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[reactos.git] / dll / directx / wine / wined3d / buffer.c
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 2007-2011, 2013-2014 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 "wined3d_private.h"
26
27 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
28
29 #define WINED3D_BUFFER_HASDESC 0x01 /* A vertex description has been found. */
30 #define WINED3D_BUFFER_CREATEBO 0x02 /* Create a buffer object for this buffer. */
31 #define WINED3D_BUFFER_DOUBLEBUFFER 0x04 /* Keep both a buffer object and a system memory copy for this buffer. */
32 #define WINED3D_BUFFER_FLUSH 0x08 /* Manual unmap flushing. */
33 #define WINED3D_BUFFER_DISCARD 0x10 /* A DISCARD lock has occurred since the last preload. */
34 #define WINED3D_BUFFER_NOSYNC 0x20 /* All locks since the last preload had NOOVERWRITE set. */
35 #define WINED3D_BUFFER_APPLESYNC 0x40 /* Using sync as in GL_APPLE_flush_buffer_range. */
36
37 #define VB_MAXDECLCHANGES 100 /* After that number of decl changes we stop converting */
38 #define VB_RESETDECLCHANGE 1000 /* Reset the decl changecount after that number of draws */
39 #define VB_MAXFULLCONVERSIONS 5 /* Number of full conversions before we stop converting */
40 #define VB_RESETFULLCONVS 20 /* Reset full conversion counts after that number of draws */
41
42 static void buffer_invalidate_bo_range(struct wined3d_buffer *buffer, UINT offset, UINT size)
43 {
44 if (!offset && !size)
45 goto invalidate_all;
46
47 if (offset > buffer->resource.size || offset + size > buffer->resource.size)
48 {
49 WARN("Invalid range specified, invalidating entire buffer.\n");
50 goto invalidate_all;
51 }
52
53 if (buffer->modified_areas >= buffer->maps_size)
54 {
55 struct wined3d_map_range *new;
56
57 if (!(new = HeapReAlloc(GetProcessHeap(), 0, buffer->maps, 2 * buffer->maps_size * sizeof(*buffer->maps))))
58 {
59 ERR("Failed to allocate maps array, invalidating entire buffer.\n");
60 goto invalidate_all;
61 }
62
63 buffer->maps = new;
64 buffer->maps_size *= 2;
65 }
66
67 buffer->maps[buffer->modified_areas].offset = offset;
68 buffer->maps[buffer->modified_areas].size = size;
69 ++buffer->modified_areas;
70 return;
71
72 invalidate_all:
73 buffer->modified_areas = 1;
74 buffer->maps[0].offset = 0;
75 buffer->maps[0].size = buffer->resource.size;
76 }
77
78 static inline void buffer_clear_dirty_areas(struct wined3d_buffer *This)
79 {
80 This->modified_areas = 0;
81 }
82
83 static BOOL buffer_is_dirty(const struct wined3d_buffer *buffer)
84 {
85 return !!buffer->modified_areas;
86 }
87
88 static BOOL buffer_is_fully_dirty(const struct wined3d_buffer *buffer)
89 {
90 unsigned int i;
91
92 for (i = 0; i < buffer->modified_areas; ++i)
93 {
94 if (!buffer->maps[i].offset && buffer->maps[i].size == buffer->resource.size)
95 return TRUE;
96 }
97 return FALSE;
98 }
99
100 /* Context activation is done by the caller */
101 static void delete_gl_buffer(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info)
102 {
103 if(!This->buffer_object) return;
104
105 GL_EXTCALL(glDeleteBuffersARB(1, &This->buffer_object));
106 checkGLcall("glDeleteBuffersARB");
107 This->buffer_object = 0;
108
109 if(This->query)
110 {
111 wined3d_event_query_destroy(This->query);
112 This->query = NULL;
113 }
114 This->flags &= ~WINED3D_BUFFER_APPLESYNC;
115 }
116
117 /* Context activation is done by the caller. */
118 static void buffer_create_buffer_object(struct wined3d_buffer *This, struct wined3d_context *context)
119 {
120 GLenum gl_usage = GL_STATIC_DRAW_ARB;
121 GLenum error;
122 const struct wined3d_gl_info *gl_info = context->gl_info;
123
124 TRACE("Creating an OpenGL vertex buffer object for wined3d_buffer %p with usage %s.\n",
125 This, debug_d3dusage(This->resource.usage));
126
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)
131 */
132 while (gl_info->gl_ops.gl.p_glGetError() != GL_NO_ERROR);
133
134 /* Basically the FVF parameter passed to CreateVertexBuffer is no good.
135 * The vertex declaration from the device determines how the data in the
136 * buffer is interpreted. This means that on each draw call the buffer has
137 * to be verified to check if the rhw and color values are in the correct
138 * format. */
139
140 GL_EXTCALL(glGenBuffersARB(1, &This->buffer_object));
141 error = gl_info->gl_ops.gl.p_glGetError();
142 if (!This->buffer_object || error != GL_NO_ERROR)
143 {
144 ERR("Failed to create a VBO with error %s (%#x)\n", debug_glerror(error), error);
145 goto fail;
146 }
147
148 if (This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
149 context_invalidate_state(context, STATE_INDEXBUFFER);
150 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
151 error = gl_info->gl_ops.gl.p_glGetError();
152 if (error != GL_NO_ERROR)
153 {
154 ERR("Failed to bind the VBO with error %s (%#x)\n", debug_glerror(error), error);
155 goto fail;
156 }
157
158 if (This->resource.usage & WINED3DUSAGE_DYNAMIC)
159 {
160 TRACE("Buffer has WINED3DUSAGE_DYNAMIC set.\n");
161 gl_usage = GL_STREAM_DRAW_ARB;
162
163 if(gl_info->supported[APPLE_FLUSH_BUFFER_RANGE])
164 {
165 GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE));
166 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_FLUSHING_UNMAP_APPLE, GL_FALSE)");
167 This->flags |= WINED3D_BUFFER_FLUSH;
168
169 GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE));
170 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_FALSE)");
171 This->flags |= WINED3D_BUFFER_APPLESYNC;
172 }
173 /* No setup is needed here for GL_ARB_map_buffer_range */
174 }
175
176 /* Reserve memory for the buffer. The amount of data won't change
177 * so we are safe with calling glBufferData once and
178 * calling glBufferSubData on updates. Upload the actual data in case
179 * we're not double buffering, so we can release the heap mem afterwards
180 */
181 GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, This->resource.size, This->resource.heap_memory, gl_usage));
182 error = gl_info->gl_ops.gl.p_glGetError();
183 if (error != GL_NO_ERROR)
184 {
185 ERR("glBufferDataARB failed with error %s (%#x)\n", debug_glerror(error), error);
186 goto fail;
187 }
188
189 This->buffer_object_usage = gl_usage;
190
191 if (This->flags & WINED3D_BUFFER_DOUBLEBUFFER)
192 buffer_invalidate_bo_range(This, 0, 0);
193 else
194 wined3d_resource_free_sysmem(&This->resource);
195
196 return;
197
198 fail:
199 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
200 ERR("Failed to create a vertex buffer object. Continuing, but performance issues may occur\n");
201 delete_gl_buffer(This, gl_info);
202 buffer_clear_dirty_areas(This);
203 }
204
205 static BOOL buffer_process_converted_attribute(struct wined3d_buffer *This,
206 const enum wined3d_buffer_conversion_type conversion_type,
207 const struct wined3d_stream_info_element *attrib, DWORD *stride_this_run)
208 {
209 DWORD attrib_size;
210 BOOL ret = FALSE;
211 unsigned int i;
212 DWORD_PTR data;
213
214 /* Check for some valid situations which cause us pain. One is if the buffer is used for
215 * constant attributes(stride = 0), the other one is if the buffer is used on two streams
216 * with different strides. In the 2nd case we might have to drop conversion entirely,
217 * it is possible that the same bytes are once read as FLOAT2 and once as UBYTE4N.
