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
8 *
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.
13 *
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.
18 *
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
22 *
23 */
24
25 #include "config.h"
26 #include "wine/port.h"
27
28 #include "wined3d_private.h"
29
30 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
31
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 */
36
37 static inline BOOL buffer_add_dirty_area(struct wined3d_buffer *This, UINT offset, UINT size)
38 {
39 if (!This->buffer_object) return TRUE;
40
41 if (This->maps_size <= This->modified_areas)
42 {
43 void *new = HeapReAlloc(GetProcessHeap(), 0, This->maps,
44 This->maps_size * 2 * sizeof(*This->maps));
45 if (!new)
46 {
47 ERR("Out of memory\n");
48 return FALSE;
49 }
50 else
51 {
52 This->maps = new;
53 This->maps_size *= 2;
54 }
55 }
56
57 if(offset > This->resource.size || offset + size > This->resource.size)
58 {
59 WARN("Invalid range dirtified, marking entire buffer dirty\n");
60 offset = 0;
61 size = This->resource.size;
62 }
63 else if(!offset && !size)
64 {
65 size = This->resource.size;
66 }
67
68 This->maps[This->modified_areas].offset = offset;
69 This->maps[This->modified_areas].size = size;
70 This->modified_areas++;
71 return TRUE;
72 }
73
74 static inline void buffer_clear_dirty_areas(struct wined3d_buffer *This)
75 {
76 This->modified_areas = 0;
77 }
78
79 static BOOL buffer_is_dirty(const struct wined3d_buffer *buffer)
80 {
81 return !!buffer->modified_areas;
82 }
83
84 static BOOL buffer_is_fully_dirty(const struct wined3d_buffer *buffer)
85 {
86 unsigned int i;
87
88 for (i = 0; i < buffer->modified_areas; ++i)
89 {
90 if (!buffer->maps[i].offset && buffer->maps[i].size == buffer->resource.size)
91 return TRUE;
92 }
93 return FALSE;
94 }
95
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)
98 {
99 if(!This->buffer_object) return;
100
101 ENTER_GL();
102 GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
103 checkGLcall("glDeleteBuffersARB");
104 LEAVE_GL();
105 This->buffer_object = 0;
106
107 if(This->query)
108 {
109 wined3d_event_query_destroy(This->query);
110 This->query = NULL;
111 }
112 This->flags &= ~WINED3D_BUFFER_APPLESYNC;
113 }
114
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)
117 {
118 GLenum error, gl_usage;
119
120 TRACE("Creating an OpenGL vertex buffer object for wined3d_buffer %p with usage %s.\n",
121 This, debug_d3dusage(This->resource.usage));
122
123 ENTER_GL();
124
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)
129 */
130 while (glGetError() != GL_NO_ERROR);
131
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. */
137
138 GL_EXTCALL(glGenBuffersARB(1, &This->buffer_object));
139 error = glGetError();
140 if (!This->buffer_object || error != GL_NO_ERROR)
141 {
142 ERR("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error);
143 LEAVE_GL();
144 goto fail;
145 }
146
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)
152 {
153 ERR("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error);
154 LEAVE_GL();
155 goto fail;
156 }
157
158 /* Don't use static, because dx apps tend to update the buffer
159 * quite often even if they specify 0 usage.
160 */
161 if(This->resource.usage & WINED3DUSAGE_DYNAMIC)
162 {
163 TRACE("Gl usage = GL_STREAM_DRAW_ARB\n");
164 gl_usage = GL_STREAM_DRAW_ARB;
165
166 if(gl_info->supported[APPLE_FLUSH_BUFFER_RANGE])
167 {
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;
171
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;
175 }
176 /* No setup is needed here for GL_ARB_map_buffer_range */
177 }
178 else
179 {
180 TRACE("Gl usage = GL_DYNAMIC_DRAW_ARB\n");
181 gl_usage = GL_DYNAMIC_DRAW_ARB;
182 }
183
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
188 */
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)
193 {
194 ERR("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error);
195 goto fail;
196 }
197
198 This->buffer_object_size = This->resource.size;
199 This->buffer_object_usage = gl_usage;
200
201 if(This->flags & WINED3D_BUFFER_DOUBLEBUFFER)
202 {
203 if(!buffer_add_dirty_area(This, 0, 0))
204 {
205 ERR("buffer_add_dirty_area failed, this is not expected\n");
206 goto fail;
207 }
208 }
209 else
210 {
211 HeapFree(GetProcessHeap(), 0, This->resource.heapMemory);
212 This->resource.allocatedMemory = NULL;
213 This->resource.heapMemory = NULL;
214 }
215
216 return;
217
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);
223 }
224
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)
228 {
229 DWORD attrib_size;
230 BOOL ret = FALSE;
231 unsigned int i;
232 DWORD_PTR data;
233
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.
238 */
239 if (!attrib->stride)
240 {
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));
243 }
244 else if(attrib->stride != *stride_this_run && *stride_this_run)
245 {
246 FIXME("Got two concurrent strides, %d and %d\n", attrib->stride, *stride_this_run);
247 }
248 else
249 {
250 *stride_this_run = attrib->stride;
251 if (This->stride != *stride_this_run)
252 {
253 /* We rely that this happens only on the first converted attribute that is found,
254 * if at all. See above check
255 */
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;
262 }
263 }
264
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)
268 {
269 DWORD_PTR idx = (data + i) % This->stride;
270 if (This->conversion_map[idx] != conversion_type)
271 {
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;
276 }
277 }
278
279 return ret;
280 }
281
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)
285 {
286 const struct wined3d_stream_info_element *attrib = &si->elements[attrib_idx];
287 enum wined3d_format_id format;
288 BOOL ret = FALSE;
289
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.
