comctl32/treeview: Correctly draw cut items.
[wine/multimedia.git] / dlls / wined3d / buffer.c
blobf2f806ec3e595701e7e6e4bf8f6753bd75580c37
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 inline BOOL buffer_is_dirty(struct wined3d_buffer *This)
81 return !!This->modified_areas;
84 static inline BOOL buffer_is_fully_dirty(struct wined3d_buffer *This)
86 unsigned int i;
88 for(i = 0; i < This->modified_areas; i++)
90 if (!This->maps[i].offset && This->maps[i].size == This->resource.size)
92 return TRUE;
95 return FALSE;
98 /* Context activation is done by the caller */
99 static void delete_gl_buffer(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info)
101 if(!This->buffer_object) return;
103 ENTER_GL();
104 GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
105 checkGLcall("glDeleteBuffersARB");
106 LEAVE_GL();
107 This->buffer_object = 0;
109 if(This->query)
111 wined3d_event_query_destroy(This->query);
112 This->query = NULL;
114 This->flags &= ~WINED3D_BUFFER_APPLESYNC;
117 /* Context activation is done by the caller. */
118 static void buffer_create_buffer_object(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info)
120 GLenum error, gl_usage;
122 TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n",
123 This, debug_d3dusage(This->resource.usage));
125 ENTER_GL();
127 /* Make sure that the gl error is cleared. Do not use checkGLcall
128 * here because checkGLcall just prints a fixme and continues. However,
129 * if an error during VBO creation occurs we can fall back to non-vbo operation
130 * with full functionality(but performance loss)
132 while (glGetError() != GL_NO_ERROR);
134 /* Basically the FVF parameter passed to CreateVertexBuffer is no good
135 * It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
136 * IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
137 * look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
138 * to check if the rhw and color values are in the correct format.
141 GL_EXTCALL(glGenBuffersARB(1, &This->buffer_object));
142 error = glGetError();
143 if (!This->buffer_object || error != GL_NO_ERROR)
145 ERR("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error);
146 LEAVE_GL();
147 goto fail;
150 if(This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
152 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
154 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
155 error = glGetError();
156 if (error != GL_NO_ERROR)
158 ERR("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error);
159 LEAVE_GL();
160 goto fail;
163 /* Don't use static, because dx apps tend to update the buffer
164 * quite often even if they specify 0 usage.
166 if(This->resource.usage & WINED3DUSAGE_DYNAMIC)
168 TRACE("Gl usage = GL_STREAM_DRAW_ARB\n");
169 gl_usage = GL_STREAM_DRAW_ARB;
171 if(gl_info->supported[APPLE_FLUSH_BUFFER_RANGE])
173 GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE));
174 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE)");
175 This->flags |= WINED3D_BUFFER_FLUSH;
177 GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE));
178 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE)");
179 This->flags |= WINED3D_BUFFER_APPLESYNC;
181 /* No setup is needed here for GL_ARB_map_buffer_range */
183 else
185 TRACE("Gl usage = GL_DYNAMIC_DRAW_ARB\n");
186 gl_usage = GL_DYNAMIC_DRAW_ARB;
189 /* Reserve memory for the buffer. The amount of data won't change
190 * so we are safe with calling glBufferData once and
191 * calling glBufferSubData on updates. Upload the actual data in case
192 * we're not double buffering, so we can release the heap mem afterwards
194 GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, This->resource.size, This->resource.allocatedMemory, gl_usage));
195 error = glGetError();
196 LEAVE_GL();
197 if (error != GL_NO_ERROR)
199 ERR("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error);
200 goto fail;
203 This->buffer_object_size = This->resource.size;
204 This->buffer_object_usage = gl_usage;
206 if(This->flags & WINED3D_BUFFER_DOUBLEBUFFER)
208 if(!buffer_add_dirty_area(This, 0, 0))
210 ERR("buffer_add_dirty_area failed, this is not expected\n");
211 goto fail;
214 else
216 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
217 This->resource.allocatedMemory = NULL;
218 This->resource.heapMemory = NULL;
221 return;
223 fail:
224 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
225 ERR("Failed to create a vertex buffer object. Continuing, but performance issues may occur\n");
226 delete_gl_buffer(This, gl_info);
227 buffer_clear_dirty_areas(This);
230 static BOOL buffer_process_converted_attribute(struct wined3d_buffer *This,
231 const enum wined3d_buffer_conversion_type conversion_type,
232 const struct wined3d_stream_info_element *attrib, DWORD *stride_this_run)
234 DWORD offset = This->resource.device->stateBlock->state.streams[attrib->stream_idx].offset;
235 DWORD attrib_size;
236 BOOL ret = FALSE;
237 unsigned int i;
238 DWORD_PTR data;
240 /* Check for some valid situations which cause us pain. One is if the buffer is used for
241 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
242 * with different strides. In the 2nd case we might have to drop conversion entirely,
243 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
245 if (!attrib->stride)
247 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n",
248 debug_d3dformat(attrib->format->id));
250 else if(attrib->stride != *stride_this_run && *stride_this_run)
252 FIXME("Got two concurrent strides, %d and %d\n", attrib->stride, *stride_this_run);
254 else
256 *stride_this_run = attrib->stride;
257 if (This->stride != *stride_this_run)
259 /* We rely that this happens only on the first converted attribute that is found,
260 * if at all. See above check
262 TRACE("Reconverting because converted attributes occur, and the stride changed\n");
263 This->stride = *stride_this_run;
264 HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY, This->conversion_map);
265 This->conversion_map = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
266 sizeof(*This->conversion_map) * This->stride);
267 ret = TRUE;
271 data = (((DWORD_PTR)attrib->data) + offset) % This->stride;
272 attrib_size = attrib->format->component_count * attrib->format->component_size;
273 for (i = 0; i < attrib_size; ++i)
275 DWORD_PTR idx = (data + i) % This->stride;
276 if (This->conversion_map[idx] != conversion_type)
278 TRACE("Byte %ld in vertex changed\n", idx);
279 TRACE("It was type %d, is %d now\n", This->conversion_map[idx], conversion_type);
280 ret = TRUE;
281 This->conversion_map[idx] = conversion_type;
285 return ret;
288 static BOOL buffer_check_attribute(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
289 UINT attrib_idx, const BOOL check_d3dcolor, const BOOL is_ffp_position, const BOOL is_ffp_color,
290 DWORD *stride_this_run)
292 const struct wined3d_stream_info_element *attrib = &si->elements[attrib_idx];
293 enum wined3d_format_id format;
294 BOOL ret = FALSE;
296 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
297 * there, on nonexistent attribs the vbo is 0.
