po: Update Finnish translation.
[wine.git] / dlls / wined3d / buffer.c
blob9b0d98139cef0a292cd434c1252b824f32483cbb
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 struct wined3d_buffer_ops
39 BOOL (*buffer_prepare_location)(struct wined3d_buffer *buffer,
40 struct wined3d_context *context, unsigned int location);
41 void (*buffer_unload_location)(struct wined3d_buffer *buffer,
42 struct wined3d_context *context, unsigned int location);
45 static void wined3d_buffer_evict_sysmem(struct wined3d_buffer *buffer)
47 if (buffer->resource.pin_sysmem)
49 TRACE("Not evicting system memory for buffer %p.\n", buffer);
50 return;
53 TRACE("Evicting system memory for buffer %p.\n", buffer);
54 wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_SYSMEM);
55 wined3d_resource_free_sysmem(&buffer->resource);
58 static void buffer_invalidate_bo_range(struct wined3d_buffer *buffer, unsigned int offset, unsigned int size)
60 if (!offset && (!size || size == buffer->resource.size))
61 goto invalidate_all;
63 if (offset > buffer->resource.size || size > buffer->resource.size - offset)
65 WARN("Invalid range specified, invalidating entire buffer.\n");
66 goto invalidate_all;
69 if (!wined3d_array_reserve((void **)&buffer->maps, &buffer->maps_size,
70 buffer->modified_areas + 1, sizeof(*buffer->maps)))
72 ERR("Failed to allocate maps array, invalidating entire buffer.\n");
73 goto invalidate_all;
76 buffer->maps[buffer->modified_areas].offset = offset;
77 buffer->maps[buffer->modified_areas].size = size;
78 ++buffer->modified_areas;
79 return;
81 invalidate_all:
82 buffer->modified_areas = 1;
83 buffer->maps[0].offset = 0;
84 buffer->maps[0].size = buffer->resource.size;
87 static inline void buffer_clear_dirty_areas(struct wined3d_buffer *This)
89 This->modified_areas = 0;
92 static BOOL buffer_is_dirty(const struct wined3d_buffer *buffer)
94 return !!buffer->modified_areas;
97 static BOOL buffer_is_fully_dirty(const struct wined3d_buffer *buffer)
99 return buffer->modified_areas == 1
100 && !buffer->maps->offset && buffer->maps->size == buffer->resource.size;
103 static void wined3d_buffer_validate_location(struct wined3d_buffer *buffer, DWORD location)
105 TRACE("buffer %p, location %s.\n", buffer, wined3d_debug_location(location));
107 if (location & WINED3D_LOCATION_BUFFER)
108 buffer_clear_dirty_areas(buffer);
110 buffer->locations |= location;
112 TRACE("New locations flags are %s.\n", wined3d_debug_location(buffer->locations));
115 static void wined3d_buffer_invalidate_range(struct wined3d_buffer *buffer, DWORD location,
116 unsigned int offset, unsigned int size)
118 TRACE("buffer %p, location %s, offset %u, size %u.\n",
119 buffer, wined3d_debug_location(location), offset, size);
121 if (location & WINED3D_LOCATION_BUFFER)
122 buffer_invalidate_bo_range(buffer, offset, size);
124 buffer->locations &= ~location;
126 TRACE("New locations flags are %s.\n", wined3d_debug_location(buffer->locations));
128 if (!buffer->locations)
129 ERR("Buffer %p does not have any up to date location.\n", buffer);
132 void wined3d_buffer_invalidate_location(struct wined3d_buffer *buffer, DWORD location)
134 wined3d_buffer_invalidate_range(buffer, location, 0, 0);
137 GLenum wined3d_buffer_gl_binding_from_bind_flags(const struct wined3d_gl_info *gl_info, uint32_t bind_flags)
139 if (!bind_flags)
140 return GL_PIXEL_UNPACK_BUFFER;
142 if (bind_flags == WINED3D_BIND_INDEX_BUFFER)
143 return GL_ELEMENT_ARRAY_BUFFER;
145 if (bind_flags & (WINED3D_BIND_SHADER_RESOURCE | WINED3D_BIND_UNORDERED_ACCESS)
146 && gl_info->supported[ARB_TEXTURE_BUFFER_OBJECT])
147 return GL_TEXTURE_BUFFER;
149 if (bind_flags & WINED3D_BIND_CONSTANT_BUFFER)
150 return GL_UNIFORM_BUFFER;
152 if (bind_flags & WINED3D_BIND_STREAM_OUTPUT)
153 return GL_TRANSFORM_FEEDBACK_BUFFER;
155 if (bind_flags & WINED3D_BIND_INDIRECT_BUFFER
156 && gl_info->supported[ARB_DRAW_INDIRECT])
157 return GL_DRAW_INDIRECT_BUFFER;
159 if (bind_flags & ~(WINED3D_BIND_VERTEX_BUFFER | WINED3D_BIND_INDEX_BUFFER))
160 FIXME("Unhandled bind flags %#x.\n", bind_flags);
162 return GL_ARRAY_BUFFER;
165 /* Context activation is done by the caller. */
166 static void wined3d_buffer_gl_destroy_buffer_object(struct wined3d_buffer_gl *buffer_gl,
167 struct wined3d_context_gl *context_gl)
169 struct wined3d_resource *resource = &buffer_gl->b.resource;
170 struct wined3d_bo_gl *bo_gl;
172 if (!buffer_gl->b.buffer_object)
173 return;
174 bo_gl = wined3d_bo_gl(buffer_gl->b.buffer_object);
176 if (context_gl->c.transform_feedback_active && (resource->bind_flags & WINED3D_BIND_STREAM_OUTPUT)
177 && wined3d_context_is_graphics_state_dirty(&context_gl->c, STATE_STREAM_OUTPUT))
179 /* It's illegal to (un)bind GL_TRANSFORM_FEEDBACK_BUFFER while transform
180 * feedback is active. Deleting a buffer implicitly unbinds it, so we
181 * need to end transform feedback here if this buffer was bound.
