2 * Copyright 2002-2005 Jason Edmeades
3 * Copyright 2002-2005 Raphael Junqueira
4 * Copyright 2004 Christian Costa
5 * Copyright 2005 Oliver Stieber
6 * Copyright 2007-2010 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 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 static inline BOOL
buffer_add_dirty_area(struct wined3d_buffer
*This
, UINT offset
, UINT size
)
39 if (!This
->buffer_object
) return TRUE
;
41 if (This
->maps_size
<= This
->modified_areas
)
43 void *new = HeapReAlloc(GetProcessHeap(), 0, This
->maps
,
44 This
->maps_size
* 2 * sizeof(*This
->maps
));
47 ERR("Out of memory\n");
57 if(offset
> This
->resource
.size
|| offset
+ size
> This
->resource
.size
)
59 WARN("Invalid range dirtified, marking entire buffer dirty\n");
61 size
= This
->resource
.size
;
63 else if(!offset
&& !size
)
65 size
= This
->resource
.size
;
68 This
->maps
[This
->modified_areas
].offset
= offset
;
69 This
->maps
[This
->modified_areas
].size
= size
;
70 This
->modified_areas
++;
74 static inline void buffer_clear_dirty_areas(struct wined3d_buffer
*This
)
76 This
->modified_areas
= 0;
79 static BOOL
buffer_is_dirty(const struct wined3d_buffer
*buffer
)
81 return !!buffer
->modified_areas
;
84 static BOOL
buffer_is_fully_dirty(const struct wined3d_buffer
*buffer
)
88 for (i
= 0; i
< buffer
->modified_areas
; ++i
)
90 if (!buffer
->maps
[i
].offset
&& buffer
->maps
[i
].size
== buffer
->resource
.size
)
96 /* Context activation is done by the caller */
97 static void delete_gl_buffer(struct wined3d_buffer
*This
, const struct wined3d_gl_info
*gl_info
)
99 if(!This
->buffer_object
) return;
101 GL_EXTCALL(glDeleteBuffersARB(1, &This
->buffer_object
));
102 checkGLcall("glDeleteBuffersARB");
103 This
->buffer_object
= 0;
107 wined3d_event_query_destroy(This
->query
);
110 This
->flags
&= ~WINED3D_BUFFER_APPLESYNC
;
113 /* Context activation is done by the caller. */
114 static void buffer_create_buffer_object(struct wined3d_buffer
*This
, const struct wined3d_gl_info
*gl_info
)
116 GLenum gl_usage
= GL_STATIC_DRAW_ARB
;
119 TRACE("Creating an OpenGL vertex buffer object for wined3d_buffer %p with usage %s.\n",
120 This
, debug_d3dusage(This
->resource
.usage
));
122 /* Make sure that the gl error is cleared. Do not use checkGLcall
123 * here because checkGLcall just prints a fixme and continues. However,
124 * if an error during VBO creation occurs we can fall back to non-vbo operation
125 * with full functionality(but performance loss)
127 while (gl_info
->gl_ops
.gl
.p_glGetError() != GL_NO_ERROR
);
129 /* Basically the FVF parameter passed to CreateVertexBuffer is no good.
130 * The vertex declaration from the device determines how the data in the
131 * buffer is interpreted. This means that on each draw call the buffer has
132 * to be verified to check if the rhw and color values are in the correct
135 GL_EXTCALL(glGenBuffersARB(1, &This
->buffer_object
));
136 error
= gl_info
->gl_ops
.gl
.p_glGetError();
137 if (!This
->buffer_object
|| error
!= GL_NO_ERROR
)
139 ERR("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error
), error
);
143 if (This
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
144 device_invalidate_state(This
->resource
.device
, STATE_INDEXBUFFER
);
145 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
146 error
= gl_info
->gl_ops
.gl
.p_glGetError();
147 if (error
!= GL_NO_ERROR
)
149 ERR("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error
), error
);
153 if (This
->resource
.usage
& WINED3DUSAGE_DYNAMIC
)
155 TRACE("Buffer has WINED3DUSAGE_DYNAMIC set.\n");
156 gl_usage
= GL_STREAM_DRAW_ARB
;
158 if(gl_info
->supported
[APPLE_FLUSH_BUFFER_RANGE
])
160 GL_EXTCALL(glBufferParameteriAPPLE(This
->buffer_type_hint
, GL_BUFFER_FLUSHING_UNMAP_APPLE
, GL_FALSE
));
161 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE)");
162 This
->flags
|= WINED3D_BUFFER_FLUSH
;
164 GL_EXTCALL(glBufferParameteriAPPLE(This
->buffer_type_hint
, GL_BUFFER_SERIALIZED_MODIFY_APPLE
, GL_FALSE
));
165 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE)");
166 This
->flags
|= WINED3D_BUFFER_APPLESYNC
;
168 /* No setup is needed here for GL_ARB_map_buffer_range */
171 /* Reserve memory for the buffer. The amount of data won't change
172 * so we are safe with calling glBufferData once and
173 * calling glBufferSubData on updates. Upload the actual data in case
174 * we're not double buffering, so we can release the heap mem afterwards
176 GL_EXTCALL(glBufferDataARB(This
->buffer_type_hint
, This
->resource
.size
, This
->resource
.allocatedMemory
, gl_usage
));
177 error
= gl_info
->gl_ops
.gl
.p_glGetError();
178 if (error
!= GL_NO_ERROR
)
180 ERR("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error
), error
);
184 This
->buffer_object_size
= This
->resource
.size
;
185 This
->buffer_object_usage
= gl_usage
;
187 if(This
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
)
189 if(!buffer_add_dirty_area(This
, 0, 0))
191 ERR("buffer_add_dirty_area failed, this is not expected\n");
197 HeapFree(GetProcessHeap(), 0, This
->resource
.heapMemory
);
198 This
->resource
.allocatedMemory
= NULL
;
199 This
->resource
.heapMemory
= NULL
;
205 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
206 ERR("Failed to create a vertex buffer object. Continuing, but performance issues may occur\n");
207 delete_gl_buffer(This
, gl_info
);
208 buffer_clear_dirty_areas(This
);
211 static BOOL
buffer_process_converted_attribute(struct wined3d_buffer
*This
,
212 const enum wined3d_buffer_conversion_type conversion_type
,
213 const struct wined3d_stream_info_element