299 if (!(si->use_map & (1 << attrib_idx))
300 || attrib->buffer_object != This->buffer_object)
301 return FALSE;
303 format = attrib->format->id;
304 /* Look for newly appeared conversion */
305 if (check_d3dcolor && format == WINED3DFMT_B8G8R8A8_UNORM)
307 ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run);
309 if (!is_ffp_color) FIXME("Test for non-color fixed function WINED3DFMT_B8G8R8A8_UNORM format\n");
311 else if (is_ffp_position && format == WINED3DFMT_R32G32B32A32_FLOAT)
313 ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run);
315 else if (This->conversion_map)
317 ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run);
320 return ret;
323 static BOOL buffer_find_decl(struct wined3d_buffer *This)
325 struct wined3d_device *device = This->resource.device;
326 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
327 const struct wined3d_stream_info *si = &device->strided_streams;
328 const struct wined3d_state *state = &device->stateBlock->state;
329 UINT stride_this_run = 0;
330 BOOL ret = FALSE;
331 BOOL support_d3dcolor = gl_info->supported[ARB_VERTEX_ARRAY_BGRA];
333 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
334 * Once we have our declaration there is no need to look it up again. Index buffers also never need
335 * conversion, so once the (empty) conversion structure is created don't bother checking again
337 if (This->flags & WINED3D_BUFFER_HASDESC)
339 if(This->resource.usage & WINED3DUSAGE_STATICDECL) return FALSE;
342 if (use_vs(state))
344 TRACE("Vertex shaders used, no VBO conversion is needed\n");
345 if(This->conversion_map)
347 HeapFree(GetProcessHeap(), 0, This->conversion_map);
348 This->conversion_map = NULL;
349 This->stride = 0;
350 return TRUE;
353 return FALSE;
356 TRACE("Finding vertex buffer conversion information\n");
357 /* Certain declaration types need some fixups before we can pass them to
358 * opengl. This means D3DCOLOR attributes with fixed function vertex
359 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
360 * GL_ARB_half_float_vertex is not supported.
362 * Note for d3d8 and d3d9:
363 * The vertex buffer FVF doesn't help with finding them, we have to use
364 * the decoded vertex declaration and pick the things that concern the
365 * current buffer. A problem with this is that this can change between
366 * draws, so we have to validate the information and reprocess the buffer
367 * if it changes, and avoid false positives for performance reasons.
368 * WineD3D doesn't even know the vertex buffer any more, it is managed
369 * by the client libraries and passed to SetStreamSource and ProcessVertices
370 * as needed.
372 * We have to distinguish between vertex shaders and fixed function to
373 * pick the way we access the strided vertex information.
375 * This code sets up a per-byte array with the size of the detected
376 * stride of the arrays in the buffer. For each byte we have a field
377 * that marks the conversion needed on this byte. For example, the
378 * following declaration with fixed function vertex processing:
380 * POSITIONT, FLOAT4
381 * NORMAL, FLOAT3
382 * DIFFUSE, FLOAT16_4
383 * SPECULAR, D3DCOLOR
385 * Will result in
386 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
387 * [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]
389 * Where in this example map P means 4 component position conversion, 0
390 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
391 * conversion (red / blue swizzle).
