTWARE_VERTEXPROCESSING
1305 || (desc->usage & WINED3DUSAGE_MANAGED))
1307 /* SWvp and managed buffers always return the same pointer in buffer
1308 * maps and retain data in DISCARD maps. Keep a system memory copy of
1309 * the buffer to provide the same behavior to the application. */
1310 TRACE("Pinning system memory.\n");
1311 buffer->resource.pin_sysmem = 1;
1312 buffer->locations = WINED3D_LOCATION_SYSMEM;
1315 if (buffer->locations & WINED3D_LOCATION_SYSMEM || !(buffer->flags & WINED3D_BUFFER_USE_BO))
1317 if (!wined3d_resource_prepare_sysmem(&buffer->resource))
1318 return E_OUTOFMEMORY;
1321 if (!(buffer->maps = heap_alloc(sizeof(*buffer->maps))))
1323 ERR("Out of memory.\n");
1324 buffer_resource_unload(resource);
1325 resource_cleanup(resource);
1326 wined3d_resource_wait_idle(resource);
1327 return E_OUTOFMEMORY;
1329 buffer->maps_size = 1;
1331 if (buffer->locations & WINED3D_LOCATION_DISCARDED)
1332 buffer->resource.client.addr.buffer_object = CLIENT_BO_DISCARDED;
1334 if (data)
1335 wined3d_buffer_init_data(buffer, device, data);
1337 return WINED3D_OK;
1340 static BOOL wined3d_buffer_no3d_prepare_location(struct wined3d_buffer *buffer,
1341 struct wined3d_context *context, unsigned int location)
1343 if (location == WINED3D_LOCATION_SYSMEM)
1344 return wined3d_resource_prepare_sysmem(&buffer->resource);
1346 FIXME("Unhandled location %s.\n", wined3d_debug_location(location));
1348 return FALSE;
1351 static void wined3d_buffer_no3d_unload_location(struct wined3d_buffer *buffer,
1352 struct wined3d_context *context, unsigned int location)
1354 TRACE("buffer %p, context %p, location %s.\n", buffer, context, wined3d_debug_location(location));
1357 static const struct wined3d_buffer_ops wined3d_buffer_no3d_ops =
1359 wined3d_buffer_no3d_prepare_location,
1360 wined3d_buffer_no3d_unload_location,
1363 HRESULT wined3d_buffer_no3d_init(struct wined3d_buffer *buffer_no3d, struct wined3d_device *device,
1364 const struct wined3d_buffer_desc *desc, const struct wined3d_sub_resource_data *data,
1365 void *parent, const struct wined3d_parent_ops *parent_ops)
1367 TRACE("buffer_no3d %p, device %p, desc %p, data %p, parent %p, parent_ops %p.\n",
1368 buffer_no3d, device, desc, data, parent, parent_ops);
1370 return wined3d_buffer_init(buffer_no3d, device, desc, data, parent, parent_ops, &wined3d_buffer_no3d_ops);
1373 static BOOL wined3d_buffer_gl_prepare_location(struct wined3d_buffer *buffer,
1374 struct wined3d_context *context, unsigned int location)
1376 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
1377 struct wined3d_buffer_gl *buffer_gl = wined3d_buffer_gl(buffer);
1379 switch (location)
1381 case WINED3D_LOCATION_SYSMEM:
1382 return wined3d_resource_prepare_sysmem(&buffer->resource);
1384 case WINED3D_LOCATION_BUFFER:
1385 if (buffer->buffer_object)
1386 return TRUE;
1388 if (!(buffer->flags & WINED3D_BUFFER_USE_BO))
1390 WARN("Trying to create BO for buffer %p with no WINED3D_BUFFER_USE_BO.\n", buffer);
1391 return FALSE;
1393 return wined3d_buffer_gl_create_buffer_object(buffer_gl, context_gl);
1395 default:
1396 ERR("Invalid location %s.\n", wined3d_debug_location(location));
