wined3d: Move the resource bind_count field up to wined3d_resource.
[wine/multimedia.git] / dlls / wined3d / buffer.c
blobe4f3668e7577b2a1178128beffe298ea885fbc15
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 2007-2010 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
25 #include "config.h"
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));
45 if (!new)
47 ERR("Out of memory\n");
48 return FALSE;
50 else
52 This->maps = new;
53 This->maps_size *= 2;
57 if(offset > This->resource.size || offset + size > This->resource.size)
59 WARN("Invalid range dirtified, marking entire buffer dirty\n");
60 offset = 0;
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++;
71 return TRUE;
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)
86 unsigned int i;
88 for (i = 0; i < buffer->modified_areas; ++i)
90 if (!buffer->maps[i].offset && buffer->maps[i].size == buffer->resource.size)
91 return TRUE;
93 return FALSE;
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 ENTER_GL();
102 GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
103 checkGLcall("glDeleteBuffersARB");
104 LEAVE_GL();
105 This->buffer_object = 0;
107 if(This->query)
109 wined3d_event_query_destroy(This->query);
110 This->query = NULL;
112 This->flags &= ~WINED3D_BUFFER_APPLESYNC;
115 /* Context activation is done by the caller. */
116 static void buffer_create_buffer_object(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info)
118 GLenum error, gl_usage;
120 TRACE("Creating an OpenGL vertex buffer object for wined3d_buffer %p with usage %s.\n",
121 This, debug_d3dusage(This->resource.usage));
123 ENTER_GL();
125 /* Make sure that the gl error is cleared. Do not use checkGLcall
126 * here because checkGLcall just prints a fixme and continues. However,
127 * if an error during VBO creation occurs we can fall back to non-vbo operation
128 * with full functionality(but performance loss)
130 while (glGetError() != GL_NO_ERROR);
132 /* Basically the FVF parameter passed to CreateVertexBuffer is no good.
133 * The vertex declaration from the device determines how the data in the
134 * buffer is interpreted. This means that on each draw call the buffer has
135 * to be verified to check if the rhw and color values are in the correct
136 * format. */
138 GL_EXTCALL(glGenBuffersARB(1, &This->buffer_object));
139 error = glGetError();
140 if (!This->buffer_object || error != GL_NO_ERROR)
142 ERR("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error);
143 LEAVE_GL();
144 goto fail;
147 if (This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
148 device_invalidate_state(This->resource.device, STATE_INDEXBUFFER);
149 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
150 error = glGetError();
151 if (error != GL_NO_ERROR)
153 ERR("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error);
154 LEAVE_GL();
155 goto fail;
158 /* Don't use static, because dx apps tend to update the buffer
159 * quite often even if they specify 0 usage.
161 if(This->resource.usage & WINED3DUSAGE_DYNAMIC)
163 TRACE("Gl usage = GL_STREAM_DRAW_ARB\n");
164 gl_usage = GL_STREAM_DRAW_ARB;
166 if(gl_info->supported[APPLE_FLUSH_BUFFER_RANGE])
168 GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE));
169 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE)");
170 This->flags |= WINED3D_BUFFER_FLUSH;
172 GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE));
173 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE)");
174 This->flags |= WINED3D_BUFFER_APPLESYNC;
176 /* No setup is needed here for GL_ARB_map_buffer_range */
178 else
180 TRACE("Gl usage = GL_DYNAMIC_DRAW_ARB\n");
181 gl_usage = GL_DYNAMIC_DRAW_ARB;
184 /* Reserve memory for the buffer. The amount of data won't change
185 * so we are safe with calling glBufferData once and
186 * calling glBufferSubData on updates. Upload the actual data in case
187 * we're not double buffering, so we can release the heap mem afterwards
189 GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, This->resource.size, This->resource.allocatedMemory, gl_usage));
190 error = glGetError();
191 LEAVE_GL();
192 if (error != GL_NO_ERROR)
194 ERR("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error);
195 goto fail;
198 This->buffer_object_size = This->resource.size;
199 This->buffer_object_usage = gl_usage;
201 if(This->flags & WINED3D_BUFFER_DOUBLEBUFFER)
203 if(!buffer_add_dirty_area(This, 0, 0))
205 ERR("buffer_add_dirty_area failed, this is not expected\n");
206 goto fail;
209 else
211 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
212 This->resource.allocatedMemory = NULL;
213 This->resource.heapMemory = NULL;
216 return;
218 fail:
219 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
220 ERR("Failed to create a vertex buffer object. Continuing, but performance issues may occur\n");
221 delete_gl_buffer(This, gl_info);
222 buffer_clear_dirty_areas(This);
225 static BOOL buffer_process_converted_attribute(struct wined3d_buffer *This,
226 const enum wined3d_buffer_conversion_type conversion_type,
227 const struct wined3d_stream_info_element *attrib, DWORD *stride_this_run)
229 DWORD attrib_size;
230 BOOL ret = FALSE;
231 unsigned int i;
232 DWORD_PTR data;
234 /* Check for some valid situations which cause us pain. One is if the buffer is used for
235 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
236 * with different strides. In the 2nd case we might have to drop conversion entirely,