393 * If we're doing conversion and the stride changes we have to reconvert
394 * the whole buffer. Note that we do not mind if the semantic changes,
395 * we only care for the conversion type. So if the NORMAL is replaced
396 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
397 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
398 * conversion types depend on the semantic as well, for example a FLOAT4
399 * texcoord needs no conversion while a FLOAT4 positiont needs one
402 ret = buffer_check_attribute(This, si, WINED3D_FFP_POSITION,
403 TRUE, TRUE, FALSE, &stride_this_run) || ret;
404 ret = buffer_check_attribute(This, si, WINED3D_FFP_NORMAL,
405 TRUE, FALSE, FALSE, &stride_this_run) || ret;
406 ret = buffer_check_attribute(This, si, WINED3D_FFP_DIFFUSE,
407 !support_d3dcolor, FALSE, TRUE, &stride_this_run) || ret;
408 ret = buffer_check_attribute(This, si, WINED3D_FFP_SPECULAR,
409 !support_d3dcolor, FALSE, TRUE, &stride_this_run) || ret;
410 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD0,
411 TRUE, FALSE, FALSE, &stride_this_run) || ret;
412 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD1,
413 TRUE, FALSE, FALSE, &stride_this_run) || ret;
414 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD2,
415 TRUE, FALSE, FALSE, &stride_this_run) || ret;
416 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD3,
417 TRUE, FALSE, FALSE, &stride_this_run) || ret;
418 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD4,
419 TRUE, FALSE, FALSE, &stride_this_run) || ret;
420 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD5,
421 TRUE, FALSE, FALSE, &stride_this_run) || ret;
422 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD6,
423 TRUE, FALSE, FALSE, &stride_this_run) || ret;
424 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD7,
425 TRUE, FALSE, FALSE, &stride_this_run) || ret;
427 if (!stride_this_run && This->conversion_map)
429 /* Sanity test */
430 if (!ret) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
431 HeapFree(GetProcessHeap(), 0, This->conversion_map);
432 This->conversion_map = NULL;
433 This->stride = 0;
436 if (ret) TRACE("Conversion information changed\n");
438 return ret;
441 static inline void fixup_d3dcolor(DWORD *dst_color)
443 DWORD src_color = *dst_color;
445 /* Color conversion like in drawStridedSlow. watch out for little endianity
446 * If we want that stuff to work on big endian machines too we have to consider more things
448 * 0xff000000: Alpha mask
449 * 0x00ff0000: Blue mask
450 * 0x0000ff00: Green mask
451 * 0x000000ff: Red mask
453 *dst_color = 0;
454 *dst_color |= (src_color & 0xff00ff00); /* Alpha Green */
455 *dst_color |= (src_color & 0x00ff0000) >> 16; /* Red */
456 *dst_color |= (src_color & 0x000000ff) << 16; /* Blue */
459 static inline void fixup_transformed_pos(float *p)
461 /* rhw conversion like in position_float4(). */
462 if (p[3] != 1.0f && p[3] != 0.0f)
464 float w = 1.0f / p[3];
465 p[0] *= w;
466 p[1] *= w;
467 p[2] *= w;
468 p[3] = w;
472 /* Context activation is done by the caller. */
473 const BYTE *buffer_get_memory(struct wined3d_buffer *buffer,
474 const struct wined3d_gl_info *gl_info, GLuint *buffer_object)
476 *buffer_object = buffer->buffer_object;
477 if (!buffer->buffer_object)
479 if (buffer->flags & WINED3D_BUFFER_CREATEBO)
481 buffer_create_buffer_object(buffer, gl_info);
482 buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
483 if (buffer->buffer_object)
485 *buffer_object = buffer->buffer_object;
486 return NULL;
489 return buffer->resource.allocatedMemory;
491 else
493 return NULL;
497 ULONG CDECL wined3d_buffer_incref(struct wined3d_buffer *buffer)
499 ULONG refcount = InterlockedIncrement(&buffer->resource.ref);
501 TRACE("%p increasing refcount to %u.\n", buffer, refcount);
503 return refcount;
506 /* Context activation is done by the caller. */
507 BYTE *buffer_get_sysmem(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info)
509 /* AllocatedMemory exists if the buffer is double buffered or has no buffer object at all */
510 if(This->resource.allocatedMemory) return This->resource.allocatedMemory;
512 This->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + RESOURCE_ALIGNMENT);
513 This->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
515 if (This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
517 IWineD3DDeviceImpl_MarkStateDirty(This->resource.device, STATE_INDEXBUFFER);
520 ENTER_GL();
521 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
522 GL_EXTCALL(glGetBufferSubDataARB(This->buffer_type_hint, 0, This->resource.size, This->resource.allocatedMemory));
523 LEAVE_GL();
524 This->flags |= WINED3D_BUFFER_DOUBLEBUFFER;
526 return This->resource.allocatedMemory;
529 /* Do not call while under the GL lock. */
530 static void buffer_unload(struct wined3d_resource *resource)
532 struct wined3d_buffer *buffer = buffer_from_resource(resource);
534 TRACE("buffer %p.\n", buffer);
536 if (buffer->buffer_object)
538 struct wined3d_device *device = resource->device;
539 struct wined3d_context *context;
541 context = context_acquire(device, NULL);