*attrib
, DWORD
*stride_this_run
)
220 /* Check for some valid situations which cause us pain. One is if the buffer is used for
221 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
222 * with different strides. In the 2nd case we might have to drop conversion entirely,
223 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
227 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n",
228 debug_d3dformat(attrib
->format
->id
));
230 else if(attrib
->stride
!= *stride_this_run
&& *stride_this_run
)
232 FIXME("Got two concurrent strides, %d and %d\n", attrib
->stride
, *stride_this_run
);
236 *stride_this_run
= attrib
->stride
;
237 if (This
->stride
!= *stride_this_run
)
239 /* We rely that this happens only on the first converted attribute that is found,
240 * if at all. See above check
242 TRACE("Reconverting because converted attributes occur, and the stride changed\n");
243 This
->stride
= *stride_this_run
;
244 HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY
, This
->conversion_map
);
245 This
->conversion_map
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
,
246 sizeof(*This
->conversion_map
) * This
->stride
);
251 data
= ((DWORD_PTR
)attrib
->data
.addr
) % This
->stride
;
252 attrib_size
= attrib
->format
->component_count
* attrib
->format
->component_size
;
253 for (i
= 0; i
< attrib_size
; ++i
)
255 DWORD_PTR idx
= (data
+ i
) % This
->stride
;
256 if (This
->conversion_map
[idx
] != conversion_type
)
258 TRACE("Byte %ld in vertex changed\n", idx
);
259 TRACE("It was type %d, is %d now\n", This
->conversion_map
[idx
], conversion_type
);
261 This
->conversion_map
[idx
] = conversion_type
;
268 static BOOL
buffer_check_attribute(struct wined3d_buffer
*This
, const struct wined3d_stream_info
*si
,
269 UINT attrib_idx
, const BOOL check_d3dcolor
, const BOOL is_ffp_position
, const BOOL is_ffp_color
,
270 DWORD
*stride_this_run
)
272 const struct wined3d_stream_info_element
*attrib
= &si
->elements
[attrib_idx
];
273 enum wined3d_format_id format
;
276 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
277 * there, on nonexistent attribs the vbo is 0.
279 if (!(si
->use_map
& (1 << attrib_idx
))
280 || attrib
->data
.buffer_object
!= This
->buffer_object
)
283 format
= attrib
->format
->id
;
284 /* Look for newly appeared conversion */
285 if (check_d3dcolor
&& format
== WINED3DFMT_B8G8R8A8_UNORM
)
287 ret
= buffer_process_converted_attribute(This
, CONV_D3DCOLOR
, attrib
, stride_this_run
);
289 if (!is_ffp_color
) FIXME("Test for non-color fixed function WINED3DFMT_B8G8R8A8_UNORM format\n");
291 else if (is_ffp_position
&& si
->position_transformed
)
293 if (format
!= WINED3DFMT_R32G32B32A32_FLOAT
)
295 FIXME("Unexpected format %s for transformed position.\n", debug_d3dformat(format
));
299 ret
= buffer_process_converted_attribute(This
, CONV_POSITIONT
, attrib
, stride_this_run
);
301 else if (This
->conversion_map
)
303 ret
= buffer_process_converted_attribute(This
, CONV_NONE
, attrib
, stride_this_run
);
309 static BOOL
buffer_find_decl(struct wined3d_buffer
*This
)
311 struct wined3d_device
*device
= This
->resource
.device
;
312 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
313 const struct wined3d_stream_info
*si
= &device
->strided_streams
;
314 const struct wined3d_state
*state
= &device
->stateBlock
->state
;
315 UINT stride_this_run
= 0;
317 BOOL support_d3dcolor
= gl_info
->supported
[ARB_VERTEX_ARRAY_BGRA
];
319 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
320 * Once we have our declaration there is no need to look it up again. Index buffers also never need
321 * conversion, so once the (empty) conversion structure is created don't bother checking again
323 if (This
->flags
& WINED3D_BUFFER_HASDESC
)
325 if(This
->resource
.usage
& WINED3DUSAGE_STATICDECL
) return FALSE
;
330 TRACE("Vertex shaders used, no VBO conversion is needed\n");
331 if(This
->conversion_map
)
333 HeapFree(GetProcessHeap(), 0, This
->conversion_map
);
334 This
->conversion_map
= NULL
;
342 TRACE("Finding vertex buffer conversion information\n");
343 /* Certain declaration types need some fixups before we can pass them to
344 * opengl. This means D3DCOLOR attributes with fixed function vertex
345 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
346 * GL_ARB_half_float_vertex is not supported.
348 * Note for d3d8 and d3d9:
349 * The vertex buffer FVF doesn't help with finding them, we have to use
350 * the decoded vertex declaration and pick the things that concern the
351 * current buffer. A problem with this is that this can change between
352 * draws, so we have to validate the information and reprocess the buffer
353 * if it changes, and avoid false positives for performance reasons.
354 * WineD3D doesn't even know the vertex buffer any more, it is managed
355 * by the client libraries and passed to SetStreamSource and ProcessVertices
358 * We have to distinguish between vertex shaders and fixed function to
359 * pick the way we access the strided vertex information.
361 * This code sets up a per-byte array with the size of the detected
362 * stride of the arrays in the buffer. For each byte we have a field
363 * that marks the conversion needed on this byte. For example, the
364 * following declaration with fixed function vertex processing:
372 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
373 * [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]
375 * Where in this example map P means 4 component position conversion, 0
376 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
377 * conversion (red / blue swizzle).