183 * This should only be possible if STATE_STREAM_OUTPUT is dirty; if we
184 * do a draw call before destroying this buffer then the draw call will
185 * already rebind the GL target. */
186 WARN("Deleting buffer object for buffer %p, disabling transform feedback.\n", buffer_gl);
187 wined3d_context_gl_end_transform_feedback(context_gl);
190 buffer_gl->b.bo_user.valid = false;
191 list_remove(&buffer_gl->b.bo_user.entry);
192 wined3d_context_gl_destroy_bo(context_gl, bo_gl);
193 heap_free(bo_gl);
194 buffer_gl->b.buffer_object = NULL;
197 /* Context activation is done by the caller. */
198 static BOOL wined3d_buffer_gl_create_buffer_object(struct wined3d_buffer_gl *buffer_gl,
199 struct wined3d_context_gl *context_gl)
201 struct wined3d_device_gl *device_gl = wined3d_device_gl(buffer_gl->b.resource.device);
202 const struct wined3d_gl_info *gl_info = context_gl->gl_info;
203 GLenum usage = GL_STATIC_DRAW;
204 GLbitfield gl_storage_flags;
205 struct wined3d_bo_gl *bo;
206 bool coherent = true;
207 GLsizeiptr size;
208 GLenum binding;
210 TRACE("Creating an OpenGL buffer object for wined3d buffer %p with usage %s.\n",
211 buffer_gl, debug_d3dusage(buffer_gl->b.resource.usage));
213 if (!(bo = heap_alloc(sizeof(*bo))))
214 return FALSE;
216 size = buffer_gl->b.resource.size;
217 binding = wined3d_buffer_gl_binding_from_bind_flags(gl_info, buffer_gl->b.resource.bind_flags);
218 if (buffer_gl->b.resource.usage & WINED3DUSAGE_DYNAMIC)
220 usage = GL_STREAM_DRAW_ARB;
221 coherent = false;
223 gl_storage_flags = wined3d_resource_gl_storage_flags(&buffer_gl->b.resource);
224 if (!wined3d_device_gl_create_bo(device_gl, context_gl, size, binding, usage, coherent, gl_storage_flags, bo))
226 ERR("Failed to create OpenGL buffer object.\n");
227 buffer_gl->b.flags &= ~WINED3D_BUFFER_USE_BO;
228 buffer_clear_dirty_areas(&buffer_gl->b);
229 heap_free(bo);
230 return FALSE;
233 list_add_head(&bo->b.users, &buffer_gl->b.bo_user.entry);
234 buffer_gl->b.buffer_object = &bo->b;
235 buffer_invalidate_bo_range(&buffer_gl->b, 0, 0);
237 return TRUE;
240 static BOOL buffer_process_converted_attribute(struct wined3d_buffer *buffer,
241 const enum wined3d_buffer_conversion_type conversion_type,
242 const struct wined3d_stream_info_element *attrib, DWORD *stride_this_run)
244 const struct wined3d_format *format = attrib->format;
245 BOOL ret = FALSE;
246 unsigned int i;
247 DWORD_PTR data;
249 /* Check for some valid situations which cause us pain. One is if the buffer is used for
250 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
251 * with different strides. In the 2nd case we might have to drop conversion entirely,
252 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
254 if (!attrib->stride)
256 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else.\n",
257 debug_d3dformat(format->id));
259 else if (attrib->stride != *stride_this_run && *stride_this_run)
261 FIXME("Got two concurrent strides, %d and %d.\n", attrib->stride, *stride_this_run);
263 else
265 *stride_this_run = attrib->stride;
266 if (buffer->stride != *stride_this_run)
268 /* We rely that this happens only on the first converted attribute that is found,
269 * if at all. See above check
271 TRACE("Reconverting because converted attributes occur, and the stride changed.\n");
272 buffer->stride = *stride_this_run;
273 heap_free(buffer->conversion_map);
274 buffer->conversion_map = heap_calloc(buffer->stride, sizeof(*buffer->conversion_map));
275 ret = TRUE;
279 data = ((DWORD_PTR)attrib->data.addr) % buffer->stride;
280 for (i = 0; i < format->byte_count; ++i)
282 DWORD_PTR idx = (data + i) % buffer->stride;
283 if (buffer->conversion_map[idx] != conversion_type)
285 TRACE("Byte %lu in vertex changed:\n", idx);
286 TRACE(" It was type %#x, is %#x now.\n", buffer->conversion_map[idx], conversion_type);
287 ret = TRUE;
288 buffer->conversion_map[idx] = conversion_type;
292 return ret;
295 #define WINED3D_BUFFER_FIXUP_D3DCOLOR 0x01
296 #define WINED3D_BUFFER_FIXUP_XYZRHW 0x02
298 static BOOL buffer_check_attribute(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
299 const struct wined3d_state *state, UINT attrib_idx, DWORD fixup_flags, DWORD *stride_this_run)
301 const struct wined3d_stream_info_element *attrib = &si->elements[attrib_idx];
302 enum wined3d_format_id format;
303 BOOL ret = FALSE;
305 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
306 * there, on nonexistent attribs the vbo is 0.
308 if (!(si->use_map & (1u << attrib_idx))
309 || state->streams[attrib->stream_idx].buffer != This)
310 return FALSE;
312 format = attrib->format->id;
313 /* Look for newly appeared conversion */
314 if (fixup_flags & WINED3D_BUFFER_FIXUP_D3DCOLOR && format == WINED3DFMT_B8G8R8A8_UNORM)
316 ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run);
318 else if (fixup_flags & WINED3D_BUFFER_FIXUP_XYZRHW && si->position_transformed)
320 if (format != WINED3DFMT_R32G32B32A32_FLOAT)
322 FIXME("Unexpected format %s for transformed position.\n", debug_d3dformat(format));
323 return FALSE;
326 ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run);
328 else if (This->conversion_map)
330 ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run);
333 return ret;
336 static BOOL buffer_find_decl(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
337 const struct wined3d_state *state, DWORD fixup_flags)
339 UINT stride_this_run = 0;
340 BOOL ret = FALSE;
342 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
343 * Once we have our declaration there is no need to look it up again. Index buffers also never need
344 * conversion, so once the (empty) conversion structure is created don't bother checking again
346 if (This->flags & WINED3D_BUFFER_HASDESC)
348 if(This->resource.usage & WINED3DUSAGE_STATICDECL) return FALSE;
351 if (!fixup_flags)
353 TRACE("No fixup required.\n");
354 if(This->conversion_map)
356 heap_free(This->conversion_map);
357 This->conversion_map = NULL;
358 This->stride = 0;
359 return TRUE;
362 return FALSE;
365 TRACE("Finding vertex buffer conversion information\n");
366 /* Certain declaration types need some fixups before we can pass them to
367 * opengl. This means D3DCOLOR attributes with fixed function vertex
368 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
369 * GL_ARB_half_float_vertex is not supported.
371 * Note for d3d8 and d3d9:
372 * The vertex buffer FVF doesn't help with finding them, we have to use
373 * the decoded vertex declaration and pick the things that concern the
374 * current buffer. A problem with this is that this can change between
375 * draws, so we have to validate the information and reprocess the buffer
376 * if it changes, and avoid false positives for performance reasons.
377 * WineD3D doesn't even know the vertex buffer any more, it is managed
378 * by the client libraries and passed to SetStreamSource and ProcessVertices
379 * as needed.
381 * We have to distinguish between vertex shaders and fixed function to
382 * pick the way we access the strided vertex information.
384 * This code sets up a per-byte array with the size of the detected
385 * stride of the arrays in the buffer. For each byte we have a field
386 * that marks the conversion needed on this byte. For example, the
387 * following declaration with fixed function vertex processing:
389 * POSITIONT, FLOAT4
390 * NORMAL, FLOAT3
391 * DIFFUSE, FLOAT16_4
392 * SPECULAR, D3DCOLOR
394 * Will result in
395 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
396 * [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]
398 * Where in this example map P means 4 component position conversion, 0
399 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
400 * conversion (red / blue swizzle).
402 * If we're doing conversion and the stride changes we have to reconvert
403 * the whole buffer. Note that we do not mind if the semantic changes,
404 * we only care for the conversion type. So if the NORMAL is replaced
405 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
406 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
407 * conversion types depend on the semantic as well, for example a FLOAT4
408 * texcoord needs no conversion while a FLOAT4 positiont needs one
411 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_POSITION,
412 fixup_flags, &stride_this_run) || ret;
413 fixup_flags &= ~WINED3D_BUFFER_FIXUP_XYZRHW;
415 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_BLENDWEIGHT,
416 fixup_flags, &stride_this_run) || ret;
417 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_BLENDINDICES,
418 fixup_flags, &stride_this_run) || ret;
419 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_NORMAL,
420 fixup_flags, &stride_this_run) || ret;
421 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_DIFFUSE,
422 fixup_flags, &stride_this_run) || ret;
423 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_SPECULAR,
424 fixup_flags, &stride_this_run) || ret;
425 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD0,
426 fixup_flags, &stride_this_run) || ret;
427 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD1,
428 fixup_flags, &stride_this_run) || ret;
429 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD2,
430 fixup_flags, &stride_this_run) || ret;
431 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD3,
432 fixup_flags, &stride_this_run) || ret;
433 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD4,
434 fixup_flags, &stride_this_run) || ret;
435 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD5,
436 fixup_flags, &stride_this_run) || ret;
437 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD6,
438 fixup_flags, &stride_this_run) || ret;
439 ret = buffer_check_attribute(This, si, state, WINED3D_FFP_TEXCOORD7,
440 fixup_flags, &stride_this_run) || ret;
442 if (!stride_this_run && This->conversion_map)
444 /* Sanity test */
445 if (!ret)
446 ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
447 heap_free(This->conversion_map);
448 This->conversion_map = NULL;
449 This->stride = 0;
452 if (ret) TRACE("Conversion information changed\n");
454 return ret;
457 static inline unsigned int fixup_d3dcolor(DWORD *dst_color)
459 DWORD src_color = *dst_color;
461 /* Color conversion like in draw_primitive_immediate_mode(). Watch out for
462 * endianness. If we want this to work on big-endian machines as well we
463 * have to consider more things.