543 /* Download the buffer, but don't permanently enable double buffering */
544 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
546 buffer_get_sysmem(buffer, context->gl_info);
547 buffer->flags &= ~WINED3D_BUFFER_DOUBLEBUFFER;
550 delete_gl_buffer(buffer, context->gl_info);
551 buffer->flags |= WINED3D_BUFFER_CREATEBO; /* Recreate the buffer object next load */
552 buffer_clear_dirty_areas(buffer);
554 context_release(context);
556 HeapFree(GetProcessHeap(), 0, buffer->conversion_map);
557 buffer->conversion_map = NULL;
558 buffer->stride = 0;
559 buffer->conversion_stride = 0;
560 buffer->flags &= ~WINED3D_BUFFER_HASDESC;
563 resource_unload(resource);
566 /* Do not call while under the GL lock. */
567 ULONG CDECL wined3d_buffer_decref(struct wined3d_buffer *buffer)
569 ULONG refcount = InterlockedDecrement(&buffer->resource.ref);
571 TRACE("%p decreasing refcount to %u.\n", buffer, refcount);
573 if (!refcount)
575 buffer_unload(&buffer->resource);
576 resource_cleanup(&buffer->resource);
577 buffer->resource.parent_ops->wined3d_object_destroyed(buffer->resource.parent);
578 HeapFree(GetProcessHeap(), 0, buffer->maps);
579 HeapFree(GetProcessHeap(), 0, buffer);
582 return refcount;
585 void * CDECL wined3d_buffer_get_parent(const struct wined3d_buffer *buffer)
587 TRACE("buffer %p.\n", buffer);
589 return buffer->resource.parent;
592 HRESULT CDECL wined3d_buffer_set_private_data(struct wined3d_buffer *buffer,
593 REFGUID guid, const void *data, DWORD data_size, DWORD flags)
595 return resource_set_private_data(&buffer->resource, guid, data, data_size, flags);
598 HRESULT CDECL wined3d_buffer_get_private_data(const struct wined3d_buffer *buffer,
599 REFGUID guid, void *data, DWORD *data_size)
601 return resource_get_private_data(&buffer->resource, guid, data, data_size);
604 HRESULT CDECL wined3d_buffer_free_private_data(struct wined3d_buffer *buffer, REFGUID guid)
606 return resource_free_private_data(&buffer->resource, guid);
609 DWORD CDECL wined3d_buffer_set_priority(struct wined3d_buffer *buffer, DWORD priority)
611 return resource_set_priority(&buffer->resource, priority);
614 DWORD CDECL wined3d_buffer_get_priority(const struct wined3d_buffer *buffer)
616 return resource_get_priority(&buffer->resource);
619 /* The caller provides a context and binds the buffer */
620 static void buffer_sync_apple(struct wined3d_buffer *This, DWORD flags, const struct wined3d_gl_info *gl_info)
622 enum wined3d_event_query_result ret;
624 /* No fencing needs to be done if the app promises not to overwrite
625 * existing data */
626 if(flags & WINED3DLOCK_NOOVERWRITE) return;
627 if(flags & WINED3DLOCK_DISCARD)
629 ENTER_GL();
630 GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, This->resource.size, NULL, This->buffer_object_usage));
631 checkGLcall("glBufferDataARB\n");
632 LEAVE_GL();
633 return;
636 if(!This->query)
638 TRACE("Creating event query for buffer %p\n", This);
640 if (!wined3d_event_query_supported(gl_info))
642 FIXME("Event queries not supported, dropping async buffer locks.\n");
643 goto drop_query;
646 This->query = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*This->query));
647 if (!This->query)
649 ERR("Failed to allocate event query memory, dropping async buffer locks.\n");
650 goto drop_query;
653 /* Since we don't know about old draws a glFinish is needed once */
654 wglFinish();
655 return;
657 TRACE("Synchronizing buffer %p\n", This);
658 ret = wined3d_event_query_finish(This->query, This->resource.device);
659 switch(ret)
661 case WINED3D_EVENT_QUERY_NOT_STARTED:
662 case WINED3D_EVENT_QUERY_OK:
663 /* All done */
664 return;
666 case WINED3D_EVENT_QUERY_WRONG_THREAD:
667 WARN("Cannot synchronize buffer lock due to a thread conflict\n");
668 goto drop_query;
670 default:
671 ERR("wined3d_event_query_finish returned %u, dropping async buffer locks\n", ret);
672 goto drop_query;
675 drop_query:
676 if(This->query)
678 wined3d_event_query_destroy(This->query);
679 This->query = NULL;
682 wglFinish();
683 ENTER_GL();
684 GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE));
685 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
686 LEAVE_GL();
687 This->flags &= ~WINED3D_BUFFER_APPLESYNC;
690 /* The caller provides a GL context */
691 static void buffer_direct_upload(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info, DWORD flags)
693 BYTE *map;
694 UINT start = 0, len = 0;
696 ENTER_GL();
698 /* This potentially invalidates the element array buffer binding, but the
699 * caller always takes care of this. */
700 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
701 checkGLcall("glBindBufferARB");
702 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
704 GLbitfield mapflags;
705 mapflags = GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
706 if (flags & WINED3D_BUFFER_DISCARD)
708 mapflags |= GL_MAP_UNSYNCHRONIZED_BIT | GL_MAP_INVALIDATE_BUFFER_BIT;
710 else if (flags & WINED3D_BUFFER_NOSYNC)
712 mapflags |= GL_MAP_UNSYNCHRONIZED_BIT;
714 map = GL_EXTCALL(glMapBufferRange(This->buffer_type_hint, 0,
715 This->resource.size, mapflags));