237 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
239 if (!attrib->stride)
241 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n",
242 debug_d3dformat(attrib->format->id));
244 else if(attrib->stride != *stride_this_run && *stride_this_run)
246 FIXME("Got two concurrent strides, %d and %d\n", attrib->stride, *stride_this_run);
248 else
250 *stride_this_run = attrib->stride;
251 if (This->stride != *stride_this_run)
253 /* We rely that this happens only on the first converted attribute that is found,
254 * if at all. See above check
256 TRACE("Reconverting because converted attributes occur, and the stride changed\n");
257 This->stride = *stride_this_run;
258 HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY, This->conversion_map);
259 This->conversion_map = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
260 sizeof(*This->conversion_map) * This->stride);
261 ret = TRUE;
265 data = ((DWORD_PTR)attrib->data.addr) % This->stride;
266 attrib_size = attrib->format->component_count * attrib->format->component_size;
267 for (i = 0; i < attrib_size; ++i)
269 DWORD_PTR idx = (data + i) % This->stride;
270 if (This->conversion_map[idx] != conversion_type)
272 TRACE("Byte %ld in vertex changed\n", idx);
273 TRACE("It was type %d, is %d now\n", This->conversion_map[idx], conversion_type);
274 ret = TRUE;
275 This->conversion_map[idx] = conversion_type;
279 return ret;
282 static BOOL buffer_check_attribute(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
283 UINT attrib_idx, const BOOL check_d3dcolor, const BOOL is_ffp_position, const BOOL is_ffp_color,
284 DWORD *stride_this_run)
286 const struct wined3d_stream_info_element *attrib = &si->elements[attrib_idx];
287 enum wined3d_format_id format;
288 BOOL ret = FALSE;
290 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
291 * there, on nonexistent attribs the vbo is 0.
293 if (!(si->use_map & (1 << attrib_idx))
294 || attrib->data.buffer_object != This->buffer_object)
295 return FALSE;
297 format = attrib->format->id;
298 /* Look for newly appeared conversion */
299 if (check_d3dcolor && format == WINED3DFMT_B8G8R8A8_UNORM)
301 ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run);
303 if (!is_ffp_color) FIXME("Test for non-color fixed function WINED3DFMT_B8G8R8A8_UNORM format\n");
305 else if (is_ffp_position && format == WINED3DFMT_R32G32B32A32_FLOAT)
307 ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run);
309 else if (This->conversion_map)
311 ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run);
314 return ret;
317 static BOOL buffer_find_decl(struct wined3d_buffer *This)
319 struct wined3d_device *device = This->resource.device;
320 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
321 const struct wined3d_stream_info *si = &device->strided_streams;
322 const struct wined3d_state *state = &device->stateBlock->state;
323 UINT stride_this_run = 0;
324 BOOL ret = FALSE;
325 BOOL support_d3dcolor = gl_info->supported[ARB_VERTEX_ARRAY_BGRA];
327 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
328 * Once we have our declaration there is no need to look it up again. Index buffers also never need
329 * conversion, so once the (empty) conversion structure is created don't bother checking again
331 if (This->flags & WINED3D_BUFFER_HASDESC)
333 if(This->resource.usage & WINED3DUSAGE_STATICDECL) return FALSE;
336 if (use_vs(state))
338 TRACE("Vertex shaders used, no VBO conversion is needed\n");
339 if(This->conversion_map)
341 HeapFree(GetProcessHeap(), 0, This->conversion_map);
342 This->conversion_map = NULL;
343 This->stride = 0;
344 return TRUE;
347 return FALSE;
350 TRACE("Finding vertex buffer conversion information\n");
351 /* Certain declaration types need some fixups before we can pass them to
352 * opengl. This means D3DCOLOR attributes with fixed function vertex
353 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
354 * GL_ARB_half_float_vertex is not supported.
356 * Note for d3d8 and d3d9:
357 * The vertex buffer FVF doesn't help with finding them, we have to use
358 * the decoded vertex declaration and pick the things that concern the
359 * current buffer. A problem with this is that this can change between
360 * draws, so we have to validate the information and reprocess the buffer
361 * if it changes, and avoid false positives for performance reasons.
362 * WineD3D doesn't even know the vertex buffer any more, it is managed
363 * by the client libraries and passed to SetStreamSource and ProcessVertices
364 * as needed.
366 * We have to distinguish between vertex shaders and fixed function to
367 * pick the way we access the strided vertex information.
369 * This code sets up a per-byte array with the size of the detected
370 * stride of the arrays in the buffer. For each byte we have a field
371 * that marks the conversion needed on this byte. For example, the
372 * following declaration with fixed function vertex processing:
374 * POSITIONT, FLOAT4
375 * NORMAL, FLOAT3
376 * DIFFUSE, FLOAT16_4
377 * SPECULAR, D3DCOLOR
379 * Will result in
380 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
381 * [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]
383 * Where in this example map P means 4 component position conversion, 0
384 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
385 * conversion (red / blue swizzle).