465 * 0xff000000: Alpha mask
466 * 0x00ff0000: Blue mask
467 * 0x0000ff00: Green mask
468 * 0x000000ff: Red mask
470 *dst_color = 0;
471 *dst_color |= (src_color & 0xff00ff00u); /* Alpha Green */
472 *dst_color |= (src_color & 0x00ff0000u) >> 16; /* Red */
473 *dst_color |= (src_color & 0x000000ffu) << 16; /* Blue */
475 return sizeof(*dst_color);
478 static inline unsigned int fixup_transformed_pos(struct wined3d_vec4 *p)
480 /* rhw conversion like in position_float4(). */
481 if (p->w != 1.0f && p->w != 0.0f)
483 float w = 1.0f / p->w;
484 p->x *= w;
485 p->y *= w;
486 p->z *= w;
487 p->w = w;
490 return sizeof(*p);
493 ULONG CDECL wined3d_buffer_incref(struct wined3d_buffer *buffer)
495 ULONG refcount = InterlockedIncrement(&buffer->resource.ref);
497 TRACE("%p increasing refcount to %u.\n", buffer, refcount);
499 return refcount;
502 static void buffer_conversion_upload(struct wined3d_buffer *buffer, struct wined3d_context *context)
504 unsigned int i, j, range_idx, start, end, vertex_count;
505 struct wined3d_bo_address src, dst;
506 BYTE *data;
508 if (!wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM))
510 ERR("Failed to load system memory.\n");
511 return;
513 buffer->resource.pin_sysmem = 1;
515 /* Now for each vertex in the buffer that needs conversion. */
516 vertex_count = buffer->resource.size / buffer->stride;
518 if (!(data = heap_alloc(buffer->resource.size)))
520 ERR("Out of memory.\n");
521 return;
524 for (range_idx = 0; range_idx < buffer->modified_areas; ++range_idx)
526 start = buffer->maps[range_idx].offset;
527 end = start + buffer->maps[range_idx].size;
529 memcpy(data + start, (BYTE *)buffer->resource.heap_memory + start, end - start);
530 for (i = start / buffer->stride; i < min((end / buffer->stride) + 1, vertex_count); ++i)
532 for (j = 0; j < buffer->stride;)
534 switch (buffer->conversion_map[j])
536 case CONV_NONE:
537 /* Done already */
538 j += sizeof(DWORD);
539 break;
540 case CONV_D3DCOLOR:
541 j += fixup_d3dcolor((DWORD *) (data + i * buffer->stride + j));
542 break;
543 case CONV_POSITIONT:
544 j += fixup_transformed_pos((struct wined3d_vec4 *) (data + i * buffer->stride + j));
545 break;
546 default:
547 FIXME("Unimplemented conversion %d in shifted conversion.\n", buffer->conversion_map[j]);
548 ++j;
554 dst.buffer_object = buffer->buffer_object;
555 dst.addr = NULL;
556 src.buffer_object = NULL;
557 src.addr = data;
558 wined3d_context_copy_bo_address(context, &dst, &src, buffer->modified_areas, buffer->maps);
560 heap_free(data);
563 BOOL wined3d_buffer_prepare_location(struct wined3d_buffer *buffer,
564 struct wined3d_context *context, unsigned int location)
566 return buffer->buffer_ops->buffer_prepare_location(buffer, context, location);
569 static void wined3d_buffer_unload_location(struct wined3d_buffer *buffer,
570 struct wined3d_context *context, unsigned int location)
572 buffer->buffer_ops->buffer_unload_location(buffer, context, location);
575 BOOL wined3d_buffer_load_location(struct wined3d_buffer *buffer,
576 struct wined3d_context *context, DWORD location)
578 struct wined3d_bo_address src, dst;
579 struct wined3d_range range;
581 TRACE("buffer %p, context %p, location %s.\n",
582 buffer, context, wined3d_debug_location(location));
584 if (buffer->locations & location)
586 TRACE("Location (%#x) is already up to date.\n", location);
587 return TRUE;
590 if (!buffer->locations)
592 ERR("Buffer %p does not have any up to date location.\n", buffer);
593 wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_DISCARDED);
594 return wined3d_buffer_load_location(buffer, context, location);
597 TRACE("Current buffer location %s.\n", wined3d_debug_location(buffer->locations));
599 if (!wined3d_buffer_prepare_location(buffer, context, location))
600 return FALSE;
602 if (buffer->locations & WINED3D_LOCATION_DISCARDED)
604 TRACE("Buffer previously discarded, nothing to do.\n");
605 wined3d_buffer_validate_location(buffer, location);
606 wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_DISCARDED);
607 return TRUE;
610 switch (location)
612 case WINED3D_LOCATION_SYSMEM:
613 if (buffer->locations & WINED3D_LOCATION_CLEARED)
615 memset(buffer->resource.heap_memory, 0, buffer->resource.size);
617 else
619 dst.buffer_object = NULL;
620 dst.addr = buffer->resource.heap_memory;
621 src.buffer_object = buffer->buffer_object;
622 src.addr = NULL;
623 range.offset = 0;
624 range.size = buffer->resource.size;
625 wined3d_context_copy_bo_address(context, &dst, &src, 1, &range);
627 break;
629 case WINED3D_LOCATION_BUFFER:
630 if (buffer->locations & WINED3D_LOCATION_CLEARED)
632 /* FIXME: Clear the buffer on the GPU if possible. */
633 if (!wined3d_buffer_prepare_location(buffer, context, WINED3D_LOCATION_SYSMEM))
634 return FALSE;
635 memset(buffer->resource.heap_memory, 0, buffer->resource.size);
638 dst.buffer_object = buffer->buffer_object;
639 dst.addr = NULL;
640 src.buffer_object = NULL;
641 src.addr = buffer->resource.heap_memory;
643 if (!buffer->conversion_map)
644 wined3d_context_copy_bo_address(context, &dst, &src, buffer->modified_areas, buffer->maps);
645 else
646 buffer_conversion_upload(buffer, context);
647 break;
649 default:
650 ERR("Invalid location %s.\n", wined3d_debug_location(location));
651 return FALSE;
654 wined3d_buffer_validate_location(buffer, location);
655 if (buffer->resource.heap_memory && location == WINED3D_LOCATION_BUFFER
656 && !(buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
657 wined3d_buffer_evict_sysmem(buffer);
659 return TRUE;
662 /* Context activation is done by the caller. */
663 BYTE *wined3d_buffer_load_sysmem(struct wined3d_buffer *buffer, struct wined3d_context *context)
665 if (wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM))
666 buffer->resource.pin_sysmem = 1;
667 return buffer->resource.heap_memory;
670 DWORD wined3d_buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_context *context,
671 struct wined3d_bo_address *data)
673 unsigned int locations = buffer->locations;
675 TRACE("buffer %p, context %p, data %p, locations %s.\n",
676 buffer, context, data, wined3d_debug_location(locations));
678 if (locations & (WINED3D_LOCATION_DISCARDED | WINED3D_LOCATION_CLEARED))
680 locations = ((buffer->flags & WINED3D_BUFFER_USE_BO) ? WINED3D_LOCATION_BUFFER : WINED3D_LOCATION_SYSMEM);
681 if (!wined3d_buffer_load_location(buffer, context, locations))
683 data->buffer_object = 0;
684 data->addr = NULL;
685 return 0;
688 if (locations & WINED3D_LOCATION_BUFFER)
690 data->buffer_object = buffer->buffer_object;
691 data->addr = NULL;
692 return WINED3D_LOCATION_BUFFER;
694 if (locations & WINED3D_LOCATION_SYSMEM)
696 data->buffer_object = 0;
697 data->addr = buffer->resource.heap_memory;
698 return WINED3D_LOCATION_SYSMEM;
701 ERR("Unexpected locations %s.\n", wined3d_debug_location(locations));
702 data->buffer_object = 0;
703 data->addr = NULL;
704 return 0;
707 static void buffer_resource_unload(struct wined3d_resource *resource)
709 struct wined3d_buffer *buffer = buffer_from_resource(resource);
711 TRACE("buffer %p.\n", buffer);