716 checkGLcall("glMapBufferRange");
718 else
720 if (This->flags & WINED3D_BUFFER_APPLESYNC)
722 DWORD syncflags = 0;
723 if (flags & WINED3D_BUFFER_DISCARD) syncflags |= WINED3DLOCK_DISCARD;
724 if (flags & WINED3D_BUFFER_NOSYNC) syncflags |= WINED3DLOCK_NOOVERWRITE;
725 LEAVE_GL();
726 buffer_sync_apple(This, syncflags, gl_info);
727 ENTER_GL();
729 map = GL_EXTCALL(glMapBufferARB(This->buffer_type_hint, GL_WRITE_ONLY_ARB));
730 checkGLcall("glMapBufferARB");
732 if (!map)
734 LEAVE_GL();
735 ERR("Failed to map opengl buffer\n");
736 return;
739 while (This->modified_areas)
741 This->modified_areas--;
742 start = This->maps[This->modified_areas].offset;
743 len = This->maps[This->modified_areas].size;
745 memcpy(map + start, This->resource.allocatedMemory + start, len);
747 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
749 GL_EXTCALL(glFlushMappedBufferRange(This->buffer_type_hint, start, len));
750 checkGLcall("glFlushMappedBufferRange");
752 else if (This->flags & WINED3D_BUFFER_FLUSH)
754 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This->buffer_type_hint, start, len));
755 checkGLcall("glFlushMappedBufferRangeAPPLE");
758 GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
759 checkGLcall("glUnmapBufferARB");
761 LEAVE_GL();
764 /* Do not call while under the GL lock. */
765 void CDECL wined3d_buffer_preload(struct wined3d_buffer *buffer)
767 DWORD flags = buffer->flags & (WINED3D_BUFFER_NOSYNC | WINED3D_BUFFER_DISCARD);
768 struct wined3d_device *device = buffer->resource.device;
769 UINT start = 0, end = 0, len = 0, vertices;
770 const struct wined3d_gl_info *gl_info;
771 struct wined3d_context *context;
772 BOOL decl_changed = FALSE;
773 unsigned int i, j;
774 BYTE *data;
776 TRACE("buffer %p.\n", buffer);
778 buffer->flags &= ~(WINED3D_BUFFER_NOSYNC | WINED3D_BUFFER_DISCARD);
780 if (!buffer->buffer_object)
782 /* TODO: Make converting independent from VBOs */
783 if (buffer->flags & WINED3D_BUFFER_CREATEBO)
785 context = context_acquire(device, NULL);
786 buffer_create_buffer_object(buffer, context->gl_info);
787 context_release(context);
788 buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
790 else
792 /* Not doing any conversion */
793 return;
797 /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
798 if (device->isInDraw && buffer->bind_count > 0)
800 decl_changed = buffer_find_decl(buffer);
801 buffer->flags |= WINED3D_BUFFER_HASDESC;
804 if (!decl_changed && !(buffer->flags & WINED3D_BUFFER_HASDESC && buffer_is_dirty(buffer)))
806 ++buffer->draw_count;
807 if (buffer->draw_count > VB_RESETDECLCHANGE)
808 buffer->decl_change_count = 0;
809 if (buffer->draw_count > VB_RESETFULLCONVS)
810 buffer->full_conversion_count = 0;
811 return;
814 /* If applications change the declaration over and over, reconverting all the time is a huge
815 * performance hit. So count the declaration changes and release the VBO if there are too many
816 * of them (and thus stop converting)
818 if (decl_changed)
820 ++buffer->decl_change_count;
821 buffer->draw_count = 0;
823 if (buffer->decl_change_count > VB_MAXDECLCHANGES
824 || (buffer->conversion_map && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)))
826 FIXME("Too many declaration changes or converting dynamic buffer, stopping converting\n");
828 buffer_unload(&buffer->resource);
829 buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
831 /* The stream source state handler might have read the memory of
832 * the vertex buffer already and got the memory in the vbo which
833 * is not valid any longer. Dirtify the stream source to force a
834 * reload. This happens only once per changed vertexbuffer and
835 * should occur rather rarely. */
836 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
837 return;
840 /* The declaration changed, reload the whole buffer */
841 WARN("Reloading buffer because of decl change\n");
842 buffer_clear_dirty_areas(buffer);
843 if (!buffer_add_dirty_area(buffer, 0, 0))
845 ERR("buffer_add_dirty_area failed, this is not expected\n");
846 return;
848 /* Avoid unfenced updates, we might overwrite more areas of the buffer than the application
849 * cleared for unsynchronized updates
851 flags = 0;
853 else
855 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
856 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
857 * decl changes and reset the decl change count after a specific number of them
859 if (buffer->conversion_map && buffer_is_fully_dirty(buffer))
861 ++buffer->full_conversion_count;
862 if (buffer->full_conversion_count > VB_MAXFULLCONVERSIONS)
864 FIXME("Too many full buffer conversions, stopping converting.\n");
865 buffer_unload(&buffer->resource);
866 buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
867 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_STREAMSRC);
868 return;
871 else
873 ++buffer->draw_count;
874 if (buffer->draw_count > VB_RESETDECLCHANGE)
875 buffer->decl_change_count = 0;
876 if (buffer->draw_count > VB_RESETFULLCONVS)
877 buffer->full_conversion_count = 0;
881 if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