292 */
293 if (!(si->use_map & (1 << attrib_idx))
294 || attrib->data.buffer_object != This->buffer_object)
295 return FALSE;
296
297 format = attrib->format->id;
298 /* Look for newly appeared conversion */
299 if (check_d3dcolor && format == WINED3DFMT_B8G8R8A8_UNORM)
300 {
301 ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run);
302
303 if (!is_ffp_color) FIXME("Test for non-color fixed function WINED3DFMT_B8G8R8A8_UNORM format\n");
304 }
305 else if (is_ffp_position && si->position_transformed)
306 {
307 if (format != WINED3DFMT_R32G32B32A32_FLOAT)
308 {
309 FIXME("Unexpected format %s for transformed position.\n", debug_d3dformat(format));
310 return FALSE;
311 }
312
313 ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run);
314 }
315 else if (This->conversion_map)
316 {
317 ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run);
318 }
319
320 return ret;
321 }
322
323 static BOOL buffer_find_decl(struct wined3d_buffer *This)
324 {
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];
332
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
336 */
337 if (This->flags & WINED3D_BUFFER_HASDESC)
338 {
339 if(This->resource.usage & WINED3DUSAGE_STATICDECL) return FALSE;
340 }
341
342 if (use_vs(state))
343 {
344 TRACE("Vertex shaders used, no VBO conversion is needed\n");
345 if(This->conversion_map)
346 {
347 HeapFree(GetProcessHeap(), 0, This->conversion_map);
348 This->conversion_map = NULL;
349 This->stride = 0;
350 return TRUE;
351 }
352
353 return FALSE;
354 }
355
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.
361 *
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.
371 *
372 * We have to distinguish between vertex shaders and fixed function to
373 * pick the way we access the strided vertex information.
374 *
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:
379 *
380 * POSITIONT, FLOAT4
381 * NORMAL, FLOAT3
382 * DIFFUSE, FLOAT16_4
383 * SPECULAR, D3DCOLOR
384 *
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]
388 *
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).
392 *
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
400 */
401
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;
426
427 if (!stride_this_run && This->conversion_map)
428 {
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;
434 }
435
436 if (ret) TRACE("Conversion information changed\n");
437
438 return ret;
439 }
440
441 static inline void fixup_d3dcolor(DWORD *dst_color)
442 {
443 DWORD src_color = *dst_color;
444
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
447 *
448 * 0xff000000: Alpha mask
449 * 0x00ff0000: Blue mask
450 * 0x0000ff00: Green mask
451 * 0x000000ff: Red mask
452 */
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 */
457 }
458
459 static inline void fixup_transformed_pos(float *p)
460 {
461 /* rhw conversion like in position_float4(). */
462 if (p[3] != 1.0f && p[3] != 0.0f)
463 {
464 float w = 1.0f / p[3];
465 p[0] *= w;
466 p[1] *= w;
467 p[2] *= w;
468 p[3] = w;
469 }
470 }
471
472 /* Context activation is done by the caller. */
473 void buffer_get_memory(struct wined3d_buffer *buffer, const struct wined3d_gl_info *gl_info,
474 struct wined3d_bo_address *data)
475 {
476 data->buffer_object = buffer->buffer_object;
477 if (!buffer->buffer_object)
478 {
479 if (buffer->flags & WINED3D_BUFFER_CREATEBO)
480 {
481 buffer_create_buffer_object(buffer, gl_info);
482 buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
483 if (buffer->buffer_object)
484 {
485 data->buffer_object = buffer->buffer_object;
486 data->addr = NULL;
487 return;
488 }
489 }
490 data->addr = buffer->resource.allocatedMemory;
491 }
492 else
493 {
494 data->addr = NULL;
495 }
496 }
497
498 ULONG CDECL wined3d_buffer_incref(struct wined3d_buffer *buffer)
499 {
500 ULONG refcount = InterlockedIncrement(&buffer->resource.ref);
501
502 TRACE("%p increasing refcount to %u.\n", buffer, refcount);
503
504 return refcount;
505 }
506
507 /* Context activation is done by the caller. */
508 BYTE *buffer_get_sysmem(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info)
509 {
510 /* AllocatedMemory exists if the buffer is double buffered or has no buffer object at all */
511 if(This->resource.allocatedMemory) return This->resource.allocatedMemory;
512
513 This->resource.heapMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, This->resource.size + RESOURCE_ALIGNMENT);
514 This->resource.allocatedMemory = (BYTE *)(((ULONG_PTR)This->resource.heapMemory + (RESOURCE_ALIGNMENT - 1)) & ~(RESOURCE_ALIGNMENT - 1));
515
516 if (This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
517 device_invalidate_state(This->resource.device, STATE_INDEXBUFFER);
518
519 ENTER_GL();
520 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