218 */
219 if (!attrib->stride)
220 {
221 FIXME("%s used with stride 0, let's hope we get the vertex stride from somewhere else\n",
222 debug_d3dformat(attrib->format->id));
223 }
224 else if(attrib->stride != *stride_this_run && *stride_this_run)
225 {
226 FIXME("Got two concurrent strides, %d and %d\n", attrib->stride, *stride_this_run);
227 }
228 else
229 {
230 *stride_this_run = attrib->stride;
231 if (This->stride != *stride_this_run)
232 {
233 /* We rely that this happens only on the first converted attribute that is found,
234 * if at all. See above check
235 */
236 TRACE("Reconverting because converted attributes occur, and the stride changed\n");
237 This->stride = *stride_this_run;
238 HeapFree(GetProcessHeap(), HEAP_ZERO_MEMORY, This->conversion_map);
239 This->conversion_map = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,
240 sizeof(*This->conversion_map) * This->stride);
241 ret = TRUE;
242 }
243 }
244
245 data = ((DWORD_PTR)attrib->data.addr) % This->stride;
246 attrib_size = attrib->format->component_count * attrib->format->component_size;
247 for (i = 0; i < attrib_size; ++i)
248 {
249 DWORD_PTR idx = (data + i) % This->stride;
250 if (This->conversion_map[idx] != conversion_type)
251 {
252 TRACE("Byte %ld in vertex changed\n", idx);
253 TRACE("It was type %d, is %d now\n", This->conversion_map[idx], conversion_type);
254 ret = TRUE;
255 This->conversion_map[idx] = conversion_type;
256 }
257 }
258
259 return ret;
260 }
261
262 #define WINED3D_BUFFER_FIXUP_D3DCOLOR 0x01
263 #define WINED3D_BUFFER_FIXUP_XYZRHW 0x02
264
265 static BOOL buffer_check_attribute(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
266 UINT attrib_idx, DWORD fixup_flags, DWORD *stride_this_run)
267 {
268 const struct wined3d_stream_info_element *attrib = &si->elements[attrib_idx];
269 enum wined3d_format_id format;
270 BOOL ret = FALSE;
271
272 /* Ignore attributes that do not have our vbo. After that check we can be sure that the attribute is
273 * there, on nonexistent attribs the vbo is 0.
274 */
275 if (!(si->use_map & (1 << attrib_idx))
276 || attrib->data.buffer_object != This->buffer_object)
277 return FALSE;
278
279 format = attrib->format->id;
280 /* Look for newly appeared conversion */
281 if (fixup_flags & WINED3D_BUFFER_FIXUP_D3DCOLOR && format == WINED3DFMT_B8G8R8A8_UNORM)
282 {
283 ret = buffer_process_converted_attribute(This, CONV_D3DCOLOR, attrib, stride_this_run);
284 }
285 else if (fixup_flags & WINED3D_BUFFER_FIXUP_XYZRHW && si->position_transformed)
286 {
287 if (format != WINED3DFMT_R32G32B32A32_FLOAT)
288 {
289 FIXME("Unexpected format %s for transformed position.\n", debug_d3dformat(format));
290 return FALSE;
291 }
292
293 ret = buffer_process_converted_attribute(This, CONV_POSITIONT, attrib, stride_this_run);
294 }
295 else if (This->conversion_map)
296 {
297 ret = buffer_process_converted_attribute(This, CONV_NONE, attrib, stride_this_run);
298 }
299
300 return ret;
301 }
302
303 static BOOL buffer_find_decl(struct wined3d_buffer *This, const struct wined3d_stream_info *si,
304 DWORD fixup_flags)
305 {
306 UINT stride_this_run = 0;
307 BOOL ret = FALSE;
308
309 /* In d3d7 the vertex buffer declaration NEVER changes because it is stored in the d3d7 vertex buffer.
310 * Once we have our declaration there is no need to look it up again. Index buffers also never need
311 * conversion, so once the (empty) conversion structure is created don't bother checking again
312 */
313 if (This->flags & WINED3D_BUFFER_HASDESC)
314 {
315 if(This->resource.usage & WINED3DUSAGE_STATICDECL) return FALSE;
316 }
317
318 if (!fixup_flags)
319 {
320 TRACE("No fixup required.\n");
321 if(This->conversion_map)
322 {
323 HeapFree(GetProcessHeap(), 0, This->conversion_map);
324 This->conversion_map = NULL;
325 This->stride = 0;
326 return TRUE;
327 }
328
329 return FALSE;
330 }
331
332 TRACE("Finding vertex buffer conversion information\n");
333 /* Certain declaration types need some fixups before we can pass them to
334 * opengl. This means D3DCOLOR attributes with fixed function vertex
335 * processing, FLOAT4 POSITIONT with fixed function, and FLOAT16 if
336 * GL_ARB_half_float_vertex is not supported.
337 *
338 * Note for d3d8 and d3d9:
339 * The vertex buffer FVF doesn't help with finding them, we have to use
340 * the decoded vertex declaration and pick the things that concern the
341 * current buffer. A problem with this is that this can change between
342 * draws, so we have to validate the information and reprocess the buffer
343 * if it changes, and avoid false positives for performance reasons.