882 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_INDEXBUFFER);
884 if (!buffer->conversion_map)
886 /* That means that there is nothing to fixup. Just upload from
887 * buffer->resource.allocatedMemory directly into the vbo. Do not
888 * free the system memory copy because drawPrimitive may need it if
889 * the stride is 0, for instancing emulation, vertex blending
890 * emulation or shader emulation. */
891 TRACE("No conversion needed.\n");
893 /* Nothing to do because we locked directly into the vbo */
894 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
896 return;
899 context = context_acquire(device, NULL);
900 buffer_direct_upload(buffer, context->gl_info, flags);
902 context_release(context);
903 return;
906 context = context_acquire(device, NULL);
907 gl_info = context->gl_info;
909 if(!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
911 buffer_get_sysmem(buffer, gl_info);
914 /* Now for each vertex in the buffer that needs conversion */
915 vertices = buffer->resource.size / buffer->stride;
917 data = HeapAlloc(GetProcessHeap(), 0, buffer->resource.size);
919 while(buffer->modified_areas)
921 buffer->modified_areas--;
922 start = buffer->maps[buffer->modified_areas].offset;
923 len = buffer->maps[buffer->modified_areas].size;
924 end = start + len;
926 memcpy(data + start, buffer->resource.allocatedMemory + start, end - start);
927 for (i = start / buffer->stride; i < min((end / buffer->stride) + 1, vertices); ++i)
929 for (j = 0; j < buffer->stride; ++j)
931 switch (buffer->conversion_map[j])
933 case CONV_NONE:
934 /* Done already */
935 j += 3;
936 break;
937 case CONV_D3DCOLOR:
938 fixup_d3dcolor((DWORD *) (data + i * buffer->stride + j));
939 j += 3;
940 break;
942 case CONV_POSITIONT:
943 fixup_transformed_pos((float *) (data + i * buffer->stride + j));
944 j += 15;
945 break;
946 default:
947 FIXME("Unimplemented conversion %d in shifted conversion\n", buffer->conversion_map[j]);
952 ENTER_GL();
953 GL_EXTCALL(glBindBufferARB(buffer->buffer_type_hint, buffer->buffer_object));
954 checkGLcall("glBindBufferARB");
955 GL_EXTCALL(glBufferSubDataARB(buffer->buffer_type_hint, start, len, data + start));
956 checkGLcall("glBufferSubDataARB");
957 LEAVE_GL();
960 HeapFree(GetProcessHeap(), 0, data);
961 context_release(context);
964 static DWORD buffer_sanitize_flags(struct wined3d_buffer *buffer, DWORD flags)
966 /* Not all flags make sense together, but Windows never returns an error. Catch the
967 * cases that could cause issues */
968 if(flags & WINED3DLOCK_READONLY)
970 if(flags & WINED3DLOCK_DISCARD)
972 WARN("WINED3DLOCK_READONLY combined with WINED3DLOCK_DISCARD, ignoring flags\n");
973 return 0;
975 if(flags & WINED3DLOCK_NOOVERWRITE)
977 WARN("WINED3DLOCK_READONLY combined with WINED3DLOCK_NOOVERWRITE, ignoring flags\n");
978 return 0;
981 else if((flags & (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE)) == (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE))
983 WARN("WINED3DLOCK_DISCARD and WINED3DLOCK_NOOVERWRITE used together, ignoring\n");
984 return 0;
986 else if (flags & (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE) && !(buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
988 WARN("DISCARD or NOOVERWRITE lock on non-dynamic buffer, ignoring\n");
989 return 0;
992 return flags;
995 static GLbitfield buffer_gl_map_flags(DWORD d3d_flags)
997 GLbitfield ret = 0;
999 if (!(d3d_flags & WINED3DLOCK_READONLY)) ret = GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
1001 if (d3d_flags & (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE))
1003 if(d3d_flags & WINED3DLOCK_DISCARD) ret |= GL_MAP_INVALIDATE_BUFFER_BIT;
1004 ret |= GL_MAP_UNSYNCHRONIZED_BIT;
1006 else
1008 ret |= GL_MAP_READ_BIT;
1011 return ret;
1014 struct wined3d_resource * CDECL wined3d_buffer_get_resource(struct wined3d_buffer *buffer)
1016 TRACE("buffer %p.\n", buffer);
1018 return &buffer->resource;
1021 HRESULT CDECL wined3d_buffer_map(struct wined3d_buffer *buffer, UINT offset, UINT size, BYTE **data, DWORD flags)
1023 BOOL dirty = buffer_is_dirty(buffer);
1024 LONG count;
1026 TRACE("buffer %p, offset %u, size %u, data %p, flags %#x\n", buffer, offset, size, data, flags);
1028 flags = buffer_sanitize_flags(buffer, flags);
1029 if (!(flags & WINED3DLOCK_READONLY))
1031 if (!buffer_add_dirty_area(buffer, offset, size)) return E_OUTOFMEMORY;
1034 count = InterlockedIncrement(&buffer->lock_count);
1036 if (buffer->buffer_object)
1038 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
1040 if (count == 1)
1042 struct wined3d_device *device = buffer->resource.device;
1043 struct wined3d_context *context;
1044 const struct wined3d_gl_info *gl_info;
1046 if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
1047 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_INDEXBUFFER);
1049 context = context_acquire(device, NULL);
1050 gl_info = context->gl_info;
1051 ENTER_GL();
1052 GL_EXTCALL(glBindBufferARB(buffer->buffer_type_hint, buffer->buffer_object));
1054 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
1056 GLbitfield mapflags = buffer_gl_map_flags(flags);
