2 * Copyright 2002-2005 Jason Edmeades
3 * Copyright 2002-2005 Raphael Junqueira
4 * Copyright 2004 Christian Costa
5 * Copyright 2005 Oliver Stieber
6 * Copyright 2007-2011, 2013-2014 Stefan Dösinger for CodeWeavers
7 * Copyright 2009-2010 Henri Verbeet for CodeWeavers
9 * This library is free software; you can redistribute it and/or
10 * modify it under the terms of the GNU Lesser General Public
11 * License as published by the Free Software Foundation; either
12 * version 2.1 of the License, or (at your option) any later version.
14 * This library is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
17 * Lesser General Public License for more details.
19 * You should have received a copy of the GNU Lesser General Public
20 * License along with this library; if not, write to the Free Software
21 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
26 #include "wine/port.h"
28 #include "wined3d_private.h"
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d
);
32 #define WINED3D_BUFFER_HASDESC 0x01 /* A vertex description has been found. */
33 #define WINED3D_BUFFER_CREATEBO 0x02 /* Create a buffer object for this buffer. */
34 #define WINED3D_BUFFER_DOUBLEBUFFER 0x04 /* Keep both a buffer object and a system memory copy for this buffer. */
35 #define WINED3D_BUFFER_FLUSH 0x08 /* Manual unmap flushing. */
36 #define WINED3D_BUFFER_DISCARD 0x10 /* A DISCARD lock has occurred since the last preload. */
37 #define WINED3D_BUFFER_SYNC 0x20 /* There has been at least one synchronized map since the last preload. */
38 #define WINED3D_BUFFER_APPLESYNC 0x40 /* Using sync as in GL_APPLE_flush_buffer_range. */
40 #define VB_MAXDECLCHANGES 100 /* After that number of decl changes we stop converting */
41 #define VB_RESETDECLCHANGE 1000 /* Reset the decl changecount after that number of draws */
42 #define VB_MAXFULLCONVERSIONS 5 /* Number of full conversions before we stop converting */
43 #define VB_RESETFULLCONVS 20 /* Reset full conversion counts after that number of draws */
45 static void buffer_invalidate_bo_range(struct wined3d_buffer
*buffer
, unsigned int offset
, unsigned int size
)
47 if (!offset
&& (!size
|| size
== buffer
->resource
.size
))
50 if (offset
> buffer
->resource
.size
|| size
> buffer
->resource
.size
- offset
)
52 WARN("Invalid range specified, invalidating entire buffer.\n");
56 if (buffer
->modified_areas
>= buffer
->maps_size
)
58 struct wined3d_map_range
*new;
60 if (!(new = HeapReAlloc(GetProcessHeap(), 0, buffer
->maps
, 2 * buffer
->maps_size
* sizeof(*buffer
->maps
))))
62 ERR("Failed to allocate maps array, invalidating entire buffer.\n");
67 buffer
->maps_size
*= 2;
70 buffer
->maps
[buffer
->modified_areas
].offset
= offset
;
71 buffer
->maps
[buffer
->modified_areas
].size
= size
;
72 ++buffer
->modified_areas
;
76 buffer
->modified_areas
= 1;
77 buffer
->maps
[0].offset
= 0;
78 buffer
->maps
[0].size
= buffer
->resource
.size
;
81 static inline void buffer_clear_dirty_areas(struct wined3d_buffer
*This
)
83 This
->modified_areas
= 0;
86 static BOOL
buffer_is_dirty(const struct wined3d_buffer
*buffer
)
88 return !!buffer
->modified_areas
;
91 static BOOL
buffer_is_fully_dirty(const struct wined3d_buffer
*buffer
)
95 for (i
= 0; i
< buffer
->modified_areas
; ++i
)
97 if (!buffer
->maps
[i
].offset
&& buffer
->maps
[i
].size
== buffer
->resource
.size
)
103 /* Context activation is done by the caller. */
104 static void buffer_bind(struct wined3d_buffer
*buffer
, struct wined3d_context
*context
)
106 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
108 if (buffer
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER
)
109 context_invalidate_state(context
, STATE_INDEXBUFFER
);
111 GL_EXTCALL(glBindBuffer(buffer
->buffer_type_hint
, buffer
->buffer_object
));
114 /* Context activation is done by the caller */
115 static void delete_gl_buffer(struct wined3d_buffer
*This
, const struct wined3d_gl_info
*gl_info
)
117 if(!This
->buffer_object
) return;
119 GL_EXTCALL(glDeleteBuffers(1, &This
->buffer_object
));
120 checkGLcall("glDeleteBuffers");
121 This
->buffer_object
= 0;
125 wined3d_event_query_destroy(This
->query
);
128 This
->flags
&= ~WINED3D_BUFFER_APPLESYNC
;
131 /* Context activation is done by the caller. */
132 static void buffer_create_buffer_object(struct wined3d_buffer
*This
, struct wined3d_context
*context
)
134 GLenum gl_usage
= GL_STATIC_DRAW_ARB
;
136 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
138 TRACE("Creating an OpenGL vertex buffer object for wined3d_buffer %p with usage %s.\n",
139 This
, debug_d3dusage(This
->resource
.usage
));
141 /* Make sure that the gl error is cleared. Do not use checkGLcall
142 * here because checkGLcall just prints a fixme and continues. However,
143 * if an error during VBO creation occurs we can fall back to non-vbo operation
144 * with full functionality(but performance loss)
146 while (gl_info
->gl_ops
.gl
.p_glGetError() != GL_NO_ERROR
);
148 /* Basically the FVF parameter passed to CreateVertexBuffer is no good.