379 * If we're doing conversion and the stride changes we have to reconvert
380 * the whole buffer. Note that we do not mind if the semantic changes,
381 * we only care for the conversion type. So if the NORMAL is replaced
382 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
383 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
384 * conversion types depend on the semantic as well, for example a FLOAT4
385 * texcoord needs no conversion while a FLOAT4 positiont needs one
388 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_POSITION
,
389 TRUE
, TRUE
, FALSE
, &stride_this_run
) || ret
;
390 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_NORMAL
,
391 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
392 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_DIFFUSE
,
393 !support_d3dcolor
, FALSE
, TRUE
, &stride_this_run
) || ret
;
394 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_SPECULAR
,
395 !support_d3dcolor
, FALSE
, TRUE
, &stride_this_run
) || ret
;
396 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD0
,
397 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
398 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD1
,
399 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
400 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD2
,
401 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
402 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD3
,
403 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
404 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD4
,
405 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
406 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD5
,
407 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
408 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD6
,
409 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
410 ret
= buffer_check_attribute(This
, si
, WINED3D_FFP_TEXCOORD7
,
411 TRUE
, FALSE
, FALSE
, &stride_this_run
) || ret
;
413 if (!stride_this_run
&& This
->conversion_map
)
416 if (!ret
) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
417 HeapFree(GetProcessHeap(), 0, This
->conversion_map
);
418 This
->conversion_map
= NULL
;
422 if (ret
) TRACE("Conversion information changed\n");
427 static inline void fixup_d3dcolor(DWORD
*dst_color
)
429 DWORD src_color
= *dst_color
;
431 /* Color conversion like in drawStridedSlow. watch out for little endianity
432 * If we want that stuff to work on big endian machines too we have to consider more things
434 * 0xff000000: Alpha mask
435 * 0x00ff0000: Blue mask
436 * 0x0000ff00: Green mask
437 * 0x000000ff: Red mask
440 *dst_color
|= (src_color
& 0xff00ff00); /* Alpha Green */
441 *dst_color
|= (src_color
& 0x00ff0000) >> 16; /* Red */
442 *dst_color
|= (src_color
& 0x000000ff) << 16; /* Blue */
445 static inline void fixup_transformed_pos(float *p
)
447 /* rhw conversion like in position_float4(). */
448 if (p
[3] != 1.0f
&& p
[3] != 0.0f
)
450 float w
= 1.0f
/ p
[3];
458 /* Context activation is done by the caller. */
459 void buffer_get_memory(struct wined3d_buffer
*buffer
, const struct wined3d_gl_info
*gl_info
,
460 struct wined3d_bo_address
*data
)
462 data
->buffer_object
= buffer
->buffer_object
;
463 if (!buffer
->buffer_object
)
465 if ((buffer
->flags
& WINED3D_BUFFER_CREATEBO
) && !buffer
->resource
.map_count
)
467 buffer_create_buffer_object(buffer
, gl_info
);
468 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
469 if (buffer
->buffer_object
)
471 data
->buffer_object
= buffer
->buffer_object
;
476 data
->addr
= buffer
->resource
.allocatedMemory
;
484 ULONG CDECL
wined3d_buffer_incref(struct wined3d_buffer
*buffer
)
486 ULONG refcount
= InterlockedIncrement(&buffer
->resource
.ref
);
488 TRACE("%p increasing refcount to %u.\n", buffer
, refcount
);
493 /* Context activation is done by the caller. */
494 BYTE
*buffer_get_sysmem(struct wined3d_buffer
*This
, const struct wined3d_gl_info
*gl_info
)
496 /* AllocatedMemory exists if the buffer is double buffered or has no buffer object at all */
497 if(This
->resource
.allocatedMemory
) return This
->resource
.allocatedMemory
;
499 This
->resource
.heapMemory
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, This
->resource
.size
+ RESOURCE_ALIGNMENT
);
500 This
->resource
.allocatedMemory
= (BYTE
*)(((ULONG_PTR
)This
->resource
.heapMemory
+ (RESOURCE_ALIGNMENT
- 1)) & ~(RESOURCE_ALIGNMENT
- 1));
502 if (This
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
503 device_invalidate_state(This
->resource
.device
, STATE_INDEXBUFFER
);
505 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
506 GL_EXTCALL(glGetBufferSubDataARB(This
->buffer_type_hint
, 0, This
->resource
.size
, This
->resource
.allocatedMemory
));
507 This
->flags
|= WINED3D_BUFFER_DOUBLEBUFFER
;
509 return This
->resource
.allocatedMemory
;
512 /* Do not call while under the GL lock. */
513 static void buffer_unload(struct wined3d_resource
*resource
)
515 struct wined3d_buffer
*buffer
= buffer_from_resource(resource
);
517 TRACE("buffer %p.\n", buffer
);
519 if (buffer
->buffer_object
)
521 struct wined3d_device
*device
= resource
->device
;
522 struct wined3d_context
*context
;
524 context
= context_acquire(device
, NULL
);
526 /* Download the buffer, but don't permanently enable double buffering */
527 if (!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
529 buffer_get_sysmem(buffer
, context
->gl_info
);
530 buffer
->flags
&= ~WINED3D_BUFFER_DOUBLEBUFFER
;
533 delete_gl_buffer(buffer
, context
->gl_info
);
534 buffer
->flags
|= WINED3D_BUFFER_CREATEBO