1397 return FALSE;
1401 static void wined3d_buffer_gl_unload_location(struct wined3d_buffer *buffer,
1402 struct wined3d_context *context, unsigned int location)
1404 TRACE("buffer %p, context %p, location %s.\n", buffer, context, wined3d_debug_location(location));
1406 switch (location)
1408 case WINED3D_LOCATION_BUFFER:
1409 wined3d_buffer_gl_destroy_buffer_object(wined3d_buffer_gl(buffer), wined3d_context_gl(context));
1410 break;
1412 default:
1413 ERR("Unhandled location %s.\n", wined3d_debug_location(location));
1414 break;
1418 static const struct wined3d_buffer_ops wined3d_buffer_gl_ops =
1420 wined3d_buffer_gl_prepare_location,
1421 wined3d_buffer_gl_unload_location,
1424 HRESULT wined3d_buffer_gl_init(struct wined3d_buffer_gl *buffer_gl, struct wined3d_device *device,
1425 const struct wined3d_buffer_desc *desc, const struct wined3d_sub_resource_data *data,
1426 void *parent, const struct wined3d_parent_ops *parent_ops)
1428 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1430 TRACE("buffer_gl %p, device %p, desc %p, data %p, parent %p, parent_ops %p.\n",
1431 buffer_gl, device, desc, data, parent, parent_ops);
1433 /* Observations show that draw_primitive_immediate_mode() is faster on
1434 * dynamic vertex buffers than converting + draw_primitive_arrays().
1435 * (Half-Life 2 and others.) */
1436 if (!(desc->access & WINED3D_RESOURCE_ACCESS_GPU))
1437 TRACE("Not creating a BO because the buffer is not GPU accessible.\n");
1438 else if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
1439 TRACE("Not creating a BO because GL_ARB_vertex_buffer is not supported.\n");
1440 else if (!(gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] || gl_info->supported[ARB_MAP_BUFFER_RANGE])
1441 && (desc->usage & WINED3DUSAGE_DYNAMIC))
1442 TRACE("Not creating a BO because the buffer has dynamic usage and no GL support.\n");
1443 else
1444 buffer_gl->b.flags |= WINED3D_BUFFER_USE_BO;
1446 return wined3d_buffer_init(&buffer_gl->b, device, desc, data, parent, parent_ops, &wined3d_buffer_gl_ops);
1449 VkBufferUsageFlags vk_buffer_usage_from_bind_flags(uint32_t bind_flags)
1451 VkBufferUsageFlags usage;
1453 usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;
1454 if (bind_flags & WINED3D_BIND_VERTEX_BUFFER)
1455 usage |= VK_BUFFER_USAGE_VERTEX_BUFFER_BIT;
1456 if (bind_flags & WINED3D_BIND_INDEX_BUFFER)
1457 usage |= VK_BUFFER_USAGE_INDEX_BUFFER_BIT;
1458 if (bind_flags & WINED3D_BIND_CONSTANT_BUFFER)
1459 usage |= VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
1460 if (bind_flags & WINED3D_BIND_SHADER_RESOURCE)
1461 usage |= VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT;
1462 if (bind_flags & WINED3D_BIND_STREAM_OUTPUT)
1463 usage |= VK_BUFFER_USAGE_TRANSFORM_FEEDBACK_BUFFER_BIT_EXT;
1464 if (bind_flags & WINED3D_BIND_UNORDERED_ACCESS)
1465 usage |= VK_BUFFER_USAGE_STORAGE_TEXEL_BUFFER_BIT;
1466 if (bind_flags & WINED3D_BIND_INDIRECT_BUFFER)
1467 usage |= VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT;
1468 if (bind_flags & (WINED3D_BIND_RENDER_TARGET | WINED3D_BIND_DEPTH_STENCIL))
1469 FIXME("Ignoring some bind flags %#x.\n", bind_flags);
1470 return usage;