387 * If we're doing conversion and the stride changes we have to reconvert
388 * the whole buffer. Note that we do not mind if the semantic changes,
389 * we only care for the conversion type. So if the NORMAL is replaced
390 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
391 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
392 * conversion types depend on the semantic as well, for example a FLOAT4
393 * texcoord needs no conversion while a FLOAT4 positiont needs one
396 ret = buffer_check_attribute(This, si, WINED3D_FFP_POSITION,
397 TRUE, TRUE, FALSE, &stride_this_run) || ret;
398 ret = buffer_check_attribute(This, si, WINED3D_FFP_NORMAL,
399 TRUE, FALSE, FALSE, &stride_this_run) || ret;
400 ret = buffer_check_attribute(This, si, WINED3D_FFP_DIFFUSE,
401 !support_d3dcolor, FALSE, TRUE, &stride_this_run) || ret;
402 ret = buffer_check_attribute(This, si, WINED3D_FFP_SPECULAR,
403 !support_d3dcolor, FALSE, TRUE, &stride_this_run) || ret;
404 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD0,
405 TRUE, FALSE, FALSE, &stride_this_run) || ret;
406 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD1,
407 TRUE, FALSE, FALSE, &stride_this_run) || ret;
408 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD2,
409 TRUE, FALSE, FALSE, &stride_this_run) || ret;
410 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD3,
411 TRUE, FALSE, FALSE, &stride_this_run) || ret;
412 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD4,
413 TRUE, FALSE, FALSE, &stride_this_run) || ret;
414 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD5,
415 TRUE, FALSE, FALSE, &stride_this_run) || ret;
416 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD6,
417 TRUE, FALSE, FALSE, &stride_this_run) || ret;
418 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD7,
419 TRUE, FALSE, FALSE, &stride_this_run) || ret;
421 if (!stride_this_run && This->conversion_map)
423 /* Sanity test */
424 if (!ret) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
425 HeapFree(GetProcessHeap(), 0, This->conversion_map);
426 This->conversion_map = NULL;
427 This->stride = 0;
430 if (ret) TRACE("Conversion information changed\n");
432 return ret;
435 static inline void fixup_d3dcolor(DWORD *dst_color)
437 DWORD src_color = *dst_color;
439 /* Color conversion like in drawStridedSlow. watch out for little endianity
440 * If we want that stuff to work on big endian machines too we have to consider more things
442 * 0xff000000: Alpha mask
443 * 0x00ff0000: Blue mask
444 * 0x0000ff00: Green mask
445 * 0x000000ff: Red mask
447 *dst_color = 0;
448 *dst_color |= (src_color & 0xff00ff00); /* Alpha Green */
449 *dst_color |= (src_color & 0x00ff0000) >> 16; /* Red */
450 *dst_color |= (src_color & 0x000000ff) << 16; /* Blue */
453 static inline void fixup_transformed_pos(float *p)
455 /* rhw conversion like in position_float4(). */
456 if (p[3] != 1.0f && p[3] != 0.0f)
458 float w = 1.0f / p[3];
459 p[0] *= w;
460 p[1] *= w;
461 p[2] *= w;
462 p[3] = w;
466 /* Context activation is done by the caller. */
467 void buffer_get_memory(struct wined3d_buffer *buffer, const struct wined3d_gl_info *gl_info,
468 struct wined3d_bo_address *data)
470 data->buffer_object = buffer->buffer_object;
471 if (!buffer->buffer_object)
473 if (buffer->flags & WINED3D_BUFFER_CREATEBO)
475 buffer_create_buffer_object(buffer, gl_info);
476 buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
477 if (buffer->buffer_object)
479 data->buffer_object = buffer->buffer_object;
480 data->addr = NULL;
481 return;
484 data->addr = buffer->resource.allocatedMemory;
486 else
488 data->addr = NULL;
492 ULONG CDECL wined3d_buffer_incref(struct wined3d_buffer *buffer)
494 ULONG refcount = InterlockedIncrement(&buffer->resource.ref);
496 TRACE("%p increasing refcount to %u.\n", buffer, refcount);
498 return refcount;
501 /* Context activation is done by the caller. */
502 BYTE *buffer_get_sysmem(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info)
504 /* AllocatedMemory exists if the buffer is double buffered or has no buffer object at all */
505 if(This->resource.allocatedMemory) return This->resource.allocatedMemory;
507 This->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + RESOURCE_ALIGNMENT);
508 This->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
510 if (This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
511 device_invalidate_state(This->resource.device, STATE_INDEXBUFFER);
513 ENTER_GL();
514 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
515 GL_EXTCALL(glGetBufferSubDataARB(This->buffer_type_hint, 0, This->resource.size, This->resource.allocatedMemory));
516 LEAVE_GL();
517 This->flags |= WINED3D_BUFFER_DOUBLEBUFFER;