149 * The vertex declaration from the device determines how the data in the
150 * buffer is interpreted. This means that on each draw call the buffer has
151 * to be verified to check if the rhw and color values are in the correct
154 GL_EXTCALL(glGenBuffers(1, &This
->buffer_object
));
155 error
= gl_info
->gl_ops
.gl
.p_glGetError();
156 if (!This
->buffer_object
|| error
!= GL_NO_ERROR
)
158 ERR("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error
), error
);
162 buffer_bind(This
, context
);
163 error
= gl_info
->gl_ops
.gl
.p_glGetError();
164 if (error
!= GL_NO_ERROR
)
166 ERR("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error
), error
);
170 if (This
->resource
.usage
& WINED3DUSAGE_DYNAMIC
)
172 TRACE("Buffer has WINED3DUSAGE_DYNAMIC set.\n");
173 gl_usage
= GL_STREAM_DRAW_ARB
;
175 if(gl_info
->supported
[APPLE_FLUSH_BUFFER_RANGE
])
177 GL_EXTCALL(glBufferParameteriAPPLE(This
->buffer_type_hint
, GL_BUFFER_FLUSHING_UNMAP_APPLE
, GL_FALSE
));
178 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE)");
179 This
->flags
|= WINED3D_BUFFER_FLUSH
;
181 GL_EXTCALL(glBufferParameteriAPPLE(This
->buffer_type_hint
, GL_BUFFER_SERIALIZED_MODIFY_APPLE
, GL_FALSE
));
182 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE)");
183 This
->flags
|= WINED3D_BUFFER_APPLESYNC
;
185 /* No setup is needed here for GL_ARB_map_buffer_range */
188 /* Reserve memory for the buffer. The amount of data won't change
189 * so we are safe with calling glBufferData once and
190 * calling glBufferSubData on updates. Upload the actual data in case
191 * we're not double buffering, so we can release the heap mem afterwards
193 GL_EXTCALL(glBufferData(This
->buffer_type_hint
, This
->resource
.size
, This
->resource
.heap_memory
, gl_usage
));
194 error
= gl_info
->gl_ops
.gl
.p_glGetError();
195 if (error
!= GL_NO_ERROR
)
197 ERR("glBufferData failed with error %s (%#x)\n", debug_glerror(error
), error
);
201 This
->buffer_object_usage
= gl_usage
;
203 if (This
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
)
204 buffer_invalidate_bo_range(This
, 0, 0);
206 wined3d_resource_free_sysmem(&This
->resource
);
211 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
212 ERR("Failed to create a vertex buffer object. Continuing, but performance issues may occur\n");
213 delete_gl_buffer(This
, gl_info
);
214 buffer_clear_dirty_areas(This
);
217 static BOOL
buffer_process_converted_attribute(struct wined3d_buffer
*This
,
218 const enum wined3d_buffer_conversion_type conversion_type
,
219 const struct wined3d_stream_info_element
*attrib
, DWORD
*stride_this_run
)
226 /* Check for some valid situations which cause us pain. One is if the buffer is used for
227 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
228 * with different strides. In the 2nd case we might have to drop conversion entirely,
229 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
233 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n",
234 debug_d3dformat(attrib
->format
->id
));
236 else if(attrib
->stride
!= *stride_this_run
&& *stride_this_run
)
238 FIXME("Got two concurrent strides, %d and %d\n", attrib
->stride
, *stride_this_run
);
242 *stride_this_run
= attrib
->stride
;
243 if (This
->stride
!= *stride_this_run
)
245 /* We rely that this happens only on the first converted attribute that is found,
246 * if at all. See above check
248 TRACE("Reconverting because converted attributes occur, and the stride changed\n");
249 This
->stride
= *stride_this_run
;
250 HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY
, This
->conversion_map
);
251 This
->conversion_map
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
252 sizeof(*This
->conversion_map
) * This
->stride
);
257 data
= ((DWORD_PTR
)attrib
->data
.addr
) % This
->stride
;
258 attrib_size
= attrib
->format
->component_count
* attrib
->format
->component_size
;
259 for (i
= 0; i
< attrib_size
; ++i
)
261 DWORD_PTR idx
= (data
+ i
) % This
->stride
;
262 if (This
->conversion_map
[idx
] != conversion_type
)
264 TRACE("Byte %ld in vertex changed\n", idx
);
265 TRACE("It was type %d, is %d now\n", This
->conversion_map
[idx
], conversion_type
);
267 This
->conversion_map
[idx
] = conversion_type
;
274 #define WINED3D_BUFFER_FIXUP_D3DCOLOR 0x01
275 #define WINED3D_BUFFER_FIXUP_XYZRHW 0x02
277 static BOOL
buffer_check_attribute(struct wined3d_buffer
*This
, const struct wined3d_stream_info
*si
,
278 const struct wined3d_state
*state
, UINT attrib_idx
, DWORD fixup_flags
, DWORD
*stride_this_run
)
280 const struct wined3d_stream_info_element
*attrib
= &si
->elements
[attrib_idx
];
281 enum wined3d_format_id format
;
284 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
285 * there, on nonexistent attribs the vbo is 0.
287 if (!(si
->use_map
& (1u << attrib_idx
))
288 || state
->streams
[attrib
->stream_idx
].buffer
!= This
)
291 format
= attrib
->format
->id
;
292 /* Look for newly appeared conversion */
293 if (fixup_flags
& WINED3D_BUFFER_FIXUP_D3DCOLOR
&& format
== WINED3DFMT_B8G8R8A8_UNORM
)
295 ret
= buffer_process_converted_attribute(This
, CONV_D3DCOLOR
, attrib
, stride_this_run
);
297 else if (fixup_flags
& WINED3D_BUFFER_FIXUP_XYZRHW
&& si
->position_transformed
)
299 if (format
!= WINED3DFMT_R32G32B32A32_FLOAT
)
301 FIXME("Unexpected format %s for transformed position.\n", debug_d3dformat(format
));
305 ret
= buffer_process_converted_attribute(This
, CONV_POSITIONT
, attrib
, stride_this_run
);
307 else if (This
->conversion_map
)
309 ret
= buffer_process_converted_attribute(This
, CONV_NONE
, attrib
, stride_this_run
);
315 static BOOL
buffer_find_decl(struct wined3d_buffer
*This
, const struct wined3d_stream_info
*si
,
316 const struct wined3d_state
*state
, DWORD fixup_flags
)
318 UINT stride_this_run
= 0;
321 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
322 * Once we have our declaration there is no need to look it up again. Index buffers also never need
323 * conversion, so once the (empty) conversion structure is created don't bother checking again
325 if (This
->flags
& WINED3D_BUFFER_HASDESC
)
327 if(This
->resource
.usage
& WINED3DUSAGE_STATICDECL
) return FALSE
;
332 TRACE("No fixup required.\n");
333 if(This
->conversion_map
)
335 HeapFree(GetProcessHeap(), 0, This
->conversion_map
);
336 This
->conversion_map
= NULL
;
344 TRACE("Finding vertex buffer conversion information\n");
345 /* Certain declaration types need some fixups before we can pass them to
346 * opengl. This means D3DCOLOR attributes with fixed function vertex
347 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
348 * GL_ARB_half_float_vertex is not supported.