713 if (buffer->buffer_object)
715 struct wined3d_context *context;
717 context = context_acquire(resource->device, NULL, 0);
719 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
720 wined3d_buffer_invalidate_location(buffer, WINED3D_LOCATION_BUFFER);
721 wined3d_buffer_unload_location(buffer, context, WINED3D_LOCATION_BUFFER);
722 buffer_clear_dirty_areas(buffer);
724 context_release(context);
726 heap_free(buffer->conversion_map);
727 buffer->conversion_map = NULL;
728 buffer->stride = 0;
729 buffer->conversion_stride = 0;
730 buffer->flags &= ~WINED3D_BUFFER_HASDESC;
733 resource_unload(resource);
736 static void wined3d_buffer_drop_bo(struct wined3d_buffer *buffer)
738 buffer->flags &= ~WINED3D_BUFFER_USE_BO;
739 buffer_resource_unload(&buffer->resource);
742 static void wined3d_buffer_destroy_object(void *object)
744 struct wined3d_buffer *buffer = object;
745 struct wined3d_context *context;
747 TRACE("buffer %p.\n", buffer);
749 if (buffer->buffer_object)
751 context = context_acquire(buffer->resource.device, NULL, 0);
752 wined3d_buffer_unload_location(buffer, context, WINED3D_LOCATION_BUFFER);
753 context_release(context);
755 heap_free(buffer->conversion_map);
756 heap_free(buffer->maps);
759 void wined3d_buffer_cleanup(struct wined3d_buffer *buffer)
761 wined3d_cs_destroy_object(buffer->resource.device->cs, wined3d_buffer_destroy_object, buffer);
762 resource_cleanup(&buffer->resource);
765 ULONG CDECL wined3d_buffer_decref(struct wined3d_buffer *buffer)
767 ULONG refcount = InterlockedDecrement(&buffer->resource.ref);
769 TRACE("%p decreasing refcount to %u.\n", buffer, refcount);
771 if (!refcount)
773 wined3d_mutex_lock();
774 buffer->resource.parent_ops->wined3d_object_destroyed(buffer->resource.parent);
775 buffer->resource.device->adapter->adapter_ops->adapter_destroy_buffer(buffer);
776 wined3d_mutex_unlock();
779 return refcount;
782 void * CDECL wined3d_buffer_get_parent(const struct wined3d_buffer *buffer)
784 TRACE("buffer %p.\n", buffer);
786 return buffer->resource.parent;
789 /* Context activation is done by the caller. */
790 void wined3d_buffer_load(struct wined3d_buffer *buffer, struct wined3d_context *context,
791 const struct wined3d_state *state)
793 const struct wined3d_d3d_info *d3d_info = context->d3d_info;
794 BOOL decl_changed = FALSE;
796 TRACE("buffer %p.\n", buffer);
798 if (buffer->resource.map_count && buffer->map_ptr)
800 FIXME("Buffer is mapped through buffer object, not loading.\n");
801 return;
803 else if (buffer->resource.map_count)
805 WARN("Loading mapped buffer.\n");
808 /* TODO: Make converting independent from VBOs */
809 if (!(buffer->flags & WINED3D_BUFFER_USE_BO))
811 /* Not doing any conversion */
812 return;
815 if (!wined3d_buffer_prepare_location(buffer, context, WINED3D_LOCATION_BUFFER))
817 ERR("Failed to prepare buffer location.\n");
818 return;
821 /* Reading the declaration makes only sense if we have valid state information
822 * (i.e., if this function is called during draws). */
823 if (state)
825 DWORD fixup_flags = 0;
827 if (!use_vs(state))
829 if (!d3d_info->vertex_bgra && !d3d_info->ffp_generic_attributes)
830 fixup_flags |= WINED3D_BUFFER_FIXUP_D3DCOLOR;
831 if (!d3d_info->xyzrhw)
832 fixup_flags |= WINED3D_BUFFER_FIXUP_XYZRHW;
835 decl_changed = buffer_find_decl(buffer, &context->stream_info, state, fixup_flags);
836 buffer->flags |= WINED3D_BUFFER_HASDESC;
839 if (!decl_changed && !(buffer->flags & WINED3D_BUFFER_HASDESC && buffer_is_dirty(buffer)))
841 ++buffer->draw_count;
842 if (buffer->draw_count > VB_RESETDECLCHANGE)
843 buffer->decl_change_count = 0;
844 if (buffer->draw_count > VB_RESETFULLCONVS)
845 buffer->full_conversion_count = 0;
846 return;
849 /* If applications change the declaration over and over, reconverting all the time is a huge
850 * performance hit. So count the declaration changes and release the VBO if there are too many
851 * of them (and thus stop converting)
853 if (decl_changed)
855 ++buffer->decl_change_count;
856 buffer->draw_count = 0;
858 if (buffer->decl_change_count > VB_MAXDECLCHANGES
859 || (buffer->conversion_map && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)))
861 FIXME("Too many declaration changes or converting dynamic buffer, stopping converting.\n");
862 wined3d_buffer_drop_bo(buffer);
863 return;
866 /* The declaration changed, reload the whole buffer. */
867 WARN("Reloading buffer because of a vertex declaration change.\n");
868 buffer_invalidate_bo_range(buffer, 0, 0);
870 else
872 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
873 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
874 * decl changes and reset the decl change count after a specific number of them
876 if (buffer->conversion_map && buffer_is_fully_dirty(buffer))
878 ++buffer->full_conversion_count;
879 if (buffer->full_conversion_count > VB_MAXFULLCONVERSIONS)
881 FIXME("Too many full buffer conversions, stopping converting.\n");
882 wined3d_buffer_drop_bo(buffer);
883 return;
886 else
888 ++buffer->draw_count;
889 if (buffer->draw_count > VB_RESETDECLCHANGE)
890 buffer->decl_change_count = 0;
891 if (buffer->draw_count > VB_RESETFULLCONVS)
892 buffer->full_conversion_count = 0;
896 if (!wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER))
897 ERR("Failed to load buffer location.\n");
900 struct wined3d_resource * CDECL wined3d_buffer_get_resource(struct wined3d_buffer *buffer)
902 TRACE("buffer %p.\n", buffer);
904 return &buffer->resource;
907 static HRESULT buffer_resource_sub_resource_get_desc(struct wined3d_resource *resource,
908 unsigned int sub_resource_idx, struct wined3d_sub_resource_desc *desc)
910 if (sub_resource_idx)
912 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
913 return E_INVALIDARG;
916 desc->format = WINED3DFMT_R8_UNORM;
917 desc->multisample_type = WINED3D_MULTISAMPLE_NONE;
918 desc->multisample_quality = 0;
919 desc->usage = resource->usage;
920 desc->bind_flags = resource->bind_flags;
921 desc->access = resource->access;
922 desc->width = resource->size;
923 desc->height = 1;
924 desc->depth = 1;
925 desc->size = resource->size;
926 return S_OK;
929 static void buffer_resource_sub_resource_get_map_pitch(struct wined3d_resource *resource,
930 unsigned int sub_resource_idx, unsigned int *row_pitch, unsigned int *slice_pitch)
932 *row_pitch = *slice_pitch = resource->size;
935 static HRESULT buffer_resource_sub_resource_map(struct wined3d_resource *resource, unsigned int sub_resource_idx,
936 void **map_ptr, const struct wined3d_box *box, uint32_t flags)
938 struct wined3d_buffer *buffer = buffer_from_resource(resource);
939 unsigned int offset, size, dirty_offset, dirty_size;
940 struct wined3d_device *device = resource->device;
941 struct wined3d_context *context;
942 struct wined3d_bo_address addr;
943 uint8_t *base;
944 LONG count;
946 TRACE("resource %p, sub_resource_idx %u, map_ptr %p, box %s, flags %#x.\n",
947 resource, sub_resource_idx, map_ptr, debug_box(box), flags);
949 dirty_offset = offset = box->left;
950 dirty_size = size = box->right - box->left;
952 count = ++resource->map_count;