519 return This->resource.allocatedMemory;
522 /* Do not call while under the GL lock. */
523 static void buffer_unload(struct wined3d_resource *resource)
525 struct wined3d_buffer *buffer = buffer_from_resource(resource);
527 TRACE("buffer %p.\n", buffer);
529 if (buffer->buffer_object)
531 struct wined3d_device *device = resource->device;
532 struct wined3d_context *context;
534 context = context_acquire(device, NULL);
536 /* Download the buffer, but don't permanently enable double buffering */
537 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
539 buffer_get_sysmem(buffer, context->gl_info);
540 buffer->flags &= ~WINED3D_BUFFER_DOUBLEBUFFER;
543 delete_gl_buffer(buffer, context->gl_info);
544 buffer->flags |= WINED3D_BUFFER_CREATEBO; /* Recreate the buffer object next load */
545 buffer_clear_dirty_areas(buffer);
547 context_release(context);
549 HeapFree(GetProcessHeap(), 0, buffer->conversion_map);
550 buffer->conversion_map = NULL;
551 buffer->stride = 0;
552 buffer->conversion_stride = 0;
553 buffer->flags &= ~WINED3D_BUFFER_HASDESC;
556 resource_unload(resource);
559 /* Do not call while under the GL lock. */
560 ULONG CDECL wined3d_buffer_decref(struct wined3d_buffer *buffer)
562 ULONG refcount = InterlockedDecrement(&buffer->resource.ref);
564 TRACE("%p decreasing refcount to %u.\n", buffer, refcount);
566 if (!refcount)
568 buffer_unload(&buffer->resource);
569 resource_cleanup(&buffer->resource);
570 buffer->resource.parent_ops->wined3d_object_destroyed(buffer->resource.parent);
571 HeapFree(GetProcessHeap(), 0, buffer->maps);
572 HeapFree(GetProcessHeap(), 0, buffer);
575 return refcount;
578 void * CDECL wined3d_buffer_get_parent(const struct wined3d_buffer *buffer)
580 TRACE("buffer %p.\n", buffer);
582 return buffer->resource.parent;
585 DWORD CDECL wined3d_buffer_set_priority(struct wined3d_buffer *buffer, DWORD priority)
587 return resource_set_priority(&buffer->resource, priority);
590 DWORD CDECL wined3d_buffer_get_priority(const struct wined3d_buffer *buffer)
592 return resource_get_priority(&buffer->resource);
595 /* The caller provides a context and binds the buffer */
596 static void buffer_sync_apple(struct wined3d_buffer *This, DWORD flags, const struct wined3d_gl_info *gl_info)
598 enum wined3d_event_query_result ret;
600 /* No fencing needs to be done if the app promises not to overwrite
601 * existing data */
602 if(flags & WINED3DLOCK_NOOVERWRITE) return;
603 if(flags & WINED3DLOCK_DISCARD)
605 ENTER_GL();
606 GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, This->resource.size, NULL, This->buffer_object_usage));
607 checkGLcall("glBufferDataARB\n");
608 LEAVE_GL();
609 return;
612 if(!This->query)
614 TRACE("Creating event query for buffer %p\n", This);
616 if (!wined3d_event_query_supported(gl_info))
618 FIXME("Event queries not supported, dropping async buffer locks.\n");
619 goto drop_query;
622 This->query = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*This->query));
623 if (!This->query)
625 ERR("Failed to allocate event query memory, dropping async buffer locks.\n");
626 goto drop_query;
629 /* Since we don't know about old draws a glFinish is needed once */
630 wglFinish();
631 return;
633 TRACE("Synchronizing buffer %p\n", This);
634 ret = wined3d_event_query_finish(This->query, This->resource.device);
635 switch(ret)
637 case WINED3D_EVENT_QUERY_NOT_STARTED:
638 case WINED3D_EVENT_QUERY_OK:
639 /* All done */
640 return;
642 case WINED3D_EVENT_QUERY_WRONG_THREAD:
643 WARN("Cannot synchronize buffer lock due to a thread conflict\n");
644 goto drop_query;
646 default:
647 ERR("wined3d_event_query_finish returned %u, dropping async buffer locks\n", ret);
648 goto drop_query;
651 drop_query:
652 if(This->query)
654 wined3d_event_query_destroy(This->query);
655 This->query = NULL;
658 wglFinish();
659 ENTER_GL();
660 GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE));
661 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
662 LEAVE_GL();
663 This->flags &= ~WINED3D_BUFFER_APPLESYNC;
666 /* The caller provides a GL context */
667 static void buffer_direct_upload(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info, DWORD flags)
669 BYTE *map;
670 UINT start = 0, len = 0;
672 ENTER_GL();
674 /* This potentially invalidates the element array buffer binding, but the
675 * caller always takes care of this. */
676 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
677 checkGLcall("glBindBufferARB");
678 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
680 GLbitfield mapflags;
681 mapflags = GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
682 if (flags & WINED3D_BUFFER_DISCARD)
683 mapflags |= GL_MAP_INVALIDATE_BUFFER_BIT;