521 GL_EXTCALL(glGetBufferSubDataARB(This->buffer_type_hint, 0, This->resource.size, This->resource.allocatedMemory));
522 LEAVE_GL();
523 This->flags |= WINED3D_BUFFER_DOUBLEBUFFER;
524
525 return This->resource.allocatedMemory;
526 }
527
528 /* Do not call while under the GL lock. */
529 static void buffer_unload(struct wined3d_resource *resource)
530 {
531 struct wined3d_buffer *buffer = buffer_from_resource(resource);
532
533 TRACE("buffer %p.\n", buffer);
534
535 if (buffer->buffer_object)
536 {
537 struct wined3d_device *device = resource->device;
538 struct wined3d_context *context;
539
540 context = context_acquire(device, NULL);
541
542 /* Download the buffer, but don't permanently enable double buffering */
543 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
544 {
545 buffer_get_sysmem(buffer, context->gl_info);
546 buffer->flags &= ~WINED3D_BUFFER_DOUBLEBUFFER;
547 }
548
549 delete_gl_buffer(buffer, context->gl_info);
550 buffer->flags |= WINED3D_BUFFER_CREATEBO; /* Recreate the buffer object next load */
551 buffer_clear_dirty_areas(buffer);
552
553 context_release(context);
554
555 HeapFree(GetProcessHeap(), 0, buffer->conversion_map);
556 buffer->conversion_map = NULL;
557 buffer->stride = 0;
558 buffer->conversion_stride = 0;
559 buffer->flags &= ~WINED3D_BUFFER_HASDESC;
560 }
561
562 resource_unload(resource);
563 }
564
565 /* Do not call while under the GL lock. */
566 ULONG CDECL wined3d_buffer_decref(struct wined3d_buffer *buffer)
567 {
568 ULONG refcount = InterlockedDecrement(&buffer->resource.ref);
569
570 TRACE("%p decreasing refcount to %u.\n", buffer, refcount);
571
572 if (!refcount)
573 {
574 buffer_unload(&buffer->resource);
575 resource_cleanup(&buffer->resource);
576 buffer->resource.parent_ops->wined3d_object_destroyed(buffer->resource.parent);
577 HeapFree(GetProcessHeap(), 0, buffer->maps);
578 HeapFree(GetProcessHeap(), 0, buffer);
579 }
580
581 return refcount;
582 }
583
584 void * CDECL wined3d_buffer_get_parent(const struct wined3d_buffer *buffer)
585 {
586 TRACE("buffer %p.\n", buffer);
587
588 return buffer->resource.parent;
589 }
590
591 DWORD CDECL wined3d_buffer_set_priority(struct wined3d_buffer *buffer, DWORD priority)
592 {
593 return resource_set_priority(&buffer->resource, priority);
594 }
595
596 DWORD CDECL wined3d_buffer_get_priority(const struct wined3d_buffer *buffer)
597 {
598 return resource_get_priority(&buffer->resource);
599 }
600
601 /* The caller provides a context and binds the buffer */
602 static void buffer_sync_apple(struct wined3d_buffer *This, DWORD flags, const struct wined3d_gl_info *gl_info)
603 {
604 enum wined3d_event_query_result ret;
605
606 /* No fencing needs to be done if the app promises not to overwrite
607 * existing data */
608 if(flags & WINED3DLOCK_NOOVERWRITE) return;
609 if(flags & WINED3DLOCK_DISCARD)
610 {
611 ENTER_GL();
612 GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, This->resource.size, NULL, This->buffer_object_usage));
613 checkGLcall("glBufferDataARB\n");
614 LEAVE_GL();
615 return;
616 }
617
618 if(!This->query)
619 {
620 TRACE("Creating event query for buffer %p\n", This);
621
622 if (!wined3d_event_query_supported(gl_info))
623 {
624 FIXME("Event queries not supported, dropping async buffer locks.\n");
625 goto drop_query;
626 }
627
628 This->query = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*This->query));
629 if (!This->query)
630 {
631 ERR("Failed to allocate event query memory, dropping async buffer locks.\n");
632 goto drop_query;
633 }
634
635 /* Since we don't know about old draws a glFinish is needed once */
636 wglFinish();
637 return;
638 }
639 TRACE("Synchronizing buffer %p\n", This);
640 ret = wined3d_event_query_finish(This->query, This->resource.device);
641 switch(ret)
642 {
643 case WINED3D_EVENT_QUERY_NOT_STARTED:
644 case WINED3D_EVENT_QUERY_OK:
645 /* All done */
646 return;
647
648 case WINED3D_EVENT_QUERY_WRONG_THREAD:
649 WARN("Cannot synchronize buffer lock due to a thread conflict\n");
650 goto drop_query;
651
652 default:
653 ERR("wined3d_event_query_finish returned %u, dropping async buffer locks\n", ret);
654 goto drop_query;
655 }
656
657 drop_query:
658 if(This->query)
659 {
660 wined3d_event_query_destroy(This->query);
661 This->query = NULL;
662 }
663
664 wglFinish();
665 ENTER_GL();
666 GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE));
667 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
668 LEAVE_GL();
669 This->flags &= ~WINED3D_BUFFER_APPLESYNC;
670 }
671
672 /* The caller provides a GL context */
673 static void buffer_direct_upload(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info, DWORD flags)
674 {
675 BYTE *map;
676 UINT start = 0, len = 0;
677
678 ENTER_GL();
679