; /* Recreate the buffer object next load */
535 buffer_clear_dirty_areas(buffer
);
537 context_release(context
);
539 HeapFree(GetProcessHeap(), 0, buffer
->conversion_map
);
540 buffer
->conversion_map
= NULL
;
542 buffer
->conversion_stride
= 0;
543 buffer
->flags
&= ~WINED3D_BUFFER_HASDESC
;
546 resource_unload(resource
);
549 /* Do not call while under the GL lock. */
550 ULONG CDECL
wined3d_buffer_decref(struct wined3d_buffer
*buffer
)
552 ULONG refcount
= InterlockedDecrement(&buffer
->resource
.ref
);
554 TRACE("%p decreasing refcount to %u.\n", buffer
, refcount
);
558 buffer_unload(&buffer
->resource
);
559 resource_cleanup(&buffer
->resource
);
560 buffer
->resource
.parent_ops
->wined3d_object_destroyed(buffer
->resource
.parent
);
561 HeapFree(GetProcessHeap(), 0, buffer
->maps
);
562 HeapFree(GetProcessHeap(), 0, buffer
);
568 void * CDECL
wined3d_buffer_get_parent(const struct wined3d_buffer
*buffer
)
570 TRACE("buffer %p.\n", buffer
);
572 return buffer
->resource
.parent
;
575 DWORD CDECL
wined3d_buffer_set_priority(struct wined3d_buffer
*buffer
, DWORD priority
)
577 return resource_set_priority(&buffer
->resource
, priority
);
580 DWORD CDECL
wined3d_buffer_get_priority(const struct wined3d_buffer
*buffer
)
582 return resource_get_priority(&buffer
->resource
);
585 /* The caller provides a context and binds the buffer */
586 static void buffer_sync_apple(struct wined3d_buffer
*This
, DWORD flags
, const struct wined3d_gl_info
*gl_info
)
588 enum wined3d_event_query_result ret
;
590 /* No fencing needs to be done if the app promises not to overwrite
592 if (flags
& WINED3D_MAP_NOOVERWRITE
)
595 if (flags
& WINED3D_MAP_DISCARD
)
597 GL_EXTCALL(glBufferDataARB(This
->buffer_type_hint
, This
->resource
.size
, NULL
, This
->buffer_object_usage
));
598 checkGLcall("glBufferDataARB\n");
604 TRACE("Creating event query for buffer %p\n", This
);
606 if (!wined3d_event_query_supported(gl_info
))
608 FIXME("Event queries not supported, dropping async buffer locks.\n");
612 This
->query
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*This
->query
));
615 ERR("Failed to allocate event query memory, dropping async buffer locks.\n");
619 /* Since we don't know about old draws a glFinish is needed once */
620 gl_info
->gl_ops
.gl
.p_glFinish();
623 TRACE("Synchronizing buffer %p\n", This
);
624 ret
= wined3d_event_query_finish(This
->query
, This
->resource
.device
);
627 case WINED3D_EVENT_QUERY_NOT_STARTED
:
628 case WINED3D_EVENT_QUERY_OK
:
632 case WINED3D_EVENT_QUERY_WRONG_THREAD
:
633 WARN("Cannot synchronize buffer lock due to a thread conflict\n");
637 ERR("wined3d_event_query_finish returned %u, dropping async buffer locks\n", ret
);
644 wined3d_event_query_destroy(This
->query
);
648 gl_info
->gl_ops
.gl
.p_glFinish();
649 GL_EXTCALL(glBufferParameteriAPPLE(This
->buffer_type_hint
, GL_BUFFER_SERIALIZED_MODIFY_APPLE
, GL_TRUE
));
650 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
651 This
->flags
&= ~WINED3D_BUFFER_APPLESYNC
;
654 /* The caller provides a GL context */
655 static void buffer_direct_upload(struct wined3d_buffer
*This
, const struct wined3d_gl_info
*gl_info
, DWORD flags
)
658 UINT start
= 0, len
= 0;
660 /* This potentially invalidates the element array buffer binding, but the
661 * caller always takes care of this. */
662 GL_EXTCALL(glBindBufferARB(This
->buffer_type_hint
, This
->buffer_object
));
663 checkGLcall("glBindBufferARB");
664 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
667 mapflags
= GL_MAP_WRITE_BIT
| GL_MAP_FLUSH_EXPLICIT_BIT
;
668 if (flags
& WINED3D_BUFFER_DISCARD
)
669 mapflags
|= GL_MAP_INVALIDATE_BUFFER_BIT
;
670 if (flags
& WINED3D_BUFFER_NOSYNC
)
671 mapflags
|= GL_MAP_UNSYNCHRONIZED_BIT
;
672 map
= GL_EXTCALL(glMapBufferRange(This
->buffer_type_hint
, 0,
673 This
->resource
.size
, mapflags
));
674 checkGLcall("glMapBufferRange");
678 if (This
->flags
& WINED3D_BUFFER_APPLESYNC
)
681 if (flags
& WINED3D_BUFFER_DISCARD
)
682 syncflags
|= WINED3D_MAP_DISCARD
;
683 if (flags
& WINED3D_BUFFER_NOSYNC
)
684 syncflags
|= WINED3D_MAP_NOOVERWRITE
;
685 buffer_sync_apple(This
, syncflags
, gl_info
);
687 map
= GL_EXTCALL(glMapBufferARB(This
->buffer_type_hint
, GL_WRITE_ONLY_ARB
));
688 checkGLcall("glMapBufferARB");
692 ERR("Failed to map opengl buffer\n");
696 while (This
->modified_areas
)
698 This
->modified_areas
--;
699 start
= This
->maps
[This
->modified_areas
].offset
;
700 len
= This
->maps
[This
->modified_areas
].size
;
702 memcpy(map
+ start
, This
->resource
.allocatedMemory
+ start
, len
);
704 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
706 GL_EXTCALL(glFlushMappedBufferRange(This
->buffer_type_hint
, start
, len
));
707 checkGLcall("glFlushMappedBufferRange");
709 else if (This
->flags
& WINED3D_BUFFER_FLUSH
)
711 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This
->buffer_type_hint
, start
, len
));
712 checkGLcall("glFlushMappedBufferRangeAPPLE");
715 GL_EXTCALL(glUnmapBufferARB(This
->buffer_type_hint
));
716 checkGLcall("glUnmapBufferARB");
719 /* Do not call while under the GL lock. */
720 void CDECL
wined3d_buffer_preload(struct wined3d_buffer
*buffer
)
722 DWORD flags
= buffer
->flags
& (WINED3D_BUFFER_NOSYNC
| WINED3D_BUFFER_DISCARD
);
723 struct wined3d_device
*device
= buffer
->resource
.device
;
724 UINT start
= 0, end
= 0, len
= 0, vertices
;
725 const struct wined3d_gl_info
*gl_info
;
726 struct wined3d_context
*context
;
727 BOOL decl_changed
= FALSE
;
731 TRACE("buffer %p.\n", buffer
);
733 if (buffer
->resource
.map_count
)
735 WARN("Buffer is mapped, skipping preload.\n");