350 * Note for d3d8 and d3d9:
351 * The vertex buffer FVF doesn't help with finding them, we have to use
352 * the decoded vertex declaration and pick the things that concern the
353 * current buffer. A problem with this is that this can change between
354 * draws, so we have to validate the information and reprocess the buffer
355 * if it changes, and avoid false positives for performance reasons.
356 * WineD3D doesn't even know the vertex buffer any more, it is managed
357 * by the client libraries and passed to SetStreamSource and ProcessVertices
360 * We have to distinguish between vertex shaders and fixed function to
361 * pick the way we access the strided vertex information.
363 * This code sets up a per-byte array with the size of the detected
364 * stride of the arrays in the buffer. For each byte we have a field
365 * that marks the conversion needed on this byte. For example, the
366 * following declaration with fixed function vertex processing:
374 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
375 * [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]
377 * Where in this example map P means 4 component position conversion, 0
378 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
379 * conversion (red / blue swizzle).
381 * If we're doing conversion and the stride changes we have to reconvert
382 * the whole buffer. Note that we do not mind if the semantic changes,
383 * we only care for the conversion type. So if the NORMAL is replaced
384 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
385 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
386 * conversion types depend on the semantic as well, for example a FLOAT4
387 * texcoord needs no conversion while a FLOAT4 positiont needs one
390 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_POSITION
,
391 fixup_flags
, &stride_this_run
) || ret
;
392 fixup_flags
&= ~WINED3D_BUFFER_FIXUP_XYZRHW
;
394 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_NORMAL
,
395 fixup_flags
, &stride_this_run
) || ret
;
396 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_DIFFUSE
,
397 fixup_flags
, &stride_this_run
) || ret
;
398 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_SPECULAR
,
399 fixup_flags
, &stride_this_run
) || ret
;
400 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_TEXCOORD0
,
401 fixup_flags
, &stride_this_run
) || ret
;
402 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_TEXCOORD1
,
403 fixup_flags
, &stride_this_run
) || ret
;
404 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_TEXCOORD2
,
405 fixup_flags
, &stride_this_run
) || ret
;
406 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_TEXCOORD3
,
407 fixup_flags
, &stride_this_run
) || ret
;
408 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_TEXCOORD4
,
409 fixup_flags
, &stride_this_run
) || ret
;
410 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_TEXCOORD5
,
411 fixup_flags
, &stride_this_run
) || ret
;
412 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_TEXCOORD6
,
413 fixup_flags
, &stride_this_run
) || ret
;
414 ret
= buffer_check_attribute(This
, si
, state
, WINED3D_FFP_TEXCOORD7
,
415 fixup_flags
, &stride_this_run
) || ret
;
417 if (!stride_this_run
&& This
->conversion_map
)
420 if (!ret
) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
421 HeapFree(GetProcessHeap(), 0, This
->conversion_map
);
422 This
->conversion_map
= NULL
;
426 if (ret
) TRACE("Conversion information changed\n");
431 static inline void fixup_d3dcolor(DWORD
*dst_color
)
433 DWORD src_color
= *dst_color
;
435 /* Color conversion like in draw_primitive_immediate_mode(). Watch out for
436 * endianness. If we want this to work on big-endian machines as well we
437 * have to consider more things.
439 * 0xff000000: Alpha mask
440 * 0x00ff0000: Blue mask
441 * 0x0000ff00: Green mask
442 * 0x000000ff: Red mask
445 *dst_color
|= (src_color
& 0xff00ff00u
); /* Alpha Green */
446 *dst_color
|= (src_color
& 0x00ff0000u
) >> 16; /* Red */
447 *dst_color
|= (src_color
& 0x000000ffu
) << 16; /* Blue */
450 static inline void fixup_transformed_pos(float *p
)
452 /* rhw conversion like in position_float4(). */
453 if (p
[3] != 1.0f
&& p
[3] != 0.0f
)
455 float w
= 1.0f
/ p
[3];
463 /* Context activation is done by the caller. */
464 void buffer_get_memory(struct wined3d_buffer
*buffer
, struct wined3d_context
*context
,
465 struct wined3d_bo_address
*data
)
467 data
->buffer_object
= buffer
->buffer_object
;
468 if (!buffer
->buffer_object
)
470 if ((buffer
->flags
& WINED3D_BUFFER_CREATEBO
) && !buffer
->resource
.map_count
)
472 buffer_create_buffer_object(buffer
, context
);
473 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
474 if (buffer
->buffer_object
)
476 data
->buffer_object
= buffer
->buffer_object
;
481 data
->addr
= buffer
->resource
.heap_memory
;
489 ULONG CDECL
wined3d_buffer_incref(struct wined3d_buffer
*buffer
)
491 ULONG refcount
= InterlockedIncrement(&buffer
->resource
.ref
);
493 TRACE("%p increasing refcount to %u.\n", buffer
, refcount
);
498 /* Context activation is done by the caller. */
499 BYTE
*buffer_get_sysmem(struct wined3d_buffer
*buffer
, struct wined3d_context
*context
)
501 const struct wined3d_gl_info
*gl_info
= context
->gl_info
;
503 /* Heap_memory exists if the buffer is double buffered or has no buffer object at all. */
504 if (buffer
->resource
.heap_memory
)
505 return buffer
->resource
.heap_memory