680 /* This potentially invalidates the element array buffer binding, but the
681 * caller always takes care of this. */
682 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
683 checkGLcall("glBindBufferARB");
684 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
685 {
686 GLbitfield mapflags;
687 mapflags = GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
688 if (flags & WINED3D_BUFFER_DISCARD)
689 mapflags |= GL_MAP_INVALIDATE_BUFFER_BIT;
690 if (flags & WINED3D_BUFFER_NOSYNC)
691 mapflags |= GL_MAP_UNSYNCHRONIZED_BIT;
692 map = GL_EXTCALL(glMapBufferRange(This->buffer_type_hint, 0,
693 This->resource.size, mapflags));
694 checkGLcall("glMapBufferRange");
695 }
696 else
697 {
698 if (This->flags & WINED3D_BUFFER_APPLESYNC)
699 {
700 DWORD syncflags = 0;
701 if (flags & WINED3D_BUFFER_DISCARD) syncflags |= WINED3DLOCK_DISCARD;
702 if (flags & WINED3D_BUFFER_NOSYNC) syncflags |= WINED3DLOCK_NOOVERWRITE;
703 LEAVE_GL();
704 buffer_sync_apple(This, syncflags, gl_info);
705 ENTER_GL();
706 }
707 map = GL_EXTCALL(glMapBufferARB(This->buffer_type_hint, GL_WRITE_ONLY_ARB));
708 checkGLcall("glMapBufferARB");
709 }
710 if (!map)
711 {
712 LEAVE_GL();
713 ERR("Failed to map opengl buffer\n");
714 return;
715 }
716
717 while (This->modified_areas)
718 {
719 This->modified_areas--;
720 start = This->maps[This->modified_areas].offset;
721 len = This->maps[This->modified_areas].size;
722
723 memcpy(map + start, This->resource.allocatedMemory + start, len);
724
725 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
726 {
727 GL_EXTCALL(glFlushMappedBufferRange(This->buffer_type_hint, start, len));
728 checkGLcall("glFlushMappedBufferRange");
729 }
730 else if (This->flags & WINED3D_BUFFER_FLUSH)
731 {
732 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This->buffer_type_hint, start, len));
733 checkGLcall("glFlushMappedBufferRangeAPPLE");
734 }
735 }
736 GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
737 checkGLcall("glUnmapBufferARB");
738
739 LEAVE_GL();
740 }
741
742 /* Do not call while under the GL lock. */
743 void CDECL wined3d_buffer_preload(struct wined3d_buffer *buffer)
744 {
745 DWORD flags = buffer->flags & (WINED3D_BUFFER_NOSYNC | WINED3D_BUFFER_DISCARD);
746 struct wined3d_device *device = buffer->resource.device;
747 UINT start = 0, end = 0, len = 0, vertices;
748 const struct wined3d_gl_info *gl_info;
749 struct wined3d_context *context;
750 BOOL decl_changed = FALSE;
751 unsigned int i, j;
752 BYTE *data;
753
754 TRACE("buffer %p.\n", buffer);
755
756 buffer->flags &= ~(WINED3D_BUFFER_NOSYNC | WINED3D_BUFFER_DISCARD);
757
758 if (!buffer->buffer_object)
759 {
760 /* TODO: Make converting independent from VBOs */
761 if (buffer->flags & WINED3D_BUFFER_CREATEBO)
762 {
763 context = context_acquire(device, NULL);
764 buffer_create_buffer_object(buffer, context->gl_info);
765 context_release(context);
766 buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
767 }
768 else
769 {
770 /* Not doing any conversion */
771 return;
772 }
773 }
774
775 /* Reading the declaration makes only sense if the stateblock is finalized and the buffer bound to a stream */
776 if (device->isInDraw && buffer->resource.bind_count > 0)
777 {
778 decl_changed = buffer_find_decl(buffer);
779 buffer->flags |= WINED3D_BUFFER_HASDESC;
780 }
781
782 if (!decl_changed && !(buffer->flags & WINED3D_BUFFER_HASDESC && buffer_is_dirty(buffer)))
783 {
784 ++buffer->draw_count;
785 if (buffer->draw_count > VB_RESETDECLCHANGE)
786 buffer->decl_change_count = 0;
787 if (buffer->draw_count > VB_RESETFULLCONVS)
788 buffer->full_conversion_count = 0;
789 return;
790 }
791
792 /* If applications change the declaration over and over, reconverting all the time is a huge
793 * performance hit. So count the declaration changes and release the VBO if there are too many
794 * of them (and thus stop converting)
795 */
796 if (decl_changed)
797 {
798 ++buffer->decl_change_count;
799 buffer->draw_count = 0;
800
801 if (buffer->decl_change_count > VB_MAXDECLCHANGES
802 || (buffer->conversion_map && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)))
803 {
804 FIXME("Too many declaration changes or converting dynamic buffer, stopping converting\n");
805
806 buffer_unload(&buffer->resource);
807 buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
808
809 /* The stream source state handler might have read the memory of
810 * the vertex buffer already and got the memory in the vbo which
811 * is not valid any longer. Dirtify the stream source to force a
812 * reload. This happens only once per changed vertexbuffer and
813 * should occur rather rarely. */
814 device_invalidate_state(device, STATE_STREAMSRC);
815 return;
816 }
817
818 /* The declaration changed, reload the whole buffer */