739 buffer
->flags
&= ~(WINED3D_BUFFER_NOSYNC
| WINED3D_BUFFER_DISCARD
);
741 if (!buffer
->buffer_object
)
743 /* TODO: Make converting independent from VBOs */
744 if (buffer
->flags
& WINED3D_BUFFER_CREATEBO
)
746 context
= context_acquire(device
, NULL
);
747 buffer_create_buffer_object(buffer
, context
->gl_info
);
748 context_release(context
);
749 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
753 /* Not doing any conversion */
758 /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
759 if (device
->isInDraw
&& buffer
->resource
.bind_count
> 0)
761 decl_changed
= buffer_find_decl(buffer
);
762 buffer
->flags
|= WINED3D_BUFFER_HASDESC
;
765 if (!decl_changed
&& !(buffer
->flags
& WINED3D_BUFFER_HASDESC
&& buffer_is_dirty(buffer
)))
767 ++buffer
->draw_count
;
768 if (buffer
->draw_count
> VB_RESETDECLCHANGE
)
769 buffer
->decl_change_count
= 0;
770 if (buffer
->draw_count
> VB_RESETFULLCONVS
)
771 buffer
->full_conversion_count
= 0;
775 /* If applications change the declaration over and over, reconverting all the time is a huge
776 * performance hit. So count the declaration changes and release the VBO if there are too many
777 * of them (and thus stop converting)
781 ++buffer
->decl_change_count
;
782 buffer
->draw_count
= 0;
784 if (buffer
->decl_change_count
> VB_MAXDECLCHANGES
785 || (buffer
->conversion_map
&& (buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
)))
787 FIXME("Too many declaration changes or converting dynamic buffer, stopping converting\n");
789 buffer_unload(&buffer
->resource
);
790 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
792 /* The stream source state handler might have read the memory of
793 * the vertex buffer already and got the memory in the vbo which
794 * is not valid any longer. Dirtify the stream source to force a
795 * reload. This happens only once per changed vertexbuffer and
796 * should occur rather rarely. */
797 device_invalidate_state(device
, STATE_STREAMSRC
);
801 /* The declaration changed, reload the whole buffer */
802 WARN("Reloading buffer because of decl change\n");
803 buffer_clear_dirty_areas(buffer
);
804 if (!buffer_add_dirty_area(buffer
, 0, 0))
806 ERR("buffer_add_dirty_area failed, this is not expected\n");
809 /* Avoid unfenced updates, we might overwrite more areas of the buffer than the application
810 * cleared for unsynchronized updates
816 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
817 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
818 * decl changes and reset the decl change count after a specific number of them
820 if (buffer
->conversion_map
&& buffer_is_fully_dirty(buffer
))
822 ++buffer
->full_conversion_count
;
823 if (buffer
->full_conversion_count
> VB_MAXFULLCONVERSIONS
)
825 FIXME("Too many full buffer conversions, stopping converting.\n");
826 buffer_unload(&buffer
->resource
);
827 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
828 if (buffer
->resource
.bind_count
)
829 device_invalidate_state(device
, STATE_STREAMSRC
);
835 ++buffer
->draw_count
;
836 if (buffer
->draw_count
> VB_RESETDECLCHANGE
)
837 buffer
->decl_change_count
= 0;
838 if (buffer
->draw_count
> VB_RESETFULLCONVS
)
839 buffer
->full_conversion_count
= 0;
843 if (buffer
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
844 device_invalidate_state(device
, STATE_INDEXBUFFER
);
846 if (!buffer
->conversion_map
)
848 /* That means that there is nothing to fixup. Just upload from
849 * buffer->resource.allocatedMemory directly into the vbo. Do not
850 * free the system memory copy because drawPrimitive may need it if
851 * the stride is 0, for instancing emulation, vertex blending
852 * emulation or shader emulation. */
853 TRACE("No conversion needed.\n");
855 /* Nothing to do because we locked directly into the vbo */
856 if (!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
861 context
= context_acquire(device
, NULL
);
862 buffer_direct_upload(buffer
, context
->gl_info
, flags
);
864 context_release(context
);
868 context
= context_acquire(device
, NULL
);
869 gl_info
= context
->gl_info
;
871 if(!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
873 buffer_get_sysmem(buffer
, gl_info
);
876 /* Now for each vertex in the buffer that needs conversion */
877 vertices
= buffer
->resource
.size
/ buffer
->stride
;
879 data
= HeapAlloc(GetProcessHeap(), 0, buffer
->resource
.size
);
881 while(buffer
->modified_areas
)
883 buffer
->modified_areas
--;
884 start
= buffer
->maps
[buffer
->modified_areas
].offset
;
885 len
= buffer
->maps
[buffer
->modified_areas
].size
;
888 memcpy(data
+ start
, buffer
->resource
.allocatedMemory
+ start
, end
- start
);
889 for (i
= start
/ buffer
->stride
; i
< min((end
/ buffer
->stride
) + 1, vertices
); ++i
)
891 for (j
= 0; j
< buffer
->stride
; ++j
)
893 switch (buffer
->conversion_map
[j
])
900 fixup_d3dcolor((DWORD
*) (data
+ i
* buffer
->stride
+ j
));
905 fixup_transformed_pos((float *) (data
+ i
* buffer
->stride
+ j
));
909 FIXME("Unimplemented conversion %d in shifted conversion\n", buffer
->conversion_map
[j
]);
914 GL_EXTCALL(glBindBufferARB(buffer
->buffer_type_hint
, buffer
->buffer_object
));
915 checkGLcall("glBindBufferARB");
916 GL_EXTCALL(glBufferSubDataARB(buffer
->buffer_type_hint
, start
, len
, data
+ start
));
917 checkGLcall("glBufferSubDataARB");
920 HeapFree(GetProcessHeap(), 0, data
);
921 context_release(context
);
924 static DWORD
buffer_sanitize_flags(const struct wined3d_buffer
*buffer
, DWORD flags
)
926 /* Not all flags make sense together, but Windows never returns an error.