1473 VkMemoryPropertyFlags vk_memory_type_from_access_flags(uint32_t access, uint32_t usage)
1475 VkMemoryPropertyFlags memory_type = 0;
1477 if (access & WINED3D_RESOURCE_ACCESS_MAP_R)
1478 memory_type |= VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_CACHED_BIT;
1479 else if (access & WINED3D_RESOURCE_ACCESS_MAP_W)
1480 memory_type |= VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT;
1481 else if (!(usage & WINED3DUSAGE_DYNAMIC))
1482 memory_type |= VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT;
1483 return memory_type;
1486 static BOOL wined3d_buffer_vk_create_buffer_object(struct wined3d_buffer_vk *buffer_vk,
1487 struct wined3d_context_vk *context_vk)
1489 struct wined3d_resource *resource = &buffer_vk->b.resource;
1490 struct wined3d_bo_vk *bo_vk;
1492 if (!(bo_vk = heap_alloc(sizeof(*bo_vk))))
1493 return FALSE;
1495 if (!(wined3d_context_vk_create_bo(context_vk, resource->size,
1496 vk_buffer_usage_from_bind_flags(resource->bind_flags),
1497 vk_memory_type_from_access_flags(resource->access, resource->usage), bo_vk)))
1499 WARN("Failed to create Vulkan buffer.\n");
1500 heap_free(bo_vk);
1501 return FALSE;
1504 list_init(&buffer_vk->b.bo_user.entry);
1505 list_add_head(&bo_vk->b.users, &buffer_vk->b.bo_user.entry);
1506 buffer_vk->b.buffer_object = &bo_vk->b;
1507 buffer_invalidate_bo_range(&buffer_vk->b, 0, 0);
1509 return TRUE;
1512 const VkDescriptorBufferInfo *wined3d_buffer_vk_get_buffer_info(struct wined3d_buffer_vk *buffer_vk)
1514 struct wined3d_bo_vk *bo = wined3d_bo_vk(buffer_vk->b.buffer_object);
1516 if (buffer_vk->b.bo_user.valid)
1517 return &buffer_vk->buffer_info;
1519 buffer_vk->buffer_info.buffer = bo->vk_buffer;
1520 buffer_vk->buffer_info.offset = bo->b.buffer_offset;
1521 buffer_vk->buffer_info.range = buffer_vk->b.resource.size;
1522 buffer_vk->b.bo_user.valid = true;
1524 return &buffer_vk->buffer_info;
1527 static BOOL wined3d_buffer_vk_prepare_location(struct wined3d_buffer *buffer,
1528 struct wined3d_context *context, unsigned int location)
1530 switch (location)
1532 case WINED3D_LOCATION_SYSMEM:
1533 return wined3d_resource_prepare_sysmem(&buffer->resource);
1535 case WINED3D_LOCATION_BUFFER:
1536 if (buffer->buffer_object)
1537 return TRUE;
1539 return wined3d_buffer_vk_create_buffer_object(wined3d_buffer_vk(buffer), wined3d_context_vk(context));
1541 default:
1542 FIXME("Unhandled location %s.\n", wined3d_debug_location(location));
1543 return FALSE;
1547 static void wined3d_buffer_vk_unload_location(struct wined3d_buffer *buffer,
1548 struct wined3d_context *context, unsigned int location)
1550 struct wined3d_context_vk *context_vk = wined3d_context_vk(context);
1551 struct wined3d_bo_vk *bo_vk = wined3d_bo_vk(buffer->buffer_object);
1553 TRACE("buffer %p, context %p, location %s.\n", buffer, context, wined3d_debug_location(location));
1555 switch (location)
1557 case WINED3D_LOCATION_BUFFER:
1558 buffer->bo_user.valid = false;
1559 list_remove(&buffer->bo_user.entry);
1560 wined3d_context_vk_destroy_bo(context_vk, bo_vk);
1561 heap_free(bo_vk);
1562 buffer->buffer_object = NULL;
1563 break;
1565 default:
1566 ERR("Unhandled location %s.\n", wined3d_debug_location(location));
1567 break;
1571 static const struct wined3d_buffer_ops wined3d_buffer_vk_ops =
1573 wined3d_buffer_vk_prepare_location,
1574 wined3d_buffer_vk_unload_location,
1577 HRESULT wined3d_buffer_vk_init(struct wined3d_buffer_vk *buffer_vk, struct wined3d_device *device,
1578 const struct wined3d_buffer_desc *desc, const struct wined3d_sub_resource_data *data,
1579 void *parent, const struct wined3d_parent_ops *parent_ops)
1581 const struct wined3d_vk_info *vk_info = &wined3d_adapter_vk(device->adapter)->vk_info;
1583 TRACE("buffer_vk %p, device %p, desc %p, data %p, parent %p, parent_ops %p.\n",
1584 buffer_vk, device, desc, data, parent, parent_ops);
1586 if ((desc->bind_flags & WINED3D_BIND_STREAM_OUTPUT)
1587 && !vk_info->supported[WINED3D_VK_EXT_TRANSFORM_FEEDBACK])
1589 WARN("The Vulkan implementation does not support transform feedback.\n");
1590 return WINED3DERR_INVALIDCALL;
1593 if (desc->access & WINED3D_RESOURCE_ACCESS_GPU)
1594 buffer_vk->b.flags |= WINED3D_BUFFER_USE_BO;
1596 return wined3d_buffer_init(&buffer_vk->b, device, desc, data, parent, parent_ops, &wined3d_buffer_vk_ops);
1599 void wined3d_buffer_vk_barrier(struct wined3d_buffer_vk *buffer_vk,
1600 struct wined3d_context_vk *context_vk, uint32_t bind_mask)
1602 uint32_t src_bind_mask = 0;
1604 TRACE("buffer_vk %p, context_vk %p, bind_mask %s.\n",
1605 buffer_vk, context_vk, wined3d_debug_bind_flags(bind_mask));
1607 if (bind_mask & ~WINED3D_READ_ONLY_BIND_MASK)
1609 src_bind_mask = buffer_vk->bind_mask & WINED3D_READ_ONLY_BIND_MASK;
1610 if (!src_bind_mask)
1611 src_bind_mask = buffer_vk->bind_mask;
1613 buffer_vk->bind_mask = bind_mask;
1615 else if ((buffer_vk->bind_mask & bind_mask) != bind_mask)
1617 src_bind_mask = buffer_vk->bind_mask & ~WINED3D_READ_ONLY_BIND_MASK;
1618 buffer_vk->bind_mask |= bind_mask;
1621 if (src_bind_mask)
1623 const struct wined3d_bo_vk *bo = wined3d_bo_vk(buffer_vk->b.buffer_object);
1624 const struct wined3d_vk_info *vk_info = context_vk->vk_info;
1625 VkBufferMemoryBarrier vk_barrier;
1627 TRACE(" %s -> %s.\n",
1628 wined3d_debug_bind_flags(src_bind_mask), wined3d_debug_bind_flags(bind_mask));
1630 wined3d_context_vk_end_current_render_pass(context_vk);
1632 vk_barrier.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER;
1633 vk_barrier.pNext = NULL;
1634 vk_barrier.srcAccessMask = vk_access_mask_from_bind_flags(src_bind_mask);
1635 vk_barrier.dstAccessMask = vk_access_mask_from_bind_flags(bind_mask);
1636 vk_barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
1637 vk_barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
1638 vk_barrier.buffer = bo->vk_buffer;
1639 vk_barrier.offset = bo->b.buffer_offset;
1640 vk_barrier.size = buffer_vk->b.resource.size;
1641 VK_CALL(vkCmdPipelineBarrier(wined3d_context_vk_get_command_buffer(context_vk),
1642 vk_pipeline_stage_mask_from_bind_flags(src_bind_mask),
1643 vk_pipeline_stage_mask_from_bind_flags(bind_mask),
1644 0, 0, NULL, 1, &vk_barrier, 0, NULL));
1648 HRESULT CDECL wined3d_buffer_create(struct wined3d_device *device, const struct wined3d_buffer_desc *desc,
1649 const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops,
