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 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
)
88 for(i
= 0; i
< This
->modified_areas
; i
++)
90 if (!This
->maps
[i
].offset
&& This
->maps
[i
].size
== This
->resource
.size
)
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;
104 GL_EXTCALL(glDeleteBuffersARB(1, &This
->buffer_object
));
105 checkGLcall("glDeleteBuffersARB");
107 This
->buffer_object
= 0;
111 wined3d_event_query_destroy(This
->query
);
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
));
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
);
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
);
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 */
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();
197 if (error
!= GL_NO_ERROR
)
199 ERR("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error
), error
);
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");
216 HeapFree(GetProcessHeap(), 0, This
->resource
.heapMemory
);
217 This
->resource
.allocatedMemory
= NULL
;
218 This
->resource
.heapMemory
= NULL
;
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
;
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.
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
);
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
);
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
);
281 This
->conversion_map
[idx
] = conversion_type
;
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
;
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
)
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
);
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;
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
;
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
;
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
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:
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
)
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
;
436 if (ret
) TRACE("Conversion information changed\n");
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
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];
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
;
489 return buffer
->resource
.allocatedMemory
;
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
);
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
);
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
));
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
;
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
);
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
);
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
626 if(flags
& WINED3DLOCK_NOOVERWRITE
) return;
627 if(flags
& WINED3DLOCK_DISCARD
)
630 GL_EXTCALL(glBufferDataARB(This
->buffer_type_hint
, This
->resource
.size
, NULL
, This
->buffer_object_usage
));
631 checkGLcall("glBufferDataARB\n");
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");
646 This
->query
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*This
->query
));
649 ERR("Failed to allocate event query memory, dropping async buffer locks.\n");
653 /* Since we don't know about old draws a glFinish is needed once */
657 TRACE("Synchronizing buffer %p\n", This
);
658 ret
= wined3d_event_query_finish(This
->query
, This
->resource
.device
);
661 case WINED3D_EVENT_QUERY_NOT_STARTED
:
662 case WINED3D_EVENT_QUERY_OK
:
666 case WINED3D_EVENT_QUERY_WRONG_THREAD
:
667 WARN("Cannot synchronize buffer lock due to a thread conflict\n");
671 ERR("wined3d_event_query_finish returned %u, dropping async buffer locks\n", ret
);
678 wined3d_event_query_destroy(This
->query
);
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)");
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
)
694 UINT start
= 0, len
= 0;
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
])
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");
720 if (This
->flags
& WINED3D_BUFFER_APPLESYNC
)
723 if (flags
& WINED3D_BUFFER_DISCARD
) syncflags
|= WINED3DLOCK_DISCARD
;
724 if (flags
& WINED3D_BUFFER_NOSYNC
) syncflags
|= WINED3DLOCK_NOOVERWRITE
;
726 buffer_sync_apple(This
, syncflags
, gl_info
);
729 map
= GL_EXTCALL(glMapBufferARB(This
->buffer_type_hint
, GL_WRITE_ONLY_ARB
));
730 checkGLcall("glMapBufferARB");
735 ERR("Failed to map opengl buffer\n");
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");
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
;
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
;
792 /* Not doing any conversion */
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;
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)
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
);
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");
848 /* Avoid unfenced updates, we might overwrite more areas of the buffer than the application
849 * cleared for unsynchronized updates
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
);
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
))
899 context
= context_acquire(device
, NULL
);
900 buffer_direct_upload(buffer
, context
->gl_info
, flags
);
902 context_release(context
);
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
;
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
])
938 fixup_d3dcolor((DWORD
*) (data
+ i
* buffer
->stride
+ j
));
943 fixup_transformed_pos((float *) (data
+ i
* buffer
->stride
+ j
));
947 FIXME("Unimplemented conversion %d in shifted conversion\n", buffer
->conversion_map
[j
]);
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");
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");
975 if(flags
& WINED3DLOCK_NOOVERWRITE
)
977 WARN("WINED3DLOCK_READONLY combined with WINED3DLOCK_NOOVERWRITE, ignoring flags\n");
981 else if((flags
& (WINED3DLOCK_DISCARD
| WINED3DLOCK_NOOVERWRITE
)) == (WINED3DLOCK_DISCARD
| WINED3DLOCK_NOOVERWRITE
))
983 WARN("WINED3DLOCK_DISCARD and WINED3DLOCK_NOOVERWRITE used together, ignoring\n");
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");
995 static GLbitfield
buffer_gl_map_flags(DWORD d3d_flags
)
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
;
1008 ret
|= GL_MAP_READ_BIT
;
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
);
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
))
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
;
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");
1063 if (buffer
->flags
& WINED3D_BUFFER_APPLESYNC
)
1066 buffer_sync_apple(buffer
, flags
, gl_info
);
1069 buffer
->resource
.allocatedMemory
= GL_EXTCALL(glMapBufferARB(buffer
->buffer_type_hint
,
1070 GL_READ_WRITE_ARB
));
1071 checkGLcall("glMapBufferARB");
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
);
1081 GL_EXTCALL(glUnmapBufferARB(buffer
->buffer_type_hint
));
1082 checkGLcall("glUnmapBufferARB");
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
);
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) */
1121 void CDECL
wined3d_buffer_unmap(struct wined3d_buffer
*buffer
)
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");
1137 if (InterlockedDecrement(&buffer
->lock_count
))
1139 /* Delay loading the buffer until everything is unlocked */
1140 TRACE("Ignoring unmap.\n");
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
;
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
));
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
=
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
);
1204 BOOL dynamic_buffer_ok
;
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
);
1217 WARN("Failed to initialize resource, hr %#x\n", 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");
1249 buffer
->flags
|= WINED3D_BUFFER_CREATEBO
;
1256 hr
= wined3d_buffer_map(buffer
, 0, size
, &ptr
, 0);
1259 ERR("Failed to map buffer, hr %#x\n", hr
);
1260 buffer_unload(&buffer
->resource
);
1261 resource_cleanup(&buffer
->resource
);
1265 memcpy(ptr
, data
, size
);
1267 wined3d_buffer_unmap(buffer
);
1270 buffer
->maps
= HeapAlloc(GetProcessHeap(), 0, sizeof(*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;
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
;
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
));
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
);
1304 WARN("Failed to initialize buffer, hr %#x.\n", hr
);
1305 HeapFree(GetProcessHeap(), 0, object
);
1308 object
->desc
= *desc
;
1310 TRACE("Created buffer %p.\n", object
);
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
;
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");
1332 return WINED3DERR_INVALIDCALL
;
1335 object
= HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY
, sizeof(*object
));
1338 ERR("Out of memory\n");
1340 return WINED3DERR_OUTOFVIDEOMEMORY
;
1343 hr
= buffer_init(object
, device
, size
, usage
, WINED3DFMT_VERTEXDATA
,
1344 pool
, GL_ARRAY_BUFFER_ARB
, NULL
, parent
, parent_ops
);
1347 WARN("Failed to initialize buffer, hr %#x.\n", hr
);
1348 HeapFree(GetProcessHeap(), 0, object
);
1352 TRACE("Created buffer %p.\n", object
);
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
;
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
));
1370 ERR("Out of memory\n");
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
);
1380 WARN("Failed to initialize buffer, hr %#x\n", hr
);
1381 HeapFree(GetProcessHeap(), 0, object
);
1385 TRACE("Created buffer %p.\n", object
);