927 * Catch the cases that could cause issues. */
928 if (flags
& WINED3D_MAP_READONLY
)
930 if (flags
& WINED3D_MAP_DISCARD
)
932 WARN("WINED3D_MAP_READONLY combined with WINED3D_MAP_DISCARD, ignoring flags.\n");
935 if (flags
& WINED3D_MAP_NOOVERWRITE
)
937 WARN("WINED3D_MAP_READONLY combined with WINED3D_MAP_NOOVERWRITE, ignoring flags.\n");
941 else if ((flags
& (WINED3D_MAP_DISCARD
| WINED3D_MAP_NOOVERWRITE
))
942 == (WINED3D_MAP_DISCARD
| WINED3D_MAP_NOOVERWRITE
))
944 WARN("WINED3D_MAP_DISCARD and WINED3D_MAP_NOOVERWRITE used together, ignoring.\n");
947 else if (flags
& (WINED3D_MAP_DISCARD
| WINED3D_MAP_NOOVERWRITE
)
948 && !(buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
))
950 WARN("DISCARD or NOOVERWRITE map on non-dynamic buffer, ignoring.\n");
957 static GLbitfield
buffer_gl_map_flags(DWORD d3d_flags
)
961 if (!(d3d_flags
& WINED3D_MAP_READONLY
))
962 ret
|= GL_MAP_WRITE_BIT
| GL_MAP_FLUSH_EXPLICIT_BIT
;
963 if (!(d3d_flags
& (WINED3D_MAP_DISCARD
| WINED3D_MAP_NOOVERWRITE
)))
964 ret
|= GL_MAP_READ_BIT
;
966 if (d3d_flags
& WINED3D_MAP_DISCARD
)
967 ret
|= GL_MAP_INVALIDATE_BUFFER_BIT
;
968 if (d3d_flags
& WINED3D_MAP_NOOVERWRITE
)
969 ret
|= GL_MAP_UNSYNCHRONIZED_BIT
;
974 struct wined3d_resource
* CDECL
wined3d_buffer_get_resource(struct wined3d_buffer
*buffer
)
976 TRACE("buffer %p.\n", buffer
);
978 return &buffer
->resource
;
981 HRESULT CDECL
wined3d_buffer_map(struct wined3d_buffer
*buffer
, UINT offset
, UINT size
, BYTE
**data
, DWORD flags
)
983 BOOL dirty
= buffer_is_dirty(buffer
);
986 TRACE("buffer %p, offset %u, size %u, data %p, flags %#x\n", buffer
, offset
, size
, data
, flags
);
988 flags
= buffer_sanitize_flags(buffer
, flags
);
989 if (!(flags
& WINED3D_MAP_READONLY
))
991 if (flags
& WINED3D_MAP_DISCARD
)
993 /* DISCARD invalidates the entire buffer, regardless of the
994 * specified offset and size. Some applications also depend on the
995 * entire buffer being uploaded in that case. Two such
996 * applications are Port Royale and Darkstar One. */
997 if (!buffer_add_dirty_area(buffer
, 0, 0))
998 return E_OUTOFMEMORY
;
1002 if (!buffer_add_dirty_area(buffer
, offset
, size
))
1003 return E_OUTOFMEMORY
;
1007 count
= ++buffer
->resource
.map_count
;
1009 if (buffer
->buffer_object
)
1011 if (!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
))
1015 struct wined3d_device
*device
= buffer
->resource
.device
;
1016 struct wined3d_context
*context
;
1017 const struct wined3d_gl_info
*gl_info
;
1019 context
= context_acquire(device
, NULL
);
1020 gl_info
= context
->gl_info
;
1022 if (buffer
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
1023 context_invalidate_state(context
, STATE_INDEXBUFFER
);
1024 GL_EXTCALL(glBindBufferARB(buffer
->buffer_type_hint
, buffer
->buffer_object
));
1026 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
1028 GLbitfield mapflags
= buffer_gl_map_flags(flags
);
1029 buffer
->resource
.allocatedMemory
= GL_EXTCALL(glMapBufferRange(buffer
->buffer_type_hint
,
1030 0, buffer
->resource
.size
, mapflags
));
1031 checkGLcall("glMapBufferRange");
1035 if (buffer
->flags
& WINED3D_BUFFER_APPLESYNC
)
1036 buffer_sync_apple(buffer
, flags
, gl_info
);
1037 buffer
->resource
.allocatedMemory
= GL_EXTCALL(glMapBufferARB(buffer
->buffer_type_hint
,
1038 GL_READ_WRITE_ARB
));
1039 checkGLcall("glMapBufferARB");
1042 if (((DWORD_PTR
)buffer
->resource
.allocatedMemory
) & (RESOURCE_ALIGNMENT
- 1))
1044 WARN("Pointer %p is not %u byte aligned.\n", buffer
->resource
.allocatedMemory
, RESOURCE_ALIGNMENT
);
1046 GL_EXTCALL(glUnmapBufferARB(buffer
->buffer_type_hint
));
1047 checkGLcall("glUnmapBufferARB");
1048 buffer
->resource
.allocatedMemory
= NULL
;
1050 if (buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
)
1052 /* The extra copy is more expensive than not using VBOs at
1053 * all on the Nvidia Linux driver, which is the only driver
1054 * that returns unaligned pointers
1056 TRACE("Dynamic buffer, dropping VBO\n");
1057 buffer_unload(&buffer
->resource
);
1058 buffer
->flags
&= ~WINED3D_BUFFER_CREATEBO
;
1059 if (buffer
->resource
.bind_count
)
1060 device_invalidate_state(device
, STATE_STREAMSRC
);
1064 TRACE("Falling back to doublebuffered operation\n");