344 * WineD3D doesn't even know the vertex buffer any more, it is managed
345 * by the client libraries and passed to SetStreamSource and ProcessVertices
346 * as needed.
347 *
348 * We have to distinguish between vertex shaders and fixed function to
349 * pick the way we access the strided vertex information.
350 *
351 * This code sets up a per-byte array with the size of the detected
352 * stride of the arrays in the buffer. For each byte we have a field
353 * that marks the conversion needed on this byte. For example, the
354 * following declaration with fixed function vertex processing:
355 *
356 * POSITIONT, FLOAT4
357 * NORMAL, FLOAT3
358 * DIFFUSE, FLOAT16_4
359 * SPECULAR, D3DCOLOR
360 *
361 * Will result in
362 * { POSITIONT }{ NORMAL }{ DIFFUSE }{SPECULAR }
363 * [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]
364 *
365 * Where in this example map P means 4 component position conversion, 0
366 * means no conversion, F means FLOAT16_2 conversion and C means D3DCOLOR
367 * conversion (red / blue swizzle).
368 *
369 * If we're doing conversion and the stride changes we have to reconvert
370 * the whole buffer. Note that we do not mind if the semantic changes,
371 * we only care for the conversion type. So if the NORMAL is replaced
372 * with a TEXCOORD, nothing has to be done, or if the DIFFUSE is replaced
373 * with a D3DCOLOR BLENDWEIGHT we can happily dismiss the change. Some
374 * conversion types depend on the semantic as well, for example a FLOAT4
375 * texcoord needs no conversion while a FLOAT4 positiont needs one
376 */
377
378 ret = buffer_check_attribute(This, si, WINED3D_FFP_POSITION,
379 fixup_flags, &stride_this_run) || ret;
380 fixup_flags &= ~WINED3D_BUFFER_FIXUP_XYZRHW;
381
382 ret = buffer_check_attribute(This, si, WINED3D_FFP_NORMAL,
383 fixup_flags, &stride_this_run) || ret;
384 ret = buffer_check_attribute(This, si, WINED3D_FFP_DIFFUSE,
385 fixup_flags, &stride_this_run) || ret;
386 ret = buffer_check_attribute(This, si, WINED3D_FFP_SPECULAR,
387 fixup_flags, &stride_this_run) || ret;
388 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD0,
389 fixup_flags, &stride_this_run) || ret;
390 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD1,
391 fixup_flags, &stride_this_run) || ret;
392 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD2,
393 fixup_flags, &stride_this_run) || ret;
394 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD3,
395 fixup_flags, &stride_this_run) || ret;
396 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD4,
397 fixup_flags, &stride_this_run) || ret;
398 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD5,
399 fixup_flags, &stride_this_run) || ret;
400 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD6,
401 fixup_flags, &stride_this_run) || ret;
402 ret = buffer_check_attribute(This, si, WINED3D_FFP_TEXCOORD7,
403 fixup_flags, &stride_this_run) || ret;
404
405 if (!stride_this_run && This->conversion_map)
406 {
407 /* Sanity test */
408 if (!ret) ERR("no converted attributes found, old conversion map exists, and no declaration change?\n");
409 HeapFree(GetProcessHeap(), 0, This->conversion_map);
410 This->conversion_map = NULL;
411 This->stride = 0;
412 }
413
414 if (ret) TRACE("Conversion information changed\n");
415
416 return ret;
417 }
418
419 static inline void fixup_d3dcolor(DWORD *dst_color)
420 {
421 DWORD src_color = *dst_color;
422
423 /* Color conversion like in drawStridedSlow. watch out for little endianity
424 * If we want that stuff to work on big endian machines too we have to consider more things
425 *
426 * 0xff000000: Alpha mask
427 * 0x00ff0000: Blue mask
428 * 0x0000ff00: Green mask
429 * 0x000000ff: Red mask
430 */
431 *dst_color = 0;
432 *dst_color |= (src_color & 0xff00ff00); /* Alpha Green */
433 *dst_color |= (src_color & 0x00ff0000) >> 16; /* Red */
434 *dst_color |= (src_color & 0x000000ff) << 16; /* Blue */
435 }
436
437 static inline void fixup_transformed_pos(float *p)
438 {
439 /* rhw conversion like in position_float4(). */
440 if (p[3] != 1.0f && p[3] != 0.0f)
441 {
442 float w = 1.0f / p[3];
443 p[0] *= w;
444 p[1] *= w;
445 p[2] *= w;
446 p[3] = w;
447 }
448 }
449
450 /* Context activation is done by the caller. */
451 void buffer_get_memory(struct wined3d_buffer *buffer, struct wined3d_context *context,
452 struct wined3d_bo_address *data)
453 {
454 data->buffer_object = buffer->buffer_object;
455 if (!buffer->buffer_object)
456 {
457 if ((buffer->flags & WINED3D_BUFFER_CREATEBO) && !buffer->resource.map_count)
458 {
459 buffer_create_buffer_object(buffer, context);
460 buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
461 if (buffer->buffer_object)
462 {
463 data->buffer_object = buffer->buffer_object;
464 data->addr = NULL;
465 return;
466 }
467 }
468 data->addr = buffer->resource.heap_memory;
469 }
470 else
471 {
472 data->addr = NULL;
473 }
474 }
475
476 ULONG CDECL wined3d_buffer_incref(struct wined3d_buffer *buffer)
477 {
478 ULONG refcount = InterlockedIncrement(&buffer->resource.ref);
479
480 TRACE("%p increasing refcount to %u.\n", buffer, refcount);
481
482 return refcount;
483 }
484
485 /* Context activation is done by the caller. */
486 BYTE *buffer_get_sysmem(struct wined3d_buffer *This, struct wined3d_context *context)
487 {
488 const struct wined3d_gl_info *gl_info = context->gl_info;
489
490 /* Heap_memory exists if the buffer is double buffered or has no buffer object at all. */
491 if (This->resource.heap_memory)
492 return This->resource.heap_memory;
493
494 if (!wined3d_resource_allocate_sysmem(&This->resource))
495 ERR("Failed to allocate system memory.\n");
496
497 if (This->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
498 context_invalidate_state(context, STATE_INDEXBUFFER);
499
500 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
501 GL_EXTCALL(glGetBufferSubDataARB(This->buffer_type_hint, 0, This->resource.size, This->resource.heap_memory));
502 This->flags |= WINED3D_BUFFER_DOUBLEBUFFER;
503
504 return This->resource.heap_memory;
505 }
506