;
507 if (!wined3d_resource_allocate_sysmem(&buffer
->resource
))
508 ERR("Failed to allocate system memory.\n");
510 buffer_bind(buffer
, context
);
511 GL_EXTCALL(glGetBufferSubData(buffer
->buffer_type_hint
, 0, buffer
->resource
.size
, buffer
->resource
.heap_memory
));
512 checkGLcall("buffer download");
513 buffer
->flags
|= WINED3D_BUFFER_DOUBLEBUFFER
;
515 return buffer
->resource
.heap_memory
;
518 static void buffer_unload(struct wined3d_resource
*resource
)
520 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
522 TRACE("buffer %p.\n", buffer
);
524 if (buffer
->buffer_object
)
526 struct wined3d_device
*device
= resource
->device
;
527 struct wined3d_context
*context
;
529 context
= context_acquire(device
, NULL
);
531 /* Download the buffer, but don't permanently enable double buffering */
532 if (!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
534 buffer_get_sysmem(buffer
, context
);
535 buffer
->flags
&= ~WINED3D_BUFFER_DOUBLEBUFFER
;
538 delete_gl_buffer(buffer
, context
->gl_info
);
539 buffer
->flags
|= WINED3D_BUFFER_CREATEBO
; /* Recreate the buffer object next load */
540 buffer_clear_dirty_areas(buffer
);
542 context_release(context
);
544 HeapFree(GetProcessHeap(), 0, buffer
->conversion_map
);
545 buffer
->conversion_map
= NULL
;
547 buffer
->conversion_stride
= 0;
548 buffer
->flags
&= ~WINED3D_BUFFER_HASDESC
;
551 resource_unload(resource
);
554 ULONG CDECL
wined3d_buffer_decref(struct wined3d_buffer
*buffer
)
556 ULONG refcount
= InterlockedDecrement(&buffer
->resource
.ref
);
557 struct wined3d_context
*context
;
559 TRACE("%p decreasing refcount to %u.\n", buffer
, refcount
);
563 if (buffer
->buffer_object
)
565 context
= context_acquire(buffer
->resource
.device
, NULL
);
566 delete_gl_buffer(buffer
, context
->gl_info
);
567 context_release(context
);
569 HeapFree(GetProcessHeap(), 0, buffer
->conversion_map
);
572 resource_cleanup(&buffer
->resource
);
573 buffer
->resource
.parent_ops
->wined3d_object_destroyed(buffer
->resource
.parent
);
574 HeapFree(GetProcessHeap(), 0, buffer
->maps
);
575 HeapFree(GetProcessHeap(), 0, buffer
);
581 void * CDECL
wined3d_buffer_get_parent(const struct wined3d_buffer
*buffer
)
583 TRACE("buffer %p.\n", buffer
);
585 return buffer
->resource
.parent
;
588 /* The caller provides a context and binds the buffer */
589 static void buffer_sync_apple(struct wined3d_buffer
*This
, DWORD flags
, const struct wined3d_gl_info
*gl_info
)
591 enum wined3d_event_query_result ret
;
593 /* No fencing needs to be done if the app promises not to overwrite
595 if (flags
& WINED3D_MAP_NOOVERWRITE
)
598 if (flags
& WINED3D_MAP_DISCARD
)
600 GL_EXTCALL(glBufferData(This
->buffer_type_hint
, This
->resource
.size
, NULL
, This
->buffer_object_usage
));
601 checkGLcall("glBufferData");
607 TRACE("Creating event query for buffer %p\n", This
);
609 if (!wined3d_event_query_supported(gl_info
))
611 FIXME("Event queries not supported, dropping async buffer locks.\n");
615 This
->query
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*This
->query
));
618 ERR("Failed to allocate event query memory, dropping async buffer locks.\n");
622 /* Since we don't know about old draws a glFinish is needed once */
623 gl_info
->gl_ops
.gl
.p_glFinish();
626 TRACE("Synchronizing buffer %p\n", This
);
627 ret
= wined3d_event_query_finish(This
->query
, This
->resource
.device
);
630 case WINED3D_EVENT_QUERY_NOT_STARTED
:
631 case WINED3D_EVENT_QUERY_OK
:
635 case WINED3D_EVENT_QUERY_WRONG_THREAD
:
636 WARN("Cannot synchronize buffer lock due to a thread conflict\n");
640 ERR("wined3d_event_query_finish returned %u, dropping async buffer locks\n", ret
);
647 wined3d_event_query_destroy(This
->query
);
651 gl_info
->gl_ops
.gl
.p_glFinish();
652 GL_EXTCALL(glBufferParameteriAPPLE(This
->buffer_type_hint
, GL_BUFFER_SERIALIZED_MODIFY_APPLE
, GL_TRUE
));
653 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
654 This
->flags
&= ~WINED3D_BUFFER_APPLESYNC
;
657 /* The caller provides a GL context */
658 static void buffer_direct_upload(struct wined3d_buffer
*This
, const struct wined3d_gl_info
*gl_info
, DWORD flags
)
663 /* This potentially invalidates the element array buffer binding, but the
664 * caller always takes care of this. */
665 GL_EXTCALL(glBindBuffer(This
->buffer_type_hint
, This
->buffer_object
));
666 checkGLcall("glBindBuffer");
667 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
670 mapflags
= GL_MAP_WRITE_BIT
| GL_MAP_FLUSH_EXPLICIT_BIT
;
671 if (flags
& WINED3D_BUFFER_DISCARD
)
672 mapflags
|= GL_MAP_INVALIDATE_BUFFER_BIT
;
673 else if (!(flags
& WINED3D_BUFFER_SYNC
))
674 mapflags
|= GL_MAP_UNSYNCHRONIZED_BIT
;
675 map
= GL_EXTCALL(glMapBufferRange(This
->buffer_type_hint
, 0,
676 This
->resource
.size
, mapflags
));
677 checkGLcall("glMapBufferRange");
681 if (This
->flags
& WINED3D_BUFFER_APPLESYNC
)
684 if (flags
& WINED3D_BUFFER_DISCARD
)
685 syncflags
|= WINED3D_MAP_DISCARD
;
686 else if (!(flags
& WINED3D_BUFFER_SYNC
))
687 syncflags
|= WINED3D_MAP_NOOVERWRITE
;
688 buffer_sync_apple(This
, syncflags
, gl_info
);
690 map
= GL_EXTCALL(glMapBuffer(This
->buffer_type_hint
, GL_WRITE_ONLY
));
691 checkGLcall("glMapBuffer");
695 ERR("Failed to map opengl buffer\n");
699 while (This
->modified_areas
)
701 This
->modified_areas
--;
702 start
= This
->maps
[This
->modified_areas
].offset
;
703 len
= This
->maps
[This
->modified_areas
].size
;