954 /* DISCARD invalidates the entire buffer, regardless of the specified
955 * offset and size. Some applications also depend on the entire buffer
956 * being uploaded in that case. Two such applications are Port Royale
957 * and Darkstar One. */
958 if (flags & WINED3D_MAP_DISCARD)
960 dirty_offset = 0;
961 dirty_size = 0;
964 if (((flags & WINED3D_MAP_WRITE) && !(flags & (WINED3D_MAP_NOOVERWRITE | WINED3D_MAP_DISCARD)))
965 || (!(flags & WINED3D_MAP_WRITE) && (buffer->locations & WINED3D_LOCATION_SYSMEM))
966 || buffer->resource.pin_sysmem
967 || !(buffer->flags & WINED3D_BUFFER_USE_BO))
969 if (!(buffer->locations & WINED3D_LOCATION_SYSMEM))
971 context = context_acquire(device, NULL, 0);
972 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
973 context_release(context);
976 if (flags & WINED3D_MAP_WRITE)
977 wined3d_buffer_invalidate_range(buffer, ~WINED3D_LOCATION_SYSMEM, dirty_offset, dirty_size);
979 else
981 context = context_acquire(device, NULL, 0);
983 if (flags & WINED3D_MAP_DISCARD)
985 if (!wined3d_buffer_prepare_location(buffer, context, WINED3D_LOCATION_BUFFER))
987 context_release(context);
988 return E_OUTOFMEMORY;
990 wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_BUFFER);
992 else
994 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_BUFFER);
997 if (flags & WINED3D_MAP_WRITE)
999 wined3d_buffer_invalidate_location(buffer, ~WINED3D_LOCATION_BUFFER);
1000 buffer_invalidate_bo_range(buffer, dirty_offset, dirty_size);
1003 if ((flags & WINED3D_MAP_DISCARD) && resource->heap_memory)
1004 wined3d_buffer_evict_sysmem(buffer);
1006 if (count == 1)
1008 addr.buffer_object = buffer->buffer_object;
1009 addr.addr = 0;
1010 buffer->map_ptr = wined3d_context_map_bo_address(context, &addr, resource->size, flags);
1012 /* We are accessing buffer->resource.client from the CS thread,
1013 * but it's safe because the client thread will wait for the
1014 * map to return, thus completely serializing this call with
1015 * other client code. */
1016 if (context->d3d_info->persistent_map)
1017 buffer->resource.client.addr = addr;
1019 if (((DWORD_PTR)buffer->map_ptr) & (RESOURCE_ALIGNMENT - 1))
1021 WARN("Pointer %p is not %u byte aligned.\n", buffer->map_ptr, RESOURCE_ALIGNMENT);
1023 wined3d_context_unmap_bo_address(context, &addr, 0, NULL);
1024 buffer->map_ptr = NULL;
1026 if (resource->usage & WINED3DUSAGE_DYNAMIC)
1028 /* The extra copy is more expensive than not using VBOs
1029 * at all on the NVIDIA Linux driver, which is the
1030 * only driver that returns unaligned pointers. */
1031 TRACE("Dynamic buffer, dropping VBO.\n");
1032 wined3d_buffer_drop_bo(buffer);
1034 else
1036 TRACE("Falling back to doublebuffered operation.\n");
1037 wined3d_buffer_load_location(buffer, context, WINED3D_LOCATION_SYSMEM);
1038 buffer->resource.pin_sysmem = 1;
1040 TRACE("New pointer is %p.\n", resource->heap_memory);
1044 context_release(context);
1047 base = buffer->map_ptr ? buffer->map_ptr : resource->heap_memory;
1048 *map_ptr = base + offset;
1050 TRACE("Returning memory at %p (base %p, offset %u).\n", *map_ptr, base, offset);
1052 return WINED3D_OK;
1055 static HRESULT buffer_resource_sub_resource_unmap(struct wined3d_resource *resource, unsigned int sub_resource_idx)
1057 struct wined3d_buffer *buffer = buffer_from_resource(resource);
1058 unsigned int range_count = buffer->modified_areas;
1059 struct wined3d_device *device = resource->device;
1060 struct wined3d_context *context;
1061 struct wined3d_bo_address addr;
1063 TRACE("resource %p, sub_resource_idx %u.\n", resource, sub_resource_idx);
1065 if (sub_resource_idx)
1067 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx);
1068 return E_INVALIDARG;
1071 if (!resource->map_count)
1073 WARN("Unmap called without a previous map call.\n");
1074 return WINED3D_OK;
1077 if (--resource->map_count)
1079 /* Delay loading the buffer until everything is unmapped. */
1080 TRACE("Ignoring unmap.\n");
1081 return WINED3D_OK;
1084 if (!buffer->map_ptr)
1085 return WINED3D_OK;
1087 context = context_acquire(device, NULL, 0);
1089 addr.buffer_object = buffer->buffer_object;
1090 addr.addr = 0;
1091 wined3d_context_unmap_bo_address(context, &addr, range_count, buffer->maps);
1093 context_release(context);
1095 buffer_clear_dirty_areas(buffer);
1096 buffer->map_ptr = NULL;
1098 return WINED3D_OK;
1101 static void wined3d_buffer_set_bo(struct wined3d_buffer *buffer, struct wined3d_context *context, struct wined3d_bo *bo)
1103 struct wined3d_bo *prev_bo = buffer->buffer_object;
1105 TRACE("buffer %p, context %p, bo %p.\n", buffer, context, bo);
1107 if (prev_bo)
1109 struct wined3d_bo_user *bo_user;
1111 LIST_FOR_EACH_ENTRY(bo_user, &prev_bo->users, struct wined3d_bo_user, entry)
1112 bo_user->valid = false;
1113 assert(list_empty(&bo->users));
1114 list_move_head(&bo->users, &prev_bo->users);
1116 wined3d_context_destroy_bo(context, prev_bo);
1117 heap_free(prev_bo);
1119 else
1121 list_add_head(&bo->users, &buffer->bo_user.entry);
1124 buffer->buffer_object = bo;
1127 void wined3d_buffer_copy_bo_address(struct wined3d_buffer *dst_buffer, struct wined3d_context *context,
1128 unsigned int dst_offset, const struct wined3d_const_bo_address *src_addr, unsigned int size)
1130 struct wined3d_bo_address dst_addr;
1131 struct wined3d_range range;
1132 DWORD dst_location;
1134 dst_location = wined3d_buffer_get_memory(dst_buffer, context, &dst_addr);
1135 dst_addr.addr += dst_offset;
1137 range.offset = 0;
1138 range.size = size;
1139 wined3d_context_copy_bo_address(context, &dst_addr, (const struct wined3d_bo_address *)src_addr, 1, &range);
1140 wined3d_buffer_invalidate_range(dst_buffer, ~dst_location, dst_offset, size);
1143 void wined3d_buffer_copy(struct wined3d_buffer *dst_buffer, unsigned int dst_offset,
1144 struct wined3d_buffer *src_buffer, unsigned int src_offset, unsigned int size)
1146 struct wined3d_context *context;
1147 struct wined3d_bo_address src;
1149 TRACE("dst_buffer %p, dst_offset %u, src_buffer %p, src_offset %u, size %u.\n",
1150 dst_buffer, dst_offset, src_buffer, src_offset, size);
1152 context = context_acquire(dst_buffer->resource.device, NULL, 0);
1154 wined3d_buffer_get_memory(src_buffer, context, &src);
1155 src.addr += src_offset;
1157 wined3d_buffer_copy_bo_address(dst_buffer, context, dst_offset, wined3d_const_bo_address(&src), size);
1159 context_release(context);
1162 void wined3d_buffer_update_sub_resource(struct wined3d_buffer *buffer, struct wined3d_context *context,
1163 const struct upload_bo *upload_bo, unsigned int offset, unsigned int size)
1165 if (upload_bo->flags & UPLOAD_BO_RENAME_ON_UNMAP)
1167 wined3d_buffer_set_bo(buffer, context, upload_bo->addr.buffer_object);
1168 wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_BUFFER);
1169 wined3d_buffer_invalidate_location(buffer, ~WINED3D_LOCATION_BUFFER);
1172 if (upload_bo->addr.buffer_object && upload_bo->addr.buffer_object == buffer->buffer_object)
1174 struct wined3d_range range;
1176 /* We need to flush changes, which is implicitly done by
1177 * wined3d_context_unmap_bo_address() even if we aren't actually going
1178 * to unmap.