1650 struct wined3d_buffer **buffer)
1652 TRACE("device %p, desc %p, data %p, parent %p, parent_ops %p, buffer %p.\n",
1653 device, desc, data, parent, parent_ops, buffer);
1655 return device->adapter->adapter_ops->adapter_create_buffer(device, desc, data, parent, parent_ops, buffer);
1658 static HRESULT wined3d_streaming_buffer_prepare(struct wined3d_device *device,
1659 struct wined3d_streaming_buffer *buffer, unsigned int min_size)
1661 struct wined3d_buffer *wined3d_buffer;
1662 struct wined3d_buffer_desc desc;
1663 unsigned int old_size = 0;
1664 unsigned int size;
1665 HRESULT hr;
1667 if (buffer->buffer)
1669 old_size = buffer->buffer->resource.size;
1670 if (old_size >= min_size)
1671 return S_OK;
1674 size = max(SB_MIN_SIZE, max(old_size * 2, min_size));
1675 TRACE("Growing buffer to %u bytes.\n", size);
1677 desc.byte_width = size;
1678 desc.usage = WINED3DUSAGE_DYNAMIC;
1679 desc.bind_flags = buffer->bind_flags;
1680 desc.access = WINED3D_RESOURCE_ACCESS_GPU | WINED3D_RESOURCE_ACCESS_MAP_W;
1681 desc.misc_flags = 0;
1682 desc.structure_byte_stride = 0;
1684 if (SUCCEEDED(hr = wined3d_buffer_create(device, &desc, NULL, NULL, &wined3d_null_parent_ops, &wined3d_buffer)))
1686 if (buffer->buffer)
1687 wined3d_buffer_decref(buffer->buffer);
1688 buffer->buffer = wined3d_buffer;
1689 buffer->pos = 0;
1691 return hr;
1694 HRESULT CDECL wined3d_streaming_buffer_map(struct wined3d_device *device,
1695 struct wined3d_streaming_buffer *buffer, unsigned int size, unsigned int stride,
1696 unsigned int *ret_pos, void **ret_data)
1698 unsigned int map_flags = WINED3D_MAP_WRITE;
1699 struct wined3d_resource *resource;
1700 struct wined3d_map_desc map_desc;
1701 unsigned int pos, align;
1702 struct wined3d_box box;
1703 HRESULT hr;
1705 TRACE("device %p, buffer %p, size %u, stride %u, ret_pos %p, ret_data %p.\n",
1706 device, buffer, size, stride, ret_pos, ret_data);
1708 if (FAILED(hr = wined3d_streaming_buffer_prepare(device, buffer, size)))
1709 return hr;
1710 resource = &buffer->buffer->resource;
1712 pos = buffer->pos;
1713 if ((align = pos % stride))
1714 align = stride - align;
1715 if (pos + size + align > resource->size)
1717 pos = 0;
1718 map_flags |= WINED3D_MAP_DISCARD;
1720 else
1722 pos += align;
1723 map_flags |= WINED3D_MAP_NOOVERWRITE;
1726 wined3d_box_set(&box, pos, 0, pos + size, 1, 0, 1);
1727 if (SUCCEEDED(hr = wined3d_resource_map(resource, 0, &map_desc, &box, map_flags)))
1729 *ret_pos = pos;
1730 *ret_data = map_desc.data;
1731 buffer->pos = pos + size;
1733 return hr;
1736 void CDECL wined3d_streaming_buffer_unmap(struct wined3d_streaming_buffer *buffer)
1738 wined3d_resource_unmap(&buffer->buffer->resource, 0);
1741 HRESULT CDECL wined3d_streaming_buffer_upload(struct wined3d_device *device, struct wined3d_streaming_buffer *buffer,
1742 const void *data, unsigned int size, unsigned int stride, unsigned int *ret_pos)
1744 void *dst_data;
1745 HRESULT hr;
1747 if (SUCCEEDED(hr = wined3d_streaming_buffer_map(device, buffer, size, stride, ret_pos, &dst_data)))
1749 memcpy(dst_data, data, size);
1750 wined3d_streaming_buffer_unmap(buffer);
1752 return hr;