507 static void buffer_unload(struct wined3d_resource *resource)
508 {
509 struct wined3d_buffer *buffer = buffer_from_resource(resource);
510
511 TRACE("buffer %p.\n", buffer);
512
513 if (buffer->buffer_object)
514 {
515 struct wined3d_device *device = resource->device;
516 struct wined3d_context *context;
517
518 context = context_acquire(device, NULL);
519
520 /* Download the buffer, but don't permanently enable double buffering */
521 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
522 {
523 buffer_get_sysmem(buffer, context);
524 buffer->flags &= ~WINED3D_BUFFER_DOUBLEBUFFER;
525 }
526
527 delete_gl_buffer(buffer, context->gl_info);
528 buffer->flags |= WINED3D_BUFFER_CREATEBO; /* Recreate the buffer object next load */
529 buffer_clear_dirty_areas(buffer);
530
531 context_release(context);
532
533 HeapFree(GetProcessHeap(), 0, buffer->conversion_map);
534 buffer->conversion_map = NULL;
535 buffer->stride = 0;
536 buffer->conversion_stride = 0;
537 buffer->flags &= ~WINED3D_BUFFER_HASDESC;
538 }
539
540 resource_unload(resource);
541 }
542
543 ULONG CDECL wined3d_buffer_decref(struct wined3d_buffer *buffer)
544 {
545 ULONG refcount = InterlockedDecrement(&buffer->resource.ref);
546 struct wined3d_context *context;
547
548 TRACE("%p decreasing refcount to %u.\n", buffer, refcount);
549
550 if (!refcount)
551 {
552 if (buffer->buffer_object)
553 {
554 context = context_acquire(buffer->resource.device, NULL);
555 delete_gl_buffer(buffer, context->gl_info);
556 context_release(context);
557
558 HeapFree(GetProcessHeap(), 0, buffer->conversion_map);
559 }
560
561 resource_cleanup(&buffer->resource);
562 buffer->resource.parent_ops->wined3d_object_destroyed(buffer->resource.parent);
563 HeapFree(GetProcessHeap(), 0, buffer->maps);
564 HeapFree(GetProcessHeap(), 0, buffer);
565 }
566
567 return refcount;
568 }
569
570 void * CDECL wined3d_buffer_get_parent(const struct wined3d_buffer *buffer)
571 {
572 TRACE("buffer %p.\n", buffer);
573
574 return buffer->resource.parent;
575 }
576
577 DWORD CDECL wined3d_buffer_set_priority(struct wined3d_buffer *buffer, DWORD priority)
578 {
579 return resource_set_priority(&buffer->resource, priority);
580 }
581
582 DWORD CDECL wined3d_buffer_get_priority(const struct wined3d_buffer *buffer)
583 {
584 return resource_get_priority(&buffer->resource);
585 }
586
587 /* The caller provides a context and binds the buffer */
588 static void buffer_sync_apple(struct wined3d_buffer *This, DWORD flags, const struct wined3d_gl_info *gl_info)
589 {
590 enum wined3d_event_query_result ret;
591
592 /* No fencing needs to be done if the app promises not to overwrite
593 * existing data. */
594 if (flags & WINED3D_MAP_NOOVERWRITE)
595 return;
596
597 if (flags & WINED3D_MAP_DISCARD)
598 {
599 GL_EXTCALL(glBufferDataARB(This->buffer_type_hint, This->resource.size, NULL, This->buffer_object_usage));
600 checkGLcall("glBufferDataARB\n");
601 return;
602 }
603
604 if(!This->query)
605 {
606 TRACE("Creating event query for buffer %p\n", This);
607
608 if (!wined3d_event_query_supported(gl_info))
609 {
610 FIXME("Event queries not supported, dropping async buffer locks.\n");
611 goto drop_query;
612 }
613
614 This->query = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*This->query));
615 if (!This->query)
616 {
617 ERR("Failed to allocate event query memory, dropping async buffer locks.\n");
618 goto drop_query;
619 }
620
621 /* Since we don't know about old draws a glFinish is needed once */
622 gl_info->gl_ops.gl.p_glFinish();
623 return;
624 }
625 TRACE("Synchronizing buffer %p\n", This);
626 ret = wined3d_event_query_finish(This->query, This->resource.device);
627 switch(ret)
628 {
629 case WINED3D_EVENT_QUERY_NOT_STARTED:
630 case WINED3D_EVENT_QUERY_OK:
631 /* All done */
632 return;
633
634 case WINED3D_EVENT_QUERY_WRONG_THREAD:
635 WARN("Cannot synchronize buffer lock due to a thread conflict\n");
636 goto drop_query;
637
638 default:
639 ERR("wined3d_event_query_finish returned %u, dropping async buffer locks\n", ret);
640 goto drop_query;
641 }
642
643 drop_query:
644 if(This->query)
645 {
646 wined3d_event_query_destroy(This->query);
647 This->query = NULL;
648 }
649
650 gl_info->gl_ops.gl.p_glFinish();
651 GL_EXTCALL(glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE));
652 checkGLcall("glBufferParameteriAPPLE(This->buffer_type_hint, GL_BUFFER_SERIALIZED_MODIFY_APPLE, GL_TRUE)");
653 This->flags &= ~WINED3D_BUFFER_APPLESYNC;
654 }
655
656 /* The caller provides a GL context */
657 static void buffer_direct_upload(struct wined3d_buffer *This, const struct wined3d_gl_info *gl_info, DWORD flags)
658 {
659 BYTE *map;
660 UINT start = 0, len = 0;
661
662 /* This potentially invalidates the element array buffer binding, but the
663 * caller always takes care of this. */
664 GL_EXTCALL(glBindBufferARB(This->buffer_type_hint, This->buffer_object));
665 checkGLcall("glBindBufferARB");
666 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
667 {
668 GLbitfield mapflags;
669 mapflags = GL_MAP_WRITE_BIT | GL_MAP_FLUSH_EXPLICIT_BIT;
670 if (flags & WINED3D_BUFFER_DISCARD)
671 mapflags |= GL_MAP_INVALIDATE_BUFFER_BIT;
672 if (flags & WINED3D_BUFFER_NOSYNC)
673 mapflags |= GL_MAP_UNSYNCHRONIZED_BIT;
674 map = GL_EXTCALL(glMapBufferRange(This->buffer_type_hint, 0,
675 This->resource.size, mapflags));
676 checkGLcall("glMapBufferRange");
677 }
678 else
679 {
680 if (This->flags & WINED3D_BUFFER_APPLESYNC)
681 {
682 DWORD syncflags = 0;
683 if (flags & WINED3D_BUFFER_DISCARD)
684 syncflags |= WINED3D_MAP_DISCARD;
685 if (flags & WINED3D_BUFFER_NOSYNC)
686 syncflags |= WINED3D_MAP_NOOVERWRITE;
687 buffer_sync_apple(This, syncflags, gl_info);
688 }
689 map = GL_EXTCALL(glMapBufferARB(This->buffer_type_hint, GL_WRITE_ONLY_ARB));
690 checkGLcall("glMapBufferARB");
691 }
692 if (!map)
693 {
694 ERR("Failed to map opengl buffer\n");
695 return;
696 }
697
698 while (This->modified_areas)
699 {
700 This->modified_areas--;
701 start = This->maps[This->modified_areas].offset;
702 len = This->maps[This->modified_areas].size;