705 memcpy(map
+ start
, (BYTE
*)This
->resource
.heap_memory
+ start
, len
);
707 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
709 GL_EXTCALL(glFlushMappedBufferRange(This
->buffer_type_hint
, start
, len
));
710 checkGLcall("glFlushMappedBufferRange");
712 else if (This
->flags
& WINED3D_BUFFER_FLUSH
)
714 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This
->buffer_type_hint
, start
, len
));
715 checkGLcall("glFlushMappedBufferRangeAPPLE");
718 GL_EXTCALL(glUnmapBuffer(This
->buffer_type_hint
));
719 checkGLcall("glUnmapBuffer");
722 void buffer_mark_used(struct wined3d_buffer
*buffer
)
724 buffer
->flags
&= ~(WINED3D_BUFFER_SYNC
| WINED3D_BUFFER_DISCARD
);
727 /* Context activation is done by the caller. */
728 void buffer_internal_preload(struct wined3d_buffer
*buffer
, struct wined3d_context
*context
,
729 const struct wined3d_state
*state
)
731 DWORD flags
= buffer
->flags
& (WINED3D_BUFFER_SYNC
| WINED3D_BUFFER_DISCARD
);
732 struct wined3d_device
*device
= buffer
->resource
.device
;
733 UINT start
, end
, len
, vertices
;
734 const struct wined3d_gl_info
*gl_info
;
735 BOOL decl_changed
= FALSE
;
739 TRACE("buffer %p.\n", buffer
);
741 if (buffer
->resource
.map_count
)
743 WARN("Buffer is mapped, skipping preload.\n");
747 buffer_mark_used(buffer
);
749 if (!buffer
->buffer_object
)
751 /* TODO: Make converting independent from VBOs */
752 if (buffer
->flags
& WINED3D_BUFFER_CREATEBO
)
754 buffer_create_buffer_object(buffer
, context
);
755 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
759 /* Not doing any conversion */
764 /* Reading the declaration makes only sense if we have valid state information
765 * (i.e., if this function is called during draws). */
768 DWORD fixup_flags
= 0;
772 if (!context
->gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
])
773 fixup_flags
|= WINED3D_BUFFER_FIXUP_D3DCOLOR
;
774 if (!context
->d3d_info
->xyzrhw
)
775 fixup_flags
|= WINED3D_BUFFER_FIXUP_XYZRHW
;
778 decl_changed
= buffer_find_decl(buffer
, &context
->stream_info
, state
, fixup_flags
);
779 buffer
->flags
|= WINED3D_BUFFER_HASDESC
;
782 if (!decl_changed
&& !(buffer
->flags
& WINED3D_BUFFER_HASDESC
&& buffer_is_dirty(buffer
)))
784 ++buffer
->draw_count
;
785 if (buffer
->draw_count
> VB_RESETDECLCHANGE
)
786 buffer
->decl_change_count
= 0;
787 if (buffer
->draw_count
> VB_RESETFULLCONVS
)
788 buffer
->full_conversion_count
= 0;
792 /* If applications change the declaration over and over, reconverting all the time is a huge
793 * performance hit. So count the declaration changes and release the VBO if there are too many
794 * of them (and thus stop converting)
798 ++buffer
->decl_change_count
;
799 buffer
->draw_count
= 0;
801 if (buffer
->decl_change_count
> VB_MAXDECLCHANGES
802 || (buffer
->conversion_map
&& (buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
)))
804 FIXME("Too many declaration changes or converting dynamic buffer, stopping converting\n");
806 buffer_unload(&buffer
->resource
);
807 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
809 /* The stream source state handler might have read the memory of
810 * the vertex buffer already and got the memory in the vbo which
811 * is not valid any longer. Dirtify the stream source to force a
812 * reload. This happens only once per changed vertexbuffer and
813 * should occur rather rarely. */
814 device_invalidate_state(device
, STATE_STREAMSRC
);
818 /* The declaration changed, reload the whole buffer. */
819 WARN("Reloading buffer because of a vertex declaration change.\n");
820 buffer_invalidate_bo_range(buffer
, 0, 0);
822 /* Avoid unfenced updates, we might overwrite more areas of the buffer than the application
823 * cleared for unsynchronized updates
829 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
830 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
831 * decl changes and reset the decl change count after a specific number of them
833 if (buffer
->conversion_map
&& buffer_is_fully_dirty(buffer
))
835 ++buffer
->full_conversion_count
;
836 if (buffer
->full_conversion_count
> VB_MAXFULLCONVERSIONS
)
838 FIXME("Too many full buffer conversions, stopping converting.\n");
839 buffer_unload(&buffer
->resource
);
840 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
841 if (buffer
->resource
.bind_count
)
842 device_invalidate_state(device
, STATE_STREAMSRC
);
848 ++buffer
->draw_count
;
849 if (buffer
->draw_count
> VB_RESETDECLCHANGE
)
850 buffer
->decl_change_count
= 0;
851 if (buffer
->draw_count
> VB_RESETFULLCONVS
)
852 buffer
->full_conversion_count
= 0;
856 if (buffer
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
857 device_invalidate_state(device
, STATE_INDEXBUFFER
);
859 if (!buffer
->conversion_map
)
861 /* That means that there is nothing to fixup. Just upload from
862 * buffer->resource.heap_memory directly into the vbo. Do not
863 * free the system memory copy because drawPrimitive may need it if
864 * the stride is 0, for instancing emulation, vertex blending
865 * emulation or shader emulation. */
866 TRACE("No conversion needed.\n");
868 /* Nothing to do because we locked directly into the vbo */
869 if (!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
874 buffer_direct_upload(buffer
, context
->gl_info
, flags
);
879 gl_info
= context
->gl_info
;
881 if(!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
883 buffer_get_sysmem(buffer
, context
);