819 WARN("Reloading buffer because of decl change\n");
820 buffer_clear_dirty_areas(buffer);
821 if (!buffer_add_dirty_area(buffer, 0, 0))
822 {
823 ERR("buffer_add_dirty_area failed, this is not expected\n");
824 return;
825 }
826 /* Avoid unfenced updates, we might overwrite more areas of the buffer than the application
827 * cleared for unsynchronized updates
828 */
829 flags = 0;
830 }
831 else
832 {
833 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
834 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
835 * decl changes and reset the decl change count after a specific number of them
836 */
837 if (buffer->conversion_map && buffer_is_fully_dirty(buffer))
838 {
839 ++buffer->full_conversion_count;
840 if (buffer->full_conversion_count > VB_MAXFULLCONVERSIONS)
841 {
842 FIXME("Too many full buffer conversions, stopping converting.\n");
843 buffer_unload(&buffer->resource);
844 buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
845 if (buffer->resource.bind_count)
846 device_invalidate_state(device, STATE_STREAMSRC);
847 return;
848 }
849 }
850 else
851 {
852 ++buffer->draw_count;
853 if (buffer->draw_count > VB_RESETDECLCHANGE)
854 buffer->decl_change_count = 0;
855 if (buffer->draw_count > VB_RESETFULLCONVS)
856 buffer->full_conversion_count = 0;
857 }
858 }
859
860 if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
861 device_invalidate_state(device, STATE_INDEXBUFFER);
862
863 if (!buffer->conversion_map)
864 {
865 /* That means that there is nothing to fixup. Just upload from
866 * buffer->resource.allocatedMemory directly into the vbo. Do not
867 * free the system memory copy because drawPrimitive may need it if
868 * the stride is 0, for instancing emulation, vertex blending
869 * emulation or shader emulation. */
870 TRACE("No conversion needed.\n");
871
872 /* Nothing to do because we locked directly into the vbo */
873 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
874 {
875 return;
876 }
877
878 context = context_acquire(device, NULL);
879 buffer_direct_upload(buffer, context->gl_info, flags);
880
881 context_release(context);
882 return;
883 }
884
885 context = context_acquire(device, NULL);
886 gl_info = context->gl_info;
887
888 if(!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
889 {
890 buffer_get_sysmem(buffer, gl_info);
891 }
892
893 /* Now for each vertex in the buffer that needs conversion */
894 vertices = buffer->resource.size / buffer->stride;
895
896 data = HeapAlloc(GetProcessHeap(), 0, buffer->resource.size);
897
898 while(buffer->modified_areas)
899 {
900 buffer->modified_areas--;
901 start = buffer->maps[buffer->modified_areas].offset;
902 len = buffer->maps[buffer->modified_areas].size;
903 end = start + len;
904
905 memcpy(data + start, buffer->resource.allocatedMemory + start, end - start);
906 for (i = start / buffer->stride; i < min((end / buffer->stride) + 1, vertices); ++i)
907 {
908 for (j = 0; j < buffer->stride; ++j)
909 {
910 switch (buffer->conversion_map[j])
911 {
912 case CONV_NONE:
913 /* Done already */
914 j += 3;
915 break;
916 case CONV_D3DCOLOR:
917 fixup_d3dcolor((DWORD *) (data + i * buffer->stride + j));
918 j += 3;
919 break;
920
921 case CONV_POSITIONT:
922 fixup_transformed_pos((float *) (data + i * buffer->stride + j));
923 j += 15;
924 break;
925 default:
926 FIXME("Unimplemented conversion %d in shifted conversion\n", buffer->conversion_map[j]);
927 }
928 }
929 }
930
931 ENTER_GL();
932 GL_EXTCALL(glBindBufferARB(buffer->buffer_type_hint, buffer->buffer_object));
933 checkGLcall("glBindBufferARB");
934 GL_EXTCALL(glBufferSubDataARB(buffer->buffer_type_hint, start, len, data + start));
935 checkGLcall("glBufferSubDataARB");
936 LEAVE_GL();
937 }
938
939 HeapFree(GetProcessHeap(), 0, data);
940 context_release(context);
941 }
942
943 static DWORD buffer_sanitize_flags(const struct wined3d_buffer *buffer, DWORD flags)
944 {
945 /* Not all flags make sense together, but Windows never returns an error. Catch the
946 * cases that could cause issues */
947 if(flags & WINED3DLOCK_READONLY)
948 {
949 if(flags & WINED3DLOCK_DISCARD)
950 {
951 WARN("WINED3DLOCK_READONLY combined with WINED3DLOCK_DISCARD, ignoring flags\n");
952 return 0;
953 }
954 if(flags & WINED3DLOCK_NOOVERWRITE)
955 {
956 WARN("WINED3DLOCK_READONLY combined with WINED3DLOCK_NOOVERWRITE, ignoring flags\n");
957 return 0;
958 }
959 }
960 else if((flags & (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE)) == (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE))
961 {
962 WARN("WINED3DLOCK_DISCARD and WINED3DLOCK_NOOVERWRITE used together, ignoring\n");
963 return 0;
964 }
965 else if (flags & (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE) && !(buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