703
704 memcpy(map + start, (BYTE *)This->resource.heap_memory + start, len);
705
706 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
707 {
708 GL_EXTCALL(glFlushMappedBufferRange(This->buffer_type_hint, start, len));
709 checkGLcall("glFlushMappedBufferRange");
710 }
711 else if (This->flags & WINED3D_BUFFER_FLUSH)
712 {
713 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(This->buffer_type_hint, start, len));
714 checkGLcall("glFlushMappedBufferRangeAPPLE");
715 }
716 }
717 GL_EXTCALL(glUnmapBufferARB(This->buffer_type_hint));
718 checkGLcall("glUnmapBufferARB");
719 }
720
721 /* Context activation is done by the caller. */
722 void buffer_internal_preload(struct wined3d_buffer *buffer, struct wined3d_context *context,
723 const struct wined3d_state *state)
724 {
725 DWORD flags = buffer->flags & (WINED3D_BUFFER_NOSYNC | WINED3D_BUFFER_DISCARD);
726 struct wined3d_device *device = buffer->resource.device;
727 UINT start = 0, end = 0, len = 0, vertices;
728 const struct wined3d_gl_info *gl_info;
729 BOOL decl_changed = FALSE;
730 unsigned int i, j;
731 BYTE *data;
732
733 TRACE("buffer %p.\n", buffer);
734
735 if (buffer->resource.map_count)
736 {
737 WARN("Buffer is mapped, skipping preload.\n");
738 return;
739 }
740
741 buffer->flags &= ~(WINED3D_BUFFER_NOSYNC | WINED3D_BUFFER_DISCARD);
742
743 if (!buffer->buffer_object)
744 {
745 /* TODO: Make converting independent from VBOs */
746 if (buffer->flags & WINED3D_BUFFER_CREATEBO)
747 {
748 buffer_create_buffer_object(buffer, context);
749 buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
750 }
751 else
752 {
753 /* Not doing any conversion */
754 return;
755 }
756 }
757
758 /* Reading the declaration makes only sense if we have valid state information
759 * (i.e., if this function is called during draws). */
760 if (state)
761 {
762 DWORD fixup_flags = 0;
763
764 if (!use_vs(state))
765 {
766 if (!context->gl_info->supported[ARB_VERTEX_ARRAY_BGRA])
767 fixup_flags |= WINED3D_BUFFER_FIXUP_D3DCOLOR;
768 if (!context->d3d_info->xyzrhw)
769 fixup_flags |= WINED3D_BUFFER_FIXUP_XYZRHW;
770 }
771
772 decl_changed = buffer_find_decl(buffer, &context->stream_info, fixup_flags);
773 buffer->flags |= WINED3D_BUFFER_HASDESC;
774 }
775
776 if (!decl_changed && !(buffer->flags & WINED3D_BUFFER_HASDESC && buffer_is_dirty(buffer)))
777 {
778 ++buffer->draw_count;
779 if (buffer->draw_count > VB_RESETDECLCHANGE)
780 buffer->decl_change_count = 0;
781 if (buffer->draw_count > VB_RESETFULLCONVS)
782 buffer->full_conversion_count = 0;
783 return;
784 }
785
786 /* If applications change the declaration over and over, reconverting all the time is a huge
787 * performance hit. So count the declaration changes and release the VBO if there are too many
788 * of them (and thus stop converting)
789 */
790 if (decl_changed)
791 {
792 ++buffer->decl_change_count;
793 buffer->draw_count = 0;
794
795 if (buffer->decl_change_count > VB_MAXDECLCHANGES
796 || (buffer->conversion_map && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)))
797 {
798 FIXME("Too many declaration changes or converting dynamic buffer, stopping converting\n");
799
800 buffer_unload(&buffer->resource);
801 buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
802
803 /* The stream source state handler might have read the memory of
804 * the vertex buffer already and got the memory in the vbo which
805 * is not valid any longer. Dirtify the stream source to force a
806 * reload. This happens only once per changed vertexbuffer and
807 * should occur rather rarely. */
808 device_invalidate_state(device, STATE_STREAMSRC);
809 return;
810 }
811
812 /* The declaration changed, reload the whole buffer. */
813 WARN("Reloading buffer because of a vertex declaration change.\n");
814 buffer_invalidate_bo_range(buffer, 0, 0);
815
816 /* Avoid unfenced updates, we might overwrite more areas of the buffer than the application
817 * cleared for unsynchronized updates
818 */
819 flags = 0;
820 }
821 else
822 {
823 /* However, it is perfectly fine to change the declaration every now and then. We don't want a game that
824 * changes it every minute drop the VBO after VB_MAX_DECL_CHANGES minutes. So count draws without
825 * decl changes and reset the decl change count after a specific number of them
826 */
827 if (buffer->conversion_map && buffer_is_fully_dirty(buffer))
828 {
829 ++buffer->full_conversion_count;
830 if (buffer->full_conversion_count > VB_MAXFULLCONVERSIONS)
831 {
832 FIXME("Too many full buffer conversions, stopping converting.\n");
833 buffer_unload(&buffer->resource);
834 buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
835 if (buffer->resource.bind_count)
836 device_invalidate_state(device, STATE_STREAMSRC);
837 return;
838 }
839 }
840 else
841 {
842 ++buffer->draw_count;
843 if (buffer->draw_count > VB_RESETDECLCHANGE)
844 buffer->decl_change_count = 0;
845 if (buffer->draw_count > VB_RESETFULLCONVS)
846 buffer->full_conversion_count = 0;
847 }
848 }
849
850 if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
851 device_invalidate_state(device, STATE_INDEXBUFFER);
852
853 if (!buffer->conversion_map)
854 {
855 /* That means that there is nothing to fixup. Just upload from
856 * buffer->resource.heap_memory directly into the vbo. Do not
857 * free the system memory copy because drawPrimitive may need it if
858 * the stride is 0, for instancing emulation, vertex blending
859 * emulation or shader emulation. */
860 TRACE("No conversion needed.\n");
861
862 /* Nothing to do because we locked directly into the vbo */
863 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
864 {
865 return;
866 }
867
868 buffer_direct_upload(buffer, context->gl_info, flags);
869
870 return;
871 }
872
873 gl_info = context->gl_info;
874
875 if(!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
876 {
877 buffer_get_sysmem(buffer, context);
878 }
879
880 /* Now for each vertex in the buffer that needs conversion */
881 vertices = buffer->resource.size / buffer->stride;
882