1065 buffer_get_sysmem(buffer
, gl_info
);
1067 TRACE("New pointer is %p.\n", buffer
->resource
.allocatedMemory
);
1069 context_release(context
);
1076 if (buffer
->flags
& WINED3D_BUFFER_NOSYNC
&& !(flags
& WINED3D_MAP_NOOVERWRITE
))
1078 buffer
->flags
&= ~WINED3D_BUFFER_NOSYNC
;
1081 else if(flags
& WINED3D_MAP_NOOVERWRITE
)
1083 buffer
->flags
|= WINED3D_BUFFER_NOSYNC
;
1086 if (flags
& WINED3D_MAP_DISCARD
)
1088 buffer
->flags
|= WINED3D_BUFFER_DISCARD
;
1093 *data
= buffer
->resource
.allocatedMemory
+ offset
;
1095 TRACE("Returning memory at %p (base %p, offset %u).\n", *data
, buffer
->resource
.allocatedMemory
, offset
);
1096 /* TODO: check Flags compatibility with buffer->currentDesc.Usage (see MSDN) */
1101 void CDECL
wined3d_buffer_unmap(struct wined3d_buffer
*buffer
)
1105 TRACE("buffer %p.\n", buffer
);
1107 /* In the case that the number of Unmap calls > the
1108 * number of Map calls, d3d returns always D3D_OK.
1109 * This is also needed to prevent Map from returning garbage on
1110 * the next call (this will happen if the lock_count is < 0). */
1111 if (!buffer
->resource
.map_count
)
1113 WARN("Unmap called without a previous map call.\n");
1117 if (--buffer
->resource
.map_count
)
1119 /* Delay loading the buffer until everything is unlocked */
1120 TRACE("Ignoring unmap.\n");
1124 if (!(buffer
->flags
& WINED3D_BUFFER_DOUBLEBUFFER
) && buffer
->buffer_object
)
1126 struct wined3d_device
*device
= buffer
->resource
.device
;
1127 const struct wined3d_gl_info
*gl_info
;
1128 struct wined3d_context
*context
;
1130 context
= context_acquire(device
, NULL
);
1131 gl_info
= context
->gl_info
;
1133 if (buffer
->buffer_type_hint
== GL_ELEMENT_ARRAY_BUFFER_ARB
)
1134 context_invalidate_state(context
, STATE_INDEXBUFFER
);
1135 GL_EXTCALL(glBindBufferARB(buffer
->buffer_type_hint
, buffer
->buffer_object
));
1137 if (gl_info
->supported
[ARB_MAP_BUFFER_RANGE
])
1139 for (i
= 0; i
< buffer
->modified_areas
; ++i
)
1141 GL_EXTCALL(glFlushMappedBufferRange(buffer
->buffer_type_hint
,
1142 buffer
->maps
[i
].offset
, buffer
->maps
[i
].size
));
1143 checkGLcall("glFlushMappedBufferRange");
1146 else if (buffer
->flags
& WINED3D_BUFFER_FLUSH
)
1148 for (i
= 0; i
< buffer
->modified_areas
; ++i
)
1150 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(buffer
->buffer_type_hint
,
1151 buffer
->maps
[i
].offset
, buffer
->maps
[i
].size
));
1152 checkGLcall("glFlushMappedBufferRangeAPPLE");
1156 GL_EXTCALL(glUnmapBufferARB(buffer
->buffer_type_hint
));
1157 if (wined3d_settings
.strict_draw_ordering
)
1158 gl_info
->gl_ops
.gl
.p_glFlush(); /* Flush to ensure ordering across contexts. */
1159 context_release(context
);
1161 buffer
->resource
.allocatedMemory
= NULL
;
1162 buffer_clear_dirty_areas(buffer
);
1164 else if (buffer
->flags
& WINED3D_BUFFER_HASDESC
)
1166 wined3d_buffer_preload(buffer
);
1170 static const struct wined3d_resource_ops buffer_resource_ops
=
1175 static HRESULT
buffer_init(struct wined3d_buffer
*buffer
, struct wined3d_device
*device
,
1176 UINT size
, DWORD usage
, enum wined3d_format_id format_id
, enum wined3d_pool pool
, GLenum bind_hint
,
1177 const char *data
, void *parent
, const struct wined3d_parent_ops
*parent_ops
)
1179 const struct wined3d_gl_info
*gl_info
= &device
->adapter
->gl_info
;
1180 const struct wined3d_format
*format
= wined3d_get_format(gl_info
, format_id
);
1182 BOOL dynamic_buffer_ok
;
1186 WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
1187 return WINED3DERR_INVALIDCALL
;
1190 hr
= resource_init(&buffer
->resource
, device
, WINED3D_RTYPE_BUFFER
, format
,
1191 WINED3D_MULTISAMPLE_NONE
, 0, usage
, pool
, size
, 1, 1, size
,
1192 parent
, parent_ops
, &buffer_resource_ops
);
1195 WARN("Failed to initialize resource, hr %#x\n", hr
);
1198 buffer
->buffer_type_hint
= bind_hint
;
1200 TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer
->resource
.size
, buffer
->resource
.usage
,
1201 debug_d3dformat(buffer
->resource
.format
->id
), buffer
->resource
.allocatedMemory
, buffer
);
1203 if (device
->create_parms
.flags
& WINED3DCREATE_SOFTWARE_VERTEXPROCESSING
)
1205 /* SWvp always returns the same pointer in buffer maps and retains data in DISCARD maps.