1180 * We would also like to free up virtual address space used by this BO
1181 * if it's at a premium—note that this BO was allocated for an
1182 * accelerated map. Hence we unmap the BO instead of merely flushing it;
1183 * if we don't care about unmapping BOs then
1184 * wined3d_context_unmap_bo_address() will flush and return.
1186 range.offset = offset;
1187 range.size = size;
1188 wined3d_context_unmap_bo_address(context, (const struct wined3d_bo_address *)&upload_bo->addr, 1, &range);
1190 else
1192 wined3d_buffer_copy_bo_address(buffer, context, offset, &upload_bo->addr, size);
1196 static void wined3d_buffer_init_data(struct wined3d_buffer *buffer,
1197 struct wined3d_device *device, const struct wined3d_sub_resource_data *data)
1199 struct wined3d_resource *resource = &buffer->resource;
1200 struct wined3d_box box;
1202 if (buffer->flags & WINED3D_BUFFER_USE_BO)
1204 wined3d_box_set(&box, 0, 0, resource->size, 1, 0, 1);
1205 wined3d_device_context_emit_update_sub_resource(&device->cs->c, resource,
1206 0, &box, data->data, data->row_pitch, data->slice_pitch);
1208 else
1210 memcpy(buffer->resource.heap_memory, data->data, resource->size);
1211 wined3d_buffer_validate_location(buffer, WINED3D_LOCATION_SYSMEM);
1212 wined3d_buffer_invalidate_location(buffer, ~WINED3D_LOCATION_SYSMEM);
1216 static ULONG buffer_resource_incref(struct wined3d_resource *resource)
1218 return wined3d_buffer_incref(buffer_from_resource(resource));
1221 static ULONG buffer_resource_decref(struct wined3d_resource *resource)
1223 return wined3d_buffer_decref(buffer_from_resource(resource));
1226 static void buffer_resource_preload(struct wined3d_resource *resource)
1228 struct wined3d_context *context;
1230 context = context_acquire(resource->device, NULL, 0);
1231 wined3d_buffer_load(buffer_from_resource(resource), context, NULL);
1232 context_release(context);
1235 static const struct wined3d_resource_ops buffer_resource_ops =
1237 buffer_resource_incref,
1238 buffer_resource_decref,
1239 buffer_resource_preload,
1240 buffer_resource_unload,
1241 buffer_resource_sub_resource_get_desc,
1242 buffer_resource_sub_resource_get_map_pitch,
1243 buffer_resource_sub_resource_map,
1244 buffer_resource_sub_resource_unmap,
1247 static HRESULT wined3d_buffer_init(struct wined3d_buffer *buffer, struct wined3d_device *device,
1248 const struct wined3d_buffer_desc *desc, const struct wined3d_sub_resource_data *data,
1249 void *parent, const struct wined3d_parent_ops *parent_ops, const struct wined3d_buffer_ops *buffer_ops)
1251 const struct wined3d_format *format = wined3d_get_format(device->adapter, WINED3DFMT_R8_UNORM, desc->bind_flags);
1252 struct wined3d_resource *resource = &buffer->resource;
1253 unsigned int access;
1254 HRESULT hr;
1256 TRACE("buffer %p, device %p, desc byte_width %u, usage %s, bind_flags %s, "
1257 "access %s, data %p, parent %p, parent_ops %p.\n",
1258 buffer, device, desc->byte_width, debug_d3dusage(desc->usage), wined3d_debug_bind_flags(desc->bind_flags),
1259 wined3d_debug_resource_access(desc->access), data, parent, parent_ops);
1261 if (!desc->byte_width)
1263 WARN("Size 0 requested, returning E_INVALIDARG.\n");
1264 return E_INVALIDARG;
1267 if (desc->bind_flags & WINED3D_BIND_CONSTANT_BUFFER && desc->byte_width & (WINED3D_CONSTANT_BUFFER_ALIGNMENT - 1))
1269 WARN("Size %#x is not suitably aligned for constant buffers.\n", desc->byte_width);
1270 return E_INVALIDARG;
1273 if (data && !data->data)
1275 WARN("Invalid sub-resource data specified.\n");
1276 return E_INVALIDARG;
1279 access = desc->access;
1280 if (desc->bind_flags & WINED3D_BIND_CONSTANT_BUFFER && wined3d_settings.cb_access_map_w)
1281 access |= WINED3D_RESOURCE_ACCESS_MAP_W;
1283 if (FAILED(hr = resource_init(resource, device, WINED3D_RTYPE_BUFFER, format,
1284 WINED3D_MULTISAMPLE_NONE, 0, desc->usage, desc->bind_flags, access,
1285 desc->byte_width, 1, 1, desc->byte_width, parent, parent_ops, &buffer_resource_ops)))
1287 WARN("Failed to initialize resource, hr %#x.\n", hr);
1288 return hr;
1290 buffer->buffer_ops = buffer_ops;
1291 buffer->structure_byte_stride = desc->structure_byte_stride;
1292 buffer->locations = WINED3D_LOCATION_CLEARED;
1294 TRACE("buffer %p, size %#x, usage %#x, memory @ %p.\n",
1295 buffer, buffer->resource.size, buffer->resource.usage, buffer->resource.heap_memory);
1297 if (device->create_parms.flags & WINED3DCREATE_SOFTWARE_VERTEXPROCESSING
1298 || wined3d_resource_access_is_managed(access))
1300 /* SWvp and managed buffers always return the same pointer in buffer
1301 * maps and retain data in DISCARD maps. Keep a system memory copy of
1302 * the buffer to provide the same behavior to the application. */
1303 TRACE("Pinning system memory.\n");
1304 buffer->resource.pin_sysmem = 1;
1305 buffer->locations = WINED3D_LOCATION_SYSMEM;
1308 if (buffer->locations & WINED3D_LOCATION_SYSMEM || !(buffer->flags & WINED3D_BUFFER_USE_BO))
1310 if (!wined3d_resource_prepare_sysmem(&buffer->resource))
1311 return E_OUTOFMEMORY;
1314 if (!(buffer->maps = heap_alloc(sizeof(*buffer->maps))))
1316 ERR("Out of memory.\n");
1317 buffer_resource_unload(resource);
1318 resource_cleanup(resource);
1319 wined3d_resource_wait_idle(resource);
1320 return E_OUTOFMEMORY;
1322 buffer->maps_size = 1;
1324 if (buffer->locations & WINED3D_LOCATION_DISCARDED)
1325 buffer->resource.client.addr.buffer_object = CLIENT_BO_DISCARDED;
1327 if (data)
1328 wined3d_buffer_init_data(buffer, device, data);
1330 return WINED3D_OK;
1333 static BOOL wined3d_buffer_no3d_prepare_location(struct wined3d_buffer *buffer,
1334 struct wined3d_context *context, unsigned int location)
1336 if (location == WINED3D_LOCATION_SYSMEM)
1337 return wined3d_resource_prepare_sysmem(&buffer->resource);
1339 FIXME("Unhandled location %s.\n", wined3d_debug_location(location));