684 if (flags & WINED3D_BUFFER_NOSYNC)
685 mapflags |= GL_MAP_UNSYNCHRONIZED_BIT;
686 map = GL_EXTCALL(glMapBufferRange(This->buffer_type_hint, 0,
687 This->resource.size, mapflags));
688 checkGLcall("glMapBufferRange");
690 else
692 if (This->flags & WINED3D_BUFFER_APPLESYNC)
694 DWORD syncflags = 0;
695 if (flags & WINED3D_BUFFER_DISCARD) syncflags |= WINED3DLOCK_DISCARD;
696 if (flags & WINED3D_BUFFER_NOSYNC) syncflags |= WINED3DLOCK_NOOVERWRITE;
697 LEAVE_GL();
698 buffer_sync_apple(This, syncflags, gl_info);
699 ENTER_GL();
701 map = GL_EXTCALL(glMapBufferARB(This->buffer_type_hint, GL_WRITE_ONLY_ARB));
702 checkGLcall("glMapBufferARB");
704 if (!map)
706 LEAVE_GL();
707 ERR("Failed to map opengl buffer\n");
708 return;
711 while (This->modified_areas)
713 This->modified_areas--;
714 start = This->maps[This->modified_areas].offset;
715 len = This->maps[This->modified_areas].size;
717 memcpy(map + start, This->resource.allocatedMemory + start, len);
719 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
721 GL_EXTCALL(glFlushMappedBufferRange(This->buffer_type_hint, start, len));
722 checkGLcall("glFlushMappedBufferRange");
724 else if (This->flags & WINED3D_BUFFER_FLUSH)
726 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This->buffer_type_hint, start, len));
727 checkGLcall("glFlushMappedBufferRangeAPPLE");
730 GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
731 checkGLcall("glUnmapBufferARB");
733 LEAVE_GL();
736 /* Do not call while under the GL lock. */
737 void CDECL wined3d_buffer_preload(struct wined3d_buffer *buffer)
739 DWORD flags = buffer->flags & (WINED3D_BUFFER_NOSYNC | WINED3D_BUFFER_DISCARD);
740 struct wined3d_device *device = buffer->resource.device;
741 UINT start = 0, end = 0, len = 0, vertices;
742 const struct wined3d_gl_info *gl_info;
743 struct wined3d_context *context;
744 BOOL decl_changed = FALSE;
745 unsigned int i, j;
746 BYTE *data;
748 TRACE("buffer %p.\n", buffer);
750 buffer->flags &= ~(WINED3D_BUFFER_NOSYNC | WINED3D_BUFFER_DISCARD);
752 if (!buffer->buffer_object)
754 /* TODO: Make converting independent from VBOs */
755 if (buffer->flags & WINED3D_BUFFER_CREATEBO)
757 context = context_acquire(device, NULL);
758 buffer_create_buffer_object(buffer, context->gl_info);
759 context_release(context);
760 buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
762 else
764 /* Not doing any conversion */
765 return;
769 /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
770 if (device->isInDraw && buffer->resource.bind_count > 0)
772 decl_changed = buffer_find_decl(buffer);
773 buffer->flags |= WINED3D_BUFFER_HASDESC;
776 if (!decl_changed && !(buffer->flags & WINED3D_BUFFER_HASDESC && buffer_is_dirty(buffer)))
778 ++buffer->draw_count;
779 if (buffer->draw_count > VB_RESETDECLCHANGE)
780 buffer->decl_change_count = 0;
781 if (buffer->draw_count > VB_RESETFULLCONVS)
782 buffer->full_conversion_count = 0;
783 return;
786 /* If applications change the declaration over and over, reconverting all the time is a huge
787 * performance hit. So count the declaration changes and release the VBO if there are too many
788 * of them (and thus stop converting)
790 if (decl_changed)
792 ++buffer->decl_change_count;
793 buffer->draw_count = 0;
795 if (buffer->decl_change_count > VB_MAXDECLCHANGES
796 || (buffer->conversion_map && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)))
798 FIXME("Too many declaration changes or converting dynamic buffer, stopping converting\n");
800 buffer_unload(&buffer->resource);
801 buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
803 /* The stream source state handler might have read the memory of
804 * the vertex buffer already and got the memory in the vbo which
805 * is not valid any longer. Dirtify the stream source to force a
806 * reload. This happens only once per changed vertexbuffer and
807 * should occur rather rarely. */
808 device_invalidate_state(device, STATE_STREAMSRC);
809 return;
812 /* The declaration changed, reload the whole buffer */
813 WARN("Reloading buffer because of decl change\n");
814 buffer_clear_dirty_areas(buffer);
815 if (!buffer_add_dirty_area(buffer, 0, 0))
817 ERR("buffer_add_dirty_area failed, this is not expected\n");
818 return;
820 /* Avoid unfenced updates, we might overwrite more areas of the buffer than the application
821 * cleared for unsynchronized updates
823 flags = 0;
825 else
827 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
828 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
829 * decl changes and reset the decl change count after a specific number of them
831 if (buffer->conversion_map && buffer_is_fully_dirty(buffer))
833 ++buffer->full_conversion_count;