1206 * Keep a system memory copy of the buffer to provide the same behavior to the application.
1207 * Still use a VBO to support OpenGL 3 core contexts. */
1208 TRACE("Using doublebuffer mode because of software vertex processing\n");
1209 buffer
->flags
|= WINED3D_BUFFER_DOUBLEBUFFER
;
1212 dynamic_buffer_ok
= gl_info
->supported
[APPLE_FLUSH_BUFFER_RANGE
] || gl_info
->supported
[ARB_MAP_BUFFER_RANGE
];
1214 /* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
1215 * drawStridedFast (half-life 2 and others).
1217 * Basically converting the vertices in the buffer is quite expensive, and observations
1218 * show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
1219 * Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
1221 if (!gl_info
->supported
[ARB_VERTEX_BUFFER_OBJECT
])
1223 TRACE("Not creating a vbo because GL_ARB_vertex_buffer is not supported\n");
1225 else if(buffer
->resource
.pool
== WINED3D_POOL_SYSTEM_MEM
)
1227 TRACE("Not creating a vbo because the vertex buffer is in system memory\n");
1229 else if(!dynamic_buffer_ok
&& (buffer
->resource
.usage
& WINED3DUSAGE_DYNAMIC
))
1231 TRACE("Not creating a vbo because the buffer has dynamic usage and no GL support\n");
1235 buffer
->flags
|= WINED3D_BUFFER_CREATEBO
;
1242 hr
= wined3d_buffer_map(buffer
, 0, size
, &ptr
, 0);
1245 ERR("Failed to map buffer, hr %#x\n", hr
);
1246 buffer_unload(&buffer
->resource
);
1247 resource_cleanup(&buffer
->resource
);
1251 memcpy(ptr
, data
, size
);
1253 wined3d_buffer_unmap(buffer
);
1256 buffer
->maps
= HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer
->maps
));
1259 ERR("Out of memory\n");
1260 buffer_unload(&buffer
->resource
);
1261 resource_cleanup(&buffer
->resource
);
1262 return E_OUTOFMEMORY
;
1264 buffer
->maps_size
= 1;
1269 HRESULT CDECL
wined3d_buffer_create(struct wined3d_device
*device
, struct wined3d_buffer_desc
*desc
, const void *data
,
1270 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_buffer
**buffer
)
1272 struct wined3d_buffer
*object
;
1275 TRACE("device %p, desc %p, data %p, parent %p, buffer %p\n", device
, desc
, data
, parent
, buffer
);
1277 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1279 return E_OUTOFMEMORY
;
1281 FIXME("Ignoring access flags (pool)\n");
1283 hr
= buffer_init(object
, device
, desc
->byte_width
, desc
->usage
, WINED3DFMT_UNKNOWN
,
1284 WINED3D_POOL_MANAGED
, GL_ARRAY_BUFFER_ARB
, data
, parent
, parent_ops
);
1287 WARN("Failed to initialize buffer, hr %#x.\n", hr
);
1288 HeapFree(GetProcessHeap(), 0, object
);
1291 object
->desc
= *desc
;
1293 TRACE("Created buffer %p.\n", object
);
1300 HRESULT CDECL
wined3d_buffer_create_vb(struct wined3d_device
*device
, UINT size
, DWORD usage
, enum wined3d_pool pool
,
1301 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_buffer
**buffer
)
1303 struct wined3d_buffer
*object
;
1306 TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
1307 device
, size
, usage
, pool
, parent
, parent_ops
, buffer
);
1309 if (pool
== WINED3D_POOL_SCRATCH
)
1311 /* The d3d9 tests shows that this is not allowed. It doesn't make much
1312 * sense anyway, SCRATCH buffers wouldn't be usable anywhere. */
1313 WARN("Vertex buffer in WINED3D_POOL_SCRATCH requested, returning WINED3DERR_INVALIDCALL.\n");
1315 return WINED3DERR_INVALIDCALL
;
1318 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1322 return WINED3DERR_OUTOFVIDEOMEMORY
;
1325 hr
= buffer_init(object
, device
, size
, usage
, WINED3DFMT_VERTEXDATA
,
1326 pool
, GL_ARRAY_BUFFER_ARB
, NULL
, parent
, parent_ops
);
1329 WARN("Failed to initialize buffer, hr %#x.\n", hr
);
1330 HeapFree(GetProcessHeap(), 0, object
);
1334 TRACE("Created buffer %p.\n", object
);
1340 HRESULT CDECL
wined3d_buffer_create_ib(struct wined3d_device
*device
, UINT size
, DWORD usage
, enum wined3d_pool pool
,
1341 void *parent
, const struct wined3d_parent_ops
*parent_ops
, struct wined3d_buffer
**buffer
)
1343 struct wined3d_buffer
*object
;
1346 TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
1347 device
, size
, usage
, pool
, parent
, parent_ops
, buffer
);
1349 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1353 return WINED3DERR_OUTOFVIDEOMEMORY
;
1356 hr
= buffer_init(object
, device
, size
, usage
| WINED3DUSAGE_STATICDECL
,
1357 WINED3DFMT_UNKNOWN
, pool
, GL_ELEMENT_ARRAY_BUFFER_ARB
, NULL
,
1358 parent
, parent_ops
);
1361 WARN("Failed to initialize buffer, hr %#x\n", hr
);
1362 HeapFree(GetProcessHeap(), 0, object
);
1366 TRACE("Created buffer %p.\n", object
);