886 /* Now for each vertex in the buffer that needs conversion */
887 vertices
= buffer
->resource
.size
/ buffer
->stride
;
889 data
= HeapAlloc(GetProcessHeap(), 0, buffer
->resource
.size
);
891 while(buffer
->modified_areas
)
893 buffer
->modified_areas
--;
894 start
= buffer
->maps
[buffer
->modified_areas
].offset
;
895 len
= buffer
->maps
[buffer
->modified_areas
].size
;
898 memcpy(data
+ start
, (BYTE
*)buffer
->resource
.heap_memory
+ start
, end
- start
);
899 for (i
= start
/ buffer
->stride
; i
< min((end
/ buffer
->stride
) + 1, vertices
); ++i
)
901 for (j
= 0; j
< buffer
->stride
; ++j
)
903 switch (buffer
->conversion_map
[j
])
910 fixup_d3dcolor((DWORD
*) (data
+ i
* buffer
->stride
+ j
));
915 fixup_transformed_pos((float *) (data
+ i
* buffer
->stride
+ j
));
919 FIXME("Unimplemented conversion %d in shifted conversion\n", buffer
->conversion_map
[j
]);
924 GL_EXTCALL(glBindBuffer(buffer
->buffer_type_hint
, buffer
->buffer_object
));
925 checkGLcall("glBindBuffer");
926 GL_EXTCALL(glBufferSubData(buffer
->buffer_type_hint
, start
, len
, data
+ start
));
927 checkGLcall("glBufferSubData");
930 HeapFree(GetProcessHeap(), 0, data
);
933 void CDECL
wined3d_buffer_preload(struct wined3d_buffer
*buffer
)
935 struct wined3d_context
*context
;
936 context
= context_acquire(buffer
->resource
.device
, NULL
);
937 buffer_internal_preload(buffer
, context
, NULL
);
938 context_release(context
);
941 struct wined3d_resource
* CDECL
wined3d_buffer_get_resource(struct wined3d_buffer
*buffer
)
943 TRACE("buffer %p.\n", buffer
);
945 return &buffer
->resource
;
948 HRESULT CDECL
wined3d_buffer_map(struct wined3d_buffer
*buffer
, UINT offset
, UINT size
, BYTE
**data
, DWORD flags
)
953 TRACE("buffer %p, offset %u, size %u, data %p, flags %#x\n", buffer
, offset
, size
, data
, flags
);
955 flags
= wined3d_resource_sanitize_map_flags(&buffer
->resource
, flags
);
956 /* Filter redundant WINED3D_MAP_DISCARD maps. The 3DMark2001 multitexture
957 * fill rate test seems to depend on this. When we map a buffer with
958 * GL_MAP_INVALIDATE_BUFFER_BIT, the driver is free to discard the
959 * previous contents of the buffer. The r600g driver only does this when
960 * the buffer is currently in use, while the proprietary NVIDIA driver
961 * appears to do this unconditionally. */
962 if (buffer
->flags
& WINED3D_BUFFER_DISCARD
)
963 flags
&= ~WINED3D_MAP_DISCARD
;
964 count
= ++buffer
->resource
.map_count
;
966 if (buffer
->buffer_object
)
968 /* DISCARD invalidates the entire buffer, regardless of the specified
969 * offset and size. Some applications also depend on the entire buffer
970 * being uploaded in that case. Two such applications are Port Royale
971 * and Darkstar One. */
972 if (flags
& WINED3D_MAP_DISCARD
)
973 buffer_invalidate_bo_range(buffer
, 0, 0);
974 else if (!(flags
& WINED3D_MAP_READONLY
))
975 buffer_invalidate_bo_range(buffer
, offset
, size
);
977 if (!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
981 struct wined3d_device
*device
= buffer
->resource
.device
;
982 struct wined3d_context
*context
;
983 const struct wined3d_gl_info
*gl_info
;
985 context
= context_acquire(device
, NULL
);
986 gl_info
= context
->gl_info
;
988 buffer_bind(buffer
, context
);
990 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
992 GLbitfield mapflags
= wined3d_resource_gl_map_flags(flags
);
993 buffer
->map_ptr
= GL_EXTCALL(glMapBufferRange(buffer
->buffer_type_hint
,
994 0, buffer
->resource
.size
, mapflags
));
995 checkGLcall("glMapBufferRange");
999 if (buffer
->flags
& WINED3D_BUFFER_APPLESYNC
)
1000 buffer_sync_apple(buffer
, flags
, gl_info
);
1001 buffer
->map_ptr
= GL_EXTCALL(glMapBuffer(buffer
->buffer_type_hint
,
1003 checkGLcall("glMapBuffer");
1006 if (((DWORD_PTR
)buffer
->map_ptr
) & (RESOURCE_ALIGNMENT
- 1))
1008 WARN("Pointer %p is not %u byte aligned.\n", buffer
->map_ptr
, RESOURCE_ALIGNMENT
);
1010 GL_EXTCALL(glUnmapBuffer(buffer
->buffer_type_hint
));
1011 checkGLcall("glUnmapBuffer");
1012 buffer
->map_ptr
= NULL
;
1014 if (buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
)
1016 /* The extra copy is more expensive than not using VBOs at
1017 * all on the Nvidia Linux driver, which is the only driver
1018 * that returns unaligned pointers
1020 TRACE("Dynamic buffer, dropping VBO\n");
1021 buffer_unload(&buffer
->resource
);
1022 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
1023 if (buffer
->resource
.bind_count
)
1024 device_invalidate_state(device
, STATE_STREAMSRC
);
1028 TRACE("Falling back to doublebuffered operation\n");
1029 buffer_get_sysmem(buffer
, context
);
1031 TRACE("New pointer is %p.\n", buffer
->resource
.heap_memory
);
1032 buffer
->map_ptr
= NULL
;
1034 context_release(context
);
1038 if (flags
& WINED3D_MAP_DISCARD
)
1039 buffer
->flags
|= WINED3D_BUFFER_DISCARD
;
1040 else if (!(flags
& WINED3D_MAP_NOOVERWRITE
))
1041 buffer
->flags
|= WINED3D_BUFFER_SYNC
;
1044 base
= buffer
->map_ptr
? buffer
->map_ptr
: buffer
->resource
.heap_memory
;
1045 *data
= base
+ offset
;
1047 TRACE("Returning memory at %p (base %p, offset %u).\n", *data
, base
, offset
);
1048 /* TODO: check Flags compatibility with buffer->currentDesc.Usage (see MSDN) */
1053 void CDECL
wined3d_buffer_unmap(struct wined3d_buffer
*buffer
)
1057 TRACE("buffer %p.\n", buffer
);
1059 /* In the case that the number of Unmap calls > the
1060 * number of Map calls, d3d returns always D3D_OK.