883 data = HeapAlloc(GetProcessHeap(), 0, buffer->resource.size);
884
885 while(buffer->modified_areas)
886 {
887 buffer->modified_areas--;
888 start = buffer->maps[buffer->modified_areas].offset;
889 len = buffer->maps[buffer->modified_areas].size;
890 end = start + len;
891
892 memcpy(data + start, (BYTE *)buffer->resource.heap_memory + start, end - start);
893 for (i = start / buffer->stride; i < min((end / buffer->stride) + 1, vertices); ++i)
894 {
895 for (j = 0; j < buffer->stride; ++j)
896 {
897 switch (buffer->conversion_map[j])
898 {
899 case CONV_NONE:
900 /* Done already */
901 j += 3;
902 break;
903 case CONV_D3DCOLOR:
904 fixup_d3dcolor((DWORD *) (data + i * buffer->stride + j));
905 j += 3;
906 break;
907
908 case CONV_POSITIONT:
909 fixup_transformed_pos((float *) (data + i * buffer->stride + j));
910 j += 15;
911 break;
912 default:
913 FIXME("Unimplemented conversion %d in shifted conversion\n", buffer->conversion_map[j]);
914 }
915 }
916 }
917
918 GL_EXTCALL(glBindBufferARB(buffer->buffer_type_hint, buffer->buffer_object));
919 checkGLcall("glBindBufferARB");
920 GL_EXTCALL(glBufferSubDataARB(buffer->buffer_type_hint, start, len, data + start));
921 checkGLcall("glBufferSubDataARB");
922 }
923
924 HeapFree(GetProcessHeap(), 0, data);
925 }
926
927 void CDECL wined3d_buffer_preload(struct wined3d_buffer *buffer)
928 {
929 struct wined3d_context *context;
930 context = context_acquire(buffer->resource.device, NULL);
931 buffer_internal_preload(buffer, context, NULL);
932 context_release(context);
933 }
934
935 struct wined3d_resource * CDECL wined3d_buffer_get_resource(struct wined3d_buffer *buffer)
936 {
937 TRACE("buffer %p.\n", buffer);
938
939 return &buffer->resource;
940 }
941
942 HRESULT CDECL wined3d_buffer_map(struct wined3d_buffer *buffer, UINT offset, UINT size, BYTE **data, DWORD flags)
943 {
944 LONG count;
945 BYTE *base;
946
947 TRACE("buffer %p, offset %u, size %u, data %p, flags %#x\n", buffer, offset, size, data, flags);
948
949 flags = wined3d_resource_sanitize_map_flags(&buffer->resource, flags);
950 /* Filter redundant WINED3D_MAP_DISCARD maps. The 3DMark2001 multitexture
951 * fill rate test seems to depend on this. When we map a buffer with
952 * GL_MAP_INVALIDATE_BUFFER_BIT, the driver is free to discard the
953 * previous contents of the buffer. The r600g driver only does this when
954 * the buffer is currently in use, while the proprietary NVIDIA driver
955 * appears to do this unconditionally. */
956 if (buffer->flags & WINED3D_BUFFER_DISCARD)
957 flags &= ~WINED3D_MAP_DISCARD;
958 count = ++buffer->resource.map_count;
959
960 if (buffer->buffer_object)
961 {
962 /* DISCARD invalidates the entire buffer, regardless of the specified
963 * offset and size. Some applications also depend on the entire buffer
964 * being uploaded in that case. Two such applications are Port Royale
965 * and Darkstar One. */
966 if (flags & WINED3D_MAP_DISCARD)
967 buffer_invalidate_bo_range(buffer, 0, 0);
968 else if (!(flags & WINED3D_MAP_READONLY))
969 buffer_invalidate_bo_range(buffer, offset, size);
970
971 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER))
972 {
973 if (count == 1)
974 {
975 struct wined3d_device *device = buffer->resource.device;
976 struct wined3d_context *context;
977 const struct wined3d_gl_info *gl_info;
978
979 context = context_acquire(device, NULL);
980 gl_info = context->gl_info;
981
982 if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
983 context_invalidate_state(context, STATE_INDEXBUFFER);
984 GL_EXTCALL(glBindBufferARB(buffer->buffer_type_hint, buffer->buffer_object));
985
986 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
987 {
988 GLbitfield mapflags = wined3d_resource_gl_map_flags(flags);
989 buffer->map_ptr = GL_EXTCALL(glMapBufferRange(buffer->buffer_type_hint,
990 0, buffer->resource.size, mapflags));
991 checkGLcall("glMapBufferRange");
992 }
993 else
994 {
995 if (buffer->flags & WINED3D_BUFFER_APPLESYNC)
996 buffer_sync_apple(buffer, flags, gl_info);
997 buffer->map_ptr = GL_EXTCALL(glMapBufferARB(buffer->buffer_type_hint,
998 GL_READ_WRITE_ARB));
999 checkGLcall("glMapBufferARB");
1000 }
1001
1002 if (((DWORD_PTR)buffer->map_ptr) & (RESOURCE_ALIGNMENT - 1))
1003 {
1004 WARN("Pointer %p is not %u byte aligned.\n", buffer->map_ptr, RESOURCE_ALIGNMENT);
1005
1006 GL_EXTCALL(glUnmapBufferARB(buffer->buffer_type_hint));
1007 checkGLcall("glUnmapBufferARB");
1008 buffer->map_ptr = NULL;
1009
1010 if (buffer->resource.usage & WINED3DUSAGE_DYNAMIC)
1011 {
1012 /* The extra copy is more expensive than not using VBOs at
1013 * all on the Nvidia Linux driver, which is the only driver
1014 * that returns unaligned pointers
1015 */
1016 TRACE("Dynamic buffer, dropping VBO\n");
1017 buffer_unload(&buffer->resource);
1018 buffer->flags &= ~WINED3D_BUFFER_CREATEBO;
1019 if (buffer->resource.bind_count)
1020 device_invalidate_state(device, STATE_STREAMSRC);
1021 }
1022 else
1023 {
1024 TRACE("Falling back to doublebuffered operation\n");
1025 buffer_get_sysmem(buffer, context);
1026 }
1027 TRACE("New pointer is %p.\n", buffer->resource.heap_memory);
1028 buffer->map_ptr = NULL;
1029 }
1030 context_release(context);
1031 }
1032 }
1033
1034 if (flags & WINED3D_MAP_DISCARD)
1035 buffer->flags |= WINED3D_BUFFER_DISCARD;
1036
1037 if (!(flags & WINED3D_MAP_NOOVERWRITE))
1038 buffer->flags &= ~WINED3D_BUFFER_NOSYNC;
1039 else if (!buffer_is_dirty(buffer))
1040 buffer->flags |= WINED3D_BUFFER_NOSYNC;
1041 }
1042
1043 base = buffer->map_ptr ? buffer->map_ptr : buffer->resource.heap_memory;
1044 *data = base + offset;
1045
1046 TRACE("Returning memory at %p (base %p, offset %u).\n", *data, base, offset);
1047 /* TODO: check Flags compatibility with buffer->currentDesc.Usage (see MSDN) */
1048
1049 return WINED3D_OK;
1050 }
1051
1052 void CDECL wined3d_buffer_unmap(struct wined3d_buffer *buffer)
1053 {
1054 ULONG i;
1055
1056 TRACE("buffer %p.\n", buffer);
1057
1058 /* In the case that the number of Unmap calls > the
1059 * number of Map calls, d3d returns always D3D_OK.