1341 return FALSE;
1344 static void wined3d_buffer_no3d_unload_location(struct wined3d_buffer *buffer,
1345 struct wined3d_context *context, unsigned int location)
1347 TRACE("buffer %p, context %p, location %s.\n", buffer, context, wined3d_debug_location(location));
1350 static const struct wined3d_buffer_ops wined3d_buffer_no3d_ops =
1352 wined3d_buffer_no3d_prepare_location,
1353 wined3d_buffer_no3d_unload_location,
1356 HRESULT wined3d_buffer_no3d_init(struct wined3d_buffer *buffer_no3d, struct wined3d_device *device,
1357 const struct wined3d_buffer_desc *desc, const struct wined3d_sub_resource_data *data,
1358 void *parent, const struct wined3d_parent_ops *parent_ops)
1360 TRACE("buffer_no3d %p, device %p, desc %p, data %p, parent %p, parent_ops %p.\n",
1361 buffer_no3d, device, desc, data, parent, parent_ops);
1363 return wined3d_buffer_init(buffer_no3d, device, desc, data, parent, parent_ops, &wined3d_buffer_no3d_ops);
1366 static BOOL wined3d_buffer_gl_prepare_location(struct wined3d_buffer *buffer,
1367 struct wined3d_context *context, unsigned int location)
1369 struct wined3d_context_gl *context_gl = wined3d_context_gl(context);
1370 struct wined3d_buffer_gl *buffer_gl = wined3d_buffer_gl(buffer);
1372 switch (location)
1374 case WINED3D_LOCATION_SYSMEM:
1375 return wined3d_resource_prepare_sysmem(&buffer->resource);
1377 case WINED3D_LOCATION_BUFFER:
1378 if (buffer->buffer_object)
1379 return TRUE;
1381 if (!(buffer->flags & WINED3D_BUFFER_USE_BO))
1383 WARN("Trying to create BO for buffer %p with no WINED3D_BUFFER_USE_BO.\n", buffer);
1384 return FALSE;
1386 return wined3d_buffer_gl_create_buffer_object(buffer_gl, context_gl);
1388 default:
1389 ERR("Invalid location %s.\n", wined3d_debug_location(location));
1390 return FALSE;
1394 static void wined3d_buffer_gl_unload_location(struct wined3d_buffer *buffer,
1395 struct wined3d_context *context, unsigned int location)
1397 TRACE("buffer %p, context %p, location %s.\n", buffer, context, wined3d_debug_location(location));
1399 switch (location)
1401 case WINED3D_LOCATION_BUFFER:
1402 wined3d_buffer_gl_destroy_buffer_object(wined3d_buffer_gl(buffer), wined3d_context_gl(context));
1403 break;
1405 default:
1406 ERR("Unhandled location %s.\n", wined3d_debug_location(location));
1407 break;
1411 static const struct wined3d_buffer_ops wined3d_buffer_gl_ops =
1413 wined3d_buffer_gl_prepare_location,
1414 wined3d_buffer_gl_unload_location,
1417 HRESULT wined3d_buffer_gl_init(struct wined3d_buffer_gl *buffer_gl, struct wined3d_device *device,
1418 const struct wined3d_buffer_desc *desc, const struct wined3d_sub_resource_data *data,
1419 void *parent, const struct wined3d_parent_ops *parent_ops)
1421 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1423 TRACE("buffer_gl %p, device %p, desc %p, data %p, parent %p, parent_ops %p.\n",
1424 buffer_gl, device, desc, data, parent, parent_ops);
1426 /* Observations show that draw_primitive_immediate_mode() is faster on
1427 * dynamic vertex buffers than converting + draw_primitive_arrays().
1428 * (Half-Life 2 and others.) */
1429 if (!(desc->access & WINED3D_RESOURCE_ACCESS_GPU))
1430 TRACE("Not creating a BO because the buffer is not GPU accessible.\n");
1431 else if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
1432 TRACE("Not creating a BO because GL_ARB_vertex_buffer is not supported.\n");
1433 else if (!(gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] || gl_info->supported[ARB_MAP_BUFFER_RANGE])
1434 && (desc->usage & WINED3DUSAGE_DYNAMIC))
1435 TRACE("Not creating a BO because the buffer has dynamic usage and no GL support.\n");
1436 else
1437 buffer_gl->b.flags |= WINED3D_BUFFER_USE_BO;
1439 return wined3d_buffer_init(&buffer_gl->b, device, desc, data, parent, parent_ops, &wined3d_buffer_gl_ops);
1442 VkBufferUsageFlags vk_buffer_usage_from_bind_flags(uint32_t bind_flags)
1444 VkBufferUsageFlags usage;
1446 usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;
1447 if (bind_flags & WINED3D_BIND_VERTEX_BUFFER)
1448 usage |= VK_BUFFER_USAGE_VERTEX_BUFFER_BIT;
1449 if (bind_flags & WINED3D_BIND_INDEX_BUFFER)
1450 usage |= VK_BUFFER_USAGE_INDEX_BUFFER_BIT;
1451 if (bind_flags & WINED3D_BIND_CONSTANT_BUFFER)
1452 usage |= VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT;
1453 if (bind_flags & WINED3D_BIND_SHADER_RESOURCE)
1454 usage |= VK_BUFFER_USAGE_UNIFORM_TEXEL_BUFFER_BIT;
1455 if (bind_flags & WINED3D_BIND_STREAM_OUTPUT)
1456 usage |= VK_BUFFER_USAGE_TRANSFORM_FEEDBACK_BUFFER_BIT_EXT;
1457 if (bind_flags & WINED3D_BIND_UNORDERED_ACCESS)
1458 usage |= VK_BUFFER_USAGE_STORAGE_TEXEL_BUFFER_BIT;
1459 if (bind_flags & WINED3D_BIND_INDIRECT_BUFFER)
1460 usage |= VK_BUFFER_USAGE_INDIRECT_BUFFER_BIT;
1461 if (bind_flags & (WINED3D_BIND_RENDER_TARGET | WINED3D_BIND_DEPTH_STENCIL))
1462 FIXME("Ignoring some bind flags %#x.\n", bind_flags);
1463 return usage;
1466 VkMemoryPropertyFlags vk_memory_type_from_access_flags(uint32_t access, uint32_t usage)
1468 VkMemoryPropertyFlags memory_type = 0;
1470 if (access & WINED3D_RESOURCE_ACCESS_MAP_R)
1471 memory_type |= VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_CACHED_BIT;
1472 else if (access & WINED3D_RESOURCE_ACCESS_MAP_W)
1473 memory_type |= VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT;
1474 else if (!(usage & WINED3DUSAGE_DYNAMIC))
1475 memory_type |= VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT;
1476 return memory_type;
1479 static BOOL wined3d_buffer_vk_create_buffer_object(struct wined3d_buffer_vk *buffer_vk,
1480 struct wined3d_context_vk *context_vk)
1482 struct wined3d_resource *resource = &buffer_vk->b.resource;
1483 struct wined3d_bo_vk *bo_vk;
1485 if (!(bo_vk = heap_alloc(sizeof(*bo_vk))))
1486 return FALSE;