1061 * This is also needed to prevent Map from returning garbage on
1062 * the next call (this will happen if the lock_count is < 0). */
1063 if (!buffer
->resource
.map_count
)
1065 WARN("Unmap called without a previous map call.\n");
1069 if (--buffer
->resource
.map_count
)
1071 /* Delay loading the buffer until everything is unlocked */
1072 TRACE("Ignoring unmap.\n");
1076 if (!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
) && buffer
->buffer_object
)
1078 struct wined3d_device
*device
= buffer
->resource
.device
;
1079 const struct wined3d_gl_info
*gl_info
;
1080 struct wined3d_context
*context
;
1082 context
= context_acquire(device
, NULL
);
1083 gl_info
= context
->gl_info
;
1085 buffer_bind(buffer
, context
);
1087 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
1089 for (i
= 0; i
< buffer
->modified_areas
; ++i
)
1091 GL_EXTCALL(glFlushMappedBufferRange(buffer
->buffer_type_hint
,
1092 buffer
->maps
[i
].offset
, buffer
->maps
[i
].size
));
1093 checkGLcall("glFlushMappedBufferRange");
1096 else if (buffer
->flags
& WINED3D_BUFFER_FLUSH
)
1098 for (i
= 0; i
< buffer
->modified_areas
; ++i
)
1100 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(buffer
->buffer_type_hint
,
1101 buffer
->maps
[i
].offset
, buffer
->maps
[i
].size
));
1102 checkGLcall("glFlushMappedBufferRangeAPPLE");
1106 GL_EXTCALL(glUnmapBuffer(buffer
->buffer_type_hint
));
1107 if (wined3d_settings
.strict_draw_ordering
)
1108 gl_info
->gl_ops
.gl
.p_glFlush(); /* Flush to ensure ordering across contexts. */
1109 context_release(context
);
1111 buffer_clear_dirty_areas(buffer
);
1112 buffer
->map_ptr
= NULL
;
1114 else if (buffer
->flags
& WINED3D_BUFFER_HASDESC
)
1116 wined3d_buffer_preload(buffer
);
1120 HRESULT
wined3d_buffer_copy(struct wined3d_buffer
*dst_buffer
, unsigned int dst_offset
,
1121 struct wined3d_buffer
*src_buffer
, unsigned int src_offset
, unsigned int size
)
1123 BYTE
*dst_buffer_mem
, *src_buffer_mem
, *dst_ptr
, *src_ptr
;
1124 struct wined3d_bo_address dst_bo_address
, src_bo_address
;
1125 const struct wined3d_gl_info
*gl_info
;
1126 struct wined3d_context
*context
;
1127 struct wined3d_device
*device
;
1130 device
= dst_buffer
->resource
.device
;
1132 context
= context_acquire(device
, NULL
);
1133 gl_info
= context
->gl_info
;
1135 buffer_get_memory(dst_buffer
, context
, &dst_bo_address
);
1136 buffer_get_memory(src_buffer
, context
, &src_bo_address
);
1138 dst_buffer_mem
= dst_buffer
->resource
.heap_memory
;
1139 src_buffer_mem
= src_buffer
->resource
.heap_memory
;
1141 if (!dst_buffer_mem
&& !src_buffer_mem
)
1143 if (gl_info
->supported
[ARB_COPY_BUFFER
])
1145 GL_EXTCALL(glBindBuffer(GL_COPY_READ_BUFFER
, src_bo_address
.buffer_object
));
1146 GL_EXTCALL(glBindBuffer(GL_COPY_WRITE_BUFFER
, dst_bo_address
.buffer_object
));
1147 GL_EXTCALL(glCopyBufferSubData(GL_COPY_READ_BUFFER
, GL_COPY_WRITE_BUFFER
, src_offset
, dst_offset
, size
));
1148 checkGLcall("direct buffer copy");
1152 if (FAILED(hr
= wined3d_buffer_map(dst_buffer
, dst_offset
, size
, &dst_ptr
, 0)))
1154 WARN("Failed to map dst_buffer, hr %#x.\n", hr
);
1155 context_release(context
);
1156 return WINED3DERR_INVALIDCALL
;
1158 if (FAILED(hr
= wined3d_buffer_map(src_buffer
, src_offset
, size
, &src_ptr
, WINED3D_MAP_READONLY
)))
1160 WARN("Failed to map src_buffer, hr %#x.\n", hr
);
1161 wined3d_buffer_unmap(dst_buffer
);
1162 context_release(context
);
1163 return WINED3DERR_INVALIDCALL
;
1166 memcpy(dst_ptr
, src_ptr
, size
);
1168 wined3d_buffer_unmap(src_buffer
);
1169 wined3d_buffer_unmap(dst_buffer
);
1172 else if (dst_buffer_mem
&& !src_buffer_mem
)
1174 buffer_bind(src_buffer
, context
);
1175 GL_EXTCALL(glGetBufferSubData(src_buffer
->buffer_type_hint
, src_offset
, size
, dst_buffer_mem
+ dst_offset
));
1176 checkGLcall("buffer download");
1178 else if (!dst_buffer_mem
&& src_buffer_mem
)
1180 buffer_bind(dst_buffer
, context
);
1181 GL_EXTCALL(glBufferSubData(dst_buffer
->buffer_type_hint
, dst_offset
, size
, src_buffer_mem
+ src_offset
));
1182 checkGLcall("buffer upload");
1186 memcpy(dst_buffer_mem
+ dst_offset
, src_buffer_mem
+ src_offset
, size
);
1190 buffer_invalidate_bo_range(dst_buffer
, dst_offset
, size
);
1192 context_release(context
);
1196 HRESULT
wined3d_buffer_upload_data(struct wined3d_buffer
*buffer
,
1197 const struct wined3d_box
*box
, const void *data
)
1206 size
= box
->right
- box
->left
;
1211 size
= buffer
->resource
.size
;
1214 if (FAILED(hr
= wined3d_buffer_map(buffer
, offset
, size
, &ptr
, 0)))
1217 memcpy(ptr
, data
, size
);
1219 wined3d_buffer_unmap(buffer
);
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 HRESULT
buffer_resource_sub_resource_map(struct wined3d_resource
*resource
, unsigned int sub_resource_idx
,
1234 struct wined3d_map_desc
*map_desc
, const struct wined3d_box
*box
, DWORD flags
)
1236 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
1239 if (sub_resource_idx
)
1241 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx
);
1242 return E_INVALIDARG
;
1248 size
= box
->right
- box
->left
;
1255 map_desc
->row_pitch
= map_desc
->slice_pitch
= buffer
->desc
.byte_width
;
1256 return wined3d_buffer_map(buffer
, offset
, size
, (BYTE
**)&map_desc
->data
, flags
);
1259 static HRESULT
buffer_resource_sub_resource_unmap(struct wined3d_resource
*resource
, unsigned int sub_resource_idx
)
1261 if (sub_resource_idx
)
1263 WARN("Invalid sub_resource_idx %u.\n", sub_resource_idx
);
1264 return E_INVALIDARG
;
1267 wined3d_buffer_unmap(buffer_from_resource(resource
));
1271 static const struct wined3d_resource_ops buffer_resource_ops
=
1273 buffer_resource_incref
,
1274 buffer_resource_decref
,
1276 buffer_resource_sub_resource_map
,
1277 buffer_resource_sub_resource_unmap
,
1280 static HRESULT
buffer_init(struct wined3d_buffer
*buffer
, struct wined3d_device
*device
,
1281 UINT size
, DWORD usage
, enum wined3d_format_id format_id
, enum wined3d_pool pool
, GLenum bind_hint
,
1282 const struct wined3d_sub_resource_data
*data
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
1284 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1285 const struct wined3d_format
*format
= wined3d_get_format(gl_info
, format_id
);
1287 BOOL dynamic_buffer_ok
;
1291 WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
1292 return WINED3DERR_INVALIDCALL
;
1295 if (data
&& !data
->data
)
1297 WARN("Invalid sub-resource data specified.\n");
1298 return E_INVALIDARG
;
1301 hr
= resource_init(&buffer
->resource
, device
, WINED3D_RTYPE_BUFFER
, format
,
1302 WINED3D_MULTISAMPLE_NONE
, 0, usage
, pool
, size
, 1, 1, size
, parent
, parent_ops
, &buffer_resource_ops
);
1305 WARN("Failed to initialize resource, hr %#x\n", hr
);
1308 buffer
->buffer_type_hint
= bind_hint
;
1310 TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer
->resource
.size
, buffer
->resource
.usage
,
1311 debug_d3dformat(buffer
->resource
.format
->id
), buffer
->resource
.heap_memory
, buffer
);
1313 if (device
->create_parms
.flags
& WINED3DCREATE_SOFTWARE_VERTEXPROCESSING
|| pool
== WINED3D_POOL_MANAGED
)
1315 /* SWvp always returns the same pointer in buffer maps and retains data in DISCARD maps.