966 {
967 WARN("DISCARD or NOOVERWRITE lock on non-dynamic buffer, ignoring\n");
968 return 0;
969 }
970
971 return flags;
972 }
973
974 static GLbitfield buffer_gl_map_flags(DWORD d3d_flags)
975 {
976 GLbitfield ret = 0;
977
978 if (!(d3d_flags & WINED3DLOCK_READONLY))
979 ret |= GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
980 if (!(d3d_flags & (WINED3DLOCK_DISCARD | WINED3DLOCK_NOOVERWRITE)))
981 ret |= GL_MAP_READ_BIT;
982
983 if (d3d_flags & WINED3DLOCK_DISCARD)
984 ret |= GL_MAP_INVALIDATE_BUFFER_BIT;
985 if (d3d_flags & WINED3DLOCK_NOOVERWRITE)
986 ret |= GL_MAP_UNSYNCHRONIZED_BIT;
987
988 return ret;
989 }
990
991 struct wined3d_resource * CDECL wined3d_buffer_get_resource(struct wined3d_buffer *buffer)
992 {
993 TRACE("buffer %p.\n", buffer);
994
995 return &buffer->resource;
996 }
997
998 HRESULT CDECL wined3d_buffer_map(struct wined3d_buffer *buffer, UINT offset, UINT size, BYTE **data, DWORD flags)
999 {
1000 BOOL dirty = buffer_is_dirty(buffer);
1001 LONG count;
1002
1003 TRACE("buffer %p, offset %u, size %u, data %p, flags %#x\n", buffer, offset, size, data, flags);
1004
1005 flags = buffer_sanitize_flags(buffer, flags);
1006 if (!(flags & WINED3DLOCK_READONLY))
1007 {
1008 if (!buffer_add_dirty_area(buffer, offset, size)) return E_OUTOFMEMORY;
1009 }
1010
1011 count = InterlockedIncrement(&buffer->lock_count);
1012
1013 if (buffer->buffer_object)
1014 {
1015 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
1016 {
1017 if (count == 1)
1018 {
1019 struct wined3d_device *device = buffer->resource.device;
1020 struct wined3d_context *context;
1021 const struct wined3d_gl_info *gl_info;
1022
1023 context = context_acquire(device, NULL);
1024 gl_info = context->gl_info;
1025
1026 ENTER_GL();
1027
1028 if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
1029 context_invalidate_state(context, STATE_INDEXBUFFER);
1030 GL_EXTCALL(glBindBufferARB(buffer->buffer_type_hint, buffer->buffer_object));
1031
1032 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
1033 {
1034 GLbitfield mapflags = buffer_gl_map_flags(flags);
1035 buffer->resource.allocatedMemory = GL_EXTCALL(glMapBufferRange(buffer->buffer_type_hint,
1036 0, buffer->resource.size, mapflags));
1037 checkGLcall("glMapBufferRange");
1038 }
1039 else
1040 {
1041 if (buffer->flags & WINED3D_BUFFER_APPLESYNC)
1042 {
1043 LEAVE_GL();
1044 buffer_sync_apple(buffer, flags, gl_info);
1045 ENTER_GL();
1046 }
1047 buffer->resource.allocatedMemory = GL_EXTCALL(glMapBufferARB(buffer->buffer_type_hint,
1048 GL_READ_WRITE_ARB));
1049 checkGLcall("glMapBufferARB");
1050 }
1051 LEAVE_GL();
1052
1053 if (((DWORD_PTR)buffer->resource.allocatedMemory) & (RESOURCE_ALIGNMENT - 1))
1054 {
1055 WARN("Pointer %p is not %u byte aligned.\n", buffer->resource.allocatedMemory, RESOURCE_ALIGNMENT);
1056
1057 ENTER_GL();
1058 GL_EXTCALL(glUnmapBufferARB(buffer->buffer_type_hint));
1059 checkGLcall("glUnmapBufferARB");
1060 LEAVE_GL();
1061 buffer->resource.allocatedMemory = NULL;
1062
1063 if (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)
1064 {
1065 /* The extra copy is more expensive than not using VBOs at
1066 * all on the Nvidia Linux driver, which is the only driver
1067 * that returns unaligned pointers
1068 */
1069 TRACE("Dynamic buffer, dropping VBO\n");
1070 buffer_unload(&buffer->resource);
1071 buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
1072 if (buffer->resource.bind_count)
1073 device_invalidate_state(device, STATE_STREAMSRC);
1074 }
1075 else
1076 {
1077 TRACE("Falling back to doublebuffered operation\n");
1078 buffer_get_sysmem(buffer, gl_info);
1079 }
1080 TRACE("New pointer is %p.\n", buffer->resource.allocatedMemory);
1081 }
1082 context_release(context);
1083 }
1084 }
1085 else
1086 {
1087 if (dirty)
1088 {
1089 if (buffer->flags & WINED3D_BUFFER_NOSYNC && !(flags & WINED3DLOCK_NOOVERWRITE))
1090 {
1091 buffer->flags &= ~WINED3D_BUFFER_NOSYNC;
1092 }
1093 }
1094 else if(flags & WINED3DLOCK_NOOVERWRITE)
1095 {
1096 buffer->flags |= WINED3D_BUFFER_NOSYNC;
1097 }
1098
1099 if (flags & WINED3DLOCK_DISCARD)
1100 {
1101 buffer->flags |= WINED3D_BUFFER_DISCARD;
1102 }
1103 }
1104 }
1105
1106 *data = buffer->resource.allocatedMemory + offset;
1107
1108 TRACE("Returning memory at %p (base %p, offset %u).\n", *data, buffer->resource.allocatedMemory, offset);
1109 /* TODO: check Flags compatibility with buffer->currentDesc.Usage (see MSDN) */
1110
1111 return WINED3D_OK;
1112 }
1113
1114 void CDECL wined3d_buffer_unmap(struct wined3d_buffer *buffer)
1115 {
1116 ULONG i;
1117
1118 TRACE("buffer %p.\n", buffer);
1119
1120 /* In the case that the number of Unmap calls > the
1121 * number of Map calls, d3d returns always D3D_OK.