1488 if (!(wined3d_context_vk_create_bo(context_vk, resource->size,
1489 vk_buffer_usage_from_bind_flags(resource->bind_flags),
1490 vk_memory_type_from_access_flags(resource->access, resource->usage), bo_vk)))
1492 WARN("Failed to create Vulkan buffer.\n");
1493 heap_free(bo_vk);
1494 return FALSE;
1497 list_init(&buffer_vk->b.bo_user.entry);
1498 list_add_head(&bo_vk->b.users, &buffer_vk->b.bo_user.entry);
1499 buffer_vk->b.buffer_object = &bo_vk->b;
1500 buffer_invalidate_bo_range(&buffer_vk->b, 0, 0);
1502 return TRUE;
1505 const VkDescriptorBufferInfo *wined3d_buffer_vk_get_buffer_info(struct wined3d_buffer_vk *buffer_vk)
1507 struct wined3d_bo_vk *bo = wined3d_bo_vk(buffer_vk->b.buffer_object);
1509 if (buffer_vk->b.bo_user.valid)
1510 return &buffer_vk->buffer_info;
1512 buffer_vk->buffer_info.buffer = bo->vk_buffer;
1513 buffer_vk->buffer_info.offset = bo->b.buffer_offset;
1514 buffer_vk->buffer_info.range = buffer_vk->b.resource.size;
1515 buffer_vk->b.bo_user.valid = true;
1517 return &buffer_vk->buffer_info;
1520 static BOOL wined3d_buffer_vk_prepare_location(struct wined3d_buffer *buffer,
1521 struct wined3d_context *context, unsigned int location)
1523 switch (location)
1525 case WINED3D_LOCATION_SYSMEM:
1526 return wined3d_resource_prepare_sysmem(&buffer->resource);
1528 case WINED3D_LOCATION_BUFFER:
1529 if (buffer->buffer_object)
1530 return TRUE;
1532 return wined3d_buffer_vk_create_buffer_object(wined3d_buffer_vk(buffer), wined3d_context_vk(context));
1534 default:
1535 FIXME("Unhandled location %s.\n", wined3d_debug_location(location));
1536 return FALSE;
1540 static void wined3d_buffer_vk_unload_location(struct wined3d_buffer *buffer,
1541 struct wined3d_context *context, unsigned int location)
1543 struct wined3d_context_vk *context_vk = wined3d_context_vk(context);
1544 struct wined3d_bo_vk *bo_vk = wined3d_bo_vk(buffer->buffer_object);
1546 TRACE("buffer %p, context %p, location %s.\n", buffer, context, wined3d_debug_location(location));
1548 switch (location)
1550 case WINED3D_LOCATION_BUFFER:
1551 buffer->bo_user.valid = false;
1552 list_remove(&buffer->bo_user.entry);
1553 wined3d_context_vk_destroy_bo(context_vk, bo_vk);
1554 heap_free(bo_vk);
1555 buffer->buffer_object = NULL;
1556 break;
1558 default:
1559 ERR("Unhandled location %s.\n", wined3d_debug_location(location));
1560 break;
1564 static const struct wined3d_buffer_ops wined3d_buffer_vk_ops =
1566 wined3d_buffer_vk_prepare_location,
1567 wined3d_buffer_vk_unload_location,
1570 HRESULT wined3d_buffer_vk_init(struct wined3d_buffer_vk *buffer_vk, struct wined3d_device *device,
1571 const struct wined3d_buffer_desc *desc, const struct wined3d_sub_resource_data *data,
1572 void *parent, const struct wined3d_parent_ops *parent_ops)
1574 const struct wined3d_vk_info *vk_info = &wined3d_adapter_vk(device->adapter)->vk_info;
1576 TRACE("buffer_vk %p, device %p, desc %p, data %p, parent %p, parent_ops %p.\n",
1577 buffer_vk, device, desc, data, parent, parent_ops);
1579 if ((desc->bind_flags & WINED3D_BIND_STREAM_OUTPUT)
1580 && !vk_info->supported[WINED3D_VK_EXT_TRANSFORM_FEEDBACK])
1582 WARN("The Vulkan implementation does not support transform feedback.\n");
1583 return WINED3DERR_INVALIDCALL;
1586 if (desc->access & WINED3D_RESOURCE_ACCESS_GPU)
1587 buffer_vk->b.flags |= WINED3D_BUFFER_USE_BO;
1589 return wined3d_buffer_init(&buffer_vk->b, device, desc, data, parent, parent_ops, &wined3d_buffer_vk_ops);
1592 void wined3d_buffer_vk_barrier(struct wined3d_buffer_vk *buffer_vk,
1593 struct wined3d_context_vk *context_vk, uint32_t bind_mask)
1595 uint32_t src_bind_mask = 0;
1597 TRACE("buffer_vk %p, context_vk %p, bind_mask %s.\n",
1598 buffer_vk, context_vk, wined3d_debug_bind_flags(bind_mask));
1600 if (bind_mask & ~WINED3D_READ_ONLY_BIND_MASK)
1602 src_bind_mask = buffer_vk->bind_mask & WINED3D_READ_ONLY_BIND_MASK;
1603 if (!src_bind_mask)
1604 src_bind_mask = buffer_vk->bind_mask;
1606 buffer_vk->bind_mask = bind_mask;
1608 else if ((buffer_vk->bind_mask & bind_mask) != bind_mask)
1610 src_bind_mask = buffer_vk->bind_mask & ~WINED3D_READ_ONLY_BIND_MASK;
1611 buffer_vk->bind_mask |= bind_mask;
1614 if (src_bind_mask)
1616 const struct wined3d_bo_vk *bo = wined3d_bo_vk(buffer_vk->b.buffer_object);
1617 const struct wined3d_vk_info *vk_info = context_vk->vk_info;
1618 VkBufferMemoryBarrier vk_barrier;
1620 TRACE(" %s -> %s.\n",
1621 wined3d_debug_bind_flags(src_bind_mask), wined3d_debug_bind_flags(bind_mask));
1623 wined3d_context_vk_end_current_render_pass(context_vk);
1625 vk_barrier.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER;
1626 vk_barrier.pNext = NULL;
1627 vk_barrier.srcAccessMask = vk_access_mask_from_bind_flags(src_bind_mask);
1628 vk_barrier.dstAccessMask = vk_access_mask_from_bind_flags(bind_mask);
1629 vk_barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
1630 vk_barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
1631 vk_barrier.buffer = bo->vk_buffer;
1632 vk_barrier.offset = bo->b.buffer_offset;
1633 vk_barrier.size = buffer_vk->b.resource.size;
1634 VK_CALL(vkCmdPipelineBarrier(wined3d_context_vk_get_command_buffer(context_vk),
1635 vk_pipeline_stage_mask_from_bind_flags(src_bind_mask),
1636 vk_pipeline_stage_mask_from_bind_flags(bind_mask),
1637 0, 0, NULL, 1, &vk_barrier, 0, NULL));
1641 HRESULT CDECL wined3d_buffer_create(struct wined3d_device *device, const struct wined3d_buffer_desc *desc,
1642 const struct wined3d_sub_resource_data *data, void *parent, const struct wined3d_parent_ops *parent_ops,
1643 struct wined3d_buffer **buffer)
1645 TRACE("device %p, desc %p, data %p, parent %p, parent_ops %p, buffer %p.\n",
1646 device, desc, data, parent, parent_ops, buffer);
1648 return device->adapter->adapter_ops->adapter_create_buffer(device, desc, data, parent, parent_ops, buffer);