834 if (buffer->full_conversion_count > VB_MAXFULLCONVERSIONS)
836 FIXME("Too many full buffer conversions, stopping converting.\n");
837 buffer_unload(&buffer->resource);
838 buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
839 if (buffer->resource.bind_count)
840 device_invalidate_state(device, STATE_STREAMSRC);
841 return;
844 else
846 ++buffer->draw_count;
847 if (buffer->draw_count > VB_RESETDECLCHANGE)
848 buffer->decl_change_count = 0;
849 if (buffer->draw_count > VB_RESETFULLCONVS)
850 buffer->full_conversion_count = 0;
854 if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
855 device_invalidate_state(device, STATE_INDEXBUFFER);
857 if (!buffer->conversion_map)
859 /* That means that there is nothing to fixup. Just upload from
860 * buffer->resource.allocatedMemory directly into the vbo. Do not
861 * free the system memory copy because drawPrimitive may need it if
862 * the stride is 0, for instancing emulation, vertex blending
863 * emulation or shader emulation. */
864 TRACE("No conversion needed.\n");
866 /* Nothing to do because we locked directly into the vbo */
867 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
869 return;
872 context = context_acquire(device, NULL);
873 buffer_direct_upload(buffer, context->gl_info, flags);
875 context_release(context);
876 return;
879 context = context_acquire(device, NULL);
880 gl_info = context->gl_info;
882 if(!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
884 buffer_get_sysmem(buffer, gl_info);
887 /* Now for each vertex in the buffer that needs conversion */
888 vertices = buffer->resource.size / buffer->stride;
890 data = HeapAlloc(GetProcessHeap(), 0, buffer->resource.size);
892 while(buffer->modified_areas)
894 buffer->modified_areas--;
895 start = buffer->maps[buffer->modified_areas].offset;
896 len = buffer->maps[buffer->modified_areas].size;
897 end = start + len;
899 memcpy(data + start, buffer->resource.allocatedMemory + start, end - start);
900 for (i = start / buffer->stride; i < min((end / buffer->stride) + 1, vertices); ++i)
902 for (j = 0; j < buffer->stride; ++j)
904 switch (buffer->conversion_map[j])
906 case CONV_NONE:
907 /* Done already */
908 j += 3;
909 break;
910 case CONV_D3DCOLOR:
911 fixup_d3dcolor((DWORD *) (data + i * buffer->stride + j));
912 j += 3;
913 break;
915 case CONV_POSITIONT:
916 fixup_transformed_pos((float *) (data + i * buffer->stride + j));
917 j += 15;
918 break;
919 default:
920 FIXME("Unimplemented conversion %d in shifted conversion\n", buffer->conversion_map[j]);
925 ENTER_GL();
926 GL_EXTCALL(glBindBufferARB(buffer->buffer_type_hint, buffer->buffer_object));
927 checkGLcall("glBindBufferARB");
928 GL_EXTCALL(glBufferSubDataARB(buffer->buffer_type_hint, start, len, data + start));
929 checkGLcall("glBufferSubDataARB");
930 LEAVE_GL();
933 HeapFree(GetProcessHeap(), 0, data);
934 context_release(context);
937 static DWORD buffer_sanitize_flags(const struct wined3d_buffer *buffer, DWORD flags)
939 /* Not all flags make sense together, but Windows never returns an error. Catch the
940 * cases that could cause issues */
941 if(flags & WINED3DLOCK_READONLY)
943 if(flags & WINED3DLOCK_DISCARD)
945 WARN("WINED3DLOCK_READONLY combined with WINED3DLOCK_DISCARD, ignoring flags\n");
946 return 0;
948 if(flags & WINED3DLOCK_NOOVERWRITE)
950 WARN("WINED3DLOCK_READONLY combined with WINED3DLOCK_NOOVERWRITE, ignoring flags\n");
951 return 0;
954 else if((flags & (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE)) == (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE))
956 WARN("WINED3DLOCK_DISCARD and WINED3DLOCK_NOOVERWRITE used together, ignoring\n");
957 return 0;
959 else if (flags & (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE) && !(buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
961 WARN("DISCARD or NOOVERWRITE lock on non-dynamic buffer, ignoring\n");
962 return 0;
965 return flags;
968 static GLbitfield buffer_gl_map_flags(DWORD d3d_flags)
970 GLbitfield ret = 0;
972 if (!(d3d_flags & WINED3DLOCK_READONLY))
973 ret |= GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
974 if (!(d3d_flags & (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE)))
975 ret |= GL_MAP_READ_BIT;
977 if (d3d_flags & WINED3DLOCK_DISCARD)
978 ret |= GL_MAP_INVALIDATE_BUFFER_BIT;
979 if (d3d_flags & WINED3DLOCK_NOOVERWRITE)
980 ret |= GL_MAP_UNSYNCHRONIZED_BIT;
982 return ret;
985 struct wined3d_resource * CDECL wined3d_buffer_get_resource(struct wined3d_buffer *buffer)
987 TRACE("buffer %p.\n", buffer);
989 return &buffer->resource;
992 HRESULT CDECL wined3d_buffer_map(struct wined3d_buffer *buffer, UINT offset, UINT size, BYTE **data, DWORD flags)
994 BOOL dirty = buffer_is_dirty(buffer);