1060 * This is also needed to prevent Map from returning garbage on
1061 * the next call (this will happen if the lock_count is < 0). */
1062 if (!buffer->resource.map_count)
1063 {
1064 WARN("Unmap called without a previous map call.\n");
1065 return;
1066 }
1067
1068 if (--buffer->resource.map_count)
1069 {
1070 /* Delay loading the buffer until everything is unlocked */
1071 TRACE("Ignoring unmap.\n");
1072 return;
1073 }
1074
1075 if (!(buffer->flags & WINED3D_BUFFER_DOUBLEBUFFER) && buffer->buffer_object)
1076 {
1077 struct wined3d_device *device = buffer->resource.device;
1078 const struct wined3d_gl_info *gl_info;
1079 struct wined3d_context *context;
1080
1081 context = context_acquire(device, NULL);
1082 gl_info = context->gl_info;
1083
1084 if (buffer->buffer_type_hint == GL_ELEMENT_ARRAY_BUFFER_ARB)
1085 context_invalidate_state(context, STATE_INDEXBUFFER);
1086 GL_EXTCALL(glBindBufferARB(buffer->buffer_type_hint, buffer->buffer_object));
1087
1088 if (gl_info->supported[ARB_MAP_BUFFER_RANGE])
1089 {
1090 for (i = 0; i < buffer->modified_areas; ++i)
1091 {
1092 GL_EXTCALL(glFlushMappedBufferRange(buffer->buffer_type_hint,
1093 buffer->maps[i].offset, buffer->maps[i].size));
1094 checkGLcall("glFlushMappedBufferRange");
1095 }
1096 }
1097 else if (buffer->flags & WINED3D_BUFFER_FLUSH)
1098 {
1099 for (i = 0; i < buffer->modified_areas; ++i)
1100 {
1101 GL_EXTCALL(glFlushMappedBufferRangeAPPLE(buffer->buffer_type_hint,
1102 buffer->maps[i].offset, buffer->maps[i].size));
1103 checkGLcall("glFlushMappedBufferRangeAPPLE");
1104 }
1105 }
1106
1107 GL_EXTCALL(glUnmapBufferARB(buffer->buffer_type_hint));
1108 if (wined3d_settings.strict_draw_ordering)
1109 gl_info->gl_ops.gl.p_glFlush(); /* Flush to ensure ordering across contexts. */
1110 context_release(context);
1111
1112 buffer_clear_dirty_areas(buffer);
1113 buffer->map_ptr = NULL;
1114 }
1115 else if (buffer->flags & WINED3D_BUFFER_HASDESC)
1116 {
1117 wined3d_buffer_preload(buffer);
1118 }
1119 }
1120
1121 static const struct wined3d_resource_ops buffer_resource_ops =
1122 {
1123 buffer_unload,
1124 };
1125
1126 static HRESULT buffer_init(struct wined3d_buffer *buffer, struct wined3d_device *device,
1127 UINT size, DWORD usage, enum wined3d_format_id format_id, enum wined3d_pool pool, GLenum bind_hint,
1128 const char *data, void *parent, const struct wined3d_parent_ops *parent_ops)
1129 {
1130 const struct wined3d_gl_info *gl_info = &device->adapter->gl_info;
1131 const struct wined3d_format *format = wined3d_get_format(gl_info, format_id);
1132 HRESULT hr;
1133 BOOL dynamic_buffer_ok;
1134
1135 if (!size)
1136 {
1137 WARN("Size 0 requested, returning WINED3DERR_INVALIDCALL\n");
1138 return WINED3DERR_INVALIDCALL;
1139 }
1140
1141 hr = resource_init(&buffer->resource, device, WINED3D_RTYPE_BUFFER, format,
1142 WINED3D_MULTISAMPLE_NONE, 0, usage, pool, size, 1, 1, size,
1143 parent, parent_ops, &buffer_resource_ops);
1144 if (FAILED(hr))
1145 {
1146 WARN("Failed to initialize resource, hr %#x\n", hr);
1147 return hr;
1148 }
1149 buffer->buffer_type_hint = bind_hint;
1150
1151 TRACE("size %#x, usage %#x, format %s, memory @ %p, iface @ %p.\n", buffer->resource.size, buffer->resource.usage,
1152 debug_d3dformat(buffer->resource.format->id), buffer->resource.heap_memory, buffer);
1153
1154 if (device->create_parms.flags & WINED3DCREATE_SOFTWARE_VERTEXPROCESSING)
1155 {
1156 /* SWvp always returns the same pointer in buffer maps and retains data in DISCARD maps.
1157 * Keep a system memory copy of the buffer to provide the same behavior to the application.