1057 buffer->resource.allocatedMemory = GL_EXTCALL(glMapBufferRange(buffer->buffer_type_hint,
1058 0, buffer->resource.size, mapflags));
1059 checkGLcall("glMapBufferRange");
1061 else
1063 if (buffer->flags & WINED3D_BUFFER_APPLESYNC)
1065 LEAVE_GL();
1066 buffer_sync_apple(buffer, flags, gl_info);
1067 ENTER_GL();
1069 buffer->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(buffer->buffer_type_hint,
1070 GL_READ_WRITE_ARB));
1071 checkGLcall("glMapBufferARB");
1073 LEAVE_GL();
1075 if (((DWORD_PTR)buffer->resource.allocatedMemory) & (RESOURCE_ALIGNMENT - 1))
1077 WARN("Pointer %p is not %u byte aligned, falling back to double buffered operation.\n",
1078 buffer->resource.allocatedMemory, RESOURCE_ALIGNMENT);
1080 ENTER_GL();
1081 GL_EXTCALL(glUnmapBufferARB(buffer->buffer_type_hint));
1082 checkGLcall("glUnmapBufferARB");
1083 LEAVE_GL();
1084 buffer->resource.allocatedMemory = NULL;
1086 buffer_get_sysmem(buffer, gl_info);
1087 TRACE("New pointer is %p.\n", buffer->resource.allocatedMemory);
1089 context_release(context);
1092 else
1094 if (dirty)
1096 if (buffer->flags & WINED3D_BUFFER_NOSYNC && !(flags & WINED3DLOCK_NOOVERWRITE))
1098 buffer->flags &= ~WINED3D_BUFFER_NOSYNC;
1101 else if(flags & WINED3DLOCK_NOOVERWRITE)
1103 buffer->flags |= WINED3D_BUFFER_NOSYNC;
1106 if (flags & WINED3DLOCK_DISCARD)
1108 buffer->flags |= WINED3D_BUFFER_DISCARD;
1113 *data = buffer->resource.allocatedMemory + offset;
1115 TRACE("Returning memory at %p (base %p, offset %u).\n", *data, buffer->resource.allocatedMemory, offset);
1116 /* TODO: check Flags compatibility with buffer->currentDesc.Usage (see MSDN) */
1118 return WINED3D_OK;
1121 void CDECL wined3d_buffer_unmap(struct wined3d_buffer *buffer)
1123 ULONG i;
1125 TRACE("buffer %p.\n", buffer);
1127 /* In the case that the number of Unmap calls > the
1128 * number of Map calls, d3d returns always D3D_OK.
1129 * This is also needed to prevent Map from returning garbage on
1130 * the next call (this will happen if the lock_count is < 0). */
1131 if (!buffer->lock_count)
1133 WARN("Unmap called without a previous map call.\n");
1134 return;
1137 if (InterlockedDecrement(&buffer->lock_count))
1139 /* Delay loading the buffer until everything is unlocked */
1140 TRACE("Ignoring unmap.\n");
1141 return;
1144 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER) && buffer->buffer_object)
1146 struct wined3d_device *device = buffer->resource.device;
1147 const struct wined3d_gl_info *gl_info;
1148 struct wined3d_context *context;
1150 if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
1152 IWineD3DDeviceImpl_MarkStateDirty(device, STATE_INDEXBUFFER);
1155 context = context_acquire(device, NULL);
1156 gl_info = context->gl_info;
1157 ENTER_GL();
1158 GL_EXTCALL(glBindBufferARB(buffer->buffer_type_hint, buffer->buffer_object));
1160 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
1162 for (i = 0; i < buffer->modified_areas; ++i)
1164 GL_EXTCALL(glFlushMappedBufferRange(buffer->buffer_type_hint,
1165 buffer->maps[i].offset, buffer->maps[i].size));
1166 checkGLcall("glFlushMappedBufferRange");
1169 else if (buffer->flags & WINED3D_BUFFER_FLUSH)
1171 for (i = 0; i < buffer->modified_areas; ++i)
1173 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(buffer->buffer_type_hint,
1174 buffer->maps[i].offset, buffer->maps[i].size));
1175 checkGLcall("glFlushMappedBufferRangeAPPLE");
1179 GL_EXTCALL(glUnmapBufferARB(buffer->buffer_type_hint));
1180 LEAVE_GL();
1181 context_release(context);
1183 buffer->resource.allocatedMemory = NULL;
1184 buffer_clear_dirty_areas(buffer);
1186 else if (buffer->flags & WINED3D_BUFFER_HASDESC)
1188 wined3d_buffer_preload(buffer);
1192 static const struct wined3d_resource_ops buffer_resource_ops =
1194 buffer_unload,
1197 static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device *device,
1198 UINT size, DWORD usage, enum wined3d_format_id format_id, WINED3DPOOL pool, GLenum bind_hint,
1199 const char *data, void *parent, const struct wined3d_parent_ops *parent_ops)
1201 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1202 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
1203 HRESULT hr;
1204 BOOL dynamic_buffer_ok;
1206 if (!size)
1208 WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
1209 return WINED3DERR_INVALIDCALL;
1212 hr = resource_init(&buffer->resource, device, WINED3DRTYPE_BUFFER, format,
1213 WINED3DMULTISAMPLE_NONE, 0, usage, pool, size, 1, 1, size,
1214 parent, parent_ops, &buffer_resource_ops);
1215 if (FAILED(hr))
1217 WARN("Failed to initialize resource, hr %#x\n", hr);
1218 return hr;
1220 buffer->buffer_type_hint = bind_hint;
1222 TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer->resource.size, buffer->resource.usage,
1223 debug_d3dformat(buffer->resource.format->id), buffer->resource.allocatedMemory, buffer);
1225 /* GL_ARB_map_buffer_range is disabled for now due to numerous bugs and no gains */
1226 dynamic_buffer_ok = gl_info->supported[APPLE_FLUSH_BUFFER_RANGE];
1228 /* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
1229 * drawStridedFast (half-life 2 and others).