995 LONG count;
997 TRACE("buffer %p, offset %u, size %u, data %p, flags %#x\n", buffer, offset, size, data, flags);
999 flags = buffer_sanitize_flags(buffer, flags);
1000 if (!(flags & WINED3DLOCK_READONLY))
1002 if (!buffer_add_dirty_area(buffer, offset, size)) return E_OUTOFMEMORY;
1005 count = InterlockedIncrement(&buffer->lock_count);
1007 if (buffer->buffer_object)
1009 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
1011 if (count == 1)
1013 struct wined3d_device *device = buffer->resource.device;
1014 struct wined3d_context *context;
1015 const struct wined3d_gl_info *gl_info;
1017 context = context_acquire(device, NULL);
1018 gl_info = context->gl_info;
1020 ENTER_GL();
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");
1033 else
1035 if (buffer->flags & WINED3D_BUFFER_APPLESYNC)
1037 LEAVE_GL();
1038 buffer_sync_apple(buffer, flags, gl_info);
1039 ENTER_GL();
1041 buffer->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(buffer->buffer_type_hint,
1042 GL_READ_WRITE_ARB));
1043 checkGLcall("glMapBufferARB");
1045 LEAVE_GL();
1047 if (((DWORD_PTR)buffer->resource.allocatedMemory) & (RESOURCE_ALIGNMENT - 1))
1049 WARN("Pointer %p is not %u byte aligned.\n", buffer->resource.allocatedMemory, RESOURCE_ALIGNMENT);
1051 ENTER_GL();
1052 GL_EXTCALL(glUnmapBufferARB(buffer->buffer_type_hint));
1053 checkGLcall("glUnmapBufferARB");
1054 LEAVE_GL();
1055 buffer->resource.allocatedMemory = NULL;
1057 if (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)
1059 /* The extra copy is more expensive than not using VBOs at
1060 * all on the Nvidia Linux driver, which is the only driver
1061 * that returns unaligned pointers
1063 TRACE("Dynamic buffer, dropping VBO\n");
1064 buffer_unload(&buffer->resource);
1065 buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
1066 if (buffer->resource.bind_count)
1067 device_invalidate_state(device, STATE_STREAMSRC);
1069 else
1071 TRACE("Falling back to doublebuffered operation\n");
1072 buffer_get_sysmem(buffer, gl_info);
1074 TRACE("New pointer is %p.\n", buffer->resource.allocatedMemory);
1076 context_release(context);
1079 else
1081 if (dirty)
1083 if (buffer->flags & WINED3D_BUFFER_NOSYNC && !(flags & WINED3DLOCK_NOOVERWRITE))
1085 buffer->flags &= ~WINED3D_BUFFER_NOSYNC;
1088 else if(flags & WINED3DLOCK_NOOVERWRITE)
1090 buffer->flags |= WINED3D_BUFFER_NOSYNC;
1093 if (flags & WINED3DLOCK_DISCARD)
1095 buffer->flags |= WINED3D_BUFFER_DISCARD;
1100 *data = buffer->resource.allocatedMemory + offset;
1102 TRACE("Returning memory at %p (base %p, offset %u).\n", *data, buffer->resource.allocatedMemory, offset);
1103 /* TODO: check Flags compatibility with buffer->currentDesc.Usage (see MSDN) */
1105 return WINED3D_OK;
1108 void CDECL wined3d_buffer_unmap(struct wined3d_buffer *buffer)
1110 ULONG i;
1112 TRACE("buffer %p.\n", buffer);
1114 /* In the case that the number of Unmap calls > the
1115 * number of Map calls, d3d returns always D3D_OK.
1116 * This is also needed to prevent Map from returning garbage on
1117 * the next call (this will happen if the lock_count is < 0). */
1118 if (!buffer->lock_count)
1120 WARN("Unmap called without a previous map call.\n");
1121 return;
1124 if (InterlockedDecrement(&buffer->lock_count))
1126 /* Delay loading the buffer until everything is unlocked */
1127 TRACE("Ignoring unmap.\n");
1128 return;
1131 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER) && buffer->buffer_object)
1133 struct wined3d_device *device = buffer->resource.device;
1134 const struct wined3d_gl_info *gl_info;
1135 struct wined3d_context *context;
1137 context = context_acquire(device, NULL);
1138 gl_info = context->gl_info;
1140 ENTER_GL();
1142 if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
1143 context_invalidate_state(context, STATE_INDEXBUFFER);
1144 GL_EXTCALL(glBindBufferARB(buffer->buffer_type_hint, buffer->buffer_object));
1146 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
1148 for (i = 0; i < buffer->modified_areas; ++i)
1150 GL_EXTCALL(glFlushMappedBufferRange(buffer->buffer_type_hint,
1151 buffer->maps[i].offset, buffer->maps[i].size));
1152 checkGLcall("glFlushMappedBufferRange");
1155 else if (buffer->flags & WINED3D_BUFFER_FLUSH)
1157 for (i = 0; i < buffer->modified_areas; ++i)
1159 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(buffer->buffer_type_hint,
1160 buffer->maps[i].offset, buffer->maps[i].size));
1161 checkGLcall("glFlushMappedBufferRangeAPPLE");
1165 GL_EXTCALL(glUnmapBufferARB(buffer->buffer_type_hint));
1166 LEAVE_GL();
1167 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
1168 context_release(context);
1170 buffer->resource.allocatedMemory = NULL;
1171 buffer_clear_dirty_areas(buffer);