1158 * Still use a VBO to support OpenGL 3 core contexts. */
1159 TRACE("Using doublebuffer mode because of software vertex processing\n");
1160 buffer->flags |= WINED3D_BUFFER_DOUBLEBUFFER;
1161 }
1162
1163 dynamic_buffer_ok = gl_info->supported[APPLE_FLUSH_BUFFER_RANGE] || gl_info->supported[ARB_MAP_BUFFER_RANGE];
1164
1165 /* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
1166 * drawStridedFast (half-life 2 and others).
1167 *
1168 * Basically converting the vertices in the buffer is quite expensive, and observations
1169 * show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
1170 * Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
1171 */
1172 if (!gl_info->supported[ARB_VERTEX_BUFFER_OBJECT])
1173 {
1174 TRACE("Not creating a vbo because GL_ARB_vertex_buffer is not supported\n");
1175 }
1176 else if(buffer->resource.pool == WINED3D_POOL_SYSTEM_MEM)
1177 {
1178 TRACE("Not creating a vbo because the vertex buffer is in system memory\n");
1179 }
1180 else if(!dynamic_buffer_ok && (buffer->resource.usage & WINED3DUSAGE_DYNAMIC))
1181 {
1182 TRACE("Not creating a vbo because the buffer has dynamic usage and no GL support\n");
1183 }
1184 else
1185 {
1186 buffer->flags |= WINED3D_BUFFER_CREATEBO;
1187 }
1188
1189 if (data)
1190 {
1191 BYTE *ptr;
1192
1193 hr = wined3d_buffer_map(buffer, 0, size, &ptr, 0);
1194 if (FAILED(hr))
1195 {
1196 ERR("Failed to map buffer, hr %#x\n", hr);
1197 buffer_unload(&buffer->resource);
1198 resource_cleanup(&buffer->resource);
1199 return hr;
1200 }
1201
1202 memcpy(ptr, data, size);
1203
1204 wined3d_buffer_unmap(buffer);
1205 }
1206
1207 buffer->maps = HeapAlloc(GetProcessHeap(), 0, sizeof(*buffer->maps));
1208 if (!buffer->maps)
1209 {
1210 ERR("Out of memory\n");
1211 buffer_unload(&buffer->resource);
1212 resource_cleanup(&buffer->resource);
1213 return E_OUTOFMEMORY;
1214 }
1215 buffer->maps_size = 1;
1216
1217 return WINED3D_OK;
1218 }
1219
1220 HRESULT CDECL wined3d_buffer_create(struct wined3d_device *device, struct wined3d_buffer_desc *desc, const void *data,
1221 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer)
1222 {
1223 struct wined3d_buffer *object;
1224 HRESULT hr;
1225
1226 TRACE("device %p, desc %p, data %p, parent %p, buffer %p\n", device, desc, data, parent, buffer);
1227
1228 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1229 if (!object)
1230 return E_OUTOFMEMORY;
1231
1232 FIXME("Ignoring access flags (pool)\n");
1233
1234 hr = buffer_init(object, device, desc->byte_width, desc->usage, WINED3DFMT_UNKNOWN,
1235 WINED3D_POOL_MANAGED, GL_ARRAY_BUFFER_ARB, data, parent, parent_ops);
1236 if (FAILED(hr))
1237 {
1238 WARN("Failed to initialize buffer, hr %#x.\n", hr);
1239 HeapFree(GetProcessHeap(), 0, object);
1240 return hr;
1241 }
1242 object->desc = *desc;
1243
1244 TRACE("Created buffer %p.\n", object);
1245
1246 *buffer = object;
1247
1248 return WINED3D_OK;
1249 }
1250
1251 HRESULT CDECL wined3d_buffer_create_vb(struct wined3d_device *device, UINT size, DWORD usage, enum wined3d_pool pool,
1252 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer)
1253 {
1254 struct wined3d_buffer *object;
1255 HRESULT hr;
1256
1257 TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
1258 device, size, usage, pool, parent, parent_ops, buffer);
1259
1260 if (pool == WINED3D_POOL_SCRATCH)
1261 {
1262 /* The d3d9 tests shows that this is not allowed. It doesn't make much
1263 * sense anyway, SCRATCH buffers wouldn't be usable anywhere. */
1264 WARN("Vertex buffer in WINED3D_POOL_SCRATCH requested, returning WINED3DERR_INVALIDCALL.\n");
1265 *buffer = NULL;
1266 return WINED3DERR_INVALIDCALL;
1267 }
1268
1269 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1270 if (!object)
1271 {
1272 *buffer = NULL;
1273 return WINED3DERR_OUTOFVIDEOMEMORY;
1274 }
1275
1276 hr = buffer_init(object, device, size, usage, WINED3DFMT_VERTEXDATA,
1277 pool, GL_ARRAY_BUFFER_ARB, NULL, parent, parent_ops);
1278 if (FAILED(hr))
1279 {
1280 WARN("Failed to initialize buffer, hr %#x.\n", hr);
1281 HeapFree(GetProcessHeap(), 0, object);
1282 return hr;
1283 }
1284
1285 TRACE("Created buffer %p.\n", object);
1286 *buffer = object;
1287
1288 return WINED3D_OK;
1289 }
1290
1291 HRESULT CDECL wined3d_buffer_create_ib(struct wined3d_device *device, UINT size, DWORD usage, enum wined3d_pool pool,
1292 void *parent, const struct wined3d_parent_ops *parent_ops, struct wined3d_buffer **buffer)
1293 {
1294 struct wined3d_buffer *object;
1295 HRESULT hr;
1296
1297 TRACE("device %p, size %u, usage %#x, pool %#x, parent %p, parent_ops %p, buffer %p.\n",
1298 device, size, usage, pool, parent, parent_ops, buffer);
1299
1300 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(*object));
1301 if (!object)
1302 {
1303 *buffer = NULL;
1304 return WINED3DERR_OUTOFVIDEOMEMORY;
1305 }
1306
1307 hr = buffer_init(object, device, size, usage | WINED3DUSAGE_STATICDECL,
1308 WINED3DFMT_UNKNOWN, pool, GL_ELEMENT_ARRAY_BUFFER_ARB, NULL,
1309 parent, parent_ops);
1310 if (FAILED(hr))
1311 {
1312 WARN("Failed to initialize buffer, hr %#x\n", hr);
1313 HeapFree(GetProcessHeap(), 0, object);
1314 return hr;
1315 }
1316
1317 TRACE("Created buffer %p.\n", object);
1318 *buffer = object;
1319
1320 return WINED3D_OK;
1321 }