1122 * This is also needed to prevent Map from returning garbage on
1123 * the next call (this will happen if the lock_count is < 0). */
1124 if (!buffer->lock_count)
1125 {
1126 WARN("Unmap called without a previous map call.\n");
1127 return;
1128 }
1129
1130 if (InterlockedDecrement(&buffer->lock_count))
1131 {
1132 /* Delay loading the buffer until everything is unlocked */
1133 TRACE("Ignoring unmap.\n");
1134 return;
1135 }
1136
1137 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER) && buffer->buffer_object)
1138 {
1139 struct wined3d_device *device = buffer->resource.device;
1140 const struct wined3d_gl_info *gl_info;
1141 struct wined3d_context *context;
1142
1143 context = context_acquire(device, NULL);
1144 gl_info = context->gl_info;
1145
1146 ENTER_GL();
1147
1148 if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
1149 context_invalidate_state(context, STATE_INDEXBUFFER);
1150 GL_EXTCALL(glBindBufferARB(buffer->buffer_type_hint, buffer->buffer_object));
1151
1152 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
1153 {
1154 for (i = 0; i < buffer->modified_areas; ++i)
1155 {
1156 GL_EXTCALL(glFlushMappedBufferRange(buffer->buffer_type_hint,
1157 buffer->maps[i].offset, buffer->maps[i].size));
1158 checkGLcall("glFlushMappedBufferRange");
1159 }
1160 }
1161 else if (buffer->flags & WINED3D_BUFFER_FLUSH)
1162 {
1163 for (i = 0; i < buffer->modified_areas; ++i)
1164 {
1165 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(buffer->buffer_type_hint,
1166 buffer->maps[i].offset, buffer->maps[i].size));
1167 checkGLcall("glFlushMappedBufferRangeAPPLE");
1168 }
1169 }
1170
1171 GL_EXTCALL(glUnmapBufferARB(buffer->buffer_type_hint));
1172 LEAVE_GL();
1173 if (wined3d_settings.strict_draw_ordering) wglFlush(); /* Flush to ensure ordering across contexts. */
1174 context_release(context);
1175
1176 buffer->resource.allocatedMemory = NULL;
1177 buffer_clear_dirty_areas(buffer);
1178 }
1179 else if (buffer->flags & WINED3D_BUFFER_HASDESC)
1180 {
1181 wined3d_buffer_preload(buffer);
1182 }
1183 }
1184
1185 static const struct wined3d_resource_ops buffer_resource_ops =
1186 {
1187 buffer_unload,
1188 };
1189
1190 static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device *device,
1191 UINT size, DWORD usage, enum wined3d_format_id format_id, enum wined3d_pool pool, GLenum bind_hint,
1192 const char *data, void *parent, const struct wined3d_parent_ops *parent_ops)
1193 {
1194 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1195 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
1196 HRESULT hr;
1197 BOOL dynamic_buffer_ok;
1198
1199 if (!size)
1200 {
1201 WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
1202 return WINED3DERR_INVALIDCALL;
1203 }
1204
1205 hr = resource_init(&buffer->resource, device, WINED3D_RTYPE_BUFFER, format,
1206 WINED3D_MULTISAMPLE_NONE, 0, usage, pool, size, 1, 1, size,
1207 parent, parent_ops, &buffer_resource_ops);
1208 if (FAILED(hr))
1209 {
1210 WARN("Failed to initialize resource, hr %#x\n", hr);
1211 return hr;
1212 }
1213 buffer->buffer_type_hint = bind_hint;
1214
1215 TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer->resource.size, buffer->resource.usage,
1216 debug_d3dformat(buffer->resource.format->id), buffer->resource.allocatedMemory, buffer);
1217
1218 dynamic_buffer_ok = gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] || gl_info->supported[ARB_MAP_BUFFER_RANGE];
1219
1220 /* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
1221 * drawStridedFast (half-life 2 and others).