1173 else if (buffer->flags & WINED3D_BUFFER_HASDESC)
1175 wined3d_buffer_preload(buffer);
1179 static const struct wined3d_resource_ops buffer_resource_ops =
1181 buffer_unload,
1184 static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device *device,
1185 UINT size, DWORD usage, enum wined3d_format_id format_id, enum wined3d_pool pool, GLenum bind_hint,
1186 const char *data, void *parent, const struct wined3d_parent_ops *parent_ops)
1188 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1189 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
1190 HRESULT hr;
1191 BOOL dynamic_buffer_ok;
1193 if (!size)
1195 WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
1196 return WINED3DERR_INVALIDCALL;
1199 hr = resource_init(&buffer->resource, device, WINED3D_RTYPE_BUFFER, format,
1200 WINED3D_MULTISAMPLE_NONE, 0, usage, pool, size, 1, 1, size,
1201 parent, parent_ops, &buffer_resource_ops);
1202 if (FAILED(hr))
1204 WARN("Failed to initialize resource, hr %#x\n", hr);
1205 return hr;
1207 buffer->buffer_type_hint = bind_hint;
1209 TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer->resource.size, buffer->resource.usage,
1210 debug_d3dformat(buffer->resource.format->id), buffer->resource.allocatedMemory, buffer);
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");
1233 else
1235 buffer->flags |= WINED3D_BUFFER_CREATEBO;
1238 if (data)
1240 BYTE *ptr;
1242 hr = wined3d_buffer_map(buffer, 0, size, &ptr, 0);
1243 if (FAILED(hr))
1245 ERR("Failed to map buffer, hr %#x\n", hr);
1246 buffer_unload(&buffer->resource);
1247 resource_cleanup(&buffer->resource);
1248 return hr;
1251 memcpy(ptr, data, size);
1253 wined3d_buffer_unmap(buffer);
1256 buffer->maps = HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer->maps));
1257 if (!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;
1266 return WINED3D_OK;
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;
1273 HRESULT hr;
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));
1278 if (!object)
1280 ERR("Failed to allocate memory\n");
1281 return E_OUTOFMEMORY;
1284 FIXME("Ignoring access flags (pool)\n");
1286 hr = buffer_init(object, device, desc->byte_width, desc->usage, WINED3DFMT_UNKNOWN,
1287 WINED3D_POOL_MANAGED, GL_ARRAY_BUFFER_ARB, data, parent, parent_ops);
1288 if (FAILED(hr))
1290 WARN("Failed to initialize buffer, hr %#x.\n", hr);
1291 HeapFree(GetProcessHeap(), 0, object);
1292 return hr;
1294 object->desc = *desc;
1296 TRACE("Created buffer %p.\n", object);
1298 *buffer = object;
1300 return WINED3D_OK;
1303 HRESULT CDECL wined3d_buffer_create_vb(struct wined3d_device *device, UINT size, DWORD usage, enum wined3d_pool pool,
1304 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer)
1306 struct wined3d_buffer *object;
1307 HRESULT hr;
1309 TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
1310 device, size, usage, pool, parent, parent_ops, buffer);
1312 if (pool == WINED3D_POOL_SCRATCH)
1314 /* The d3d9 tests shows that this is not allowed. It doesn't make much
1315 * sense anyway, SCRATCH buffers wouldn't be usable anywhere. */
1316 WARN("Vertex buffer in WINED3D_POOL_SCRATCH requested, returning WINED3DERR_INVALIDCALL.\n");
1317 *buffer = NULL;
1318 return WINED3DERR_INVALIDCALL;
1321 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1322 if (!object)
1324 ERR("Out of memory\n");
1325 *buffer = NULL;
1326 return WINED3DERR_OUTOFVIDEOMEMORY;
1329 hr = buffer_init(object, device, size, usage, WINED3DFMT_VERTEXDATA,
1330 pool, GL_ARRAY_BUFFER_ARB, NULL, parent, parent_ops);
1331 if (FAILED(hr))
1333 WARN("Failed to initialize buffer, hr %#x.\n", hr);
1334 HeapFree(GetProcessHeap(), 0, object);
1335 return hr;
1338 TRACE("Created buffer %p.\n", object);
1339 *buffer = object;
1341 return WINED3D_OK;
1344 HRESULT CDECL wined3d_buffer_create_ib(struct wined3d_device *device, UINT size, DWORD usage, enum wined3d_pool pool,
1345 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer)
1347 struct wined3d_buffer *object;
1348 HRESULT hr;
1350 TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
1351 device, size, usage, pool, parent, parent_ops, buffer);
1353 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1354 if (!object)
1356 ERR("Out of memory\n");
1357 *buffer = NULL;
1358 return WINED3DERR_OUTOFVIDEOMEMORY;
1361 hr = buffer_init(object, device, size, usage | WINED3DUSAGE_STATICDECL,
1362 WINED3DFMT_UNKNOWN, pool, GL_ELEMENT_ARRAY_BUFFER_ARB, NULL,
1363 parent, parent_ops);
1364 if (FAILED(hr))
1366 WARN("Failed to initialize buffer, hr %#x\n", hr);
1367 HeapFree(GetProcessHeap(), 0, object);
1368 return hr;
1371 TRACE("Created buffer %p.\n", object);
1372 *buffer = object;
1374 return WINED3D_OK;