1316 * Keep a system memory copy of the buffer to provide the same behavior to the application.
1317 * Still use a VBO to support OpenGL 3 core contexts. */
1318 TRACE("Using doublebuffer mode because of software vertex processing\n");
1319 buffer
->flags
|= WINED3D_BUFFER_DOUBLEBUFFER
;
1322 /* Observations show that draw_primitive_immediate_mode() is faster on
1323 * dynamic vertex buffers than converting + drawStridedFast().
1324 * (Half-Life 2 and others.) */
1325 dynamic_buffer_ok
= gl_info
->supported
[APPLE_FLUSH_BUFFER_RANGE
] || gl_info
->supported
[ARB_MAP_BUFFER_RANGE
];
1327 if (!gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
])
1329 TRACE("Not creating a vbo because GL_ARB_vertex_buffer is not supported\n");
1331 else if(buffer
->resource
.pool
== WINED3D_POOL_SYSTEM_MEM
)
1333 TRACE("Not creating a vbo because the vertex buffer is in system memory\n");
1335 else if(!dynamic_buffer_ok
&& (buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
))
1337 TRACE("Not creating a vbo because the buffer has dynamic usage and no GL support\n");
1341 buffer
->flags
|= WINED3D_BUFFER_CREATEBO
;
1346 if (FAILED(hr
= wined3d_buffer_upload_data(buffer
, NULL
, data
->data
)))
1348 ERR("Failed to upload data, hr %#x.\n", hr
);
1349 buffer_unload(&buffer
->resource
);
1350 resource_cleanup(&buffer
->resource
);
1355 buffer
->maps
= HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer
->maps
));
1358 ERR("Out of memory\n");
1359 buffer_unload(&buffer
->resource
);
1360 resource_cleanup(&buffer
->resource
);
1361 return E_OUTOFMEMORY
;
1363 buffer
->maps_size
= 1;
1368 HRESULT CDECL
wined3d_buffer_create(struct wined3d_device
*device
, const struct wined3d_buffer_desc
*desc
,
1369 const struct wined3d_sub_resource_data
*data
, void *parent
, const struct wined3d_parent_ops
*parent_ops
,
1370 struct wined3d_buffer
**buffer
)
1372 struct wined3d_buffer
*object
;
1375 TRACE("device %p, desc %p, data %p, parent %p, parent_ops %p, buffer %p\n",
1376 device
, desc
, data
, parent
, parent_ops
, buffer
);
1378 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1380 return E_OUTOFMEMORY
;
1382 FIXME("Ignoring access flags (pool)\n");
1384 hr
= buffer_init(object
, device
, desc
->byte_width
, desc
->usage
, WINED3DFMT_UNKNOWN
,
1385 WINED3D_POOL_MANAGED
, GL_ARRAY_BUFFER_ARB
, data
, parent
, parent_ops
);
1388 WARN("Failed to initialize buffer, hr %#x.\n", hr
);
1389 HeapFree(GetProcessHeap(), 0, object
);
1392 object
->desc
= *desc
;
1394 TRACE("Created buffer %p.\n", object
);
1401 HRESULT CDECL
wined3d_buffer_create_vb(struct wined3d_device
*device
, UINT size
, DWORD usage
, enum wined3d_pool pool
,
1402 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_buffer
**buffer
)
1404 struct wined3d_buffer
*object
;
1407 TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
1408 device
, size
, usage
, pool
, parent
, parent_ops
, buffer
);
1410 if (pool
== WINED3D_POOL_SCRATCH
)
1412 /* The d3d9 tests shows that this is not allowed. It doesn't make much
1413 * sense anyway, SCRATCH buffers wouldn't be usable anywhere. */
1414 WARN("Vertex buffer in WINED3D_POOL_SCRATCH requested, returning WINED3DERR_INVALIDCALL.\n");
1416 return WINED3DERR_INVALIDCALL
;
1419 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1423 return WINED3DERR_OUTOFVIDEOMEMORY
;
1426 hr
= buffer_init(object
, device
, size
, usage
, WINED3DFMT_VERTEXDATA
,
1427 pool
, GL_ARRAY_BUFFER_ARB
, NULL
, parent
, parent_ops
);
1430 WARN("Failed to initialize buffer, hr %#x.\n", hr
);
1431 HeapFree(GetProcessHeap(), 0, object
);
1435 TRACE("Created buffer %p.\n", object
);
1441 HRESULT CDECL
wined3d_buffer_create_ib(struct wined3d_device
*device
, UINT size
, DWORD usage
, enum wined3d_pool pool
,
1442 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_buffer
**buffer
)
1444 struct wined3d_buffer
*object
;
1447 TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
1448 device
, size
, usage
, pool
, parent
, parent_ops
, buffer
);
1450 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1454 return WINED3DERR_OUTOFVIDEOMEMORY
;
1457 hr
= buffer_init(object
, device
, size
, usage
| WINED3DUSAGE_STATICDECL
,
1458 WINED3DFMT_UNKNOWN
, pool
, GL_ELEMENT_ARRAY_BUFFER_ARB
, NULL
,
1459 parent
, parent_ops
);
1462 WARN("Failed to initialize buffer, hr %#x\n", hr
);
1463 HeapFree(GetProcessHeap(), 0, object
);
1467 TRACE("Created buffer %p.\n", object
);