1222 *
1223 * Basically converting the vertices in the buffer is quite expensive, and observations
1224 * show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
1225 * Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
1226 */
1227 if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
1228 {
1229 TRACE("Not creating a vbo because GL_ARB_vertex_buffer is not supported\n");
1230 }
1231 else if(buffer->resource.pool == WINED3D_POOL_SYSTEM_MEM)
1232 {
1233 TRACE("Not creating a vbo because the vertex buffer is in system memory\n");
1234 }
1235 else if(!dynamic_buffer_ok && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
1236 {
1237 TRACE("Not creating a vbo because the buffer has dynamic usage and no GL support\n");
1238 }
1239 else
1240 {
1241 buffer->flags |= WINED3D_BUFFER_CREATEBO;
1242 }
1243
1244 if (data)
1245 {
1246 BYTE *ptr;
1247
1248 hr = wined3d_buffer_map(buffer, 0, size, &ptr, 0);
1249 if (FAILED(hr))
1250 {
1251 ERR("Failed to map buffer, hr %#x\n", hr);
1252 buffer_unload(&buffer->resource);
1253 resource_cleanup(&buffer->resource);
1254 return hr;
1255 }
1256
1257 memcpy(ptr, data, size);
1258
1259 wined3d_buffer_unmap(buffer);
1260 }
1261
1262 buffer->maps = HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer->maps));
1263 if (!buffer->maps)
1264 {
1265 ERR("Out of memory\n");
1266 buffer_unload(&buffer->resource);
1267 resource_cleanup(&buffer->resource);
1268 return E_OUTOFMEMORY;
1269 }
1270 buffer->maps_size = 1;
1271
1272 return WINED3D_OK;
1273 }
1274
1275 HRESULT CDECL wined3d_buffer_create(struct wined3d_device *device, struct wined3d_buffer_desc *desc, const void *data,
1276 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer)
1277 {
1278 struct wined3d_buffer *object;
1279 HRESULT hr;
1280
1281 TRACE("device %p, desc %p, data %p, parent %p, buffer %p\n", device, desc, data, parent, buffer);
1282
1283 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1284 if (!object)
1285 {
1286 ERR("Failed to allocate memory\n");
1287 return E_OUTOFMEMORY;
1288 }
1289
1290 FIXME("Ignoring access flags (pool)\n");
1291
1292 hr = buffer_init(object, device, desc->byte_width, desc->usage, WINED3DFMT_UNKNOWN,
1293 WINED3D_POOL_MANAGED, GL_ARRAY_BUFFER_ARB, data, parent, parent_ops);
1294 if (FAILED(hr))
1295 {
1296 WARN("Failed to initialize buffer, hr %#x.\n", hr);
1297 HeapFree(GetProcessHeap(), 0, object);
1298 return hr;
1299 }
1300 object->desc = *desc;
1301
1302 TRACE("Created buffer %p.\n", object);
1303
1304 *buffer = object;
1305
1306 return WINED3D_OK;
1307 }
1308
1309 HRESULT CDECL wined3d_buffer_create_vb(struct wined3d_device *device, UINT size, DWORD usage, enum wined3d_pool pool,
1310 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer)
1311 {
1312 struct wined3d_buffer *object;
1313 HRESULT hr;
1314
1315 TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
1316 device, size, usage, pool, parent, parent_ops, buffer);
1317
1318 if (pool == WINED3D_POOL_SCRATCH)
1319 {
1320 /* The d3d9 tests shows that this is not allowed. It doesn't make much
1321 * sense anyway, SCRATCH buffers wouldn't be usable anywhere. */
1322 WARN("Vertex buffer in WINED3D_POOL_SCRATCH requested, returning WINED3DERR_INVALIDCALL.\n");
1323 *buffer = NULL;
1324 return WINED3DERR_INVALIDCALL;
1325 }
1326
1327 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1328 if (!object)
1329 {
1330 ERR("Out of memory\n");
1331 *buffer = NULL;
1332 return WINED3DERR_OUTOFVIDEOMEMORY;
1333 }
1334
1335 hr = buffer_init(object, device, size, usage, WINED3DFMT_VERTEXDATA,
1336 pool, GL_ARRAY_BUFFER_ARB, NULL, parent, parent_ops);
1337 if (FAILED(hr))
1338 {
1339 WARN("Failed to initialize buffer, hr %#x.\n", hr);
1340 HeapFree(GetProcessHeap(), 0, object);
1341 return hr;
1342 }
1343
1344 TRACE("Created buffer %p.\n", object);
1345 *buffer = object;
1346
1347 return WINED3D_OK;
1348 }
1349
1350 HRESULT CDECL wined3d_buffer_create_ib(struct wined3d_device *device, UINT size, DWORD usage, enum wined3d_pool pool,
1351 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer)
1352 {
1353 struct wined3d_buffer *object;
1354 HRESULT hr;
1355
1356 TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
1357 device, size, usage, pool, parent, parent_ops, buffer);
1358
1359 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1360 if (!object)
1361 {
1362 ERR("Out of memory\n");
1363 *buffer = NULL;
1364 return WINED3DERR_OUTOFVIDEOMEMORY;
1365 }
1366
1367 hr = buffer_init(object, device, size, usage | WINED3DUSAGE_STATICDECL,
1368 WINED3DFMT_UNKNOWN, pool, GL_ELEMENT_ARRAY_BUFFER_ARB, NULL,
1369 parent, parent_ops);
1370 if (FAILED(hr))
1371 {
1372 WARN("Failed to initialize buffer, hr %#x\n", hr);
1373 HeapFree(GetProcessHeap(), 0, object);
1374 return hr;
1375 }
1376
1377 TRACE("Created buffer %p.\n", object);
1378 *buffer = object;
1379
1380 return WINED3D_OK;
1381 }
1382
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