1231 * Basically converting the vertices in the buffer is quite expensive, and observations
1232 * show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
1233 * Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
1235 if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
1237 TRACE("Not creating a vbo because GL_ARB_vertex_buffer is not supported\n");
1239 else if(buffer->resource.pool == WINED3DPOOL_SYSTEMMEM)
1241 TRACE("Not creating a vbo because the vertex buffer is in system memory\n");
1243 else if(!dynamic_buffer_ok && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
1245 TRACE("Not creating a vbo because the buffer has dynamic usage and no GL support\n");
1247 else
1249 buffer->flags |= WINED3D_BUFFER_CREATEBO;
1252 if (data)
1254 BYTE *ptr;
1256 hr = wined3d_buffer_map(buffer, 0, size, &ptr, 0);
1257 if (FAILED(hr))
1259 ERR("Failed to map buffer, hr %#x\n", hr);
1260 buffer_unload(&buffer->resource);
1261 resource_cleanup(&buffer->resource);
1262 return hr;
1265 memcpy(ptr, data, size);
1267 wined3d_buffer_unmap(buffer);
1270 buffer->maps = HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer->maps));
1271 if (!buffer->maps)
1273 ERR("Out of memory\n");
1274 buffer_unload(&buffer->resource);
1275 resource_cleanup(&buffer->resource);
1276 return E_OUTOFMEMORY;
1278 buffer->maps_size = 1;
1280 return WINED3D_OK;
1283 HRESULT CDECL wined3d_buffer_create(struct wined3d_device *device, struct wined3d_buffer_desc *desc, const void *data,
1284 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer)
1286 struct wined3d_buffer *object;
1287 HRESULT hr;
1289 TRACE("device %p, desc %p, data %p, parent %p, buffer %p\n", device, desc, data, parent, buffer);
1291 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1292 if (!object)
1294 ERR("Failed to allocate memory\n");
1295 return E_OUTOFMEMORY;
1298 FIXME("Ignoring access flags (pool)\n");
1300 hr = buffer_init(object, device, desc->byte_width, desc->usage, WINED3DFMT_UNKNOWN,
1301 WINED3DPOOL_MANAGED, GL_ARRAY_BUFFER_ARB, data, parent, parent_ops);
1302 if (FAILED(hr))
1304 WARN("Failed to initialize buffer, hr %#x.\n", hr);
1305 HeapFree(GetProcessHeap(), 0, object);
1306 return hr;
1308 object->desc = *desc;
1310 TRACE("Created buffer %p.\n", object);
1312 *buffer = object;
1314 return WINED3D_OK;
1317 HRESULT CDECL wined3d_buffer_create_vb(struct wined3d_device *device, UINT size, DWORD usage, WINED3DPOOL pool,
1318 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer)
1320 struct wined3d_buffer *object;
1321 HRESULT hr;
1323 TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
1324 device, size, usage, pool, parent, parent_ops, buffer);
1326 if (pool == WINED3DPOOL_SCRATCH)
1328 /* The d3d9 tests shows that this is not allowed. It doesn't make much
1329 * sense anyway, SCRATCH buffers wouldn't be usable anywhere. */
1330 WARN("Vertex buffer in WINED3DPOOL_SCRATCH requested, returning WINED3DERR_INVALIDCALL.\n");
1331 *buffer = NULL;
1332 return WINED3DERR_INVALIDCALL;
1335 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1336 if (!object)
1338 ERR("Out of memory\n");
1339 *buffer = NULL;
1340 return WINED3DERR_OUTOFVIDEOMEMORY;
1343 hr = buffer_init(object, device, size, usage, WINED3DFMT_VERTEXDATA,
1344 pool, GL_ARRAY_BUFFER_ARB, NULL, parent, parent_ops);
1345 if (FAILED(hr))
1347 WARN("Failed to initialize buffer, hr %#x.\n", hr);
1348 HeapFree(GetProcessHeap(), 0, object);
1349 return hr;
1352 TRACE("Created buffer %p.\n", object);
1353 *buffer = object;
1355 return WINED3D_OK;
1358 HRESULT CDECL wined3d_buffer_create_ib(struct wined3d_device *device, UINT size, DWORD usage, WINED3DPOOL pool,
1359 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer)
1361 struct wined3d_buffer *object;
1362 HRESULT hr;
1364 TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
1365 device, size, usage, pool, parent, parent_ops, buffer);
1367 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1368 if (!object)
1370 ERR("Out of memory\n");
1371 *buffer = NULL;
1372 return WINED3DERR_OUTOFVIDEOMEMORY;
1375 hr = buffer_init(object, device, size, usage | WINED3DUSAGE_STATICDECL,
1376 WINED3DFMT_UNKNOWN, pool, GL_ELEMENT_ARRAY_BUFFER_ARB, NULL,
1377 parent, parent_ops);
1378 if (FAILED(hr))
1380 WARN("Failed to initialize buffer, hr %#x\n", hr);
1381 HeapFree(GetProcessHeap(), 0, object);
1382 return hr;
1385 TRACE("Created buffer %p.\n", object);
1386 *buffer = object;
1388 return WINED3D_OK;